babylon.max.js 5.7 MB

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  1. (function universalModuleDefinition(root, factory) {
  2. var amdDependencies = [];
  3. var CANNON = root.CANNON || this.CANNON;
  4. var OIMO = root.OIMO || this.OIMO;
  5. var earcut = root.earcut || this.earcut;
  6. if(typeof exports === 'object' && typeof module === 'object') {
  7. try { CANNON = CANNON || require("cannon"); } catch(e) {}
  8. try { OIMO = OIMO || require("oimo"); } catch(e) {}
  9. try { earcut = earcut || require("earcut"); } catch(e) {}
  10. module.exports = factory(CANNON,OIMO,earcut);
  11. } else if(typeof define === 'function' && define.amd) {
  12. if(require.specified && require.specified("cannon")) amdDependencies.push("cannon");
  13. if(require.specified && require.specified("oimo")) amdDependencies.push("oimo");
  14. if(require.specified && require.specified("earcut")) amdDependencies.push("earcut");
  15. define("babylonjs", amdDependencies, factory);
  16. } else if(typeof exports === 'object') {
  17. try { CANNON = CANNON || require("cannon"); } catch(e) {}
  18. try { OIMO = OIMO || require("oimo"); } catch(e) {}
  19. try { earcut = earcut || require("earcut"); } catch(e) {}
  20. exports["babylonjs"] = factory(CANNON,OIMO,earcut);
  21. } else {
  22. root["BABYLON"] = factory(CANNON,OIMO,earcut);
  23. }
  24. })(this, function(CANNON,OIMO,earcut) {
  25. CANNON = CANNON || this.CANNON;
  26. OIMO = OIMO || this.OIMO;
  27. earcut = earcut || this.earcut;
  28. var __decorate=this&&this.__decorate||function(e,t,r,c){var o,f=arguments.length,n=f<3?t:null===c?c=Object.getOwnPropertyDescriptor(t,r):c;if("object"==typeof Reflect&&"function"==typeof Reflect.decorate)n=Reflect.decorate(e,t,r,c);else for(var l=e.length-1;l>=0;l--)(o=e[l])&&(n=(f<3?o(n):f>3?o(t,r,n):o(t,r))||n);return f>3&&n&&Object.defineProperty(t,r,n),n};
  29. var __extends=this&&this.__extends||function(){var t=Object.setPrototypeOf||{__proto__:[]}instanceof Array&&function(t,o){t.__proto__=o}||function(t,o){for(var n in o)o.hasOwnProperty(n)&&(t[n]=o[n])};return function(o,n){function r(){this.constructor=o}t(o,n),o.prototype=null===n?Object.create(n):(r.prototype=n.prototype,new r)}}();
  30. var BABYLON;
  31. (function (BABYLON) {
  32. /**
  33. * EffectFallbacks can be used to add fallbacks (properties to disable) to certain properties when desired to improve performance.
  34. * (Eg. Start at high quality with reflection and fog, if fps is low, remove reflection, if still low remove fog)
  35. */
  36. var EffectFallbacks = /** @class */ (function () {
  37. function EffectFallbacks() {
  38. this._defines = {};
  39. this._currentRank = 32;
  40. this._maxRank = -1;
  41. }
  42. /**
  43. * Removes the fallback from the bound mesh.
  44. */
  45. EffectFallbacks.prototype.unBindMesh = function () {
  46. this._mesh = null;
  47. };
  48. /**
  49. * Adds a fallback on the specified property.
  50. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  51. * @param define The name of the define in the shader
  52. */
  53. EffectFallbacks.prototype.addFallback = function (rank, define) {
  54. if (!this._defines[rank]) {
  55. if (rank < this._currentRank) {
  56. this._currentRank = rank;
  57. }
  58. if (rank > this._maxRank) {
  59. this._maxRank = rank;
  60. }
  61. this._defines[rank] = new Array();
  62. }
  63. this._defines[rank].push(define);
  64. };
  65. /**
  66. * Sets the mesh to use CPU skinning when needing to fallback.
  67. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  68. * @param mesh The mesh to use the fallbacks.
  69. */
  70. EffectFallbacks.prototype.addCPUSkinningFallback = function (rank, mesh) {
  71. this._mesh = mesh;
  72. if (rank < this._currentRank) {
  73. this._currentRank = rank;
  74. }
  75. if (rank > this._maxRank) {
  76. this._maxRank = rank;
  77. }
  78. };
  79. Object.defineProperty(EffectFallbacks.prototype, "isMoreFallbacks", {
  80. /**
  81. * Checks to see if more fallbacks are still availible.
  82. */
  83. get: function () {
  84. return this._currentRank <= this._maxRank;
  85. },
  86. enumerable: true,
  87. configurable: true
  88. });
  89. /**
  90. * Removes the defines that shoould be removed when falling back.
  91. * @param currentDefines defines the current define statements for the shader.
  92. * @param effect defines the current effect we try to compile
  93. * @returns The resulting defines with defines of the current rank removed.
  94. */
  95. EffectFallbacks.prototype.reduce = function (currentDefines, effect) {
  96. // First we try to switch to CPU skinning
  97. if (this._mesh && this._mesh.computeBonesUsingShaders && this._mesh.numBoneInfluencers > 0 && this._mesh.material) {
  98. this._mesh.computeBonesUsingShaders = false;
  99. currentDefines = currentDefines.replace("#define NUM_BONE_INFLUENCERS " + this._mesh.numBoneInfluencers, "#define NUM_BONE_INFLUENCERS 0");
  100. effect._bonesComputationForcedToCPU = true;
  101. var scene = this._mesh.getScene();
  102. for (var index = 0; index < scene.meshes.length; index++) {
  103. var otherMesh = scene.meshes[index];
  104. if (!otherMesh.material) {
  105. continue;
  106. }
  107. if (!otherMesh.computeBonesUsingShaders || otherMesh.numBoneInfluencers === 0) {
  108. continue;
  109. }
  110. if (otherMesh.material.getEffect() === effect) {
  111. otherMesh.computeBonesUsingShaders = false;
  112. }
  113. else if (otherMesh.subMeshes) {
  114. for (var _i = 0, _a = otherMesh.subMeshes; _i < _a.length; _i++) {
  115. var subMesh = _a[_i];
  116. var subMeshEffect = subMesh.effect;
  117. if (subMeshEffect === effect) {
  118. otherMesh.computeBonesUsingShaders = false;
  119. break;
  120. }
  121. }
  122. }
  123. }
  124. }
  125. else {
  126. var currentFallbacks = this._defines[this._currentRank];
  127. if (currentFallbacks) {
  128. for (var index = 0; index < currentFallbacks.length; index++) {
  129. currentDefines = currentDefines.replace("#define " + currentFallbacks[index], "");
  130. }
  131. }
  132. this._currentRank++;
  133. }
  134. return currentDefines;
  135. };
  136. return EffectFallbacks;
  137. }());
  138. BABYLON.EffectFallbacks = EffectFallbacks;
  139. /**
  140. * Options to be used when creating an effect.
  141. */
  142. var EffectCreationOptions = /** @class */ (function () {
  143. function EffectCreationOptions() {
  144. }
  145. return EffectCreationOptions;
  146. }());
  147. BABYLON.EffectCreationOptions = EffectCreationOptions;
  148. /**
  149. * Effect containing vertex and fragment shader that can be executed on an object.
  150. */
  151. var Effect = /** @class */ (function () {
  152. /**
  153. * Instantiates an effect.
  154. * An effect can be used to create/manage/execute vertex and fragment shaders.
  155. * @param baseName Name of the effect.
  156. * @param attributesNamesOrOptions List of attribute names that will be passed to the shader or set of all options to create the effect.
  157. * @param uniformsNamesOrEngine List of uniform variable names that will be passed to the shader or the engine that will be used to render effect.
  158. * @param samplers List of sampler variables that will be passed to the shader.
  159. * @param engine Engine to be used to render the effect
  160. * @param defines Define statements to be added to the shader.
  161. * @param fallbacks Possible fallbacks for this effect to improve performance when needed.
  162. * @param onCompiled Callback that will be called when the shader is compiled.
  163. * @param onError Callback that will be called if an error occurs during shader compilation.
  164. * @param indexParameters Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  165. */
  166. function Effect(baseName, attributesNamesOrOptions, uniformsNamesOrEngine, samplers, engine, defines, fallbacks, onCompiled, onError, indexParameters) {
  167. if (samplers === void 0) { samplers = null; }
  168. if (defines === void 0) { defines = null; }
  169. if (fallbacks === void 0) { fallbacks = null; }
  170. if (onCompiled === void 0) { onCompiled = null; }
  171. if (onError === void 0) { onError = null; }
  172. var _this = this;
  173. /**
  174. * Unique ID of the effect.
  175. */
  176. this.uniqueId = 0;
  177. /**
  178. * Observable that will be called when the shader is compiled.
  179. * It is recommended to use executeWhenCompile() or to make sure that scene.isReady() is called to get this observable raised.
  180. */
  181. this.onCompileObservable = new BABYLON.Observable();
  182. /**
  183. * Observable that will be called if an error occurs during shader compilation.
  184. */
  185. this.onErrorObservable = new BABYLON.Observable();
  186. /** @hidden */
  187. this._bonesComputationForcedToCPU = false;
  188. this._uniformBuffersNames = {};
  189. this._isReady = false;
  190. this._compilationError = "";
  191. this.name = baseName;
  192. if (attributesNamesOrOptions.attributes) {
  193. var options = attributesNamesOrOptions;
  194. this._engine = uniformsNamesOrEngine;
  195. this._attributesNames = options.attributes;
  196. this._uniformsNames = options.uniformsNames.concat(options.samplers);
  197. this._samplers = options.samplers.slice();
  198. this.defines = options.defines;
  199. this.onError = options.onError;
  200. this.onCompiled = options.onCompiled;
  201. this._fallbacks = options.fallbacks;
  202. this._indexParameters = options.indexParameters;
  203. this._transformFeedbackVaryings = options.transformFeedbackVaryings;
  204. if (options.uniformBuffersNames) {
  205. for (var i = 0; i < options.uniformBuffersNames.length; i++) {
  206. this._uniformBuffersNames[options.uniformBuffersNames[i]] = i;
  207. }
  208. }
  209. }
  210. else {
  211. this._engine = engine;
  212. this.defines = defines;
  213. this._uniformsNames = uniformsNamesOrEngine.concat(samplers);
  214. this._samplers = samplers ? samplers.slice() : [];
  215. this._attributesNames = attributesNamesOrOptions;
  216. this.onError = onError;
  217. this.onCompiled = onCompiled;
  218. this._indexParameters = indexParameters;
  219. this._fallbacks = fallbacks;
  220. }
  221. this.uniqueId = Effect._uniqueIdSeed++;
  222. var vertexSource;
  223. var fragmentSource;
  224. if (baseName.vertexElement) {
  225. vertexSource = document.getElementById(baseName.vertexElement);
  226. if (!vertexSource) {
  227. vertexSource = baseName.vertexElement;
  228. }
  229. }
  230. else {
  231. vertexSource = baseName.vertex || baseName;
  232. }
  233. if (baseName.fragmentElement) {
  234. fragmentSource = document.getElementById(baseName.fragmentElement);
  235. if (!fragmentSource) {
  236. fragmentSource = baseName.fragmentElement;
  237. }
  238. }
  239. else {
  240. fragmentSource = baseName.fragment || baseName;
  241. }
  242. this._loadVertexShader(vertexSource, function (vertexCode) {
  243. _this._processIncludes(vertexCode, function (vertexCodeWithIncludes) {
  244. _this._processShaderConversion(vertexCodeWithIncludes, false, function (migratedVertexCode) {
  245. _this._loadFragmentShader(fragmentSource, function (fragmentCode) {
  246. _this._processIncludes(fragmentCode, function (fragmentCodeWithIncludes) {
  247. _this._processShaderConversion(fragmentCodeWithIncludes, true, function (migratedFragmentCode) {
  248. if (baseName) {
  249. var vertex = baseName.vertexElement || baseName.vertex || baseName;
  250. var fragment = baseName.fragmentElement || baseName.fragment || baseName;
  251. _this._vertexSourceCode = "#define SHADER_NAME vertex:" + vertex + "\n" + migratedVertexCode;
  252. _this._fragmentSourceCode = "#define SHADER_NAME fragment:" + fragment + "\n" + migratedFragmentCode;
  253. }
  254. else {
  255. _this._vertexSourceCode = migratedVertexCode;
  256. _this._fragmentSourceCode = migratedFragmentCode;
  257. }
  258. _this._prepareEffect();
  259. });
  260. });
  261. });
  262. });
  263. });
  264. });
  265. }
  266. Object.defineProperty(Effect.prototype, "onBindObservable", {
  267. /**
  268. * Observable that will be called when effect is bound.
  269. */
  270. get: function () {
  271. if (!this._onBindObservable) {
  272. this._onBindObservable = new BABYLON.Observable();
  273. }
  274. return this._onBindObservable;
  275. },
  276. enumerable: true,
  277. configurable: true
  278. });
  279. Object.defineProperty(Effect.prototype, "key", {
  280. /**
  281. * Unique key for this effect
  282. */
  283. get: function () {
  284. return this._key;
  285. },
  286. enumerable: true,
  287. configurable: true
  288. });
  289. /**
  290. * If the effect has been compiled and prepared.
  291. * @returns if the effect is compiled and prepared.
  292. */
  293. Effect.prototype.isReady = function () {
  294. if (!this._isReady && this._program && this._program.isParallelCompiled) {
  295. return this._engine._isProgramCompiled(this._program);
  296. }
  297. return this._isReady;
  298. };
  299. /**
  300. * The engine the effect was initialized with.
  301. * @returns the engine.
  302. */
  303. Effect.prototype.getEngine = function () {
  304. return this._engine;
  305. };
  306. /**
  307. * The compiled webGL program for the effect
  308. * @returns the webGL program.
  309. */
  310. Effect.prototype.getProgram = function () {
  311. return this._program;
  312. };
  313. /**
  314. * The set of names of attribute variables for the shader.
  315. * @returns An array of attribute names.
  316. */
  317. Effect.prototype.getAttributesNames = function () {
  318. return this._attributesNames;
  319. };
  320. /**
  321. * Returns the attribute at the given index.
  322. * @param index The index of the attribute.
  323. * @returns The location of the attribute.
  324. */
  325. Effect.prototype.getAttributeLocation = function (index) {
  326. return this._attributes[index];
  327. };
  328. /**
  329. * Returns the attribute based on the name of the variable.
  330. * @param name of the attribute to look up.
  331. * @returns the attribute location.
  332. */
  333. Effect.prototype.getAttributeLocationByName = function (name) {
  334. var index = this._attributesNames.indexOf(name);
  335. return this._attributes[index];
  336. };
  337. /**
  338. * The number of attributes.
  339. * @returns the numnber of attributes.
  340. */
  341. Effect.prototype.getAttributesCount = function () {
  342. return this._attributes.length;
  343. };
  344. /**
  345. * Gets the index of a uniform variable.
  346. * @param uniformName of the uniform to look up.
  347. * @returns the index.
  348. */
  349. Effect.prototype.getUniformIndex = function (uniformName) {
  350. return this._uniformsNames.indexOf(uniformName);
  351. };
  352. /**
  353. * Returns the attribute based on the name of the variable.
  354. * @param uniformName of the uniform to look up.
  355. * @returns the location of the uniform.
  356. */
  357. Effect.prototype.getUniform = function (uniformName) {
  358. return this._uniforms[this._uniformsNames.indexOf(uniformName)];
  359. };
  360. /**
  361. * Returns an array of sampler variable names
  362. * @returns The array of sampler variable neames.
  363. */
  364. Effect.prototype.getSamplers = function () {
  365. return this._samplers;
  366. };
  367. /**
  368. * The error from the last compilation.
  369. * @returns the error string.
  370. */
  371. Effect.prototype.getCompilationError = function () {
  372. return this._compilationError;
  373. };
  374. /**
  375. * Adds a callback to the onCompiled observable and call the callback imediatly if already ready.
  376. * @param func The callback to be used.
  377. */
  378. Effect.prototype.executeWhenCompiled = function (func) {
  379. var _this = this;
  380. if (this.isReady()) {
  381. func(this);
  382. return;
  383. }
  384. this.onCompileObservable.add(function (effect) {
  385. func(effect);
  386. });
  387. if (!this._program || this._program.isParallelCompiled) {
  388. setTimeout(function () {
  389. _this._checkIsReady();
  390. }, 16);
  391. }
  392. };
  393. Effect.prototype._checkIsReady = function () {
  394. var _this = this;
  395. if (this.isReady()) {
  396. return;
  397. }
  398. setTimeout(function () {
  399. _this._checkIsReady();
  400. }, 16);
  401. };
  402. /** @hidden */
  403. Effect.prototype._loadVertexShader = function (vertex, callback) {
  404. if (BABYLON.Tools.IsWindowObjectExist()) {
  405. // DOM element ?
  406. if (vertex instanceof HTMLElement) {
  407. var vertexCode = BABYLON.Tools.GetDOMTextContent(vertex);
  408. callback(vertexCode);
  409. return;
  410. }
  411. }
  412. // Base64 encoded ?
  413. if (vertex.substr(0, 7) === "base64:") {
  414. var vertexBinary = window.atob(vertex.substr(7));
  415. callback(vertexBinary);
  416. return;
  417. }
  418. // Is in local store ?
  419. if (Effect.ShadersStore[vertex + "VertexShader"]) {
  420. callback(Effect.ShadersStore[vertex + "VertexShader"]);
  421. return;
  422. }
  423. var vertexShaderUrl;
  424. if (vertex[0] === "." || vertex[0] === "/" || vertex.indexOf("http") > -1) {
  425. vertexShaderUrl = vertex;
  426. }
  427. else {
  428. vertexShaderUrl = BABYLON.Engine.ShadersRepository + vertex;
  429. }
  430. // Vertex shader
  431. this._engine._loadFile(vertexShaderUrl + ".vertex.fx", callback);
  432. };
  433. /** @hidden */
  434. Effect.prototype._loadFragmentShader = function (fragment, callback) {
  435. if (BABYLON.Tools.IsWindowObjectExist()) {
  436. // DOM element ?
  437. if (fragment instanceof HTMLElement) {
  438. var fragmentCode = BABYLON.Tools.GetDOMTextContent(fragment);
  439. callback(fragmentCode);
  440. return;
  441. }
  442. }
  443. // Base64 encoded ?
  444. if (fragment.substr(0, 7) === "base64:") {
  445. var fragmentBinary = window.atob(fragment.substr(7));
  446. callback(fragmentBinary);
  447. return;
  448. }
  449. // Is in local store ?
  450. if (Effect.ShadersStore[fragment + "PixelShader"]) {
  451. callback(Effect.ShadersStore[fragment + "PixelShader"]);
  452. return;
  453. }
  454. if (Effect.ShadersStore[fragment + "FragmentShader"]) {
  455. callback(Effect.ShadersStore[fragment + "FragmentShader"]);
  456. return;
  457. }
  458. var fragmentShaderUrl;
  459. if (fragment[0] === "." || fragment[0] === "/" || fragment.indexOf("http") > -1) {
  460. fragmentShaderUrl = fragment;
  461. }
  462. else {
  463. fragmentShaderUrl = BABYLON.Engine.ShadersRepository + fragment;
  464. }
  465. // Fragment shader
  466. this._engine._loadFile(fragmentShaderUrl + ".fragment.fx", callback);
  467. };
  468. /** @hidden */
  469. Effect.prototype._dumpShadersSource = function (vertexCode, fragmentCode, defines) {
  470. // Rebuild shaders source code
  471. var shaderVersion = (this._engine.webGLVersion > 1) ? "#version 300 es\n#define WEBGL2 \n" : "";
  472. var prefix = shaderVersion + (defines ? defines + "\n" : "");
  473. vertexCode = prefix + vertexCode;
  474. fragmentCode = prefix + fragmentCode;
  475. // Number lines of shaders source code
  476. var i = 2;
  477. var regex = /\n/gm;
  478. var formattedVertexCode = "\n1\t" + vertexCode.replace(regex, function () { return "\n" + (i++) + "\t"; });
  479. i = 2;
  480. var formattedFragmentCode = "\n1\t" + fragmentCode.replace(regex, function () { return "\n" + (i++) + "\t"; });
  481. // Dump shaders name and formatted source code
  482. if (this.name.vertexElement) {
  483. BABYLON.Tools.Error("Vertex shader: " + this.name.vertexElement + formattedVertexCode);
  484. BABYLON.Tools.Error("Fragment shader: " + this.name.fragmentElement + formattedFragmentCode);
  485. }
  486. else if (this.name.vertex) {
  487. BABYLON.Tools.Error("Vertex shader: " + this.name.vertex + formattedVertexCode);
  488. BABYLON.Tools.Error("Fragment shader: " + this.name.fragment + formattedFragmentCode);
  489. }
  490. else {
  491. BABYLON.Tools.Error("Vertex shader: " + this.name + formattedVertexCode);
  492. BABYLON.Tools.Error("Fragment shader: " + this.name + formattedFragmentCode);
  493. }
  494. };
  495. Effect.prototype._processShaderConversion = function (sourceCode, isFragment, callback) {
  496. var preparedSourceCode = this._processPrecision(sourceCode);
  497. if (this._engine.webGLVersion == 1) {
  498. callback(preparedSourceCode);
  499. return;
  500. }
  501. // Already converted
  502. if (preparedSourceCode.indexOf("#version 3") !== -1) {
  503. callback(preparedSourceCode.replace("#version 300 es", ""));
  504. return;
  505. }
  506. var hasDrawBuffersExtension = preparedSourceCode.search(/#extension.+GL_EXT_draw_buffers.+require/) !== -1;
  507. // Remove extensions
  508. // #extension GL_OES_standard_derivatives : enable
  509. // #extension GL_EXT_shader_texture_lod : enable
  510. // #extension GL_EXT_frag_depth : enable
  511. // #extension GL_EXT_draw_buffers : require
  512. var regex = /#extension.+(GL_OES_standard_derivatives|GL_EXT_shader_texture_lod|GL_EXT_frag_depth|GL_EXT_draw_buffers).+(enable|require)/g;
  513. var result = preparedSourceCode.replace(regex, "");
  514. // Migrate to GLSL v300
  515. result = result.replace(/varying(?![\n\r])\s/g, isFragment ? "in " : "out ");
  516. result = result.replace(/attribute[ \t]/g, "in ");
  517. result = result.replace(/[ \t]attribute/g, " in");
  518. result = result.replace(/texture2D\s*\(/g, "texture(");
  519. if (isFragment) {
  520. result = result.replace(/texture2DLodEXT\s*\(/g, "textureLod(");
  521. result = result.replace(/textureCubeLodEXT\s*\(/g, "textureLod(");
  522. result = result.replace(/textureCube\s*\(/g, "texture(");
  523. result = result.replace(/gl_FragDepthEXT/g, "gl_FragDepth");
  524. result = result.replace(/gl_FragColor/g, "glFragColor");
  525. result = result.replace(/gl_FragData/g, "glFragData");
  526. result = result.replace(/void\s+?main\s*\(/g, (hasDrawBuffersExtension ? "" : "out vec4 glFragColor;\n") + "void main(");
  527. }
  528. callback(result);
  529. };
  530. Effect.prototype._processIncludes = function (sourceCode, callback) {
  531. var _this = this;
  532. var regex = /#include<(.+)>(\((.*)\))*(\[(.*)\])*/g;
  533. var match = regex.exec(sourceCode);
  534. var returnValue = new String(sourceCode);
  535. while (match != null) {
  536. var includeFile = match[1];
  537. // Uniform declaration
  538. if (includeFile.indexOf("__decl__") !== -1) {
  539. includeFile = includeFile.replace(/__decl__/, "");
  540. if (this._engine.supportsUniformBuffers) {
  541. includeFile = includeFile.replace(/Vertex/, "Ubo");
  542. includeFile = includeFile.replace(/Fragment/, "Ubo");
  543. }
  544. includeFile = includeFile + "Declaration";
  545. }
  546. if (Effect.IncludesShadersStore[includeFile]) {
  547. // Substitution
  548. var includeContent = Effect.IncludesShadersStore[includeFile];
  549. if (match[2]) {
  550. var splits = match[3].split(",");
  551. for (var index = 0; index < splits.length; index += 2) {
  552. var source = new RegExp(splits[index], "g");
  553. var dest = splits[index + 1];
  554. includeContent = includeContent.replace(source, dest);
  555. }
  556. }
  557. if (match[4]) {
  558. var indexString = match[5];
  559. if (indexString.indexOf("..") !== -1) {
  560. var indexSplits = indexString.split("..");
  561. var minIndex = parseInt(indexSplits[0]);
  562. var maxIndex = parseInt(indexSplits[1]);
  563. var sourceIncludeContent = includeContent.slice(0);
  564. includeContent = "";
  565. if (isNaN(maxIndex)) {
  566. maxIndex = this._indexParameters[indexSplits[1]];
  567. }
  568. for (var i = minIndex; i < maxIndex; i++) {
  569. if (!this._engine.supportsUniformBuffers) {
  570. // Ubo replacement
  571. sourceIncludeContent = sourceIncludeContent.replace(/light\{X\}.(\w*)/g, function (str, p1) {
  572. return p1 + "{X}";
  573. });
  574. }
  575. includeContent += sourceIncludeContent.replace(/\{X\}/g, i.toString()) + "\n";
  576. }
  577. }
  578. else {
  579. if (!this._engine.supportsUniformBuffers) {
  580. // Ubo replacement
  581. includeContent = includeContent.replace(/light\{X\}.(\w*)/g, function (str, p1) {
  582. return p1 + "{X}";
  583. });
  584. }
  585. includeContent = includeContent.replace(/\{X\}/g, indexString);
  586. }
  587. }
  588. // Replace
  589. returnValue = returnValue.replace(match[0], includeContent);
  590. }
  591. else {
  592. var includeShaderUrl = BABYLON.Engine.ShadersRepository + "ShadersInclude/" + includeFile + ".fx";
  593. this._engine._loadFile(includeShaderUrl, function (fileContent) {
  594. Effect.IncludesShadersStore[includeFile] = fileContent;
  595. _this._processIncludes(returnValue, callback);
  596. });
  597. return;
  598. }
  599. match = regex.exec(sourceCode);
  600. }
  601. callback(returnValue);
  602. };
  603. Effect.prototype._processPrecision = function (source) {
  604. if (source.indexOf("precision highp float") === -1) {
  605. if (!this._engine.getCaps().highPrecisionShaderSupported) {
  606. source = "precision mediump float;\n" + source;
  607. }
  608. else {
  609. source = "precision highp float;\n" + source;
  610. }
  611. }
  612. else {
  613. if (!this._engine.getCaps().highPrecisionShaderSupported) { // Moving highp to mediump
  614. source = source.replace("precision highp float", "precision mediump float");
  615. }
  616. }
  617. return source;
  618. };
  619. /**
  620. * Recompiles the webGL program
  621. * @param vertexSourceCode The source code for the vertex shader.
  622. * @param fragmentSourceCode The source code for the fragment shader.
  623. * @param onCompiled Callback called when completed.
  624. * @param onError Callback called on error.
  625. * @hidden
  626. */
  627. Effect.prototype._rebuildProgram = function (vertexSourceCode, fragmentSourceCode, onCompiled, onError) {
  628. var _this = this;
  629. this._isReady = false;
  630. this._vertexSourceCodeOverride = vertexSourceCode;
  631. this._fragmentSourceCodeOverride = fragmentSourceCode;
  632. this.onError = function (effect, error) {
  633. if (onError) {
  634. onError(error);
  635. }
  636. };
  637. this.onCompiled = function () {
  638. var scenes = _this.getEngine().scenes;
  639. for (var i = 0; i < scenes.length; i++) {
  640. scenes[i].markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  641. }
  642. if (onCompiled) {
  643. onCompiled(_this._program);
  644. }
  645. };
  646. this._fallbacks = null;
  647. this._prepareEffect();
  648. };
  649. /**
  650. * Gets the uniform locations of the the specified variable names
  651. * @param names THe names of the variables to lookup.
  652. * @returns Array of locations in the same order as variable names.
  653. */
  654. Effect.prototype.getSpecificUniformLocations = function (names) {
  655. var engine = this._engine;
  656. return engine.getUniforms(this._program, names);
  657. };
  658. /**
  659. * Prepares the effect
  660. * @hidden
  661. */
  662. Effect.prototype._prepareEffect = function () {
  663. var _this = this;
  664. var attributesNames = this._attributesNames;
  665. var defines = this.defines;
  666. var fallbacks = this._fallbacks;
  667. this._valueCache = {};
  668. var previousProgram = this._program;
  669. try {
  670. var engine_1 = this._engine;
  671. if (this._vertexSourceCodeOverride && this._fragmentSourceCodeOverride) {
  672. this._program = engine_1.createRawShaderProgram(this._vertexSourceCodeOverride, this._fragmentSourceCodeOverride, undefined, this._transformFeedbackVaryings);
  673. }
  674. else {
  675. this._program = engine_1.createShaderProgram(this._vertexSourceCode, this._fragmentSourceCode, defines, undefined, this._transformFeedbackVaryings);
  676. }
  677. this._program.__SPECTOR_rebuildProgram = this._rebuildProgram.bind(this);
  678. engine_1._executeWhenProgramIsCompiled(this._program, function () {
  679. if (engine_1.supportsUniformBuffers) {
  680. for (var name in _this._uniformBuffersNames) {
  681. _this.bindUniformBlock(name, _this._uniformBuffersNames[name]);
  682. }
  683. }
  684. _this._uniforms = engine_1.getUniforms(_this._program, _this._uniformsNames);
  685. _this._attributes = engine_1.getAttributes(_this._program, attributesNames);
  686. var index;
  687. for (index = 0; index < _this._samplers.length; index++) {
  688. var sampler = _this.getUniform(_this._samplers[index]);
  689. if (sampler == null) {
  690. _this._samplers.splice(index, 1);
  691. index--;
  692. }
  693. }
  694. engine_1.bindSamplers(_this);
  695. _this._compilationError = "";
  696. _this._isReady = true;
  697. if (_this.onCompiled) {
  698. _this.onCompiled(_this);
  699. }
  700. _this.onCompileObservable.notifyObservers(_this);
  701. _this.onCompileObservable.clear();
  702. // Unbind mesh reference in fallbacks
  703. if (_this._fallbacks) {
  704. _this._fallbacks.unBindMesh();
  705. }
  706. if (previousProgram) {
  707. _this.getEngine()._deleteProgram(previousProgram);
  708. }
  709. });
  710. if (this._program.isParallelCompiled) {
  711. this._checkIsReady();
  712. }
  713. }
  714. catch (e) {
  715. this._compilationError = e.message;
  716. // Let's go through fallbacks then
  717. BABYLON.Tools.Error("Unable to compile effect:");
  718. BABYLON.Tools.Error("Uniforms: " + this._uniformsNames.map(function (uniform) {
  719. return " " + uniform;
  720. }));
  721. BABYLON.Tools.Error("Attributes: " + attributesNames.map(function (attribute) {
  722. return " " + attribute;
  723. }));
  724. BABYLON.Tools.Error("Error: " + this._compilationError);
  725. if (previousProgram) {
  726. this._program = previousProgram;
  727. this._isReady = true;
  728. if (this.onError) {
  729. this.onError(this, this._compilationError);
  730. }
  731. this.onErrorObservable.notifyObservers(this);
  732. }
  733. if (fallbacks && fallbacks.isMoreFallbacks) {
  734. BABYLON.Tools.Error("Trying next fallback.");
  735. this.defines = fallbacks.reduce(this.defines, this);
  736. this._prepareEffect();
  737. }
  738. else { // Sorry we did everything we can
  739. if (this.onError) {
  740. this.onError(this, this._compilationError);
  741. }
  742. this.onErrorObservable.notifyObservers(this);
  743. this.onErrorObservable.clear();
  744. // Unbind mesh reference in fallbacks
  745. if (this._fallbacks) {
  746. this._fallbacks.unBindMesh();
  747. }
  748. }
  749. }
  750. };
  751. Object.defineProperty(Effect.prototype, "isSupported", {
  752. /**
  753. * Checks if the effect is supported. (Must be called after compilation)
  754. */
  755. get: function () {
  756. return this._compilationError === "";
  757. },
  758. enumerable: true,
  759. configurable: true
  760. });
  761. /**
  762. * Binds a texture to the engine to be used as output of the shader.
  763. * @param channel Name of the output variable.
  764. * @param texture Texture to bind.
  765. * @hidden
  766. */
  767. Effect.prototype._bindTexture = function (channel, texture) {
  768. this._engine._bindTexture(this._samplers.indexOf(channel), texture);
  769. };
  770. /**
  771. * Sets a texture on the engine to be used in the shader.
  772. * @param channel Name of the sampler variable.
  773. * @param texture Texture to set.
  774. */
  775. Effect.prototype.setTexture = function (channel, texture) {
  776. this._engine.setTexture(this._samplers.indexOf(channel), this.getUniform(channel), texture);
  777. };
  778. /**
  779. * Sets a depth stencil texture from a render target on the engine to be used in the shader.
  780. * @param channel Name of the sampler variable.
  781. * @param texture Texture to set.
  782. */
  783. Effect.prototype.setDepthStencilTexture = function (channel, texture) {
  784. this._engine.setDepthStencilTexture(this._samplers.indexOf(channel), this.getUniform(channel), texture);
  785. };
  786. /**
  787. * Sets an array of textures on the engine to be used in the shader.
  788. * @param channel Name of the variable.
  789. * @param textures Textures to set.
  790. */
  791. Effect.prototype.setTextureArray = function (channel, textures) {
  792. if (this._samplers.indexOf(channel + "Ex") === -1) {
  793. var initialPos = this._samplers.indexOf(channel);
  794. for (var index = 1; index < textures.length; index++) {
  795. this._samplers.splice(initialPos + index, 0, channel + "Ex");
  796. }
  797. }
  798. this._engine.setTextureArray(this._samplers.indexOf(channel), this.getUniform(channel), textures);
  799. };
  800. /**
  801. * Sets a texture to be the input of the specified post process. (To use the output, pass in the next post process in the pipeline)
  802. * @param channel Name of the sampler variable.
  803. * @param postProcess Post process to get the input texture from.
  804. */
  805. Effect.prototype.setTextureFromPostProcess = function (channel, postProcess) {
  806. this._engine.setTextureFromPostProcess(this._samplers.indexOf(channel), postProcess);
  807. };
  808. /**
  809. * (Warning! setTextureFromPostProcessOutput may be desired instead)
  810. * Sets the input texture of the passed in post process to be input of this effect. (To use the output of the passed in post process use setTextureFromPostProcessOutput)
  811. * @param channel Name of the sampler variable.
  812. * @param postProcess Post process to get the output texture from.
  813. */
  814. Effect.prototype.setTextureFromPostProcessOutput = function (channel, postProcess) {
  815. this._engine.setTextureFromPostProcessOutput(this._samplers.indexOf(channel), postProcess);
  816. };
  817. /** @hidden */
  818. Effect.prototype._cacheMatrix = function (uniformName, matrix) {
  819. var cache = this._valueCache[uniformName];
  820. var flag = matrix.updateFlag;
  821. if (cache !== undefined && cache === flag) {
  822. return false;
  823. }
  824. this._valueCache[uniformName] = flag;
  825. return true;
  826. };
  827. /** @hidden */
  828. Effect.prototype._cacheFloat2 = function (uniformName, x, y) {
  829. var cache = this._valueCache[uniformName];
  830. if (!cache) {
  831. cache = [x, y];
  832. this._valueCache[uniformName] = cache;
  833. return true;
  834. }
  835. var changed = false;
  836. if (cache[0] !== x) {
  837. cache[0] = x;
  838. changed = true;
  839. }
  840. if (cache[1] !== y) {
  841. cache[1] = y;
  842. changed = true;
  843. }
  844. return changed;
  845. };
  846. /** @hidden */
  847. Effect.prototype._cacheFloat3 = function (uniformName, x, y, z) {
  848. var cache = this._valueCache[uniformName];
  849. if (!cache) {
  850. cache = [x, y, z];
  851. this._valueCache[uniformName] = cache;
  852. return true;
  853. }
  854. var changed = false;
  855. if (cache[0] !== x) {
  856. cache[0] = x;
  857. changed = true;
  858. }
  859. if (cache[1] !== y) {
  860. cache[1] = y;
  861. changed = true;
  862. }
  863. if (cache[2] !== z) {
  864. cache[2] = z;
  865. changed = true;
  866. }
  867. return changed;
  868. };
  869. /** @hidden */
  870. Effect.prototype._cacheFloat4 = function (uniformName, x, y, z, w) {
  871. var cache = this._valueCache[uniformName];
  872. if (!cache) {
  873. cache = [x, y, z, w];
  874. this._valueCache[uniformName] = cache;
  875. return true;
  876. }
  877. var changed = false;
  878. if (cache[0] !== x) {
  879. cache[0] = x;
  880. changed = true;
  881. }
  882. if (cache[1] !== y) {
  883. cache[1] = y;
  884. changed = true;
  885. }
  886. if (cache[2] !== z) {
  887. cache[2] = z;
  888. changed = true;
  889. }
  890. if (cache[3] !== w) {
  891. cache[3] = w;
  892. changed = true;
  893. }
  894. return changed;
  895. };
  896. /**
  897. * Binds a buffer to a uniform.
  898. * @param buffer Buffer to bind.
  899. * @param name Name of the uniform variable to bind to.
  900. */
  901. Effect.prototype.bindUniformBuffer = function (buffer, name) {
  902. var bufferName = this._uniformBuffersNames[name];
  903. if (bufferName === undefined || Effect._baseCache[bufferName] === buffer) {
  904. return;
  905. }
  906. Effect._baseCache[bufferName] = buffer;
  907. this._engine.bindUniformBufferBase(buffer, bufferName);
  908. };
  909. /**
  910. * Binds block to a uniform.
  911. * @param blockName Name of the block to bind.
  912. * @param index Index to bind.
  913. */
  914. Effect.prototype.bindUniformBlock = function (blockName, index) {
  915. this._engine.bindUniformBlock(this._program, blockName, index);
  916. };
  917. /**
  918. * Sets an interger value on a uniform variable.
  919. * @param uniformName Name of the variable.
  920. * @param value Value to be set.
  921. * @returns this effect.
  922. */
  923. Effect.prototype.setInt = function (uniformName, value) {
  924. var cache = this._valueCache[uniformName];
  925. if (cache !== undefined && cache === value) {
  926. return this;
  927. }
  928. this._valueCache[uniformName] = value;
  929. this._engine.setInt(this.getUniform(uniformName), value);
  930. return this;
  931. };
  932. /**
  933. * Sets an int array on a uniform variable.
  934. * @param uniformName Name of the variable.
  935. * @param array array to be set.
  936. * @returns this effect.
  937. */
  938. Effect.prototype.setIntArray = function (uniformName, array) {
  939. this._valueCache[uniformName] = null;
  940. this._engine.setIntArray(this.getUniform(uniformName), array);
  941. return this;
  942. };
  943. /**
  944. * Sets an int array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
  945. * @param uniformName Name of the variable.
  946. * @param array array to be set.
  947. * @returns this effect.
  948. */
  949. Effect.prototype.setIntArray2 = function (uniformName, array) {
  950. this._valueCache[uniformName] = null;
  951. this._engine.setIntArray2(this.getUniform(uniformName), array);
  952. return this;
  953. };
  954. /**
  955. * Sets an int array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
  956. * @param uniformName Name of the variable.
  957. * @param array array to be set.
  958. * @returns this effect.
  959. */
  960. Effect.prototype.setIntArray3 = function (uniformName, array) {
  961. this._valueCache[uniformName] = null;
  962. this._engine.setIntArray3(this.getUniform(uniformName), array);
  963. return this;
  964. };
  965. /**
  966. * Sets an int array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
  967. * @param uniformName Name of the variable.
  968. * @param array array to be set.
  969. * @returns this effect.
  970. */
  971. Effect.prototype.setIntArray4 = function (uniformName, array) {
  972. this._valueCache[uniformName] = null;
  973. this._engine.setIntArray4(this.getUniform(uniformName), array);
  974. return this;
  975. };
  976. /**
  977. * Sets an float array on a uniform variable.
  978. * @param uniformName Name of the variable.
  979. * @param array array to be set.
  980. * @returns this effect.
  981. */
  982. Effect.prototype.setFloatArray = function (uniformName, array) {
  983. this._valueCache[uniformName] = null;
  984. this._engine.setFloatArray(this.getUniform(uniformName), array);
  985. return this;
  986. };
  987. /**
  988. * Sets an float array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
  989. * @param uniformName Name of the variable.
  990. * @param array array to be set.
  991. * @returns this effect.
  992. */
  993. Effect.prototype.setFloatArray2 = function (uniformName, array) {
  994. this._valueCache[uniformName] = null;
  995. this._engine.setFloatArray2(this.getUniform(uniformName), array);
  996. return this;
  997. };
  998. /**
  999. * Sets an float array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
  1000. * @param uniformName Name of the variable.
  1001. * @param array array to be set.
  1002. * @returns this effect.
  1003. */
  1004. Effect.prototype.setFloatArray3 = function (uniformName, array) {
  1005. this._valueCache[uniformName] = null;
  1006. this._engine.setFloatArray3(this.getUniform(uniformName), array);
  1007. return this;
  1008. };
  1009. /**
  1010. * Sets an float array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
  1011. * @param uniformName Name of the variable.
  1012. * @param array array to be set.
  1013. * @returns this effect.
  1014. */
  1015. Effect.prototype.setFloatArray4 = function (uniformName, array) {
  1016. this._valueCache[uniformName] = null;
  1017. this._engine.setFloatArray4(this.getUniform(uniformName), array);
  1018. return this;
  1019. };
  1020. /**
  1021. * Sets an array on a uniform variable.
  1022. * @param uniformName Name of the variable.
  1023. * @param array array to be set.
  1024. * @returns this effect.
  1025. */
  1026. Effect.prototype.setArray = function (uniformName, array) {
  1027. this._valueCache[uniformName] = null;
  1028. this._engine.setArray(this.getUniform(uniformName), array);
  1029. return this;
  1030. };
  1031. /**
  1032. * Sets an array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
  1033. * @param uniformName Name of the variable.
  1034. * @param array array to be set.
  1035. * @returns this effect.
  1036. */
  1037. Effect.prototype.setArray2 = function (uniformName, array) {
  1038. this._valueCache[uniformName] = null;
  1039. this._engine.setArray2(this.getUniform(uniformName), array);
  1040. return this;
  1041. };
  1042. /**
  1043. * Sets an array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
  1044. * @param uniformName Name of the variable.
  1045. * @param array array to be set.
  1046. * @returns this effect.
  1047. */
  1048. Effect.prototype.setArray3 = function (uniformName, array) {
  1049. this._valueCache[uniformName] = null;
  1050. this._engine.setArray3(this.getUniform(uniformName), array);
  1051. return this;
  1052. };
  1053. /**
  1054. * Sets an array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
  1055. * @param uniformName Name of the variable.
  1056. * @param array array to be set.
  1057. * @returns this effect.
  1058. */
  1059. Effect.prototype.setArray4 = function (uniformName, array) {
  1060. this._valueCache[uniformName] = null;
  1061. this._engine.setArray4(this.getUniform(uniformName), array);
  1062. return this;
  1063. };
  1064. /**
  1065. * Sets matrices on a uniform variable.
  1066. * @param uniformName Name of the variable.
  1067. * @param matrices matrices to be set.
  1068. * @returns this effect.
  1069. */
  1070. Effect.prototype.setMatrices = function (uniformName, matrices) {
  1071. if (!matrices) {
  1072. return this;
  1073. }
  1074. this._valueCache[uniformName] = null;
  1075. this._engine.setMatrices(this.getUniform(uniformName), matrices);
  1076. return this;
  1077. };
  1078. /**
  1079. * Sets matrix on a uniform variable.
  1080. * @param uniformName Name of the variable.
  1081. * @param matrix matrix to be set.
  1082. * @returns this effect.
  1083. */
  1084. Effect.prototype.setMatrix = function (uniformName, matrix) {
  1085. if (this._cacheMatrix(uniformName, matrix)) {
  1086. this._engine.setMatrix(this.getUniform(uniformName), matrix);
  1087. }
  1088. return this;
  1089. };
  1090. /**
  1091. * Sets a 3x3 matrix on a uniform variable. (Speicified as [1,2,3,4,5,6,7,8,9] will result in [1,2,3][4,5,6][7,8,9] matrix)
  1092. * @param uniformName Name of the variable.
  1093. * @param matrix matrix to be set.
  1094. * @returns this effect.
  1095. */
  1096. Effect.prototype.setMatrix3x3 = function (uniformName, matrix) {
  1097. this._valueCache[uniformName] = null;
  1098. this._engine.setMatrix3x3(this.getUniform(uniformName), matrix);
  1099. return this;
  1100. };
  1101. /**
  1102. * Sets a 2x2 matrix on a uniform variable. (Speicified as [1,2,3,4] will result in [1,2][3,4] matrix)
  1103. * @param uniformName Name of the variable.
  1104. * @param matrix matrix to be set.
  1105. * @returns this effect.
  1106. */
  1107. Effect.prototype.setMatrix2x2 = function (uniformName, matrix) {
  1108. this._valueCache[uniformName] = null;
  1109. this._engine.setMatrix2x2(this.getUniform(uniformName), matrix);
  1110. return this;
  1111. };
  1112. /**
  1113. * Sets a float on a uniform variable.
  1114. * @param uniformName Name of the variable.
  1115. * @param value value to be set.
  1116. * @returns this effect.
  1117. */
  1118. Effect.prototype.setFloat = function (uniformName, value) {
  1119. var cache = this._valueCache[uniformName];
  1120. if (cache !== undefined && cache === value) {
  1121. return this;
  1122. }
  1123. this._valueCache[uniformName] = value;
  1124. this._engine.setFloat(this.getUniform(uniformName), value);
  1125. return this;
  1126. };
  1127. /**
  1128. * Sets a boolean on a uniform variable.
  1129. * @param uniformName Name of the variable.
  1130. * @param bool value to be set.
  1131. * @returns this effect.
  1132. */
  1133. Effect.prototype.setBool = function (uniformName, bool) {
  1134. var cache = this._valueCache[uniformName];
  1135. if (cache !== undefined && cache === bool) {
  1136. return this;
  1137. }
  1138. this._valueCache[uniformName] = bool;
  1139. this._engine.setBool(this.getUniform(uniformName), bool ? 1 : 0);
  1140. return this;
  1141. };
  1142. /**
  1143. * Sets a Vector2 on a uniform variable.
  1144. * @param uniformName Name of the variable.
  1145. * @param vector2 vector2 to be set.
  1146. * @returns this effect.
  1147. */
  1148. Effect.prototype.setVector2 = function (uniformName, vector2) {
  1149. if (this._cacheFloat2(uniformName, vector2.x, vector2.y)) {
  1150. this._engine.setFloat2(this.getUniform(uniformName), vector2.x, vector2.y);
  1151. }
  1152. return this;
  1153. };
  1154. /**
  1155. * Sets a float2 on a uniform variable.
  1156. * @param uniformName Name of the variable.
  1157. * @param x First float in float2.
  1158. * @param y Second float in float2.
  1159. * @returns this effect.
  1160. */
  1161. Effect.prototype.setFloat2 = function (uniformName, x, y) {
  1162. if (this._cacheFloat2(uniformName, x, y)) {
  1163. this._engine.setFloat2(this.getUniform(uniformName), x, y);
  1164. }
  1165. return this;
  1166. };
  1167. /**
  1168. * Sets a Vector3 on a uniform variable.
  1169. * @param uniformName Name of the variable.
  1170. * @param vector3 Value to be set.
  1171. * @returns this effect.
  1172. */
  1173. Effect.prototype.setVector3 = function (uniformName, vector3) {
  1174. if (this._cacheFloat3(uniformName, vector3.x, vector3.y, vector3.z)) {
  1175. this._engine.setFloat3(this.getUniform(uniformName), vector3.x, vector3.y, vector3.z);
  1176. }
  1177. return this;
  1178. };
  1179. /**
  1180. * Sets a float3 on a uniform variable.
  1181. * @param uniformName Name of the variable.
  1182. * @param x First float in float3.
  1183. * @param y Second float in float3.
  1184. * @param z Third float in float3.
  1185. * @returns this effect.
  1186. */
  1187. Effect.prototype.setFloat3 = function (uniformName, x, y, z) {
  1188. if (this._cacheFloat3(uniformName, x, y, z)) {
  1189. this._engine.setFloat3(this.getUniform(uniformName), x, y, z);
  1190. }
  1191. return this;
  1192. };
  1193. /**
  1194. * Sets a Vector4 on a uniform variable.
  1195. * @param uniformName Name of the variable.
  1196. * @param vector4 Value to be set.
  1197. * @returns this effect.
  1198. */
  1199. Effect.prototype.setVector4 = function (uniformName, vector4) {
  1200. if (this._cacheFloat4(uniformName, vector4.x, vector4.y, vector4.z, vector4.w)) {
  1201. this._engine.setFloat4(this.getUniform(uniformName), vector4.x, vector4.y, vector4.z, vector4.w);
  1202. }
  1203. return this;
  1204. };
  1205. /**
  1206. * Sets a float4 on a uniform variable.
  1207. * @param uniformName Name of the variable.
  1208. * @param x First float in float4.
  1209. * @param y Second float in float4.
  1210. * @param z Third float in float4.
  1211. * @param w Fourth float in float4.
  1212. * @returns this effect.
  1213. */
  1214. Effect.prototype.setFloat4 = function (uniformName, x, y, z, w) {
  1215. if (this._cacheFloat4(uniformName, x, y, z, w)) {
  1216. this._engine.setFloat4(this.getUniform(uniformName), x, y, z, w);
  1217. }
  1218. return this;
  1219. };
  1220. /**
  1221. * Sets a Color3 on a uniform variable.
  1222. * @param uniformName Name of the variable.
  1223. * @param color3 Value to be set.
  1224. * @returns this effect.
  1225. */
  1226. Effect.prototype.setColor3 = function (uniformName, color3) {
  1227. if (this._cacheFloat3(uniformName, color3.r, color3.g, color3.b)) {
  1228. this._engine.setColor3(this.getUniform(uniformName), color3);
  1229. }
  1230. return this;
  1231. };
  1232. /**
  1233. * Sets a Color4 on a uniform variable.
  1234. * @param uniformName Name of the variable.
  1235. * @param color3 Value to be set.
  1236. * @param alpha Alpha value to be set.
  1237. * @returns this effect.
  1238. */
  1239. Effect.prototype.setColor4 = function (uniformName, color3, alpha) {
  1240. if (this._cacheFloat4(uniformName, color3.r, color3.g, color3.b, alpha)) {
  1241. this._engine.setColor4(this.getUniform(uniformName), color3, alpha);
  1242. }
  1243. return this;
  1244. };
  1245. /**
  1246. * Sets a Color4 on a uniform variable
  1247. * @param uniformName defines the name of the variable
  1248. * @param color4 defines the value to be set
  1249. * @returns this effect.
  1250. */
  1251. Effect.prototype.setDirectColor4 = function (uniformName, color4) {
  1252. if (this._cacheFloat4(uniformName, color4.r, color4.g, color4.b, color4.a)) {
  1253. this._engine.setDirectColor4(this.getUniform(uniformName), color4);
  1254. }
  1255. return this;
  1256. };
  1257. /**
  1258. * This function will add a new shader to the shader store
  1259. * @param name the name of the shader
  1260. * @param pixelShader optional pixel shader content
  1261. * @param vertexShader optional vertex shader content
  1262. */
  1263. Effect.RegisterShader = function (name, pixelShader, vertexShader) {
  1264. if (pixelShader) {
  1265. Effect.ShadersStore[name + "PixelShader"] = pixelShader;
  1266. }
  1267. if (vertexShader) {
  1268. Effect.ShadersStore[name + "VertexShader"] = vertexShader;
  1269. }
  1270. };
  1271. /**
  1272. * Resets the cache of effects.
  1273. */
  1274. Effect.ResetCache = function () {
  1275. Effect._baseCache = {};
  1276. };
  1277. Effect._uniqueIdSeed = 0;
  1278. Effect._baseCache = {};
  1279. /**
  1280. * Store of each shader (The can be looked up using effect.key)
  1281. */
  1282. Effect.ShadersStore = {};
  1283. /**
  1284. * Store of each included file for a shader (The can be looked up using effect.key)
  1285. */
  1286. Effect.IncludesShadersStore = {};
  1287. return Effect;
  1288. }());
  1289. BABYLON.Effect = Effect;
  1290. })(BABYLON || (BABYLON = {}));
  1291. //# sourceMappingURL=babylon.effect.js.map
  1292. //# sourceMappingURL=babylon.types.js.map
  1293. var BABYLON;
  1294. (function (BABYLON) {
  1295. /**
  1296. * Gather the list of keyboard event types as constants.
  1297. */
  1298. var KeyboardEventTypes = /** @class */ (function () {
  1299. function KeyboardEventTypes() {
  1300. }
  1301. /**
  1302. * The keydown event is fired when a key becomes active (pressed).
  1303. */
  1304. KeyboardEventTypes.KEYDOWN = 0x01;
  1305. /**
  1306. * The keyup event is fired when a key has been released.
  1307. */
  1308. KeyboardEventTypes.KEYUP = 0x02;
  1309. return KeyboardEventTypes;
  1310. }());
  1311. BABYLON.KeyboardEventTypes = KeyboardEventTypes;
  1312. /**
  1313. * This class is used to store keyboard related info for the onKeyboardObservable event.
  1314. */
  1315. var KeyboardInfo = /** @class */ (function () {
  1316. /**
  1317. * Instantiates a new keyboard info.
  1318. * This class is used to store keyboard related info for the onKeyboardObservable event.
  1319. * @param type Defines the type of event (BABYLON.KeyboardEventTypes)
  1320. * @param event Defines the related dom event
  1321. */
  1322. function KeyboardInfo(
  1323. /**
  1324. * Defines the type of event (BABYLON.KeyboardEventTypes)
  1325. */
  1326. type,
  1327. /**
  1328. * Defines the related dom event
  1329. */
  1330. event) {
  1331. this.type = type;
  1332. this.event = event;
  1333. }
  1334. return KeyboardInfo;
  1335. }());
  1336. BABYLON.KeyboardInfo = KeyboardInfo;
  1337. /**
  1338. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  1339. * Set the skipOnKeyboardObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onKeyboardObservable
  1340. */
  1341. var KeyboardInfoPre = /** @class */ (function (_super) {
  1342. __extends(KeyboardInfoPre, _super);
  1343. /**
  1344. * Instantiates a new keyboard pre info.
  1345. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  1346. * @param type Defines the type of event (BABYLON.KeyboardEventTypes)
  1347. * @param event Defines the related dom event
  1348. */
  1349. function KeyboardInfoPre(
  1350. /**
  1351. * Defines the type of event (BABYLON.KeyboardEventTypes)
  1352. */
  1353. type,
  1354. /**
  1355. * Defines the related dom event
  1356. */
  1357. event) {
  1358. var _this = _super.call(this, type, event) || this;
  1359. _this.type = type;
  1360. _this.event = event;
  1361. _this.skipOnPointerObservable = false;
  1362. return _this;
  1363. }
  1364. return KeyboardInfoPre;
  1365. }(KeyboardInfo));
  1366. BABYLON.KeyboardInfoPre = KeyboardInfoPre;
  1367. })(BABYLON || (BABYLON = {}));
  1368. //# sourceMappingURL=babylon.keyboardEvents.js.map
  1369. var BABYLON;
  1370. (function (BABYLON) {
  1371. /**
  1372. * Gather the list of pointer event types as constants.
  1373. */
  1374. var PointerEventTypes = /** @class */ (function () {
  1375. function PointerEventTypes() {
  1376. }
  1377. /**
  1378. * The pointerdown event is fired when a pointer becomes active. For mouse, it is fired when the device transitions from no buttons depressed to at least one button depressed. For touch, it is fired when physical contact is made with the digitizer. For pen, it is fired when the stylus makes physical contact with the digitizer.
  1379. */
  1380. PointerEventTypes.POINTERDOWN = 0x01;
  1381. /**
  1382. * The pointerup event is fired when a pointer is no longer active.
  1383. */
  1384. PointerEventTypes.POINTERUP = 0x02;
  1385. /**
  1386. * The pointermove event is fired when a pointer changes coordinates.
  1387. */
  1388. PointerEventTypes.POINTERMOVE = 0x04;
  1389. /**
  1390. * The pointerwheel event is fired when a mouse wheel has been rotated.
  1391. */
  1392. PointerEventTypes.POINTERWHEEL = 0x08;
  1393. /**
  1394. * The pointerpick event is fired when a mesh or sprite has been picked by the pointer.
  1395. */
  1396. PointerEventTypes.POINTERPICK = 0x10;
  1397. /**
  1398. * The pointertap event is fired when a the object has been touched and released without drag.
  1399. */
  1400. PointerEventTypes.POINTERTAP = 0x20;
  1401. /**
  1402. * The pointerdoubletap event is fired when a the object has been touched and released twice without drag.
  1403. */
  1404. PointerEventTypes.POINTERDOUBLETAP = 0x40;
  1405. return PointerEventTypes;
  1406. }());
  1407. BABYLON.PointerEventTypes = PointerEventTypes;
  1408. /**
  1409. * Base class of pointer info types.
  1410. */
  1411. var PointerInfoBase = /** @class */ (function () {
  1412. /**
  1413. * Instantiates the base class of pointers info.
  1414. * @param type Defines the type of event (BABYLON.PointerEventTypes)
  1415. * @param event Defines the related dom event
  1416. */
  1417. function PointerInfoBase(
  1418. /**
  1419. * Defines the type of event (BABYLON.PointerEventTypes)
  1420. */
  1421. type,
  1422. /**
  1423. * Defines the related dom event
  1424. */
  1425. event) {
  1426. this.type = type;
  1427. this.event = event;
  1428. }
  1429. return PointerInfoBase;
  1430. }());
  1431. BABYLON.PointerInfoBase = PointerInfoBase;
  1432. /**
  1433. * This class is used to store pointer related info for the onPrePointerObservable event.
  1434. * Set the skipOnPointerObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onPointerObservable
  1435. */
  1436. var PointerInfoPre = /** @class */ (function (_super) {
  1437. __extends(PointerInfoPre, _super);
  1438. /**
  1439. * Instantiates a PointerInfoPre to store pointer related info to the onPrePointerObservable event.
  1440. * @param type Defines the type of event (BABYLON.PointerEventTypes)
  1441. * @param event Defines the related dom event
  1442. * @param localX Defines the local x coordinates of the pointer when the event occured
  1443. * @param localY Defines the local y coordinates of the pointer when the event occured
  1444. */
  1445. function PointerInfoPre(type, event, localX, localY) {
  1446. var _this = _super.call(this, type, event) || this;
  1447. /**
  1448. * Ray from a pointer if availible (eg. 6dof controller)
  1449. */
  1450. _this.ray = null;
  1451. _this.skipOnPointerObservable = false;
  1452. _this.localPosition = new BABYLON.Vector2(localX, localY);
  1453. return _this;
  1454. }
  1455. return PointerInfoPre;
  1456. }(PointerInfoBase));
  1457. BABYLON.PointerInfoPre = PointerInfoPre;
  1458. /**
  1459. * This type contains all the data related to a pointer event in Babylon.js.
  1460. * The event member is an instance of PointerEvent for all types except PointerWheel and is of type MouseWheelEvent when type equals PointerWheel. The different event types can be found in the PointerEventTypes class.
  1461. */
  1462. var PointerInfo = /** @class */ (function (_super) {
  1463. __extends(PointerInfo, _super);
  1464. /**
  1465. * Instantiates a PointerInfo to store pointer related info to the onPointerObservable event.
  1466. * @param type Defines the type of event (BABYLON.PointerEventTypes)
  1467. * @param event Defines the related dom event
  1468. * @param pickInfo Defines the picking info associated to the info (if any)\
  1469. */
  1470. function PointerInfo(type, event,
  1471. /**
  1472. * Defines the picking info associated to the info (if any)\
  1473. */
  1474. pickInfo) {
  1475. var _this = _super.call(this, type, event) || this;
  1476. _this.pickInfo = pickInfo;
  1477. return _this;
  1478. }
  1479. return PointerInfo;
  1480. }(PointerInfoBase));
  1481. BABYLON.PointerInfo = PointerInfo;
  1482. })(BABYLON || (BABYLON = {}));
  1483. //# sourceMappingURL=babylon.pointerEvents.js.map
  1484. var BABYLON;
  1485. (function (BABYLON) {
  1486. /**
  1487. * Gather the list of clipboard event types as constants.
  1488. */
  1489. var ClipboardEventTypes = /** @class */ (function () {
  1490. function ClipboardEventTypes() {
  1491. }
  1492. /**
  1493. * The clipboard event is fired when a copy command is active (pressed).
  1494. */
  1495. ClipboardEventTypes.COPY = 0x01; //
  1496. /**
  1497. * The clipboard event is fired when a cut command is active (pressed).
  1498. */
  1499. ClipboardEventTypes.CUT = 0x02;
  1500. /**
  1501. * The clipboard event is fired when a paste command is active (pressed).
  1502. */
  1503. ClipboardEventTypes.PASTE = 0x03;
  1504. return ClipboardEventTypes;
  1505. }());
  1506. BABYLON.ClipboardEventTypes = ClipboardEventTypes;
  1507. /**
  1508. * This class is used to store clipboard related info for the onClipboardObservable event.
  1509. */
  1510. var ClipboardInfo = /** @class */ (function () {
  1511. /**
  1512. *Creates an instance of ClipboardInfo.
  1513. * @param {number} type
  1514. * @param {ClipboardEvent} event
  1515. */
  1516. function ClipboardInfo(
  1517. /**
  1518. * Defines the type of event (BABYLON.ClipboardEventTypes)
  1519. */
  1520. type,
  1521. /**
  1522. * Defines the related dom event
  1523. */
  1524. event) {
  1525. this.type = type;
  1526. this.event = event;
  1527. }
  1528. /**
  1529. * Get the clipboard event's type from the keycode.
  1530. * @param keyCode Defines the keyCode for the current keyboard event.
  1531. * @return {number}
  1532. */
  1533. ClipboardInfo.GetTypeFromCharacter = function (keyCode) {
  1534. var charCode = keyCode;
  1535. //TODO: add codes for extended ASCII
  1536. switch (charCode) {
  1537. case 67: return ClipboardEventTypes.COPY;
  1538. case 86: return ClipboardEventTypes.PASTE;
  1539. case 88: return ClipboardEventTypes.CUT;
  1540. default: return -1;
  1541. }
  1542. };
  1543. return ClipboardInfo;
  1544. }());
  1545. BABYLON.ClipboardInfo = ClipboardInfo;
  1546. })(BABYLON || (BABYLON = {}));
  1547. //# sourceMappingURL=babylon.clipboardEvents.js.map
  1548. var BABYLON;
  1549. (function (BABYLON) {
  1550. /** Class used to store color4 gradient */
  1551. var ColorGradient = /** @class */ (function () {
  1552. function ColorGradient() {
  1553. }
  1554. /**
  1555. * Will get a color picked randomly between color1 and color2.
  1556. * If color2 is undefined then color1 will be used
  1557. * @param result defines the target Color4 to store the result in
  1558. */
  1559. ColorGradient.prototype.getColorToRef = function (result) {
  1560. if (!this.color2) {
  1561. result.copyFrom(this.color1);
  1562. return;
  1563. }
  1564. BABYLON.Color4.LerpToRef(this.color1, this.color2, Math.random(), result);
  1565. };
  1566. return ColorGradient;
  1567. }());
  1568. BABYLON.ColorGradient = ColorGradient;
  1569. /** Class used to store color 3 gradient */
  1570. var Color3Gradient = /** @class */ (function () {
  1571. function Color3Gradient() {
  1572. }
  1573. return Color3Gradient;
  1574. }());
  1575. BABYLON.Color3Gradient = Color3Gradient;
  1576. /** Class used to store factor gradient */
  1577. var FactorGradient = /** @class */ (function () {
  1578. function FactorGradient() {
  1579. }
  1580. /**
  1581. * Will get a number picked randomly between factor1 and factor2.
  1582. * If factor2 is undefined then factor1 will be used
  1583. * @returns the picked number
  1584. */
  1585. FactorGradient.prototype.getFactor = function () {
  1586. if (this.factor2 === undefined) {
  1587. return this.factor1;
  1588. }
  1589. return BABYLON.Scalar.Lerp(this.factor1, this.factor2, Math.random());
  1590. };
  1591. return FactorGradient;
  1592. }());
  1593. BABYLON.FactorGradient = FactorGradient;
  1594. /**
  1595. * @ignore
  1596. * Application error to support additional information when loading a file
  1597. */
  1598. var LoadFileError = /** @class */ (function (_super) {
  1599. __extends(LoadFileError, _super);
  1600. /**
  1601. * Creates a new LoadFileError
  1602. * @param message defines the message of the error
  1603. * @param request defines the optional XHR request
  1604. */
  1605. function LoadFileError(message,
  1606. /** defines the optional XHR request */
  1607. request) {
  1608. var _this = _super.call(this, message) || this;
  1609. _this.request = request;
  1610. _this.name = "LoadFileError";
  1611. LoadFileError._setPrototypeOf(_this, LoadFileError.prototype);
  1612. return _this;
  1613. }
  1614. // See https://stackoverflow.com/questions/12915412/how-do-i-extend-a-host-object-e-g-error-in-typescript
  1615. // and https://github.com/Microsoft/TypeScript/wiki/Breaking-Changes#extending-built-ins-like-error-array-and-map-may-no-longer-work
  1616. // Polyfill for Object.setPrototypeOf if necessary.
  1617. LoadFileError._setPrototypeOf = Object.setPrototypeOf || (function (o, proto) { o.__proto__ = proto; return o; });
  1618. return LoadFileError;
  1619. }(Error));
  1620. BABYLON.LoadFileError = LoadFileError;
  1621. /**
  1622. * Class used to define a retry strategy when error happens while loading assets
  1623. */
  1624. var RetryStrategy = /** @class */ (function () {
  1625. function RetryStrategy() {
  1626. }
  1627. /**
  1628. * Function used to defines an exponential back off strategy
  1629. * @param maxRetries defines the maximum number of retries (3 by default)
  1630. * @param baseInterval defines the interval between retries
  1631. * @returns the strategy function to use
  1632. */
  1633. RetryStrategy.ExponentialBackoff = function (maxRetries, baseInterval) {
  1634. if (maxRetries === void 0) { maxRetries = 3; }
  1635. if (baseInterval === void 0) { baseInterval = 500; }
  1636. return function (url, request, retryIndex) {
  1637. if (request.status !== 0 || retryIndex >= maxRetries || url.indexOf("file:") !== -1) {
  1638. return -1;
  1639. }
  1640. return Math.pow(2, retryIndex) * baseInterval;
  1641. };
  1642. };
  1643. return RetryStrategy;
  1644. }());
  1645. BABYLON.RetryStrategy = RetryStrategy;
  1646. // Screenshots
  1647. var screenshotCanvas;
  1648. var cloneValue = function (source, destinationObject) {
  1649. if (!source) {
  1650. return null;
  1651. }
  1652. if (source instanceof BABYLON.Mesh) {
  1653. return null;
  1654. }
  1655. if (source instanceof BABYLON.SubMesh) {
  1656. return source.clone(destinationObject);
  1657. }
  1658. else if (source.clone) {
  1659. return source.clone();
  1660. }
  1661. return null;
  1662. };
  1663. /**
  1664. * Class containing a set of static utilities functions
  1665. */
  1666. var Tools = /** @class */ (function () {
  1667. function Tools() {
  1668. }
  1669. /**
  1670. * Read the content of a byte array at a specified coordinates (taking in account wrapping)
  1671. * @param u defines the coordinate on X axis
  1672. * @param v defines the coordinate on Y axis
  1673. * @param width defines the width of the source data
  1674. * @param height defines the height of the source data
  1675. * @param pixels defines the source byte array
  1676. * @param color defines the output color
  1677. */
  1678. Tools.FetchToRef = function (u, v, width, height, pixels, color) {
  1679. var wrappedU = ((Math.abs(u) * width) % width) | 0;
  1680. var wrappedV = ((Math.abs(v) * height) % height) | 0;
  1681. var position = (wrappedU + wrappedV * width) * 4;
  1682. color.r = pixels[position] / 255;
  1683. color.g = pixels[position + 1] / 255;
  1684. color.b = pixels[position + 2] / 255;
  1685. color.a = pixels[position + 3] / 255;
  1686. };
  1687. /**
  1688. * Interpolates between a and b via alpha
  1689. * @param a The lower value (returned when alpha = 0)
  1690. * @param b The upper value (returned when alpha = 1)
  1691. * @param alpha The interpolation-factor
  1692. * @return The mixed value
  1693. */
  1694. Tools.Mix = function (a, b, alpha) {
  1695. return a * (1 - alpha) + b * alpha;
  1696. };
  1697. /**
  1698. * Tries to instantiate a new object from a given class name
  1699. * @param className defines the class name to instantiate
  1700. * @returns the new object or null if the system was not able to do the instantiation
  1701. */
  1702. Tools.Instantiate = function (className) {
  1703. if (Tools.RegisteredExternalClasses && Tools.RegisteredExternalClasses[className]) {
  1704. return Tools.RegisteredExternalClasses[className];
  1705. }
  1706. var arr = className.split(".");
  1707. var fn = (window || this);
  1708. for (var i = 0, len = arr.length; i < len; i++) {
  1709. fn = fn[arr[i]];
  1710. }
  1711. if (typeof fn !== "function") {
  1712. return null;
  1713. }
  1714. return fn;
  1715. };
  1716. /**
  1717. * Provides a slice function that will work even on IE
  1718. * @param data defines the array to slice
  1719. * @param start defines the start of the data (optional)
  1720. * @param end defines the end of the data (optional)
  1721. * @returns the new sliced array
  1722. */
  1723. Tools.Slice = function (data, start, end) {
  1724. if (data.slice) {
  1725. return data.slice(start, end);
  1726. }
  1727. return Array.prototype.slice.call(data, start, end);
  1728. };
  1729. /**
  1730. * Polyfill for setImmediate
  1731. * @param action defines the action to execute after the current execution block
  1732. */
  1733. Tools.SetImmediate = function (action) {
  1734. if (Tools.IsWindowObjectExist() && window.setImmediate) {
  1735. window.setImmediate(action);
  1736. }
  1737. else {
  1738. setTimeout(action, 1);
  1739. }
  1740. };
  1741. /**
  1742. * Function indicating if a number is an exponent of 2
  1743. * @param value defines the value to test
  1744. * @returns true if the value is an exponent of 2
  1745. */
  1746. Tools.IsExponentOfTwo = function (value) {
  1747. var count = 1;
  1748. do {
  1749. count *= 2;
  1750. } while (count < value);
  1751. return count === value;
  1752. };
  1753. /**
  1754. * Returns the nearest 32-bit single precision float representation of a Number
  1755. * @param value A Number. If the parameter is of a different type, it will get converted
  1756. * to a number or to NaN if it cannot be converted
  1757. * @returns number
  1758. */
  1759. Tools.FloatRound = function (value) {
  1760. if (Math.fround) {
  1761. return Math.fround(value);
  1762. }
  1763. return (Tools._tmpFloatArray[0] = value);
  1764. };
  1765. /**
  1766. * Find the next highest power of two.
  1767. * @param x Number to start search from.
  1768. * @return Next highest power of two.
  1769. */
  1770. Tools.CeilingPOT = function (x) {
  1771. x--;
  1772. x |= x >> 1;
  1773. x |= x >> 2;
  1774. x |= x >> 4;
  1775. x |= x >> 8;
  1776. x |= x >> 16;
  1777. x++;
  1778. return x;
  1779. };
  1780. /**
  1781. * Find the next lowest power of two.
  1782. * @param x Number to start search from.
  1783. * @return Next lowest power of two.
  1784. */
  1785. Tools.FloorPOT = function (x) {
  1786. x = x | (x >> 1);
  1787. x = x | (x >> 2);
  1788. x = x | (x >> 4);
  1789. x = x | (x >> 8);
  1790. x = x | (x >> 16);
  1791. return x - (x >> 1);
  1792. };
  1793. /**
  1794. * Find the nearest power of two.
  1795. * @param x Number to start search from.
  1796. * @return Next nearest power of two.
  1797. */
  1798. Tools.NearestPOT = function (x) {
  1799. var c = Tools.CeilingPOT(x);
  1800. var f = Tools.FloorPOT(x);
  1801. return (c - x) > (x - f) ? f : c;
  1802. };
  1803. /**
  1804. * Get the closest exponent of two
  1805. * @param value defines the value to approximate
  1806. * @param max defines the maximum value to return
  1807. * @param mode defines how to define the closest value
  1808. * @returns closest exponent of two of the given value
  1809. */
  1810. Tools.GetExponentOfTwo = function (value, max, mode) {
  1811. if (mode === void 0) { mode = BABYLON.Engine.SCALEMODE_NEAREST; }
  1812. var pot;
  1813. switch (mode) {
  1814. case BABYLON.Engine.SCALEMODE_FLOOR:
  1815. pot = Tools.FloorPOT(value);
  1816. break;
  1817. case BABYLON.Engine.SCALEMODE_NEAREST:
  1818. pot = Tools.NearestPOT(value);
  1819. break;
  1820. case BABYLON.Engine.SCALEMODE_CEILING:
  1821. default:
  1822. pot = Tools.CeilingPOT(value);
  1823. break;
  1824. }
  1825. return Math.min(pot, max);
  1826. };
  1827. /**
  1828. * Extracts the filename from a path
  1829. * @param path defines the path to use
  1830. * @returns the filename
  1831. */
  1832. Tools.GetFilename = function (path) {
  1833. var index = path.lastIndexOf("/");
  1834. if (index < 0) {
  1835. return path;
  1836. }
  1837. return path.substring(index + 1);
  1838. };
  1839. /**
  1840. * Extracts the "folder" part of a path (everything before the filename).
  1841. * @param uri The URI to extract the info from
  1842. * @param returnUnchangedIfNoSlash Do not touch the URI if no slashes are present
  1843. * @returns The "folder" part of the path
  1844. */
  1845. Tools.GetFolderPath = function (uri, returnUnchangedIfNoSlash) {
  1846. if (returnUnchangedIfNoSlash === void 0) { returnUnchangedIfNoSlash = false; }
  1847. var index = uri.lastIndexOf("/");
  1848. if (index < 0) {
  1849. if (returnUnchangedIfNoSlash) {
  1850. return uri;
  1851. }
  1852. return "";
  1853. }
  1854. return uri.substring(0, index + 1);
  1855. };
  1856. /**
  1857. * Extracts text content from a DOM element hierarchy
  1858. * @param element defines the root element
  1859. * @returns a string
  1860. */
  1861. Tools.GetDOMTextContent = function (element) {
  1862. var result = "";
  1863. var child = element.firstChild;
  1864. while (child) {
  1865. if (child.nodeType === 3) {
  1866. result += child.textContent;
  1867. }
  1868. child = (child.nextSibling);
  1869. }
  1870. return result;
  1871. };
  1872. /**
  1873. * Convert an angle in radians to degrees
  1874. * @param angle defines the angle to convert
  1875. * @returns the angle in degrees
  1876. */
  1877. Tools.ToDegrees = function (angle) {
  1878. return angle * 180 / Math.PI;
  1879. };
  1880. /**
  1881. * Convert an angle in degrees to radians
  1882. * @param angle defines the angle to convert
  1883. * @returns the angle in radians
  1884. */
  1885. Tools.ToRadians = function (angle) {
  1886. return angle * Math.PI / 180;
  1887. };
  1888. /**
  1889. * Encode a buffer to a base64 string
  1890. * @param buffer defines the buffer to encode
  1891. * @returns the encoded string
  1892. */
  1893. Tools.EncodeArrayBufferTobase64 = function (buffer) {
  1894. var keyStr = "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/=";
  1895. var output = "";
  1896. var chr1, chr2, chr3, enc1, enc2, enc3, enc4;
  1897. var i = 0;
  1898. var bytes = new Uint8Array(buffer);
  1899. while (i < bytes.length) {
  1900. chr1 = bytes[i++];
  1901. chr2 = i < bytes.length ? bytes[i++] : Number.NaN; // Not sure if the index
  1902. chr3 = i < bytes.length ? bytes[i++] : Number.NaN; // checks are needed here
  1903. enc1 = chr1 >> 2;
  1904. enc2 = ((chr1 & 3) << 4) | (chr2 >> 4);
  1905. enc3 = ((chr2 & 15) << 2) | (chr3 >> 6);
  1906. enc4 = chr3 & 63;
  1907. if (isNaN(chr2)) {
  1908. enc3 = enc4 = 64;
  1909. }
  1910. else if (isNaN(chr3)) {
  1911. enc4 = 64;
  1912. }
  1913. output += keyStr.charAt(enc1) + keyStr.charAt(enc2) +
  1914. keyStr.charAt(enc3) + keyStr.charAt(enc4);
  1915. }
  1916. return "data:image/png;base64," + output;
  1917. };
  1918. /**
  1919. * Extracts minimum and maximum values from a list of indexed positions
  1920. * @param positions defines the positions to use
  1921. * @param indices defines the indices to the positions
  1922. * @param indexStart defines the start index
  1923. * @param indexCount defines the end index
  1924. * @param bias defines bias value to add to the result
  1925. * @return minimum and maximum values
  1926. */
  1927. Tools.ExtractMinAndMaxIndexed = function (positions, indices, indexStart, indexCount, bias) {
  1928. if (bias === void 0) { bias = null; }
  1929. var minimum = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  1930. var maximum = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  1931. for (var index = indexStart; index < indexStart + indexCount; index++) {
  1932. var offset = indices[index] * 3;
  1933. var x = positions[offset];
  1934. var y = positions[offset + 1];
  1935. var z = positions[offset + 2];
  1936. minimum.minimizeInPlaceFromFloats(x, y, z);
  1937. maximum.maximizeInPlaceFromFloats(x, y, z);
  1938. }
  1939. if (bias) {
  1940. minimum.x -= minimum.x * bias.x + bias.y;
  1941. minimum.y -= minimum.y * bias.x + bias.y;
  1942. minimum.z -= minimum.z * bias.x + bias.y;
  1943. maximum.x += maximum.x * bias.x + bias.y;
  1944. maximum.y += maximum.y * bias.x + bias.y;
  1945. maximum.z += maximum.z * bias.x + bias.y;
  1946. }
  1947. return {
  1948. minimum: minimum,
  1949. maximum: maximum
  1950. };
  1951. };
  1952. /**
  1953. * Extracts minimum and maximum values from a list of positions
  1954. * @param positions defines the positions to use
  1955. * @param start defines the start index in the positions array
  1956. * @param count defines the number of positions to handle
  1957. * @param bias defines bias value to add to the result
  1958. * @param stride defines the stride size to use (distance between two positions in the positions array)
  1959. * @return minimum and maximum values
  1960. */
  1961. Tools.ExtractMinAndMax = function (positions, start, count, bias, stride) {
  1962. if (bias === void 0) { bias = null; }
  1963. var minimum = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  1964. var maximum = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  1965. if (!stride) {
  1966. stride = 3;
  1967. }
  1968. for (var index = start, offset = start * stride; index < start + count; index++, offset += stride) {
  1969. var x = positions[offset];
  1970. var y = positions[offset + 1];
  1971. var z = positions[offset + 2];
  1972. minimum.minimizeInPlaceFromFloats(x, y, z);
  1973. maximum.maximizeInPlaceFromFloats(x, y, z);
  1974. }
  1975. if (bias) {
  1976. minimum.x -= minimum.x * bias.x + bias.y;
  1977. minimum.y -= minimum.y * bias.x + bias.y;
  1978. minimum.z -= minimum.z * bias.x + bias.y;
  1979. maximum.x += maximum.x * bias.x + bias.y;
  1980. maximum.y += maximum.y * bias.x + bias.y;
  1981. maximum.z += maximum.z * bias.x + bias.y;
  1982. }
  1983. return {
  1984. minimum: minimum,
  1985. maximum: maximum
  1986. };
  1987. };
  1988. /**
  1989. * Returns an array if obj is not an array
  1990. * @param obj defines the object to evaluate as an array
  1991. * @param allowsNullUndefined defines a boolean indicating if obj is allowed to be null or undefined
  1992. * @returns either obj directly if obj is an array or a new array containing obj
  1993. */
  1994. Tools.MakeArray = function (obj, allowsNullUndefined) {
  1995. if (allowsNullUndefined !== true && (obj === undefined || obj == null)) {
  1996. return null;
  1997. }
  1998. return Array.isArray(obj) ? obj : [obj];
  1999. };
  2000. /**
  2001. * Returns an array of the given size filled with element built from the given constructor and the paramters
  2002. * @param size the number of element to construct and put in the array
  2003. * @param itemBuilder a callback responsible for creating new instance of item. Called once per array entry.
  2004. * @returns a new array filled with new objects
  2005. */
  2006. Tools.BuildArray = function (size, itemBuilder) {
  2007. var a = [];
  2008. for (var i = 0; i < size; ++i) {
  2009. a.push(itemBuilder());
  2010. }
  2011. return a;
  2012. };
  2013. /**
  2014. * Gets the pointer prefix to use
  2015. * @returns "pointer" if touch is enabled. Else returns "mouse"
  2016. */
  2017. Tools.GetPointerPrefix = function () {
  2018. var eventPrefix = "pointer";
  2019. // Check if pointer events are supported
  2020. if (Tools.IsWindowObjectExist() && !window.PointerEvent && !navigator.pointerEnabled) {
  2021. eventPrefix = "mouse";
  2022. }
  2023. return eventPrefix;
  2024. };
  2025. /**
  2026. * Queue a new function into the requested animation frame pool (ie. this function will be executed byt the browser for the next frame)
  2027. * @param func - the function to be called
  2028. * @param requester - the object that will request the next frame. Falls back to window.
  2029. * @returns frame number
  2030. */
  2031. Tools.QueueNewFrame = function (func, requester) {
  2032. if (!Tools.IsWindowObjectExist()) {
  2033. return setTimeout(func, 16);
  2034. }
  2035. if (!requester) {
  2036. requester = window;
  2037. }
  2038. if (requester.requestAnimationFrame) {
  2039. return requester.requestAnimationFrame(func);
  2040. }
  2041. else if (requester.msRequestAnimationFrame) {
  2042. return requester.msRequestAnimationFrame(func);
  2043. }
  2044. else if (requester.webkitRequestAnimationFrame) {
  2045. return requester.webkitRequestAnimationFrame(func);
  2046. }
  2047. else if (requester.mozRequestAnimationFrame) {
  2048. return requester.mozRequestAnimationFrame(func);
  2049. }
  2050. else if (requester.oRequestAnimationFrame) {
  2051. return requester.oRequestAnimationFrame(func);
  2052. }
  2053. else {
  2054. return window.setTimeout(func, 16);
  2055. }
  2056. };
  2057. /**
  2058. * Ask the browser to promote the current element to fullscreen rendering mode
  2059. * @param element defines the DOM element to promote
  2060. */
  2061. Tools.RequestFullscreen = function (element) {
  2062. var requestFunction = element.requestFullscreen || element.msRequestFullscreen || element.webkitRequestFullscreen || element.mozRequestFullScreen;
  2063. if (!requestFunction) {
  2064. return;
  2065. }
  2066. requestFunction.call(element);
  2067. };
  2068. /**
  2069. * Asks the browser to exit fullscreen mode
  2070. */
  2071. Tools.ExitFullscreen = function () {
  2072. if (document.exitFullscreen) {
  2073. document.exitFullscreen();
  2074. }
  2075. else if (document.mozCancelFullScreen) {
  2076. document.mozCancelFullScreen();
  2077. }
  2078. else if (document.webkitCancelFullScreen) {
  2079. document.webkitCancelFullScreen();
  2080. }
  2081. else if (document.msCancelFullScreen) {
  2082. document.msCancelFullScreen();
  2083. }
  2084. };
  2085. /**
  2086. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  2087. * @param url define the url we are trying
  2088. * @param element define the dom element where to configure the cors policy
  2089. */
  2090. Tools.SetCorsBehavior = function (url, element) {
  2091. if (url && url.indexOf("data:") === 0) {
  2092. return;
  2093. }
  2094. if (Tools.CorsBehavior) {
  2095. if (typeof (Tools.CorsBehavior) === 'string' || Tools.CorsBehavior instanceof String) {
  2096. element.crossOrigin = Tools.CorsBehavior;
  2097. }
  2098. else {
  2099. var result = Tools.CorsBehavior(url);
  2100. if (result) {
  2101. element.crossOrigin = result;
  2102. }
  2103. }
  2104. }
  2105. };
  2106. // External files
  2107. /**
  2108. * Removes unwanted characters from an url
  2109. * @param url defines the url to clean
  2110. * @returns the cleaned url
  2111. */
  2112. Tools.CleanUrl = function (url) {
  2113. url = url.replace(/#/mg, "%23");
  2114. return url;
  2115. };
  2116. /**
  2117. * Loads an image as an HTMLImageElement.
  2118. * @param input url string, ArrayBuffer, or Blob to load
  2119. * @param onLoad callback called when the image successfully loads
  2120. * @param onError callback called when the image fails to load
  2121. * @param offlineProvider offline provider for caching
  2122. * @returns the HTMLImageElement of the loaded image
  2123. */
  2124. Tools.LoadImage = function (input, onLoad, onError, offlineProvider) {
  2125. var url;
  2126. var usingObjectURL = false;
  2127. if (input instanceof ArrayBuffer) {
  2128. url = URL.createObjectURL(new Blob([input]));
  2129. usingObjectURL = true;
  2130. }
  2131. else if (input instanceof Blob) {
  2132. url = URL.createObjectURL(input);
  2133. usingObjectURL = true;
  2134. }
  2135. else {
  2136. url = Tools.CleanUrl(input);
  2137. url = Tools.PreprocessUrl(input);
  2138. }
  2139. var img = new Image();
  2140. Tools.SetCorsBehavior(url, img);
  2141. var loadHandler = function () {
  2142. if (usingObjectURL && img.src) {
  2143. URL.revokeObjectURL(img.src);
  2144. }
  2145. img.removeEventListener("load", loadHandler);
  2146. img.removeEventListener("error", errorHandler);
  2147. onLoad(img);
  2148. };
  2149. var errorHandler = function (err) {
  2150. if (usingObjectURL && img.src) {
  2151. URL.revokeObjectURL(img.src);
  2152. }
  2153. img.removeEventListener("load", loadHandler);
  2154. img.removeEventListener("error", errorHandler);
  2155. Tools.Error("Error while trying to load image: " + input);
  2156. if (onError) {
  2157. onError("Error while trying to load image: " + input, err);
  2158. }
  2159. };
  2160. img.addEventListener("load", loadHandler);
  2161. img.addEventListener("error", errorHandler);
  2162. var noOfflineSupport = function () {
  2163. img.src = url;
  2164. };
  2165. var loadFromOfflineSupport = function () {
  2166. if (offlineProvider) {
  2167. offlineProvider.loadImage(url, img);
  2168. }
  2169. };
  2170. if (url.substr(0, 5) !== "data:" && offlineProvider && offlineProvider.enableTexturesOffline) {
  2171. offlineProvider.open(loadFromOfflineSupport, noOfflineSupport);
  2172. }
  2173. else {
  2174. if (url.indexOf("file:") !== -1) {
  2175. var textureName = decodeURIComponent(url.substring(5).toLowerCase());
  2176. if (BABYLON.FilesInput.FilesToLoad[textureName]) {
  2177. try {
  2178. var blobURL;
  2179. try {
  2180. blobURL = URL.createObjectURL(BABYLON.FilesInput.FilesToLoad[textureName]);
  2181. }
  2182. catch (ex) {
  2183. // Chrome doesn't support oneTimeOnly parameter
  2184. blobURL = URL.createObjectURL(BABYLON.FilesInput.FilesToLoad[textureName]);
  2185. }
  2186. img.src = blobURL;
  2187. usingObjectURL = true;
  2188. }
  2189. catch (e) {
  2190. img.src = "";
  2191. }
  2192. return img;
  2193. }
  2194. }
  2195. noOfflineSupport();
  2196. }
  2197. return img;
  2198. };
  2199. /**
  2200. * Loads a file
  2201. * @param url url string, ArrayBuffer, or Blob to load
  2202. * @param onSuccess callback called when the file successfully loads
  2203. * @param onProgress callback called while file is loading (if the server supports this mode)
  2204. * @param offlineProvider defines the offline provider for caching
  2205. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  2206. * @param onError callback called when the file fails to load
  2207. * @returns a file request object
  2208. */
  2209. Tools.LoadFile = function (url, onSuccess, onProgress, offlineProvider, useArrayBuffer, onError) {
  2210. url = Tools.CleanUrl(url);
  2211. url = Tools.PreprocessUrl(url);
  2212. // If file and file input are set
  2213. if (url.indexOf("file:") !== -1) {
  2214. var fileName = decodeURIComponent(url.substring(5).toLowerCase());
  2215. if (BABYLON.FilesInput.FilesToLoad[fileName]) {
  2216. return Tools.ReadFile(BABYLON.FilesInput.FilesToLoad[fileName], onSuccess, onProgress, useArrayBuffer);
  2217. }
  2218. }
  2219. var loadUrl = Tools.BaseUrl + url;
  2220. var aborted = false;
  2221. var fileRequest = {
  2222. onCompleteObservable: new BABYLON.Observable(),
  2223. abort: function () { return aborted = true; },
  2224. };
  2225. var requestFile = function () {
  2226. var request = new XMLHttpRequest();
  2227. var retryHandle = null;
  2228. fileRequest.abort = function () {
  2229. aborted = true;
  2230. if (request.readyState !== (XMLHttpRequest.DONE || 4)) {
  2231. request.abort();
  2232. }
  2233. if (retryHandle !== null) {
  2234. clearTimeout(retryHandle);
  2235. retryHandle = null;
  2236. }
  2237. };
  2238. var retryLoop = function (retryIndex) {
  2239. request.open('GET', loadUrl, true);
  2240. if (useArrayBuffer) {
  2241. request.responseType = "arraybuffer";
  2242. }
  2243. if (onProgress) {
  2244. request.addEventListener("progress", onProgress);
  2245. }
  2246. var onLoadEnd = function () {
  2247. request.removeEventListener("loadend", onLoadEnd);
  2248. fileRequest.onCompleteObservable.notifyObservers(fileRequest);
  2249. fileRequest.onCompleteObservable.clear();
  2250. };
  2251. request.addEventListener("loadend", onLoadEnd);
  2252. var onReadyStateChange = function () {
  2253. if (aborted) {
  2254. return;
  2255. }
  2256. // In case of undefined state in some browsers.
  2257. if (request.readyState === (XMLHttpRequest.DONE || 4)) {
  2258. // Some browsers have issues where onreadystatechange can be called multiple times with the same value.
  2259. request.removeEventListener("readystatechange", onReadyStateChange);
  2260. if ((request.status >= 200 && request.status < 300) || (request.status === 0 && (!Tools.IsWindowObjectExist() || Tools.IsFileURL()))) {
  2261. onSuccess(!useArrayBuffer ? request.responseText : request.response, request.responseURL);
  2262. return;
  2263. }
  2264. var retryStrategy = Tools.DefaultRetryStrategy;
  2265. if (retryStrategy) {
  2266. var waitTime = retryStrategy(loadUrl, request, retryIndex);
  2267. if (waitTime !== -1) {
  2268. // Prevent the request from completing for retry.
  2269. request.removeEventListener("loadend", onLoadEnd);
  2270. request = new XMLHttpRequest();
  2271. retryHandle = setTimeout(function () { return retryLoop(retryIndex + 1); }, waitTime);
  2272. return;
  2273. }
  2274. }
  2275. var e = new LoadFileError("Error status: " + request.status + " " + request.statusText + " - Unable to load " + loadUrl, request);
  2276. if (onError) {
  2277. onError(request, e);
  2278. }
  2279. else {
  2280. throw e;
  2281. }
  2282. }
  2283. };
  2284. request.addEventListener("readystatechange", onReadyStateChange);
  2285. if (Tools.UseCustomRequestHeaders) {
  2286. Tools.InjectCustomRequestHeaders(request);
  2287. }
  2288. request.send();
  2289. };
  2290. retryLoop(0);
  2291. };
  2292. // Caching all files
  2293. if (offlineProvider && offlineProvider.enableSceneOffline) {
  2294. var noOfflineSupport_1 = function (request) {
  2295. if (request && request.status > 400) {
  2296. if (onError) {
  2297. onError(request);
  2298. }
  2299. }
  2300. else {
  2301. if (!aborted) {
  2302. requestFile();
  2303. }
  2304. }
  2305. };
  2306. var loadFromOfflineSupport = function () {
  2307. // TODO: database needs to support aborting and should return a IFileRequest
  2308. if (aborted) {
  2309. return;
  2310. }
  2311. if (offlineProvider) {
  2312. offlineProvider.loadFile(url, function (data) {
  2313. if (!aborted) {
  2314. onSuccess(data);
  2315. }
  2316. fileRequest.onCompleteObservable.notifyObservers(fileRequest);
  2317. }, onProgress ? function (event) {
  2318. if (!aborted) {
  2319. onProgress(event);
  2320. }
  2321. } : undefined, noOfflineSupport_1, useArrayBuffer);
  2322. }
  2323. };
  2324. offlineProvider.open(loadFromOfflineSupport, noOfflineSupport_1);
  2325. }
  2326. else {
  2327. requestFile();
  2328. }
  2329. return fileRequest;
  2330. };
  2331. /**
  2332. * Load a script (identified by an url). When the url returns, the
  2333. * content of this file is added into a new script element, attached to the DOM (body element)
  2334. * @param scriptUrl defines the url of the script to laod
  2335. * @param onSuccess defines the callback called when the script is loaded
  2336. * @param onError defines the callback to call if an error occurs
  2337. */
  2338. Tools.LoadScript = function (scriptUrl, onSuccess, onError) {
  2339. if (!Tools.IsWindowObjectExist()) {
  2340. return;
  2341. }
  2342. var head = document.getElementsByTagName('head')[0];
  2343. var script = document.createElement('script');
  2344. script.type = 'text/javascript';
  2345. script.src = scriptUrl;
  2346. script.onload = function () {
  2347. if (onSuccess) {
  2348. onSuccess();
  2349. }
  2350. };
  2351. script.onerror = function (e) {
  2352. if (onError) {
  2353. onError("Unable to load script '" + scriptUrl + "'", e);
  2354. }
  2355. };
  2356. head.appendChild(script);
  2357. };
  2358. /**
  2359. * Loads a file from a blob
  2360. * @param fileToLoad defines the blob to use
  2361. * @param callback defines the callback to call when data is loaded
  2362. * @param progressCallback defines the callback to call during loading process
  2363. * @returns a file request object
  2364. */
  2365. Tools.ReadFileAsDataURL = function (fileToLoad, callback, progressCallback) {
  2366. var reader = new FileReader();
  2367. var request = {
  2368. onCompleteObservable: new BABYLON.Observable(),
  2369. abort: function () { return reader.abort(); },
  2370. };
  2371. reader.onloadend = function (e) {
  2372. request.onCompleteObservable.notifyObservers(request);
  2373. };
  2374. reader.onload = function (e) {
  2375. //target doesn't have result from ts 1.3
  2376. callback(e.target['result']);
  2377. };
  2378. reader.onprogress = progressCallback;
  2379. reader.readAsDataURL(fileToLoad);
  2380. return request;
  2381. };
  2382. /**
  2383. * Loads a file
  2384. * @param fileToLoad defines the file to load
  2385. * @param callback defines the callback to call when data is loaded
  2386. * @param progressCallBack defines the callback to call during loading process
  2387. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  2388. * @returns a file request object
  2389. */
  2390. Tools.ReadFile = function (fileToLoad, callback, progressCallBack, useArrayBuffer) {
  2391. var reader = new FileReader();
  2392. var request = {
  2393. onCompleteObservable: new BABYLON.Observable(),
  2394. abort: function () { return reader.abort(); },
  2395. };
  2396. reader.onloadend = function (e) { return request.onCompleteObservable.notifyObservers(request); };
  2397. reader.onerror = function (e) {
  2398. Tools.Log("Error while reading file: " + fileToLoad.name);
  2399. callback(JSON.stringify({ autoClear: true, clearColor: [1, 0, 0], ambientColor: [0, 0, 0], gravity: [0, -9.807, 0], meshes: [], cameras: [], lights: [] }));
  2400. };
  2401. reader.onload = function (e) {
  2402. //target doesn't have result from ts 1.3
  2403. callback(e.target['result']);
  2404. };
  2405. if (progressCallBack) {
  2406. reader.onprogress = progressCallBack;
  2407. }
  2408. if (!useArrayBuffer) {
  2409. // Asynchronous read
  2410. reader.readAsText(fileToLoad);
  2411. }
  2412. else {
  2413. reader.readAsArrayBuffer(fileToLoad);
  2414. }
  2415. return request;
  2416. };
  2417. /**
  2418. * Creates a data url from a given string content
  2419. * @param content defines the content to convert
  2420. * @returns the new data url link
  2421. */
  2422. Tools.FileAsURL = function (content) {
  2423. var fileBlob = new Blob([content]);
  2424. var url = window.URL || window.webkitURL;
  2425. var link = url.createObjectURL(fileBlob);
  2426. return link;
  2427. };
  2428. /**
  2429. * Format the given number to a specific decimal format
  2430. * @param value defines the number to format
  2431. * @param decimals defines the number of decimals to use
  2432. * @returns the formatted string
  2433. */
  2434. Tools.Format = function (value, decimals) {
  2435. if (decimals === void 0) { decimals = 2; }
  2436. return value.toFixed(decimals);
  2437. };
  2438. /**
  2439. * Checks if a given vector is inside a specific range
  2440. * @param v defines the vector to test
  2441. * @param min defines the minimum range
  2442. * @param max defines the maximum range
  2443. */
  2444. Tools.CheckExtends = function (v, min, max) {
  2445. min.minimizeInPlace(v);
  2446. max.maximizeInPlace(v);
  2447. };
  2448. /**
  2449. * Tries to copy an object by duplicating every property
  2450. * @param source defines the source object
  2451. * @param destination defines the target object
  2452. * @param doNotCopyList defines a list of properties to avoid
  2453. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  2454. */
  2455. Tools.DeepCopy = function (source, destination, doNotCopyList, mustCopyList) {
  2456. for (var prop in source) {
  2457. if (prop[0] === "_" && (!mustCopyList || mustCopyList.indexOf(prop) === -1)) {
  2458. continue;
  2459. }
  2460. if (doNotCopyList && doNotCopyList.indexOf(prop) !== -1) {
  2461. continue;
  2462. }
  2463. var sourceValue = source[prop];
  2464. var typeOfSourceValue = typeof sourceValue;
  2465. if (typeOfSourceValue === "function") {
  2466. continue;
  2467. }
  2468. try {
  2469. if (typeOfSourceValue === "object") {
  2470. if (sourceValue instanceof Array) {
  2471. destination[prop] = [];
  2472. if (sourceValue.length > 0) {
  2473. if (typeof sourceValue[0] == "object") {
  2474. for (var index = 0; index < sourceValue.length; index++) {
  2475. var clonedValue = cloneValue(sourceValue[index], destination);
  2476. if (destination[prop].indexOf(clonedValue) === -1) { // Test if auto inject was not done
  2477. destination[prop].push(clonedValue);
  2478. }
  2479. }
  2480. }
  2481. else {
  2482. destination[prop] = sourceValue.slice(0);
  2483. }
  2484. }
  2485. }
  2486. else {
  2487. destination[prop] = cloneValue(sourceValue, destination);
  2488. }
  2489. }
  2490. else {
  2491. destination[prop] = sourceValue;
  2492. }
  2493. }
  2494. catch (e) {
  2495. // Just ignore error (it could be because of a read-only property)
  2496. }
  2497. }
  2498. };
  2499. /**
  2500. * Gets a boolean indicating if the given object has no own property
  2501. * @param obj defines the object to test
  2502. * @returns true if object has no own property
  2503. */
  2504. Tools.IsEmpty = function (obj) {
  2505. for (var i in obj) {
  2506. if (obj.hasOwnProperty(i)) {
  2507. return false;
  2508. }
  2509. }
  2510. return true;
  2511. };
  2512. /**
  2513. * Function used to register events at window level
  2514. * @param events defines the events to register
  2515. */
  2516. Tools.RegisterTopRootEvents = function (events) {
  2517. for (var index = 0; index < events.length; index++) {
  2518. var event = events[index];
  2519. window.addEventListener(event.name, event.handler, false);
  2520. try {
  2521. if (window.parent) {
  2522. window.parent.addEventListener(event.name, event.handler, false);
  2523. }
  2524. }
  2525. catch (e) {
  2526. // Silently fails...
  2527. }
  2528. }
  2529. };
  2530. /**
  2531. * Function used to unregister events from window level
  2532. * @param events defines the events to unregister
  2533. */
  2534. Tools.UnregisterTopRootEvents = function (events) {
  2535. for (var index = 0; index < events.length; index++) {
  2536. var event = events[index];
  2537. window.removeEventListener(event.name, event.handler);
  2538. try {
  2539. if (window.parent) {
  2540. window.parent.removeEventListener(event.name, event.handler);
  2541. }
  2542. }
  2543. catch (e) {
  2544. // Silently fails...
  2545. }
  2546. }
  2547. };
  2548. /**
  2549. * Dumps the current bound framebuffer
  2550. * @param width defines the rendering width
  2551. * @param height defines the rendering height
  2552. * @param engine defines the hosting engine
  2553. * @param successCallback defines the callback triggered once the data are available
  2554. * @param mimeType defines the mime type of the result
  2555. * @param fileName defines the filename to download. If present, the result will automatically be downloaded
  2556. */
  2557. Tools.DumpFramebuffer = function (width, height, engine, successCallback, mimeType, fileName) {
  2558. if (mimeType === void 0) { mimeType = "image/png"; }
  2559. // Read the contents of the framebuffer
  2560. var numberOfChannelsByLine = width * 4;
  2561. var halfHeight = height / 2;
  2562. //Reading datas from WebGL
  2563. var data = engine.readPixels(0, 0, width, height);
  2564. //To flip image on Y axis.
  2565. for (var i = 0; i < halfHeight; i++) {
  2566. for (var j = 0; j < numberOfChannelsByLine; j++) {
  2567. var currentCell = j + i * numberOfChannelsByLine;
  2568. var targetLine = height - i - 1;
  2569. var targetCell = j + targetLine * numberOfChannelsByLine;
  2570. var temp = data[currentCell];
  2571. data[currentCell] = data[targetCell];
  2572. data[targetCell] = temp;
  2573. }
  2574. }
  2575. // Create a 2D canvas to store the result
  2576. if (!screenshotCanvas) {
  2577. screenshotCanvas = document.createElement('canvas');
  2578. }
  2579. screenshotCanvas.width = width;
  2580. screenshotCanvas.height = height;
  2581. var context = screenshotCanvas.getContext('2d');
  2582. if (context) {
  2583. // Copy the pixels to a 2D canvas
  2584. var imageData = context.createImageData(width, height);
  2585. var castData = (imageData.data);
  2586. castData.set(data);
  2587. context.putImageData(imageData, 0, 0);
  2588. Tools.EncodeScreenshotCanvasData(successCallback, mimeType, fileName);
  2589. }
  2590. };
  2591. /**
  2592. * Converts the canvas data to blob.
  2593. * This acts as a polyfill for browsers not supporting the to blob function.
  2594. * @param canvas Defines the canvas to extract the data from
  2595. * @param successCallback Defines the callback triggered once the data are available
  2596. * @param mimeType Defines the mime type of the result
  2597. */
  2598. Tools.ToBlob = function (canvas, successCallback, mimeType) {
  2599. if (mimeType === void 0) { mimeType = "image/png"; }
  2600. // We need HTMLCanvasElement.toBlob for HD screenshots
  2601. if (!canvas.toBlob) {
  2602. // low performance polyfill based on toDataURL (https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob)
  2603. canvas.toBlob = function (callback, type, quality) {
  2604. var _this = this;
  2605. setTimeout(function () {
  2606. var binStr = atob(_this.toDataURL(type, quality).split(',')[1]), len = binStr.length, arr = new Uint8Array(len);
  2607. for (var i = 0; i < len; i++) {
  2608. arr[i] = binStr.charCodeAt(i);
  2609. }
  2610. callback(new Blob([arr]));
  2611. });
  2612. };
  2613. }
  2614. canvas.toBlob(function (blob) {
  2615. successCallback(blob);
  2616. }, mimeType);
  2617. };
  2618. /**
  2619. * Encodes the canvas data to base 64 or automatically download the result if filename is defined
  2620. * @param successCallback defines the callback triggered once the data are available
  2621. * @param mimeType defines the mime type of the result
  2622. * @param fileName defines he filename to download. If present, the result will automatically be downloaded
  2623. */
  2624. Tools.EncodeScreenshotCanvasData = function (successCallback, mimeType, fileName) {
  2625. if (mimeType === void 0) { mimeType = "image/png"; }
  2626. if (successCallback) {
  2627. var base64Image = screenshotCanvas.toDataURL(mimeType);
  2628. successCallback(base64Image);
  2629. }
  2630. else {
  2631. this.ToBlob(screenshotCanvas, function (blob) {
  2632. //Creating a link if the browser have the download attribute on the a tag, to automatically start download generated image.
  2633. if (("download" in document.createElement("a"))) {
  2634. if (!fileName) {
  2635. var date = new Date();
  2636. var stringDate = (date.getFullYear() + "-" + (date.getMonth() + 1)).slice(2) + "-" + date.getDate() + "_" + date.getHours() + "-" + ('0' + date.getMinutes()).slice(-2);
  2637. fileName = "screenshot_" + stringDate + ".png";
  2638. }
  2639. Tools.Download(blob, fileName);
  2640. }
  2641. else {
  2642. var url = URL.createObjectURL(blob);
  2643. var newWindow = window.open("");
  2644. if (!newWindow) {
  2645. return;
  2646. }
  2647. var img = newWindow.document.createElement("img");
  2648. img.onload = function () {
  2649. // no longer need to read the blob so it's revoked
  2650. URL.revokeObjectURL(url);
  2651. };
  2652. img.src = url;
  2653. newWindow.document.body.appendChild(img);
  2654. }
  2655. }, mimeType);
  2656. }
  2657. };
  2658. /**
  2659. * Downloads a blob in the browser
  2660. * @param blob defines the blob to download
  2661. * @param fileName defines the name of the downloaded file
  2662. */
  2663. Tools.Download = function (blob, fileName) {
  2664. if (navigator && navigator.msSaveBlob) {
  2665. navigator.msSaveBlob(blob, fileName);
  2666. return;
  2667. }
  2668. var url = window.URL.createObjectURL(blob);
  2669. var a = document.createElement("a");
  2670. document.body.appendChild(a);
  2671. a.style.display = "none";
  2672. a.href = url;
  2673. a.download = fileName;
  2674. a.addEventListener("click", function () {
  2675. if (a.parentElement) {
  2676. a.parentElement.removeChild(a);
  2677. }
  2678. });
  2679. a.click();
  2680. window.URL.revokeObjectURL(url);
  2681. };
  2682. /**
  2683. * Captures a screenshot of the current rendering
  2684. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  2685. * @param engine defines the rendering engine
  2686. * @param camera defines the source camera
  2687. * @param size This parameter can be set to a single number or to an object with the
  2688. * following (optional) properties: precision, width, height. If a single number is passed,
  2689. * it will be used for both width and height. If an object is passed, the screenshot size
  2690. * will be derived from the parameters. The precision property is a multiplier allowing
  2691. * rendering at a higher or lower resolution
  2692. * @param successCallback defines the callback receives a single parameter which contains the
  2693. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  2694. * src parameter of an <img> to display it
  2695. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  2696. * Check your browser for supported MIME types
  2697. */
  2698. Tools.CreateScreenshot = function (engine, camera, size, successCallback, mimeType) {
  2699. if (mimeType === void 0) { mimeType = "image/png"; }
  2700. var width;
  2701. var height;
  2702. // If a precision value is specified
  2703. if (size.precision) {
  2704. width = Math.round(engine.getRenderWidth() * size.precision);
  2705. height = Math.round(width / engine.getAspectRatio(camera));
  2706. }
  2707. else if (size.width && size.height) {
  2708. width = size.width;
  2709. height = size.height;
  2710. }
  2711. //If passing only width, computing height to keep display canvas ratio.
  2712. else if (size.width && !size.height) {
  2713. width = size.width;
  2714. height = Math.round(width / engine.getAspectRatio(camera));
  2715. }
  2716. //If passing only height, computing width to keep display canvas ratio.
  2717. else if (size.height && !size.width) {
  2718. height = size.height;
  2719. width = Math.round(height * engine.getAspectRatio(camera));
  2720. }
  2721. //Assuming here that "size" parameter is a number
  2722. else if (!isNaN(size)) {
  2723. height = size;
  2724. width = size;
  2725. }
  2726. else {
  2727. Tools.Error("Invalid 'size' parameter !");
  2728. return;
  2729. }
  2730. if (!screenshotCanvas) {
  2731. screenshotCanvas = document.createElement('canvas');
  2732. }
  2733. screenshotCanvas.width = width;
  2734. screenshotCanvas.height = height;
  2735. var renderContext = screenshotCanvas.getContext("2d");
  2736. var ratio = engine.getRenderWidth() / engine.getRenderHeight();
  2737. var newWidth = width;
  2738. var newHeight = newWidth / ratio;
  2739. if (newHeight > height) {
  2740. newHeight = height;
  2741. newWidth = newHeight * ratio;
  2742. }
  2743. var offsetX = Math.max(0, width - newWidth) / 2;
  2744. var offsetY = Math.max(0, height - newHeight) / 2;
  2745. var renderingCanvas = engine.getRenderingCanvas();
  2746. if (renderContext && renderingCanvas) {
  2747. renderContext.drawImage(renderingCanvas, offsetX, offsetY, newWidth, newHeight);
  2748. }
  2749. Tools.EncodeScreenshotCanvasData(successCallback, mimeType);
  2750. };
  2751. /**
  2752. * Generates an image screenshot from the specified camera.
  2753. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  2754. * @param engine The engine to use for rendering
  2755. * @param camera The camera to use for rendering
  2756. * @param size This parameter can be set to a single number or to an object with the
  2757. * following (optional) properties: precision, width, height. If a single number is passed,
  2758. * it will be used for both width and height. If an object is passed, the screenshot size
  2759. * will be derived from the parameters. The precision property is a multiplier allowing
  2760. * rendering at a higher or lower resolution
  2761. * @param successCallback The callback receives a single parameter which contains the
  2762. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  2763. * src parameter of an <img> to display it
  2764. * @param mimeType The MIME type of the screenshot image (default: image/png).
  2765. * Check your browser for supported MIME types
  2766. * @param samples Texture samples (default: 1)
  2767. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  2768. * @param fileName A name for for the downloaded file.
  2769. */
  2770. Tools.CreateScreenshotUsingRenderTarget = function (engine, camera, size, successCallback, mimeType, samples, antialiasing, fileName) {
  2771. if (mimeType === void 0) { mimeType = "image/png"; }
  2772. if (samples === void 0) { samples = 1; }
  2773. if (antialiasing === void 0) { antialiasing = false; }
  2774. var width;
  2775. var height;
  2776. //If a precision value is specified
  2777. if (size.precision) {
  2778. width = Math.round(engine.getRenderWidth() * size.precision);
  2779. height = Math.round(width / engine.getAspectRatio(camera));
  2780. size = { width: width, height: height };
  2781. }
  2782. else if (size.width && size.height) {
  2783. width = size.width;
  2784. height = size.height;
  2785. }
  2786. //If passing only width, computing height to keep display canvas ratio.
  2787. else if (size.width && !size.height) {
  2788. width = size.width;
  2789. height = Math.round(width / engine.getAspectRatio(camera));
  2790. size = { width: width, height: height };
  2791. }
  2792. //If passing only height, computing width to keep display canvas ratio.
  2793. else if (size.height && !size.width) {
  2794. height = size.height;
  2795. width = Math.round(height * engine.getAspectRatio(camera));
  2796. size = { width: width, height: height };
  2797. }
  2798. //Assuming here that "size" parameter is a number
  2799. else if (!isNaN(size)) {
  2800. height = size;
  2801. width = size;
  2802. }
  2803. else {
  2804. Tools.Error("Invalid 'size' parameter !");
  2805. return;
  2806. }
  2807. var scene = camera.getScene();
  2808. var previousCamera = null;
  2809. if (scene.activeCamera !== camera) {
  2810. previousCamera = scene.activeCamera;
  2811. scene.activeCamera = camera;
  2812. }
  2813. var renderCanvas = engine.getRenderingCanvas();
  2814. if (!renderCanvas) {
  2815. Tools.Error("No rendering canvas found !");
  2816. return;
  2817. }
  2818. var originalSize = { width: renderCanvas.width, height: renderCanvas.height };
  2819. engine.setSize(width, height);
  2820. scene.render();
  2821. // At this point size can be a number, or an object (according to engine.prototype.createRenderTargetTexture method)
  2822. var texture = new BABYLON.RenderTargetTexture("screenShot", size, scene, false, false, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT, false, BABYLON.Texture.NEAREST_SAMPLINGMODE);
  2823. texture.renderList = null;
  2824. texture.samples = samples;
  2825. if (antialiasing) {
  2826. texture.addPostProcess(new BABYLON.FxaaPostProcess('antialiasing', 1.0, scene.activeCamera));
  2827. }
  2828. texture.onAfterRenderObservable.add(function () {
  2829. Tools.DumpFramebuffer(width, height, engine, successCallback, mimeType, fileName);
  2830. });
  2831. scene.incrementRenderId();
  2832. scene.resetCachedMaterial();
  2833. texture.render(true);
  2834. texture.dispose();
  2835. if (previousCamera) {
  2836. scene.activeCamera = previousCamera;
  2837. }
  2838. engine.setSize(originalSize.width, originalSize.height);
  2839. camera.getProjectionMatrix(true); // Force cache refresh;
  2840. };
  2841. /**
  2842. * Validates if xhr data is correct
  2843. * @param xhr defines the request to validate
  2844. * @param dataType defines the expected data type
  2845. * @returns true if data is correct
  2846. */
  2847. Tools.ValidateXHRData = function (xhr, dataType) {
  2848. // 1 for text (.babylon, manifest and shaders), 2 for TGA, 4 for DDS, 7 for all
  2849. if (dataType === void 0) { dataType = 7; }
  2850. try {
  2851. if (dataType & 1) {
  2852. if (xhr.responseText && xhr.responseText.length > 0) {
  2853. return true;
  2854. }
  2855. else if (dataType === 1) {
  2856. return false;
  2857. }
  2858. }
  2859. if (dataType & 2) {
  2860. // Check header width and height since there is no "TGA" magic number
  2861. var tgaHeader = BABYLON.TGATools.GetTGAHeader(xhr.response);
  2862. if (tgaHeader.width && tgaHeader.height && tgaHeader.width > 0 && tgaHeader.height > 0) {
  2863. return true;
  2864. }
  2865. else if (dataType === 2) {
  2866. return false;
  2867. }
  2868. }
  2869. if (dataType & 4) {
  2870. // Check for the "DDS" magic number
  2871. var ddsHeader = new Uint8Array(xhr.response, 0, 3);
  2872. if (ddsHeader[0] === 68 && ddsHeader[1] === 68 && ddsHeader[2] === 83) {
  2873. return true;
  2874. }
  2875. else {
  2876. return false;
  2877. }
  2878. }
  2879. }
  2880. catch (e) {
  2881. // Global protection
  2882. }
  2883. return false;
  2884. };
  2885. /**
  2886. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  2887. * Be aware Math.random() could cause collisions, but:
  2888. * "All but 6 of the 128 bits of the ID are randomly generated, which means that for any two ids, there's a 1 in 2^^122 (or 5.3x10^^36) chance they'll collide"
  2889. * @returns a pseudo random id
  2890. */
  2891. Tools.RandomId = function () {
  2892. return 'xxxxxxxx-xxxx-4xxx-yxxx-xxxxxxxxxxxx'.replace(/[xy]/g, function (c) {
  2893. var r = Math.random() * 16 | 0, v = c === 'x' ? r : (r & 0x3 | 0x8);
  2894. return v.toString(16);
  2895. });
  2896. };
  2897. /**
  2898. * Test if the given uri is a base64 string
  2899. * @param uri The uri to test
  2900. * @return True if the uri is a base64 string or false otherwise
  2901. */
  2902. Tools.IsBase64 = function (uri) {
  2903. return uri.length < 5 ? false : uri.substr(0, 5) === "data:";
  2904. };
  2905. /**
  2906. * Decode the given base64 uri.
  2907. * @param uri The uri to decode
  2908. * @return The decoded base64 data.
  2909. */
  2910. Tools.DecodeBase64 = function (uri) {
  2911. var decodedString = atob(uri.split(",")[1]);
  2912. var bufferLength = decodedString.length;
  2913. var bufferView = new Uint8Array(new ArrayBuffer(bufferLength));
  2914. for (var i = 0; i < bufferLength; i++) {
  2915. bufferView[i] = decodedString.charCodeAt(i);
  2916. }
  2917. return bufferView.buffer;
  2918. };
  2919. Tools._AddLogEntry = function (entry) {
  2920. Tools._LogCache = entry + Tools._LogCache;
  2921. if (Tools.OnNewCacheEntry) {
  2922. Tools.OnNewCacheEntry(entry);
  2923. }
  2924. };
  2925. Tools._FormatMessage = function (message) {
  2926. var padStr = function (i) { return (i < 10) ? "0" + i : "" + i; };
  2927. var date = new Date();
  2928. return "[" + padStr(date.getHours()) + ":" + padStr(date.getMinutes()) + ":" + padStr(date.getSeconds()) + "]: " + message;
  2929. };
  2930. Tools._LogDisabled = function (message) {
  2931. // nothing to do
  2932. };
  2933. Tools._LogEnabled = function (message) {
  2934. var formattedMessage = Tools._FormatMessage(message);
  2935. console.log("BJS - " + formattedMessage);
  2936. var entry = "<div style='color:white'>" + formattedMessage + "</div><br>";
  2937. Tools._AddLogEntry(entry);
  2938. };
  2939. Tools._WarnDisabled = function (message) {
  2940. // nothing to do
  2941. };
  2942. Tools._WarnEnabled = function (message) {
  2943. var formattedMessage = Tools._FormatMessage(message);
  2944. console.warn("BJS - " + formattedMessage);
  2945. var entry = "<div style='color:orange'>" + formattedMessage + "</div><br>";
  2946. Tools._AddLogEntry(entry);
  2947. };
  2948. Tools._ErrorDisabled = function (message) {
  2949. // nothing to do
  2950. };
  2951. Tools._ErrorEnabled = function (message) {
  2952. Tools.errorsCount++;
  2953. var formattedMessage = Tools._FormatMessage(message);
  2954. console.error("BJS - " + formattedMessage);
  2955. var entry = "<div style='color:red'>" + formattedMessage + "</div><br>";
  2956. Tools._AddLogEntry(entry);
  2957. };
  2958. Object.defineProperty(Tools, "LogCache", {
  2959. /**
  2960. * Gets current log cache (list of logs)
  2961. */
  2962. get: function () {
  2963. return Tools._LogCache;
  2964. },
  2965. enumerable: true,
  2966. configurable: true
  2967. });
  2968. /**
  2969. * Clears the log cache
  2970. */
  2971. Tools.ClearLogCache = function () {
  2972. Tools._LogCache = "";
  2973. Tools.errorsCount = 0;
  2974. };
  2975. Object.defineProperty(Tools, "LogLevels", {
  2976. /**
  2977. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  2978. */
  2979. set: function (level) {
  2980. if ((level & Tools.MessageLogLevel) === Tools.MessageLogLevel) {
  2981. Tools.Log = Tools._LogEnabled;
  2982. }
  2983. else {
  2984. Tools.Log = Tools._LogDisabled;
  2985. }
  2986. if ((level & Tools.WarningLogLevel) === Tools.WarningLogLevel) {
  2987. Tools.Warn = Tools._WarnEnabled;
  2988. }
  2989. else {
  2990. Tools.Warn = Tools._WarnDisabled;
  2991. }
  2992. if ((level & Tools.ErrorLogLevel) === Tools.ErrorLogLevel) {
  2993. Tools.Error = Tools._ErrorEnabled;
  2994. }
  2995. else {
  2996. Tools.Error = Tools._ErrorDisabled;
  2997. }
  2998. },
  2999. enumerable: true,
  3000. configurable: true
  3001. });
  3002. /**
  3003. * Checks if the loaded document was accessed via `file:`-Protocol.
  3004. * @returns boolean
  3005. */
  3006. Tools.IsFileURL = function () {
  3007. return location.protocol === "file:";
  3008. };
  3009. /**
  3010. * Checks if the window object exists
  3011. * @returns true if the window object exists
  3012. */
  3013. Tools.IsWindowObjectExist = function () {
  3014. return (typeof window) !== "undefined";
  3015. };
  3016. Object.defineProperty(Tools, "PerformanceLogLevel", {
  3017. /**
  3018. * Sets the current performance log level
  3019. */
  3020. set: function (level) {
  3021. if ((level & Tools.PerformanceUserMarkLogLevel) === Tools.PerformanceUserMarkLogLevel) {
  3022. Tools.StartPerformanceCounter = Tools._StartUserMark;
  3023. Tools.EndPerformanceCounter = Tools._EndUserMark;
  3024. return;
  3025. }
  3026. if ((level & Tools.PerformanceConsoleLogLevel) === Tools.PerformanceConsoleLogLevel) {
  3027. Tools.StartPerformanceCounter = Tools._StartPerformanceConsole;
  3028. Tools.EndPerformanceCounter = Tools._EndPerformanceConsole;
  3029. return;
  3030. }
  3031. Tools.StartPerformanceCounter = Tools._StartPerformanceCounterDisabled;
  3032. Tools.EndPerformanceCounter = Tools._EndPerformanceCounterDisabled;
  3033. },
  3034. enumerable: true,
  3035. configurable: true
  3036. });
  3037. Tools._StartPerformanceCounterDisabled = function (counterName, condition) {
  3038. };
  3039. Tools._EndPerformanceCounterDisabled = function (counterName, condition) {
  3040. };
  3041. Tools._StartUserMark = function (counterName, condition) {
  3042. if (condition === void 0) { condition = true; }
  3043. if (!Tools._performance) {
  3044. if (!Tools.IsWindowObjectExist()) {
  3045. return;
  3046. }
  3047. Tools._performance = window.performance;
  3048. }
  3049. if (!condition || !Tools._performance.mark) {
  3050. return;
  3051. }
  3052. Tools._performance.mark(counterName + "-Begin");
  3053. };
  3054. Tools._EndUserMark = function (counterName, condition) {
  3055. if (condition === void 0) { condition = true; }
  3056. if (!condition || !Tools._performance.mark) {
  3057. return;
  3058. }
  3059. Tools._performance.mark(counterName + "-End");
  3060. Tools._performance.measure(counterName, counterName + "-Begin", counterName + "-End");
  3061. };
  3062. Tools._StartPerformanceConsole = function (counterName, condition) {
  3063. if (condition === void 0) { condition = true; }
  3064. if (!condition) {
  3065. return;
  3066. }
  3067. Tools._StartUserMark(counterName, condition);
  3068. if (console.time) {
  3069. console.time(counterName);
  3070. }
  3071. };
  3072. Tools._EndPerformanceConsole = function (counterName, condition) {
  3073. if (condition === void 0) { condition = true; }
  3074. if (!condition) {
  3075. return;
  3076. }
  3077. Tools._EndUserMark(counterName, condition);
  3078. if (console.time) {
  3079. console.timeEnd(counterName);
  3080. }
  3081. };
  3082. /**
  3083. * Injects the @see CustomRequestHeaders into the given request
  3084. * @param request the request that should be used for injection
  3085. */
  3086. Tools.InjectCustomRequestHeaders = function (request) {
  3087. for (var key in Tools.CustomRequestHeaders) {
  3088. var val = Tools.CustomRequestHeaders[key];
  3089. if (val) {
  3090. request.setRequestHeader(key, val);
  3091. }
  3092. }
  3093. };
  3094. Object.defineProperty(Tools, "Now", {
  3095. /**
  3096. * Gets either window.performance.now() if supported or Date.now() else
  3097. */
  3098. get: function () {
  3099. if (Tools.IsWindowObjectExist() && window.performance && window.performance.now) {
  3100. return window.performance.now();
  3101. }
  3102. return Date.now();
  3103. },
  3104. enumerable: true,
  3105. configurable: true
  3106. });
  3107. /**
  3108. * This method will return the name of the class used to create the instance of the given object.
  3109. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator.
  3110. * @param object the object to get the class name from
  3111. * @param isType defines if the object is actually a type
  3112. * @returns the name of the class, will be "object" for a custom data type not using the @className decorator
  3113. */
  3114. Tools.GetClassName = function (object, isType) {
  3115. if (isType === void 0) { isType = false; }
  3116. var name = null;
  3117. if (!isType && object.getClassName) {
  3118. name = object.getClassName();
  3119. }
  3120. else {
  3121. if (object instanceof Object) {
  3122. var classObj = isType ? object : Object.getPrototypeOf(object);
  3123. name = classObj.constructor["__bjsclassName__"];
  3124. }
  3125. if (!name) {
  3126. name = typeof object;
  3127. }
  3128. }
  3129. return name;
  3130. };
  3131. /**
  3132. * Gets the first element of an array satisfying a given predicate
  3133. * @param array defines the array to browse
  3134. * @param predicate defines the predicate to use
  3135. * @returns null if not found or the element
  3136. */
  3137. Tools.First = function (array, predicate) {
  3138. for (var _i = 0, array_1 = array; _i < array_1.length; _i++) {
  3139. var el = array_1[_i];
  3140. if (predicate(el)) {
  3141. return el;
  3142. }
  3143. }
  3144. return null;
  3145. };
  3146. /**
  3147. * This method will return the name of the full name of the class, including its owning module (if any).
  3148. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator or implementing a method getClassName():string (in which case the module won't be specified).
  3149. * @param object the object to get the class name from
  3150. * @param isType defines if the object is actually a type
  3151. * @return a string that can have two forms: "moduleName.className" if module was specified when the class' Name was registered or "className" if there was not module specified.
  3152. * @ignorenaming
  3153. */
  3154. Tools.getFullClassName = function (object, isType) {
  3155. if (isType === void 0) { isType = false; }
  3156. var className = null;
  3157. var moduleName = null;
  3158. if (!isType && object.getClassName) {
  3159. className = object.getClassName();
  3160. }
  3161. else {
  3162. if (object instanceof Object) {
  3163. var classObj = isType ? object : Object.getPrototypeOf(object);
  3164. className = classObj.constructor["__bjsclassName__"];
  3165. moduleName = classObj.constructor["__bjsmoduleName__"];
  3166. }
  3167. if (!className) {
  3168. className = typeof object;
  3169. }
  3170. }
  3171. if (!className) {
  3172. return null;
  3173. }
  3174. return ((moduleName != null) ? (moduleName + ".") : "") + className;
  3175. };
  3176. /**
  3177. * Returns a promise that resolves after the given amount of time.
  3178. * @param delay Number of milliseconds to delay
  3179. * @returns Promise that resolves after the given amount of time
  3180. */
  3181. Tools.DelayAsync = function (delay) {
  3182. return new Promise(function (resolve) {
  3183. setTimeout(function () {
  3184. resolve();
  3185. }, delay);
  3186. });
  3187. };
  3188. /**
  3189. * Gets the current gradient from an array of IValueGradient
  3190. * @param ratio defines the current ratio to get
  3191. * @param gradients defines the array of IValueGradient
  3192. * @param updateFunc defines the callback function used to get the final value from the selected gradients
  3193. */
  3194. Tools.GetCurrentGradient = function (ratio, gradients, updateFunc) {
  3195. for (var gradientIndex = 0; gradientIndex < gradients.length - 1; gradientIndex++) {
  3196. var currentGradient = gradients[gradientIndex];
  3197. var nextGradient = gradients[gradientIndex + 1];
  3198. if (ratio >= currentGradient.gradient && ratio <= nextGradient.gradient) {
  3199. var scale = (ratio - currentGradient.gradient) / (nextGradient.gradient - currentGradient.gradient);
  3200. updateFunc(currentGradient, nextGradient, scale);
  3201. return;
  3202. }
  3203. }
  3204. // Use last index if over
  3205. var lastIndex = gradients.length - 1;
  3206. updateFunc(gradients[lastIndex], gradients[lastIndex], 1.0);
  3207. };
  3208. /**
  3209. * Gets or sets the base URL to use to load assets
  3210. */
  3211. Tools.BaseUrl = "";
  3212. /**
  3213. * Enable/Disable Custom HTTP Request Headers globally.
  3214. * default = false
  3215. * @see CustomRequestHeaders
  3216. */
  3217. Tools.UseCustomRequestHeaders = false;
  3218. /**
  3219. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  3220. * i.e. when loading files, where the server/service expects an Authorization header.
  3221. * @see InjectCustomRequestHeaders injects them to an XMLHttpRequest
  3222. */
  3223. Tools.CustomRequestHeaders = {};
  3224. /**
  3225. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  3226. */
  3227. Tools.DefaultRetryStrategy = RetryStrategy.ExponentialBackoff();
  3228. /**
  3229. * Default behaviour for cors in the application.
  3230. * It can be a string if the expected behavior is identical in the entire app.
  3231. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  3232. */
  3233. Tools.CorsBehavior = "anonymous";
  3234. /**
  3235. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  3236. * @ignorenaming
  3237. */
  3238. Tools.UseFallbackTexture = true;
  3239. /**
  3240. * Use this object to register external classes like custom textures or material
  3241. * to allow the laoders to instantiate them
  3242. */
  3243. Tools.RegisteredExternalClasses = {};
  3244. /**
  3245. * Texture content used if a texture cannot loaded
  3246. * @ignorenaming
  3247. */
  3248. Tools.fallbackTexture = "data:image/jpg;base64,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";
  3249. Tools._tmpFloatArray = new Float32Array(1);
  3250. /**
  3251. * Gets or sets a function used to pre-process url before using them to load assets
  3252. */
  3253. Tools.PreprocessUrl = function (url) {
  3254. return url;
  3255. };
  3256. // Logs
  3257. /**
  3258. * No log
  3259. */
  3260. Tools.NoneLogLevel = 0;
  3261. /**
  3262. * Only message logs
  3263. */
  3264. Tools.MessageLogLevel = 1;
  3265. /**
  3266. * Only warning logs
  3267. */
  3268. Tools.WarningLogLevel = 2;
  3269. /**
  3270. * Only error logs
  3271. */
  3272. Tools.ErrorLogLevel = 4;
  3273. /**
  3274. * All logs
  3275. */
  3276. Tools.AllLogLevel = 7;
  3277. Tools._LogCache = "";
  3278. /**
  3279. * Gets a value indicating the number of loading errors
  3280. * @ignorenaming
  3281. */
  3282. Tools.errorsCount = 0;
  3283. /**
  3284. * Log a message to the console
  3285. */
  3286. Tools.Log = Tools._LogEnabled;
  3287. /**
  3288. * Write a warning message to the console
  3289. */
  3290. Tools.Warn = Tools._WarnEnabled;
  3291. /**
  3292. * Write an error message to the console
  3293. */
  3294. Tools.Error = Tools._ErrorEnabled;
  3295. // Performances
  3296. /**
  3297. * No performance log
  3298. */
  3299. Tools.PerformanceNoneLogLevel = 0;
  3300. /**
  3301. * Use user marks to log performance
  3302. */
  3303. Tools.PerformanceUserMarkLogLevel = 1;
  3304. /**
  3305. * Log performance to the console
  3306. */
  3307. Tools.PerformanceConsoleLogLevel = 2;
  3308. /**
  3309. * Starts a performance counter
  3310. */
  3311. Tools.StartPerformanceCounter = Tools._StartPerformanceCounterDisabled;
  3312. /**
  3313. * Ends a specific performance coutner
  3314. */
  3315. Tools.EndPerformanceCounter = Tools._EndPerformanceCounterDisabled;
  3316. return Tools;
  3317. }());
  3318. BABYLON.Tools = Tools;
  3319. /**
  3320. * This class is used to track a performance counter which is number based.
  3321. * The user has access to many properties which give statistics of different nature.
  3322. *
  3323. * The implementer can track two kinds of Performance Counter: time and count.
  3324. * For time you can optionally call fetchNewFrame() to notify the start of a new frame to monitor, then call beginMonitoring() to start and endMonitoring() to record the lapsed time. endMonitoring takes a newFrame parameter for you to specify if the monitored time should be set for a new frame or accumulated to the current frame being monitored.
  3325. * For count you first have to call fetchNewFrame() to notify the start of a new frame to monitor, then call addCount() how many time required to increment the count value you monitor.
  3326. */
  3327. var PerfCounter = /** @class */ (function () {
  3328. /**
  3329. * Creates a new counter
  3330. */
  3331. function PerfCounter() {
  3332. this._startMonitoringTime = 0;
  3333. this._min = 0;
  3334. this._max = 0;
  3335. this._average = 0;
  3336. this._lastSecAverage = 0;
  3337. this._current = 0;
  3338. this._totalValueCount = 0;
  3339. this._totalAccumulated = 0;
  3340. this._lastSecAccumulated = 0;
  3341. this._lastSecTime = 0;
  3342. this._lastSecValueCount = 0;
  3343. }
  3344. Object.defineProperty(PerfCounter.prototype, "min", {
  3345. /**
  3346. * Returns the smallest value ever
  3347. */
  3348. get: function () {
  3349. return this._min;
  3350. },
  3351. enumerable: true,
  3352. configurable: true
  3353. });
  3354. Object.defineProperty(PerfCounter.prototype, "max", {
  3355. /**
  3356. * Returns the biggest value ever
  3357. */
  3358. get: function () {
  3359. return this._max;
  3360. },
  3361. enumerable: true,
  3362. configurable: true
  3363. });
  3364. Object.defineProperty(PerfCounter.prototype, "average", {
  3365. /**
  3366. * Returns the average value since the performance counter is running
  3367. */
  3368. get: function () {
  3369. return this._average;
  3370. },
  3371. enumerable: true,
  3372. configurable: true
  3373. });
  3374. Object.defineProperty(PerfCounter.prototype, "lastSecAverage", {
  3375. /**
  3376. * Returns the average value of the last second the counter was monitored
  3377. */
  3378. get: function () {
  3379. return this._lastSecAverage;
  3380. },
  3381. enumerable: true,
  3382. configurable: true
  3383. });
  3384. Object.defineProperty(PerfCounter.prototype, "current", {
  3385. /**
  3386. * Returns the current value
  3387. */
  3388. get: function () {
  3389. return this._current;
  3390. },
  3391. enumerable: true,
  3392. configurable: true
  3393. });
  3394. Object.defineProperty(PerfCounter.prototype, "total", {
  3395. /**
  3396. * Gets the accumulated total
  3397. */
  3398. get: function () {
  3399. return this._totalAccumulated;
  3400. },
  3401. enumerable: true,
  3402. configurable: true
  3403. });
  3404. Object.defineProperty(PerfCounter.prototype, "count", {
  3405. /**
  3406. * Gets the total value count
  3407. */
  3408. get: function () {
  3409. return this._totalValueCount;
  3410. },
  3411. enumerable: true,
  3412. configurable: true
  3413. });
  3414. /**
  3415. * Call this method to start monitoring a new frame.
  3416. * This scenario is typically used when you accumulate monitoring time many times for a single frame, you call this method at the start of the frame, then beginMonitoring to start recording and endMonitoring(false) to accumulated the recorded time to the PerfCounter or addCount() to accumulate a monitored count.
  3417. */
  3418. PerfCounter.prototype.fetchNewFrame = function () {
  3419. this._totalValueCount++;
  3420. this._current = 0;
  3421. this._lastSecValueCount++;
  3422. };
  3423. /**
  3424. * Call this method to monitor a count of something (e.g. mesh drawn in viewport count)
  3425. * @param newCount the count value to add to the monitored count
  3426. * @param fetchResult true when it's the last time in the frame you add to the counter and you wish to update the statistics properties (min/max/average), false if you only want to update statistics.
  3427. */
  3428. PerfCounter.prototype.addCount = function (newCount, fetchResult) {
  3429. if (!PerfCounter.Enabled) {
  3430. return;
  3431. }
  3432. this._current += newCount;
  3433. if (fetchResult) {
  3434. this._fetchResult();
  3435. }
  3436. };
  3437. /**
  3438. * Start monitoring this performance counter
  3439. */
  3440. PerfCounter.prototype.beginMonitoring = function () {
  3441. if (!PerfCounter.Enabled) {
  3442. return;
  3443. }
  3444. this._startMonitoringTime = Tools.Now;
  3445. };
  3446. /**
  3447. * Compute the time lapsed since the previous beginMonitoring() call.
  3448. * @param newFrame true by default to fetch the result and monitor a new frame, if false the time monitored will be added to the current frame counter
  3449. */
  3450. PerfCounter.prototype.endMonitoring = function (newFrame) {
  3451. if (newFrame === void 0) { newFrame = true; }
  3452. if (!PerfCounter.Enabled) {
  3453. return;
  3454. }
  3455. if (newFrame) {
  3456. this.fetchNewFrame();
  3457. }
  3458. var currentTime = Tools.Now;
  3459. this._current = currentTime - this._startMonitoringTime;
  3460. if (newFrame) {
  3461. this._fetchResult();
  3462. }
  3463. };
  3464. PerfCounter.prototype._fetchResult = function () {
  3465. this._totalAccumulated += this._current;
  3466. this._lastSecAccumulated += this._current;
  3467. // Min/Max update
  3468. this._min = Math.min(this._min, this._current);
  3469. this._max = Math.max(this._max, this._current);
  3470. this._average = this._totalAccumulated / this._totalValueCount;
  3471. // Reset last sec?
  3472. var now = Tools.Now;
  3473. if ((now - this._lastSecTime) > 1000) {
  3474. this._lastSecAverage = this._lastSecAccumulated / this._lastSecValueCount;
  3475. this._lastSecTime = now;
  3476. this._lastSecAccumulated = 0;
  3477. this._lastSecValueCount = 0;
  3478. }
  3479. };
  3480. /**
  3481. * Gets or sets a global boolean to turn on and off all the counters
  3482. */
  3483. PerfCounter.Enabled = true;
  3484. return PerfCounter;
  3485. }());
  3486. BABYLON.PerfCounter = PerfCounter;
  3487. /**
  3488. * Use this className as a decorator on a given class definition to add it a name and optionally its module.
  3489. * You can then use the Tools.getClassName(obj) on an instance to retrieve its class name.
  3490. * This method is the only way to get it done in all cases, even if the .js file declaring the class is minified
  3491. * @param name The name of the class, case should be preserved
  3492. * @param module The name of the Module hosting the class, optional, but strongly recommended to specify if possible. Case should be preserved.
  3493. */
  3494. function className(name, module) {
  3495. return function (target) {
  3496. target["__bjsclassName__"] = name;
  3497. target["__bjsmoduleName__"] = (module != null) ? module : null;
  3498. };
  3499. }
  3500. BABYLON.className = className;
  3501. /**
  3502. * An implementation of a loop for asynchronous functions.
  3503. */
  3504. var AsyncLoop = /** @class */ (function () {
  3505. /**
  3506. * Constructor.
  3507. * @param iterations the number of iterations.
  3508. * @param func the function to run each iteration
  3509. * @param successCallback the callback that will be called upon succesful execution
  3510. * @param offset starting offset.
  3511. */
  3512. function AsyncLoop(
  3513. /**
  3514. * Defines the number of iterations for the loop
  3515. */
  3516. iterations, func, successCallback, offset) {
  3517. if (offset === void 0) { offset = 0; }
  3518. this.iterations = iterations;
  3519. this.index = offset - 1;
  3520. this._done = false;
  3521. this._fn = func;
  3522. this._successCallback = successCallback;
  3523. }
  3524. /**
  3525. * Execute the next iteration. Must be called after the last iteration was finished.
  3526. */
  3527. AsyncLoop.prototype.executeNext = function () {
  3528. if (!this._done) {
  3529. if (this.index + 1 < this.iterations) {
  3530. ++this.index;
  3531. this._fn(this);
  3532. }
  3533. else {
  3534. this.breakLoop();
  3535. }
  3536. }
  3537. };
  3538. /**
  3539. * Break the loop and run the success callback.
  3540. */
  3541. AsyncLoop.prototype.breakLoop = function () {
  3542. this._done = true;
  3543. this._successCallback();
  3544. };
  3545. /**
  3546. * Create and run an async loop.
  3547. * @param iterations the number of iterations.
  3548. * @param fn the function to run each iteration
  3549. * @param successCallback the callback that will be called upon succesful execution
  3550. * @param offset starting offset.
  3551. * @returns the created async loop object
  3552. */
  3553. AsyncLoop.Run = function (iterations, fn, successCallback, offset) {
  3554. if (offset === void 0) { offset = 0; }
  3555. var loop = new AsyncLoop(iterations, fn, successCallback, offset);
  3556. loop.executeNext();
  3557. return loop;
  3558. };
  3559. /**
  3560. * A for-loop that will run a given number of iterations synchronous and the rest async.
  3561. * @param iterations total number of iterations
  3562. * @param syncedIterations number of synchronous iterations in each async iteration.
  3563. * @param fn the function to call each iteration.
  3564. * @param callback a success call back that will be called when iterating stops.
  3565. * @param breakFunction a break condition (optional)
  3566. * @param timeout timeout settings for the setTimeout function. default - 0.
  3567. * @returns the created async loop object
  3568. */
  3569. AsyncLoop.SyncAsyncForLoop = function (iterations, syncedIterations, fn, callback, breakFunction, timeout) {
  3570. if (timeout === void 0) { timeout = 0; }
  3571. return AsyncLoop.Run(Math.ceil(iterations / syncedIterations), function (loop) {
  3572. if (breakFunction && breakFunction()) {
  3573. loop.breakLoop();
  3574. }
  3575. else {
  3576. setTimeout(function () {
  3577. for (var i = 0; i < syncedIterations; ++i) {
  3578. var iteration = (loop.index * syncedIterations) + i;
  3579. if (iteration >= iterations) {
  3580. break;
  3581. }
  3582. fn(iteration);
  3583. if (breakFunction && breakFunction()) {
  3584. loop.breakLoop();
  3585. break;
  3586. }
  3587. }
  3588. loop.executeNext();
  3589. }, timeout);
  3590. }
  3591. }, callback);
  3592. };
  3593. return AsyncLoop;
  3594. }());
  3595. BABYLON.AsyncLoop = AsyncLoop;
  3596. })(BABYLON || (BABYLON = {}));
  3597. //# sourceMappingURL=babylon.tools.js.map
  3598. var BABYLON;
  3599. (function (BABYLON) {
  3600. /**
  3601. * Constant used to convert a value to gamma space
  3602. * @ignorenaming
  3603. */
  3604. BABYLON.ToGammaSpace = 1 / 2.2;
  3605. /**
  3606. * Constant used to convert a value to linear space
  3607. * @ignorenaming
  3608. */
  3609. BABYLON.ToLinearSpace = 2.2;
  3610. /**
  3611. * Constant used to define the minimal number value in Babylon.js
  3612. * @ignorenaming
  3613. */
  3614. BABYLON.Epsilon = 0.001;
  3615. /**
  3616. * Class used to hold a RBG color
  3617. */
  3618. var Color3 = /** @class */ (function () {
  3619. /**
  3620. * Creates a new Color3 object from red, green, blue values, all between 0 and 1
  3621. * @param r defines the red component (between 0 and 1, default is 0)
  3622. * @param g defines the green component (between 0 and 1, default is 0)
  3623. * @param b defines the blue component (between 0 and 1, default is 0)
  3624. */
  3625. function Color3(
  3626. /**
  3627. * Defines the red component (between 0 and 1, default is 0)
  3628. */
  3629. r,
  3630. /**
  3631. * Defines the green component (between 0 and 1, default is 0)
  3632. */
  3633. g,
  3634. /**
  3635. * Defines the blue component (between 0 and 1, default is 0)
  3636. */
  3637. b) {
  3638. if (r === void 0) { r = 0; }
  3639. if (g === void 0) { g = 0; }
  3640. if (b === void 0) { b = 0; }
  3641. this.r = r;
  3642. this.g = g;
  3643. this.b = b;
  3644. }
  3645. /**
  3646. * Creates a string with the Color3 current values
  3647. * @returns the string representation of the Color3 object
  3648. */
  3649. Color3.prototype.toString = function () {
  3650. return "{R: " + this.r + " G:" + this.g + " B:" + this.b + "}";
  3651. };
  3652. /**
  3653. * Returns the string "Color3"
  3654. * @returns "Color3"
  3655. */
  3656. Color3.prototype.getClassName = function () {
  3657. return "Color3";
  3658. };
  3659. /**
  3660. * Compute the Color3 hash code
  3661. * @returns an unique number that can be used to hash Color3 objects
  3662. */
  3663. Color3.prototype.getHashCode = function () {
  3664. var hash = this.r || 0;
  3665. hash = (hash * 397) ^ (this.g || 0);
  3666. hash = (hash * 397) ^ (this.b || 0);
  3667. return hash;
  3668. };
  3669. // Operators
  3670. /**
  3671. * Stores in the given array from the given starting index the red, green, blue values as successive elements
  3672. * @param array defines the array where to store the r,g,b components
  3673. * @param index defines an optional index in the target array to define where to start storing values
  3674. * @returns the current Color3 object
  3675. */
  3676. Color3.prototype.toArray = function (array, index) {
  3677. if (index === void 0) { index = 0; }
  3678. array[index] = this.r;
  3679. array[index + 1] = this.g;
  3680. array[index + 2] = this.b;
  3681. return this;
  3682. };
  3683. /**
  3684. * Returns a new Color4 object from the current Color3 and the given alpha
  3685. * @param alpha defines the alpha component on the new Color4 object (default is 1)
  3686. * @returns a new Color4 object
  3687. */
  3688. Color3.prototype.toColor4 = function (alpha) {
  3689. if (alpha === void 0) { alpha = 1; }
  3690. return new Color4(this.r, this.g, this.b, alpha);
  3691. };
  3692. /**
  3693. * Returns a new array populated with 3 numeric elements : red, green and blue values
  3694. * @returns the new array
  3695. */
  3696. Color3.prototype.asArray = function () {
  3697. var result = new Array();
  3698. this.toArray(result, 0);
  3699. return result;
  3700. };
  3701. /**
  3702. * Returns the luminance value
  3703. * @returns a float value
  3704. */
  3705. Color3.prototype.toLuminance = function () {
  3706. return this.r * 0.3 + this.g * 0.59 + this.b * 0.11;
  3707. };
  3708. /**
  3709. * Multiply each Color3 rgb values by the given Color3 rgb values in a new Color3 object
  3710. * @param otherColor defines the second operand
  3711. * @returns the new Color3 object
  3712. */
  3713. Color3.prototype.multiply = function (otherColor) {
  3714. return new Color3(this.r * otherColor.r, this.g * otherColor.g, this.b * otherColor.b);
  3715. };
  3716. /**
  3717. * Multiply the rgb values of the Color3 and the given Color3 and stores the result in the object "result"
  3718. * @param otherColor defines the second operand
  3719. * @param result defines the Color3 object where to store the result
  3720. * @returns the current Color3
  3721. */
  3722. Color3.prototype.multiplyToRef = function (otherColor, result) {
  3723. result.r = this.r * otherColor.r;
  3724. result.g = this.g * otherColor.g;
  3725. result.b = this.b * otherColor.b;
  3726. return this;
  3727. };
  3728. /**
  3729. * Determines equality between Color3 objects
  3730. * @param otherColor defines the second operand
  3731. * @returns true if the rgb values are equal to the given ones
  3732. */
  3733. Color3.prototype.equals = function (otherColor) {
  3734. return otherColor && this.r === otherColor.r && this.g === otherColor.g && this.b === otherColor.b;
  3735. };
  3736. /**
  3737. * Determines equality between the current Color3 object and a set of r,b,g values
  3738. * @param r defines the red component to check
  3739. * @param g defines the green component to check
  3740. * @param b defines the blue component to check
  3741. * @returns true if the rgb values are equal to the given ones
  3742. */
  3743. Color3.prototype.equalsFloats = function (r, g, b) {
  3744. return this.r === r && this.g === g && this.b === b;
  3745. };
  3746. /**
  3747. * Multiplies in place each rgb value by scale
  3748. * @param scale defines the scaling factor
  3749. * @returns the updated Color3
  3750. */
  3751. Color3.prototype.scale = function (scale) {
  3752. return new Color3(this.r * scale, this.g * scale, this.b * scale);
  3753. };
  3754. /**
  3755. * Multiplies the rgb values by scale and stores the result into "result"
  3756. * @param scale defines the scaling factor
  3757. * @param result defines the Color3 object where to store the result
  3758. * @returns the unmodified current Color3
  3759. */
  3760. Color3.prototype.scaleToRef = function (scale, result) {
  3761. result.r = this.r * scale;
  3762. result.g = this.g * scale;
  3763. result.b = this.b * scale;
  3764. return this;
  3765. };
  3766. /**
  3767. * Scale the current Color3 values by a factor and add the result to a given Color3
  3768. * @param scale defines the scale factor
  3769. * @param result defines color to store the result into
  3770. * @returns the unmodified current Color3
  3771. */
  3772. Color3.prototype.scaleAndAddToRef = function (scale, result) {
  3773. result.r += this.r * scale;
  3774. result.g += this.g * scale;
  3775. result.b += this.b * scale;
  3776. return this;
  3777. };
  3778. /**
  3779. * Clamps the rgb values by the min and max values and stores the result into "result"
  3780. * @param min defines minimum clamping value (default is 0)
  3781. * @param max defines maximum clamping value (default is 1)
  3782. * @param result defines color to store the result into
  3783. * @returns the original Color3
  3784. */
  3785. Color3.prototype.clampToRef = function (min, max, result) {
  3786. if (min === void 0) { min = 0; }
  3787. if (max === void 0) { max = 1; }
  3788. result.r = BABYLON.Scalar.Clamp(this.r, min, max);
  3789. result.g = BABYLON.Scalar.Clamp(this.g, min, max);
  3790. result.b = BABYLON.Scalar.Clamp(this.b, min, max);
  3791. return this;
  3792. };
  3793. /**
  3794. * Creates a new Color3 set with the added values of the current Color3 and of the given one
  3795. * @param otherColor defines the second operand
  3796. * @returns the new Color3
  3797. */
  3798. Color3.prototype.add = function (otherColor) {
  3799. return new Color3(this.r + otherColor.r, this.g + otherColor.g, this.b + otherColor.b);
  3800. };
  3801. /**
  3802. * Stores the result of the addition of the current Color3 and given one rgb values into "result"
  3803. * @param otherColor defines the second operand
  3804. * @param result defines Color3 object to store the result into
  3805. * @returns the unmodified current Color3
  3806. */
  3807. Color3.prototype.addToRef = function (otherColor, result) {
  3808. result.r = this.r + otherColor.r;
  3809. result.g = this.g + otherColor.g;
  3810. result.b = this.b + otherColor.b;
  3811. return this;
  3812. };
  3813. /**
  3814. * Returns a new Color3 set with the subtracted values of the given one from the current Color3
  3815. * @param otherColor defines the second operand
  3816. * @returns the new Color3
  3817. */
  3818. Color3.prototype.subtract = function (otherColor) {
  3819. return new Color3(this.r - otherColor.r, this.g - otherColor.g, this.b - otherColor.b);
  3820. };
  3821. /**
  3822. * Stores the result of the subtraction of given one from the current Color3 rgb values into "result"
  3823. * @param otherColor defines the second operand
  3824. * @param result defines Color3 object to store the result into
  3825. * @returns the unmodified current Color3
  3826. */
  3827. Color3.prototype.subtractToRef = function (otherColor, result) {
  3828. result.r = this.r - otherColor.r;
  3829. result.g = this.g - otherColor.g;
  3830. result.b = this.b - otherColor.b;
  3831. return this;
  3832. };
  3833. /**
  3834. * Copy the current object
  3835. * @returns a new Color3 copied the current one
  3836. */
  3837. Color3.prototype.clone = function () {
  3838. return new Color3(this.r, this.g, this.b);
  3839. };
  3840. /**
  3841. * Copies the rgb values from the source in the current Color3
  3842. * @param source defines the source Color3 object
  3843. * @returns the updated Color3 object
  3844. */
  3845. Color3.prototype.copyFrom = function (source) {
  3846. this.r = source.r;
  3847. this.g = source.g;
  3848. this.b = source.b;
  3849. return this;
  3850. };
  3851. /**
  3852. * Updates the Color3 rgb values from the given floats
  3853. * @param r defines the red component to read from
  3854. * @param g defines the green component to read from
  3855. * @param b defines the blue component to read from
  3856. * @returns the current Color3 object
  3857. */
  3858. Color3.prototype.copyFromFloats = function (r, g, b) {
  3859. this.r = r;
  3860. this.g = g;
  3861. this.b = b;
  3862. return this;
  3863. };
  3864. /**
  3865. * Updates the Color3 rgb values from the given floats
  3866. * @param r defines the red component to read from
  3867. * @param g defines the green component to read from
  3868. * @param b defines the blue component to read from
  3869. * @returns the current Color3 object
  3870. */
  3871. Color3.prototype.set = function (r, g, b) {
  3872. return this.copyFromFloats(r, g, b);
  3873. };
  3874. /**
  3875. * Compute the Color3 hexadecimal code as a string
  3876. * @returns a string containing the hexadecimal representation of the Color3 object
  3877. */
  3878. Color3.prototype.toHexString = function () {
  3879. var intR = (this.r * 255) | 0;
  3880. var intG = (this.g * 255) | 0;
  3881. var intB = (this.b * 255) | 0;
  3882. return "#" + BABYLON.Scalar.ToHex(intR) + BABYLON.Scalar.ToHex(intG) + BABYLON.Scalar.ToHex(intB);
  3883. };
  3884. /**
  3885. * Computes a new Color3 converted from the current one to linear space
  3886. * @returns a new Color3 object
  3887. */
  3888. Color3.prototype.toLinearSpace = function () {
  3889. var convertedColor = new Color3();
  3890. this.toLinearSpaceToRef(convertedColor);
  3891. return convertedColor;
  3892. };
  3893. /**
  3894. * Converts the Color3 values to linear space and stores the result in "convertedColor"
  3895. * @param convertedColor defines the Color3 object where to store the linear space version
  3896. * @returns the unmodified Color3
  3897. */
  3898. Color3.prototype.toLinearSpaceToRef = function (convertedColor) {
  3899. convertedColor.r = Math.pow(this.r, BABYLON.ToLinearSpace);
  3900. convertedColor.g = Math.pow(this.g, BABYLON.ToLinearSpace);
  3901. convertedColor.b = Math.pow(this.b, BABYLON.ToLinearSpace);
  3902. return this;
  3903. };
  3904. /**
  3905. * Computes a new Color3 converted from the current one to gamma space
  3906. * @returns a new Color3 object
  3907. */
  3908. Color3.prototype.toGammaSpace = function () {
  3909. var convertedColor = new Color3();
  3910. this.toGammaSpaceToRef(convertedColor);
  3911. return convertedColor;
  3912. };
  3913. /**
  3914. * Converts the Color3 values to gamma space and stores the result in "convertedColor"
  3915. * @param convertedColor defines the Color3 object where to store the gamma space version
  3916. * @returns the unmodified Color3
  3917. */
  3918. Color3.prototype.toGammaSpaceToRef = function (convertedColor) {
  3919. convertedColor.r = Math.pow(this.r, BABYLON.ToGammaSpace);
  3920. convertedColor.g = Math.pow(this.g, BABYLON.ToGammaSpace);
  3921. convertedColor.b = Math.pow(this.b, BABYLON.ToGammaSpace);
  3922. return this;
  3923. };
  3924. // Statics
  3925. /**
  3926. * Creates a new Color3 from the string containing valid hexadecimal values
  3927. * @param hex defines a string containing valid hexadecimal values
  3928. * @returns a new Color3 object
  3929. */
  3930. Color3.FromHexString = function (hex) {
  3931. if (hex.substring(0, 1) !== "#" || hex.length !== 7) {
  3932. return new Color3(0, 0, 0);
  3933. }
  3934. var r = parseInt(hex.substring(1, 3), 16);
  3935. var g = parseInt(hex.substring(3, 5), 16);
  3936. var b = parseInt(hex.substring(5, 7), 16);
  3937. return Color3.FromInts(r, g, b);
  3938. };
  3939. /**
  3940. * Creates a new Vector3 from the starting index of the given array
  3941. * @param array defines the source array
  3942. * @param offset defines an offset in the source array
  3943. * @returns a new Color3 object
  3944. */
  3945. Color3.FromArray = function (array, offset) {
  3946. if (offset === void 0) { offset = 0; }
  3947. return new Color3(array[offset], array[offset + 1], array[offset + 2]);
  3948. };
  3949. /**
  3950. * Creates a new Color3 from integer values (< 256)
  3951. * @param r defines the red component to read from (value between 0 and 255)
  3952. * @param g defines the green component to read from (value between 0 and 255)
  3953. * @param b defines the blue component to read from (value between 0 and 255)
  3954. * @returns a new Color3 object
  3955. */
  3956. Color3.FromInts = function (r, g, b) {
  3957. return new Color3(r / 255.0, g / 255.0, b / 255.0);
  3958. };
  3959. /**
  3960. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  3961. * @param start defines the start Color3 value
  3962. * @param end defines the end Color3 value
  3963. * @param amount defines the gradient value between start and end
  3964. * @returns a new Color3 object
  3965. */
  3966. Color3.Lerp = function (start, end, amount) {
  3967. var result = new Color3(0.0, 0.0, 0.0);
  3968. Color3.LerpToRef(start, end, amount, result);
  3969. return result;
  3970. };
  3971. /**
  3972. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  3973. * @param left defines the start value
  3974. * @param right defines the end value
  3975. * @param amount defines the gradient factor
  3976. * @param result defines the Color3 object where to store the result
  3977. */
  3978. Color3.LerpToRef = function (left, right, amount, result) {
  3979. result.r = left.r + ((right.r - left.r) * amount);
  3980. result.g = left.g + ((right.g - left.g) * amount);
  3981. result.b = left.b + ((right.b - left.b) * amount);
  3982. };
  3983. /**
  3984. * Returns a Color3 value containing a red color
  3985. * @returns a new Color3 object
  3986. */
  3987. Color3.Red = function () { return new Color3(1, 0, 0); };
  3988. /**
  3989. * Returns a Color3 value containing a green color
  3990. * @returns a new Color3 object
  3991. */
  3992. Color3.Green = function () { return new Color3(0, 1, 0); };
  3993. /**
  3994. * Returns a Color3 value containing a blue color
  3995. * @returns a new Color3 object
  3996. */
  3997. Color3.Blue = function () { return new Color3(0, 0, 1); };
  3998. /**
  3999. * Returns a Color3 value containing a black color
  4000. * @returns a new Color3 object
  4001. */
  4002. Color3.Black = function () { return new Color3(0, 0, 0); };
  4003. /**
  4004. * Returns a Color3 value containing a white color
  4005. * @returns a new Color3 object
  4006. */
  4007. Color3.White = function () { return new Color3(1, 1, 1); };
  4008. /**
  4009. * Returns a Color3 value containing a purple color
  4010. * @returns a new Color3 object
  4011. */
  4012. Color3.Purple = function () { return new Color3(0.5, 0, 0.5); };
  4013. /**
  4014. * Returns a Color3 value containing a magenta color
  4015. * @returns a new Color3 object
  4016. */
  4017. Color3.Magenta = function () { return new Color3(1, 0, 1); };
  4018. /**
  4019. * Returns a Color3 value containing a yellow color
  4020. * @returns a new Color3 object
  4021. */
  4022. Color3.Yellow = function () { return new Color3(1, 1, 0); };
  4023. /**
  4024. * Returns a Color3 value containing a gray color
  4025. * @returns a new Color3 object
  4026. */
  4027. Color3.Gray = function () { return new Color3(0.5, 0.5, 0.5); };
  4028. /**
  4029. * Returns a Color3 value containing a teal color
  4030. * @returns a new Color3 object
  4031. */
  4032. Color3.Teal = function () { return new Color3(0, 1.0, 1.0); };
  4033. /**
  4034. * Returns a Color3 value containing a random color
  4035. * @returns a new Color3 object
  4036. */
  4037. Color3.Random = function () { return new Color3(Math.random(), Math.random(), Math.random()); };
  4038. return Color3;
  4039. }());
  4040. BABYLON.Color3 = Color3;
  4041. /**
  4042. * Class used to hold a RBGA color
  4043. */
  4044. var Color4 = /** @class */ (function () {
  4045. /**
  4046. * Creates a new Color4 object from red, green, blue values, all between 0 and 1
  4047. * @param r defines the red component (between 0 and 1, default is 0)
  4048. * @param g defines the green component (between 0 and 1, default is 0)
  4049. * @param b defines the blue component (between 0 and 1, default is 0)
  4050. * @param a defines the alpha component (between 0 and 1, default is 1)
  4051. */
  4052. function Color4(
  4053. /**
  4054. * Defines the red component (between 0 and 1, default is 0)
  4055. */
  4056. r,
  4057. /**
  4058. * Defines the green component (between 0 and 1, default is 0)
  4059. */
  4060. g,
  4061. /**
  4062. * Defines the blue component (between 0 and 1, default is 0)
  4063. */
  4064. b,
  4065. /**
  4066. * Defines the alpha component (between 0 and 1, default is 1)
  4067. */
  4068. a) {
  4069. if (r === void 0) { r = 0; }
  4070. if (g === void 0) { g = 0; }
  4071. if (b === void 0) { b = 0; }
  4072. if (a === void 0) { a = 1; }
  4073. this.r = r;
  4074. this.g = g;
  4075. this.b = b;
  4076. this.a = a;
  4077. }
  4078. // Operators
  4079. /**
  4080. * Adds in place the given Color4 values to the current Color4 object
  4081. * @param right defines the second operand
  4082. * @returns the current updated Color4 object
  4083. */
  4084. Color4.prototype.addInPlace = function (right) {
  4085. this.r += right.r;
  4086. this.g += right.g;
  4087. this.b += right.b;
  4088. this.a += right.a;
  4089. return this;
  4090. };
  4091. /**
  4092. * Creates a new array populated with 4 numeric elements : red, green, blue, alpha values
  4093. * @returns the new array
  4094. */
  4095. Color4.prototype.asArray = function () {
  4096. var result = new Array();
  4097. this.toArray(result, 0);
  4098. return result;
  4099. };
  4100. /**
  4101. * Stores from the starting index in the given array the Color4 successive values
  4102. * @param array defines the array where to store the r,g,b components
  4103. * @param index defines an optional index in the target array to define where to start storing values
  4104. * @returns the current Color4 object
  4105. */
  4106. Color4.prototype.toArray = function (array, index) {
  4107. if (index === void 0) { index = 0; }
  4108. array[index] = this.r;
  4109. array[index + 1] = this.g;
  4110. array[index + 2] = this.b;
  4111. array[index + 3] = this.a;
  4112. return this;
  4113. };
  4114. /**
  4115. * Creates a new Color4 set with the added values of the current Color4 and of the given one
  4116. * @param right defines the second operand
  4117. * @returns a new Color4 object
  4118. */
  4119. Color4.prototype.add = function (right) {
  4120. return new Color4(this.r + right.r, this.g + right.g, this.b + right.b, this.a + right.a);
  4121. };
  4122. /**
  4123. * Creates a new Color4 set with the subtracted values of the given one from the current Color4
  4124. * @param right defines the second operand
  4125. * @returns a new Color4 object
  4126. */
  4127. Color4.prototype.subtract = function (right) {
  4128. return new Color4(this.r - right.r, this.g - right.g, this.b - right.b, this.a - right.a);
  4129. };
  4130. /**
  4131. * Subtracts the given ones from the current Color4 values and stores the results in "result"
  4132. * @param right defines the second operand
  4133. * @param result defines the Color4 object where to store the result
  4134. * @returns the current Color4 object
  4135. */
  4136. Color4.prototype.subtractToRef = function (right, result) {
  4137. result.r = this.r - right.r;
  4138. result.g = this.g - right.g;
  4139. result.b = this.b - right.b;
  4140. result.a = this.a - right.a;
  4141. return this;
  4142. };
  4143. /**
  4144. * Creates a new Color4 with the current Color4 values multiplied by scale
  4145. * @param scale defines the scaling factor to apply
  4146. * @returns a new Color4 object
  4147. */
  4148. Color4.prototype.scale = function (scale) {
  4149. return new Color4(this.r * scale, this.g * scale, this.b * scale, this.a * scale);
  4150. };
  4151. /**
  4152. * Multiplies the current Color4 values by scale and stores the result in "result"
  4153. * @param scale defines the scaling factor to apply
  4154. * @param result defines the Color4 object where to store the result
  4155. * @returns the current unmodified Color4
  4156. */
  4157. Color4.prototype.scaleToRef = function (scale, result) {
  4158. result.r = this.r * scale;
  4159. result.g = this.g * scale;
  4160. result.b = this.b * scale;
  4161. result.a = this.a * scale;
  4162. return this;
  4163. };
  4164. /**
  4165. * Scale the current Color4 values by a factor and add the result to a given Color4
  4166. * @param scale defines the scale factor
  4167. * @param result defines the Color4 object where to store the result
  4168. * @returns the unmodified current Color4
  4169. */
  4170. Color4.prototype.scaleAndAddToRef = function (scale, result) {
  4171. result.r += this.r * scale;
  4172. result.g += this.g * scale;
  4173. result.b += this.b * scale;
  4174. result.a += this.a * scale;
  4175. return this;
  4176. };
  4177. /**
  4178. * Clamps the rgb values by the min and max values and stores the result into "result"
  4179. * @param min defines minimum clamping value (default is 0)
  4180. * @param max defines maximum clamping value (default is 1)
  4181. * @param result defines color to store the result into.
  4182. * @returns the cuurent Color4
  4183. */
  4184. Color4.prototype.clampToRef = function (min, max, result) {
  4185. if (min === void 0) { min = 0; }
  4186. if (max === void 0) { max = 1; }
  4187. result.r = BABYLON.Scalar.Clamp(this.r, min, max);
  4188. result.g = BABYLON.Scalar.Clamp(this.g, min, max);
  4189. result.b = BABYLON.Scalar.Clamp(this.b, min, max);
  4190. result.a = BABYLON.Scalar.Clamp(this.a, min, max);
  4191. return this;
  4192. };
  4193. /**
  4194. * Multipy an Color4 value by another and return a new Color4 object
  4195. * @param color defines the Color4 value to multiply by
  4196. * @returns a new Color4 object
  4197. */
  4198. Color4.prototype.multiply = function (color) {
  4199. return new Color4(this.r * color.r, this.g * color.g, this.b * color.b, this.a * color.a);
  4200. };
  4201. /**
  4202. * Multipy a Color4 value by another and push the result in a reference value
  4203. * @param color defines the Color4 value to multiply by
  4204. * @param result defines the Color4 to fill the result in
  4205. * @returns the result Color4
  4206. */
  4207. Color4.prototype.multiplyToRef = function (color, result) {
  4208. result.r = this.r * color.r;
  4209. result.g = this.g * color.g;
  4210. result.b = this.b * color.b;
  4211. result.a = this.a * color.a;
  4212. return result;
  4213. };
  4214. /**
  4215. * Creates a string with the Color4 current values
  4216. * @returns the string representation of the Color4 object
  4217. */
  4218. Color4.prototype.toString = function () {
  4219. return "{R: " + this.r + " G:" + this.g + " B:" + this.b + " A:" + this.a + "}";
  4220. };
  4221. /**
  4222. * Returns the string "Color4"
  4223. * @returns "Color4"
  4224. */
  4225. Color4.prototype.getClassName = function () {
  4226. return "Color4";
  4227. };
  4228. /**
  4229. * Compute the Color4 hash code
  4230. * @returns an unique number that can be used to hash Color4 objects
  4231. */
  4232. Color4.prototype.getHashCode = function () {
  4233. var hash = this.r || 0;
  4234. hash = (hash * 397) ^ (this.g || 0);
  4235. hash = (hash * 397) ^ (this.b || 0);
  4236. hash = (hash * 397) ^ (this.a || 0);
  4237. return hash;
  4238. };
  4239. /**
  4240. * Creates a new Color4 copied from the current one
  4241. * @returns a new Color4 object
  4242. */
  4243. Color4.prototype.clone = function () {
  4244. return new Color4(this.r, this.g, this.b, this.a);
  4245. };
  4246. /**
  4247. * Copies the given Color4 values into the current one
  4248. * @param source defines the source Color4 object
  4249. * @returns the current updated Color4 object
  4250. */
  4251. Color4.prototype.copyFrom = function (source) {
  4252. this.r = source.r;
  4253. this.g = source.g;
  4254. this.b = source.b;
  4255. this.a = source.a;
  4256. return this;
  4257. };
  4258. /**
  4259. * Copies the given float values into the current one
  4260. * @param r defines the red component to read from
  4261. * @param g defines the green component to read from
  4262. * @param b defines the blue component to read from
  4263. * @param a defines the alpha component to read from
  4264. * @returns the current updated Color4 object
  4265. */
  4266. Color4.prototype.copyFromFloats = function (r, g, b, a) {
  4267. this.r = r;
  4268. this.g = g;
  4269. this.b = b;
  4270. this.a = a;
  4271. return this;
  4272. };
  4273. /**
  4274. * Copies the given float values into the current one
  4275. * @param r defines the red component to read from
  4276. * @param g defines the green component to read from
  4277. * @param b defines the blue component to read from
  4278. * @param a defines the alpha component to read from
  4279. * @returns the current updated Color4 object
  4280. */
  4281. Color4.prototype.set = function (r, g, b, a) {
  4282. return this.copyFromFloats(r, g, b, a);
  4283. };
  4284. /**
  4285. * Compute the Color4 hexadecimal code as a string
  4286. * @returns a string containing the hexadecimal representation of the Color4 object
  4287. */
  4288. Color4.prototype.toHexString = function () {
  4289. var intR = (this.r * 255) | 0;
  4290. var intG = (this.g * 255) | 0;
  4291. var intB = (this.b * 255) | 0;
  4292. var intA = (this.a * 255) | 0;
  4293. return "#" + BABYLON.Scalar.ToHex(intR) + BABYLON.Scalar.ToHex(intG) + BABYLON.Scalar.ToHex(intB) + BABYLON.Scalar.ToHex(intA);
  4294. };
  4295. /**
  4296. * Computes a new Color4 converted from the current one to linear space
  4297. * @returns a new Color4 object
  4298. */
  4299. Color4.prototype.toLinearSpace = function () {
  4300. var convertedColor = new Color4();
  4301. this.toLinearSpaceToRef(convertedColor);
  4302. return convertedColor;
  4303. };
  4304. /**
  4305. * Converts the Color4 values to linear space and stores the result in "convertedColor"
  4306. * @param convertedColor defines the Color4 object where to store the linear space version
  4307. * @returns the unmodified Color4
  4308. */
  4309. Color4.prototype.toLinearSpaceToRef = function (convertedColor) {
  4310. convertedColor.r = Math.pow(this.r, BABYLON.ToLinearSpace);
  4311. convertedColor.g = Math.pow(this.g, BABYLON.ToLinearSpace);
  4312. convertedColor.b = Math.pow(this.b, BABYLON.ToLinearSpace);
  4313. convertedColor.a = this.a;
  4314. return this;
  4315. };
  4316. /**
  4317. * Computes a new Color4 converted from the current one to gamma space
  4318. * @returns a new Color4 object
  4319. */
  4320. Color4.prototype.toGammaSpace = function () {
  4321. var convertedColor = new Color4();
  4322. this.toGammaSpaceToRef(convertedColor);
  4323. return convertedColor;
  4324. };
  4325. /**
  4326. * Converts the Color4 values to gamma space and stores the result in "convertedColor"
  4327. * @param convertedColor defines the Color4 object where to store the gamma space version
  4328. * @returns the unmodified Color4
  4329. */
  4330. Color4.prototype.toGammaSpaceToRef = function (convertedColor) {
  4331. convertedColor.r = Math.pow(this.r, BABYLON.ToGammaSpace);
  4332. convertedColor.g = Math.pow(this.g, BABYLON.ToGammaSpace);
  4333. convertedColor.b = Math.pow(this.b, BABYLON.ToGammaSpace);
  4334. convertedColor.a = this.a;
  4335. return this;
  4336. };
  4337. // Statics
  4338. /**
  4339. * Creates a new Color4 from the string containing valid hexadecimal values
  4340. * @param hex defines a string containing valid hexadecimal values
  4341. * @returns a new Color4 object
  4342. */
  4343. Color4.FromHexString = function (hex) {
  4344. if (hex.substring(0, 1) !== "#" || hex.length !== 9) {
  4345. return new Color4(0.0, 0.0, 0.0, 0.0);
  4346. }
  4347. var r = parseInt(hex.substring(1, 3), 16);
  4348. var g = parseInt(hex.substring(3, 5), 16);
  4349. var b = parseInt(hex.substring(5, 7), 16);
  4350. var a = parseInt(hex.substring(7, 9), 16);
  4351. return Color4.FromInts(r, g, b, a);
  4352. };
  4353. /**
  4354. * Creates a new Color4 object set with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  4355. * @param left defines the start value
  4356. * @param right defines the end value
  4357. * @param amount defines the gradient factor
  4358. * @returns a new Color4 object
  4359. */
  4360. Color4.Lerp = function (left, right, amount) {
  4361. var result = new Color4(0.0, 0.0, 0.0, 0.0);
  4362. Color4.LerpToRef(left, right, amount, result);
  4363. return result;
  4364. };
  4365. /**
  4366. * Set the given "result" with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  4367. * @param left defines the start value
  4368. * @param right defines the end value
  4369. * @param amount defines the gradient factor
  4370. * @param result defines the Color4 object where to store data
  4371. */
  4372. Color4.LerpToRef = function (left, right, amount, result) {
  4373. result.r = left.r + (right.r - left.r) * amount;
  4374. result.g = left.g + (right.g - left.g) * amount;
  4375. result.b = left.b + (right.b - left.b) * amount;
  4376. result.a = left.a + (right.a - left.a) * amount;
  4377. };
  4378. /**
  4379. * Creates a new Color4 from a Color3 and an alpha value
  4380. * @param color3 defines the source Color3 to read from
  4381. * @param alpha defines the alpha component (1.0 by default)
  4382. * @returns a new Color4 object
  4383. */
  4384. Color4.FromColor3 = function (color3, alpha) {
  4385. if (alpha === void 0) { alpha = 1.0; }
  4386. return new Color4(color3.r, color3.g, color3.b, alpha);
  4387. };
  4388. /**
  4389. * Creates a new Color4 from the starting index element of the given array
  4390. * @param array defines the source array to read from
  4391. * @param offset defines the offset in the source array
  4392. * @returns a new Color4 object
  4393. */
  4394. Color4.FromArray = function (array, offset) {
  4395. if (offset === void 0) { offset = 0; }
  4396. return new Color4(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]);
  4397. };
  4398. /**
  4399. * Creates a new Color3 from integer values (< 256)
  4400. * @param r defines the red component to read from (value between 0 and 255)
  4401. * @param g defines the green component to read from (value between 0 and 255)
  4402. * @param b defines the blue component to read from (value between 0 and 255)
  4403. * @param a defines the alpha component to read from (value between 0 and 255)
  4404. * @returns a new Color3 object
  4405. */
  4406. Color4.FromInts = function (r, g, b, a) {
  4407. return new Color4(r / 255.0, g / 255.0, b / 255.0, a / 255.0);
  4408. };
  4409. /**
  4410. * Check the content of a given array and convert it to an array containing RGBA data
  4411. * If the original array was already containing count * 4 values then it is returned directly
  4412. * @param colors defines the array to check
  4413. * @param count defines the number of RGBA data to expect
  4414. * @returns an array containing count * 4 values (RGBA)
  4415. */
  4416. Color4.CheckColors4 = function (colors, count) {
  4417. // Check if color3 was used
  4418. if (colors.length === count * 3) {
  4419. var colors4 = [];
  4420. for (var index = 0; index < colors.length; index += 3) {
  4421. var newIndex = (index / 3) * 4;
  4422. colors4[newIndex] = colors[index];
  4423. colors4[newIndex + 1] = colors[index + 1];
  4424. colors4[newIndex + 2] = colors[index + 2];
  4425. colors4[newIndex + 3] = 1.0;
  4426. }
  4427. return colors4;
  4428. }
  4429. return colors;
  4430. };
  4431. return Color4;
  4432. }());
  4433. BABYLON.Color4 = Color4;
  4434. /**
  4435. * Class representing a vector containing 2 coordinates
  4436. */
  4437. var Vector2 = /** @class */ (function () {
  4438. /**
  4439. * Creates a new Vector2 from the given x and y coordinates
  4440. * @param x defines the first coordinate
  4441. * @param y defines the second coordinate
  4442. */
  4443. function Vector2(
  4444. /** defines the first coordinate */
  4445. x,
  4446. /** defines the second coordinate */
  4447. y) {
  4448. if (x === void 0) { x = 0; }
  4449. if (y === void 0) { y = 0; }
  4450. this.x = x;
  4451. this.y = y;
  4452. }
  4453. /**
  4454. * Gets a string with the Vector2 coordinates
  4455. * @returns a string with the Vector2 coordinates
  4456. */
  4457. Vector2.prototype.toString = function () {
  4458. return "{X: " + this.x + " Y:" + this.y + "}";
  4459. };
  4460. /**
  4461. * Gets class name
  4462. * @returns the string "Vector2"
  4463. */
  4464. Vector2.prototype.getClassName = function () {
  4465. return "Vector2";
  4466. };
  4467. /**
  4468. * Gets current vector hash code
  4469. * @returns the Vector2 hash code as a number
  4470. */
  4471. Vector2.prototype.getHashCode = function () {
  4472. var hash = this.x || 0;
  4473. hash = (hash * 397) ^ (this.y || 0);
  4474. return hash;
  4475. };
  4476. // Operators
  4477. /**
  4478. * Sets the Vector2 coordinates in the given array or Float32Array from the given index.
  4479. * @param array defines the source array
  4480. * @param index defines the offset in source array
  4481. * @returns the current Vector2
  4482. */
  4483. Vector2.prototype.toArray = function (array, index) {
  4484. if (index === void 0) { index = 0; }
  4485. array[index] = this.x;
  4486. array[index + 1] = this.y;
  4487. return this;
  4488. };
  4489. /**
  4490. * Copy the current vector to an array
  4491. * @returns a new array with 2 elements: the Vector2 coordinates.
  4492. */
  4493. Vector2.prototype.asArray = function () {
  4494. var result = new Array();
  4495. this.toArray(result, 0);
  4496. return result;
  4497. };
  4498. /**
  4499. * Sets the Vector2 coordinates with the given Vector2 coordinates
  4500. * @param source defines the source Vector2
  4501. * @returns the current updated Vector2
  4502. */
  4503. Vector2.prototype.copyFrom = function (source) {
  4504. this.x = source.x;
  4505. this.y = source.y;
  4506. return this;
  4507. };
  4508. /**
  4509. * Sets the Vector2 coordinates with the given floats
  4510. * @param x defines the first coordinate
  4511. * @param y defines the second coordinate
  4512. * @returns the current updated Vector2
  4513. */
  4514. Vector2.prototype.copyFromFloats = function (x, y) {
  4515. this.x = x;
  4516. this.y = y;
  4517. return this;
  4518. };
  4519. /**
  4520. * Sets the Vector2 coordinates with the given floats
  4521. * @param x defines the first coordinate
  4522. * @param y defines the second coordinate
  4523. * @returns the current updated Vector2
  4524. */
  4525. Vector2.prototype.set = function (x, y) {
  4526. return this.copyFromFloats(x, y);
  4527. };
  4528. /**
  4529. * Add another vector with the current one
  4530. * @param otherVector defines the other vector
  4531. * @returns a new Vector2 set with the addition of the current Vector2 and the given one coordinates
  4532. */
  4533. Vector2.prototype.add = function (otherVector) {
  4534. return new Vector2(this.x + otherVector.x, this.y + otherVector.y);
  4535. };
  4536. /**
  4537. * Sets the "result" coordinates with the addition of the current Vector2 and the given one coordinates
  4538. * @param otherVector defines the other vector
  4539. * @param result defines the target vector
  4540. * @returns the unmodified current Vector2
  4541. */
  4542. Vector2.prototype.addToRef = function (otherVector, result) {
  4543. result.x = this.x + otherVector.x;
  4544. result.y = this.y + otherVector.y;
  4545. return this;
  4546. };
  4547. /**
  4548. * Set the Vector2 coordinates by adding the given Vector2 coordinates
  4549. * @param otherVector defines the other vector
  4550. * @returns the current updated Vector2
  4551. */
  4552. Vector2.prototype.addInPlace = function (otherVector) {
  4553. this.x += otherVector.x;
  4554. this.y += otherVector.y;
  4555. return this;
  4556. };
  4557. /**
  4558. * Gets a new Vector2 by adding the current Vector2 coordinates to the given Vector3 x, y coordinates
  4559. * @param otherVector defines the other vector
  4560. * @returns a new Vector2
  4561. */
  4562. Vector2.prototype.addVector3 = function (otherVector) {
  4563. return new Vector2(this.x + otherVector.x, this.y + otherVector.y);
  4564. };
  4565. /**
  4566. * Gets a new Vector2 set with the subtracted coordinates of the given one from the current Vector2
  4567. * @param otherVector defines the other vector
  4568. * @returns a new Vector2
  4569. */
  4570. Vector2.prototype.subtract = function (otherVector) {
  4571. return new Vector2(this.x - otherVector.x, this.y - otherVector.y);
  4572. };
  4573. /**
  4574. * Sets the "result" coordinates with the subtraction of the given one from the current Vector2 coordinates.
  4575. * @param otherVector defines the other vector
  4576. * @param result defines the target vector
  4577. * @returns the unmodified current Vector2
  4578. */
  4579. Vector2.prototype.subtractToRef = function (otherVector, result) {
  4580. result.x = this.x - otherVector.x;
  4581. result.y = this.y - otherVector.y;
  4582. return this;
  4583. };
  4584. /**
  4585. * Sets the current Vector2 coordinates by subtracting from it the given one coordinates
  4586. * @param otherVector defines the other vector
  4587. * @returns the current updated Vector2
  4588. */
  4589. Vector2.prototype.subtractInPlace = function (otherVector) {
  4590. this.x -= otherVector.x;
  4591. this.y -= otherVector.y;
  4592. return this;
  4593. };
  4594. /**
  4595. * Multiplies in place the current Vector2 coordinates by the given ones
  4596. * @param otherVector defines the other vector
  4597. * @returns the current updated Vector2
  4598. */
  4599. Vector2.prototype.multiplyInPlace = function (otherVector) {
  4600. this.x *= otherVector.x;
  4601. this.y *= otherVector.y;
  4602. return this;
  4603. };
  4604. /**
  4605. * Returns a new Vector2 set with the multiplication of the current Vector2 and the given one coordinates
  4606. * @param otherVector defines the other vector
  4607. * @returns a new Vector2
  4608. */
  4609. Vector2.prototype.multiply = function (otherVector) {
  4610. return new Vector2(this.x * otherVector.x, this.y * otherVector.y);
  4611. };
  4612. /**
  4613. * Sets "result" coordinates with the multiplication of the current Vector2 and the given one coordinates
  4614. * @param otherVector defines the other vector
  4615. * @param result defines the target vector
  4616. * @returns the unmodified current Vector2
  4617. */
  4618. Vector2.prototype.multiplyToRef = function (otherVector, result) {
  4619. result.x = this.x * otherVector.x;
  4620. result.y = this.y * otherVector.y;
  4621. return this;
  4622. };
  4623. /**
  4624. * Gets a new Vector2 set with the Vector2 coordinates multiplied by the given floats
  4625. * @param x defines the first coordinate
  4626. * @param y defines the second coordinate
  4627. * @returns a new Vector2
  4628. */
  4629. Vector2.prototype.multiplyByFloats = function (x, y) {
  4630. return new Vector2(this.x * x, this.y * y);
  4631. };
  4632. /**
  4633. * Returns a new Vector2 set with the Vector2 coordinates divided by the given one coordinates
  4634. * @param otherVector defines the other vector
  4635. * @returns a new Vector2
  4636. */
  4637. Vector2.prototype.divide = function (otherVector) {
  4638. return new Vector2(this.x / otherVector.x, this.y / otherVector.y);
  4639. };
  4640. /**
  4641. * Sets the "result" coordinates with the Vector2 divided by the given one coordinates
  4642. * @param otherVector defines the other vector
  4643. * @param result defines the target vector
  4644. * @returns the unmodified current Vector2
  4645. */
  4646. Vector2.prototype.divideToRef = function (otherVector, result) {
  4647. result.x = this.x / otherVector.x;
  4648. result.y = this.y / otherVector.y;
  4649. return this;
  4650. };
  4651. /**
  4652. * Divides the current Vector2 coordinates by the given ones
  4653. * @param otherVector defines the other vector
  4654. * @returns the current updated Vector2
  4655. */
  4656. Vector2.prototype.divideInPlace = function (otherVector) {
  4657. return this.divideToRef(otherVector, this);
  4658. };
  4659. /**
  4660. * Gets a new Vector2 with current Vector2 negated coordinates
  4661. * @returns a new Vector2
  4662. */
  4663. Vector2.prototype.negate = function () {
  4664. return new Vector2(-this.x, -this.y);
  4665. };
  4666. /**
  4667. * Multiply the Vector2 coordinates by scale
  4668. * @param scale defines the scaling factor
  4669. * @returns the current updated Vector2
  4670. */
  4671. Vector2.prototype.scaleInPlace = function (scale) {
  4672. this.x *= scale;
  4673. this.y *= scale;
  4674. return this;
  4675. };
  4676. /**
  4677. * Returns a new Vector2 scaled by "scale" from the current Vector2
  4678. * @param scale defines the scaling factor
  4679. * @returns a new Vector2
  4680. */
  4681. Vector2.prototype.scale = function (scale) {
  4682. var result = new Vector2(0, 0);
  4683. this.scaleToRef(scale, result);
  4684. return result;
  4685. };
  4686. /**
  4687. * Scale the current Vector2 values by a factor to a given Vector2
  4688. * @param scale defines the scale factor
  4689. * @param result defines the Vector2 object where to store the result
  4690. * @returns the unmodified current Vector2
  4691. */
  4692. Vector2.prototype.scaleToRef = function (scale, result) {
  4693. result.x = this.x * scale;
  4694. result.y = this.y * scale;
  4695. return this;
  4696. };
  4697. /**
  4698. * Scale the current Vector2 values by a factor and add the result to a given Vector2
  4699. * @param scale defines the scale factor
  4700. * @param result defines the Vector2 object where to store the result
  4701. * @returns the unmodified current Vector2
  4702. */
  4703. Vector2.prototype.scaleAndAddToRef = function (scale, result) {
  4704. result.x += this.x * scale;
  4705. result.y += this.y * scale;
  4706. return this;
  4707. };
  4708. /**
  4709. * Gets a boolean if two vectors are equals
  4710. * @param otherVector defines the other vector
  4711. * @returns true if the given vector coordinates strictly equal the current Vector2 ones
  4712. */
  4713. Vector2.prototype.equals = function (otherVector) {
  4714. return otherVector && this.x === otherVector.x && this.y === otherVector.y;
  4715. };
  4716. /**
  4717. * Gets a boolean if two vectors are equals (using an epsilon value)
  4718. * @param otherVector defines the other vector
  4719. * @param epsilon defines the minimal distance to consider equality
  4720. * @returns true if the given vector coordinates are close to the current ones by a distance of epsilon.
  4721. */
  4722. Vector2.prototype.equalsWithEpsilon = function (otherVector, epsilon) {
  4723. if (epsilon === void 0) { epsilon = BABYLON.Epsilon; }
  4724. return otherVector && BABYLON.Scalar.WithinEpsilon(this.x, otherVector.x, epsilon) && BABYLON.Scalar.WithinEpsilon(this.y, otherVector.y, epsilon);
  4725. };
  4726. /**
  4727. * Gets a new Vector2 from current Vector2 floored values
  4728. * @returns a new Vector2
  4729. */
  4730. Vector2.prototype.floor = function () {
  4731. return new Vector2(Math.floor(this.x), Math.floor(this.y));
  4732. };
  4733. /**
  4734. * Gets a new Vector2 from current Vector2 floored values
  4735. * @returns a new Vector2
  4736. */
  4737. Vector2.prototype.fract = function () {
  4738. return new Vector2(this.x - Math.floor(this.x), this.y - Math.floor(this.y));
  4739. };
  4740. // Properties
  4741. /**
  4742. * Gets the length of the vector
  4743. * @returns the vector length (float)
  4744. */
  4745. Vector2.prototype.length = function () {
  4746. return Math.sqrt(this.x * this.x + this.y * this.y);
  4747. };
  4748. /**
  4749. * Gets the vector squared length
  4750. * @returns the vector squared length (float)
  4751. */
  4752. Vector2.prototype.lengthSquared = function () {
  4753. return (this.x * this.x + this.y * this.y);
  4754. };
  4755. // Methods
  4756. /**
  4757. * Normalize the vector
  4758. * @returns the current updated Vector2
  4759. */
  4760. Vector2.prototype.normalize = function () {
  4761. var len = this.length();
  4762. if (len === 0) {
  4763. return this;
  4764. }
  4765. var num = 1.0 / len;
  4766. this.x *= num;
  4767. this.y *= num;
  4768. return this;
  4769. };
  4770. /**
  4771. * Gets a new Vector2 copied from the Vector2
  4772. * @returns a new Vector2
  4773. */
  4774. Vector2.prototype.clone = function () {
  4775. return new Vector2(this.x, this.y);
  4776. };
  4777. // Statics
  4778. /**
  4779. * Gets a new Vector2(0, 0)
  4780. * @returns a new Vector2
  4781. */
  4782. Vector2.Zero = function () {
  4783. return new Vector2(0, 0);
  4784. };
  4785. /**
  4786. * Gets a new Vector2(1, 1)
  4787. * @returns a new Vector2
  4788. */
  4789. Vector2.One = function () {
  4790. return new Vector2(1, 1);
  4791. };
  4792. /**
  4793. * Gets a new Vector2 set from the given index element of the given array
  4794. * @param array defines the data source
  4795. * @param offset defines the offset in the data source
  4796. * @returns a new Vector2
  4797. */
  4798. Vector2.FromArray = function (array, offset) {
  4799. if (offset === void 0) { offset = 0; }
  4800. return new Vector2(array[offset], array[offset + 1]);
  4801. };
  4802. /**
  4803. * Sets "result" from the given index element of the given array
  4804. * @param array defines the data source
  4805. * @param offset defines the offset in the data source
  4806. * @param result defines the target vector
  4807. */
  4808. Vector2.FromArrayToRef = function (array, offset, result) {
  4809. result.x = array[offset];
  4810. result.y = array[offset + 1];
  4811. };
  4812. /**
  4813. * Gets a new Vector2 located for "amount" (float) on the CatmullRom spline defined by the given four Vector2
  4814. * @param value1 defines 1st point of control
  4815. * @param value2 defines 2nd point of control
  4816. * @param value3 defines 3rd point of control
  4817. * @param value4 defines 4th point of control
  4818. * @param amount defines the interpolation factor
  4819. * @returns a new Vector2
  4820. */
  4821. Vector2.CatmullRom = function (value1, value2, value3, value4, amount) {
  4822. var squared = amount * amount;
  4823. var cubed = amount * squared;
  4824. var x = 0.5 * ((((2.0 * value2.x) + ((-value1.x + value3.x) * amount)) +
  4825. (((((2.0 * value1.x) - (5.0 * value2.x)) + (4.0 * value3.x)) - value4.x) * squared)) +
  4826. ((((-value1.x + (3.0 * value2.x)) - (3.0 * value3.x)) + value4.x) * cubed));
  4827. var y = 0.5 * ((((2.0 * value2.y) + ((-value1.y + value3.y) * amount)) +
  4828. (((((2.0 * value1.y) - (5.0 * value2.y)) + (4.0 * value3.y)) - value4.y) * squared)) +
  4829. ((((-value1.y + (3.0 * value2.y)) - (3.0 * value3.y)) + value4.y) * cubed));
  4830. return new Vector2(x, y);
  4831. };
  4832. /**
  4833. * 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".
  4834. * If a coordinate of "value" is lower than "min" coordinates, the returned Vector2 is given this "min" coordinate.
  4835. * If a coordinate of "value" is greater than "max" coordinates, the returned Vector2 is given this "max" coordinate
  4836. * @param value defines the value to clamp
  4837. * @param min defines the lower limit
  4838. * @param max defines the upper limit
  4839. * @returns a new Vector2
  4840. */
  4841. Vector2.Clamp = function (value, min, max) {
  4842. var x = value.x;
  4843. x = (x > max.x) ? max.x : x;
  4844. x = (x < min.x) ? min.x : x;
  4845. var y = value.y;
  4846. y = (y > max.y) ? max.y : y;
  4847. y = (y < min.y) ? min.y : y;
  4848. return new Vector2(x, y);
  4849. };
  4850. /**
  4851. * Returns a new Vector2 located for "amount" (float) on the Hermite spline defined by the vectors "value1", "value3", "tangent1", "tangent2"
  4852. * @param value1 defines the 1st control point
  4853. * @param tangent1 defines the outgoing tangent
  4854. * @param value2 defines the 2nd control point
  4855. * @param tangent2 defines the incoming tangent
  4856. * @param amount defines the interpolation factor
  4857. * @returns a new Vector2
  4858. */
  4859. Vector2.Hermite = function (value1, tangent1, value2, tangent2, amount) {
  4860. var squared = amount * amount;
  4861. var cubed = amount * squared;
  4862. var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
  4863. var part2 = (-2.0 * cubed) + (3.0 * squared);
  4864. var part3 = (cubed - (2.0 * squared)) + amount;
  4865. var part4 = cubed - squared;
  4866. var x = (((value1.x * part1) + (value2.x * part2)) + (tangent1.x * part3)) + (tangent2.x * part4);
  4867. var y = (((value1.y * part1) + (value2.y * part2)) + (tangent1.y * part3)) + (tangent2.y * part4);
  4868. return new Vector2(x, y);
  4869. };
  4870. /**
  4871. * Returns a new Vector2 located for "amount" (float) on the linear interpolation between the vector "start" adn the vector "end".
  4872. * @param start defines the start vector
  4873. * @param end defines the end vector
  4874. * @param amount defines the interpolation factor
  4875. * @returns a new Vector2
  4876. */
  4877. Vector2.Lerp = function (start, end, amount) {
  4878. var x = start.x + ((end.x - start.x) * amount);
  4879. var y = start.y + ((end.y - start.y) * amount);
  4880. return new Vector2(x, y);
  4881. };
  4882. /**
  4883. * Gets the dot product of the vector "left" and the vector "right"
  4884. * @param left defines first vector
  4885. * @param right defines second vector
  4886. * @returns the dot product (float)
  4887. */
  4888. Vector2.Dot = function (left, right) {
  4889. return left.x * right.x + left.y * right.y;
  4890. };
  4891. /**
  4892. * Returns a new Vector2 equal to the normalized given vector
  4893. * @param vector defines the vector to normalize
  4894. * @returns a new Vector2
  4895. */
  4896. Vector2.Normalize = function (vector) {
  4897. var newVector = vector.clone();
  4898. newVector.normalize();
  4899. return newVector;
  4900. };
  4901. /**
  4902. * Gets a new Vector2 set with the minimal coordinate values from the "left" and "right" vectors
  4903. * @param left defines 1st vector
  4904. * @param right defines 2nd vector
  4905. * @returns a new Vector2
  4906. */
  4907. Vector2.Minimize = function (left, right) {
  4908. var x = (left.x < right.x) ? left.x : right.x;
  4909. var y = (left.y < right.y) ? left.y : right.y;
  4910. return new Vector2(x, y);
  4911. };
  4912. /**
  4913. * Gets a new Vecto2 set with the maximal coordinate values from the "left" and "right" vectors
  4914. * @param left defines 1st vector
  4915. * @param right defines 2nd vector
  4916. * @returns a new Vector2
  4917. */
  4918. Vector2.Maximize = function (left, right) {
  4919. var x = (left.x > right.x) ? left.x : right.x;
  4920. var y = (left.y > right.y) ? left.y : right.y;
  4921. return new Vector2(x, y);
  4922. };
  4923. /**
  4924. * Gets a new Vector2 set with the transformed coordinates of the given vector by the given transformation matrix
  4925. * @param vector defines the vector to transform
  4926. * @param transformation defines the matrix to apply
  4927. * @returns a new Vector2
  4928. */
  4929. Vector2.Transform = function (vector, transformation) {
  4930. var r = Vector2.Zero();
  4931. Vector2.TransformToRef(vector, transformation, r);
  4932. return r;
  4933. };
  4934. /**
  4935. * Transforms the given vector coordinates by the given transformation matrix and stores the result in the vector "result" coordinates
  4936. * @param vector defines the vector to transform
  4937. * @param transformation defines the matrix to apply
  4938. * @param result defines the target vector
  4939. */
  4940. Vector2.TransformToRef = function (vector, transformation, result) {
  4941. var m = transformation.m;
  4942. var x = (vector.x * m[0]) + (vector.y * m[4]) + m[12];
  4943. var y = (vector.x * m[1]) + (vector.y * m[5]) + m[13];
  4944. result.x = x;
  4945. result.y = y;
  4946. };
  4947. /**
  4948. * Determines if a given vector is included in a triangle
  4949. * @param p defines the vector to test
  4950. * @param p0 defines 1st triangle point
  4951. * @param p1 defines 2nd triangle point
  4952. * @param p2 defines 3rd triangle point
  4953. * @returns true if the point "p" is in the triangle defined by the vertors "p0", "p1", "p2"
  4954. */
  4955. Vector2.PointInTriangle = function (p, p0, p1, p2) {
  4956. var a = 1 / 2 * (-p1.y * p2.x + p0.y * (-p1.x + p2.x) + p0.x * (p1.y - p2.y) + p1.x * p2.y);
  4957. var sign = a < 0 ? -1 : 1;
  4958. var s = (p0.y * p2.x - p0.x * p2.y + (p2.y - p0.y) * p.x + (p0.x - p2.x) * p.y) * sign;
  4959. var t = (p0.x * p1.y - p0.y * p1.x + (p0.y - p1.y) * p.x + (p1.x - p0.x) * p.y) * sign;
  4960. return s > 0 && t > 0 && (s + t) < 2 * a * sign;
  4961. };
  4962. /**
  4963. * Gets the distance between the vectors "value1" and "value2"
  4964. * @param value1 defines first vector
  4965. * @param value2 defines second vector
  4966. * @returns the distance between vectors
  4967. */
  4968. Vector2.Distance = function (value1, value2) {
  4969. return Math.sqrt(Vector2.DistanceSquared(value1, value2));
  4970. };
  4971. /**
  4972. * Returns the squared distance between the vectors "value1" and "value2"
  4973. * @param value1 defines first vector
  4974. * @param value2 defines second vector
  4975. * @returns the squared distance between vectors
  4976. */
  4977. Vector2.DistanceSquared = function (value1, value2) {
  4978. var x = value1.x - value2.x;
  4979. var y = value1.y - value2.y;
  4980. return (x * x) + (y * y);
  4981. };
  4982. /**
  4983. * Gets a new Vector2 located at the center of the vectors "value1" and "value2"
  4984. * @param value1 defines first vector
  4985. * @param value2 defines second vector
  4986. * @returns a new Vector2
  4987. */
  4988. Vector2.Center = function (value1, value2) {
  4989. var center = value1.add(value2);
  4990. center.scaleInPlace(0.5);
  4991. return center;
  4992. };
  4993. /**
  4994. * Gets the shortest distance (float) between the point "p" and the segment defined by the two points "segA" and "segB".
  4995. * @param p defines the middle point
  4996. * @param segA defines one point of the segment
  4997. * @param segB defines the other point of the segment
  4998. * @returns the shortest distance
  4999. */
  5000. Vector2.DistanceOfPointFromSegment = function (p, segA, segB) {
  5001. var l2 = Vector2.DistanceSquared(segA, segB);
  5002. if (l2 === 0.0) {
  5003. return Vector2.Distance(p, segA);
  5004. }
  5005. var v = segB.subtract(segA);
  5006. var t = Math.max(0, Math.min(1, Vector2.Dot(p.subtract(segA), v) / l2));
  5007. var proj = segA.add(v.multiplyByFloats(t, t));
  5008. return Vector2.Distance(p, proj);
  5009. };
  5010. return Vector2;
  5011. }());
  5012. BABYLON.Vector2 = Vector2;
  5013. /**
  5014. * Classed used to store (x,y,z) vector representation
  5015. * A Vector3 is the main object used in 3D geometry
  5016. * It can represent etiher the coordinates of a point the space, either a direction
  5017. * Reminder: Babylon.js uses a left handed forward facing system
  5018. */
  5019. var Vector3 = /** @class */ (function () {
  5020. /**
  5021. * Creates a new Vector3 object from the given x, y, z (floats) coordinates.
  5022. * @param x defines the first coordinates (on X axis)
  5023. * @param y defines the second coordinates (on Y axis)
  5024. * @param z defines the third coordinates (on Z axis)
  5025. */
  5026. function Vector3(
  5027. /**
  5028. * Defines the first coordinates (on X axis)
  5029. */
  5030. x,
  5031. /**
  5032. * Defines the second coordinates (on Y axis)
  5033. */
  5034. y,
  5035. /**
  5036. * Defines the third coordinates (on Z axis)
  5037. */
  5038. z) {
  5039. if (x === void 0) { x = 0; }
  5040. if (y === void 0) { y = 0; }
  5041. if (z === void 0) { z = 0; }
  5042. this.x = x;
  5043. this.y = y;
  5044. this.z = z;
  5045. }
  5046. /**
  5047. * Creates a string representation of the Vector3
  5048. * @returns a string with the Vector3 coordinates.
  5049. */
  5050. Vector3.prototype.toString = function () {
  5051. return "{X: " + this.x + " Y:" + this.y + " Z:" + this.z + "}";
  5052. };
  5053. /**
  5054. * Gets the class name
  5055. * @returns the string "Vector3"
  5056. */
  5057. Vector3.prototype.getClassName = function () {
  5058. return "Vector3";
  5059. };
  5060. /**
  5061. * Creates the Vector3 hash code
  5062. * @returns a number which tends to be unique between Vector3 instances
  5063. */
  5064. Vector3.prototype.getHashCode = function () {
  5065. var hash = this.x || 0;
  5066. hash = (hash * 397) ^ (this.y || 0);
  5067. hash = (hash * 397) ^ (this.z || 0);
  5068. return hash;
  5069. };
  5070. // Operators
  5071. /**
  5072. * Creates an array containing three elements : the coordinates of the Vector3
  5073. * @returns a new array of numbers
  5074. */
  5075. Vector3.prototype.asArray = function () {
  5076. var result = [];
  5077. this.toArray(result, 0);
  5078. return result;
  5079. };
  5080. /**
  5081. * Populates the given array or Float32Array from the given index with the successive coordinates of the Vector3
  5082. * @param array defines the destination array
  5083. * @param index defines the offset in the destination array
  5084. * @returns the current Vector3
  5085. */
  5086. Vector3.prototype.toArray = function (array, index) {
  5087. if (index === void 0) { index = 0; }
  5088. array[index] = this.x;
  5089. array[index + 1] = this.y;
  5090. array[index + 2] = this.z;
  5091. return this;
  5092. };
  5093. /**
  5094. * Converts the current Vector3 into a quaternion (considering that the Vector3 contains Euler angles representation of a rotation)
  5095. * @returns a new Quaternion object, computed from the Vector3 coordinates
  5096. */
  5097. Vector3.prototype.toQuaternion = function () {
  5098. return BABYLON.Quaternion.RotationYawPitchRoll(this.y, this.x, this.z);
  5099. };
  5100. /**
  5101. * Adds the given vector to the current Vector3
  5102. * @param otherVector defines the second operand
  5103. * @returns the current updated Vector3
  5104. */
  5105. Vector3.prototype.addInPlace = function (otherVector) {
  5106. return this.addInPlaceFromFloats(otherVector.x, otherVector.y, otherVector.z);
  5107. };
  5108. /**
  5109. * Adds the given coordinates to the current Vector3
  5110. * @param x defines the x coordinate of the operand
  5111. * @param y defines the y coordinate of the operand
  5112. * @param z defines the z coordinate of the operand
  5113. * @returns the current updated Vector3
  5114. */
  5115. Vector3.prototype.addInPlaceFromFloats = function (x, y, z) {
  5116. this.x += x;
  5117. this.y += y;
  5118. this.z += z;
  5119. return this;
  5120. };
  5121. /**
  5122. * Gets a new Vector3, result of the addition the current Vector3 and the given vector
  5123. * @param otherVector defines the second operand
  5124. * @returns the resulting Vector3
  5125. */
  5126. Vector3.prototype.add = function (otherVector) {
  5127. return new Vector3(this.x + otherVector.x, this.y + otherVector.y, this.z + otherVector.z);
  5128. };
  5129. /**
  5130. * Adds the current Vector3 to the given one and stores the result in the vector "result"
  5131. * @param otherVector defines the second operand
  5132. * @param result defines the Vector3 object where to store the result
  5133. * @returns the current Vector3
  5134. */
  5135. Vector3.prototype.addToRef = function (otherVector, result) {
  5136. return result.copyFromFloats(this.x + otherVector.x, this.y + otherVector.y, this.z + otherVector.z);
  5137. };
  5138. /**
  5139. * Subtract the given vector from the current Vector3
  5140. * @param otherVector defines the second operand
  5141. * @returns the current updated Vector3
  5142. */
  5143. Vector3.prototype.subtractInPlace = function (otherVector) {
  5144. this.x -= otherVector.x;
  5145. this.y -= otherVector.y;
  5146. this.z -= otherVector.z;
  5147. return this;
  5148. };
  5149. /**
  5150. * Returns a new Vector3, result of the subtraction of the given vector from the current Vector3
  5151. * @param otherVector defines the second operand
  5152. * @returns the resulting Vector3
  5153. */
  5154. Vector3.prototype.subtract = function (otherVector) {
  5155. return new Vector3(this.x - otherVector.x, this.y - otherVector.y, this.z - otherVector.z);
  5156. };
  5157. /**
  5158. * Subtracts the given vector from the current Vector3 and stores the result in the vector "result".
  5159. * @param otherVector defines the second operand
  5160. * @param result defines the Vector3 object where to store the result
  5161. * @returns the current Vector3
  5162. */
  5163. Vector3.prototype.subtractToRef = function (otherVector, result) {
  5164. return this.subtractFromFloatsToRef(otherVector.x, otherVector.y, otherVector.z, result);
  5165. };
  5166. /**
  5167. * Returns a new Vector3 set with the subtraction of the given floats from the current Vector3 coordinates
  5168. * @param x defines the x coordinate of the operand
  5169. * @param y defines the y coordinate of the operand
  5170. * @param z defines the z coordinate of the operand
  5171. * @returns the resulting Vector3
  5172. */
  5173. Vector3.prototype.subtractFromFloats = function (x, y, z) {
  5174. return new Vector3(this.x - x, this.y - y, this.z - z);
  5175. };
  5176. /**
  5177. * Subtracts the given floats from the current Vector3 coordinates and set the given vector "result" with this result
  5178. * @param x defines the x coordinate of the operand
  5179. * @param y defines the y coordinate of the operand
  5180. * @param z defines the z coordinate of the operand
  5181. * @param result defines the Vector3 object where to store the result
  5182. * @returns the current Vector3
  5183. */
  5184. Vector3.prototype.subtractFromFloatsToRef = function (x, y, z, result) {
  5185. return result.copyFromFloats(this.x - x, this.y - y, this.z - z);
  5186. };
  5187. /**
  5188. * Gets a new Vector3 set with the current Vector3 negated coordinates
  5189. * @returns a new Vector3
  5190. */
  5191. Vector3.prototype.negate = function () {
  5192. return new Vector3(-this.x, -this.y, -this.z);
  5193. };
  5194. /**
  5195. * Multiplies the Vector3 coordinates by the float "scale"
  5196. * @param scale defines the multiplier factor
  5197. * @returns the current updated Vector3
  5198. */
  5199. Vector3.prototype.scaleInPlace = function (scale) {
  5200. this.x *= scale;
  5201. this.y *= scale;
  5202. this.z *= scale;
  5203. return this;
  5204. };
  5205. /**
  5206. * Returns a new Vector3 set with the current Vector3 coordinates multiplied by the float "scale"
  5207. * @param scale defines the multiplier factor
  5208. * @returns a new Vector3
  5209. */
  5210. Vector3.prototype.scale = function (scale) {
  5211. return new Vector3(this.x * scale, this.y * scale, this.z * scale);
  5212. };
  5213. /**
  5214. * Multiplies the current Vector3 coordinates by the float "scale" and stores the result in the given vector "result" coordinates
  5215. * @param scale defines the multiplier factor
  5216. * @param result defines the Vector3 object where to store the result
  5217. * @returns the current Vector3
  5218. */
  5219. Vector3.prototype.scaleToRef = function (scale, result) {
  5220. return result.copyFromFloats(this.x * scale, this.y * scale, this.z * scale);
  5221. };
  5222. /**
  5223. * Scale the current Vector3 values by a factor and add the result to a given Vector3
  5224. * @param scale defines the scale factor
  5225. * @param result defines the Vector3 object where to store the result
  5226. * @returns the unmodified current Vector3
  5227. */
  5228. Vector3.prototype.scaleAndAddToRef = function (scale, result) {
  5229. return result.addInPlaceFromFloats(this.x * scale, this.y * scale, this.z * scale);
  5230. };
  5231. /**
  5232. * Returns true if the current Vector3 and the given vector coordinates are strictly equal
  5233. * @param otherVector defines the second operand
  5234. * @returns true if both vectors are equals
  5235. */
  5236. Vector3.prototype.equals = function (otherVector) {
  5237. return otherVector && this.x === otherVector.x && this.y === otherVector.y && this.z === otherVector.z;
  5238. };
  5239. /**
  5240. * Returns true if the current Vector3 and the given vector coordinates are distant less than epsilon
  5241. * @param otherVector defines the second operand
  5242. * @param epsilon defines the minimal distance to define values as equals
  5243. * @returns true if both vectors are distant less than epsilon
  5244. */
  5245. Vector3.prototype.equalsWithEpsilon = function (otherVector, epsilon) {
  5246. if (epsilon === void 0) { epsilon = BABYLON.Epsilon; }
  5247. 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);
  5248. };
  5249. /**
  5250. * Returns true if the current Vector3 coordinates equals the given floats
  5251. * @param x defines the x coordinate of the operand
  5252. * @param y defines the y coordinate of the operand
  5253. * @param z defines the z coordinate of the operand
  5254. * @returns true if both vectors are equals
  5255. */
  5256. Vector3.prototype.equalsToFloats = function (x, y, z) {
  5257. return this.x === x && this.y === y && this.z === z;
  5258. };
  5259. /**
  5260. * Multiplies the current Vector3 coordinates by the given ones
  5261. * @param otherVector defines the second operand
  5262. * @returns the current updated Vector3
  5263. */
  5264. Vector3.prototype.multiplyInPlace = function (otherVector) {
  5265. this.x *= otherVector.x;
  5266. this.y *= otherVector.y;
  5267. this.z *= otherVector.z;
  5268. return this;
  5269. };
  5270. /**
  5271. * Returns a new Vector3, result of the multiplication of the current Vector3 by the given vector
  5272. * @param otherVector defines the second operand
  5273. * @returns the new Vector3
  5274. */
  5275. Vector3.prototype.multiply = function (otherVector) {
  5276. return this.multiplyByFloats(otherVector.x, otherVector.y, otherVector.z);
  5277. };
  5278. /**
  5279. * Multiplies the current Vector3 by the given one and stores the result in the given vector "result"
  5280. * @param otherVector defines the second operand
  5281. * @param result defines the Vector3 object where to store the result
  5282. * @returns the current Vector3
  5283. */
  5284. Vector3.prototype.multiplyToRef = function (otherVector, result) {
  5285. return result.copyFromFloats(this.x * otherVector.x, this.y * otherVector.y, this.z * otherVector.z);
  5286. };
  5287. /**
  5288. * Returns a new Vector3 set with the result of the mulliplication of the current Vector3 coordinates by the given floats
  5289. * @param x defines the x coordinate of the operand
  5290. * @param y defines the y coordinate of the operand
  5291. * @param z defines the z coordinate of the operand
  5292. * @returns the new Vector3
  5293. */
  5294. Vector3.prototype.multiplyByFloats = function (x, y, z) {
  5295. return new Vector3(this.x * x, this.y * y, this.z * z);
  5296. };
  5297. /**
  5298. * Returns a new Vector3 set with the result of the division of the current Vector3 coordinates by the given ones
  5299. * @param otherVector defines the second operand
  5300. * @returns the new Vector3
  5301. */
  5302. Vector3.prototype.divide = function (otherVector) {
  5303. return new Vector3(this.x / otherVector.x, this.y / otherVector.y, this.z / otherVector.z);
  5304. };
  5305. /**
  5306. * Divides the current Vector3 coordinates by the given ones and stores the result in the given vector "result"
  5307. * @param otherVector defines the second operand
  5308. * @param result defines the Vector3 object where to store the result
  5309. * @returns the current Vector3
  5310. */
  5311. Vector3.prototype.divideToRef = function (otherVector, result) {
  5312. return result.copyFromFloats(this.x / otherVector.x, this.y / otherVector.y, this.z / otherVector.z);
  5313. };
  5314. /**
  5315. * Divides the current Vector3 coordinates by the given ones.
  5316. * @param otherVector defines the second operand
  5317. * @returns the current updated Vector3
  5318. */
  5319. Vector3.prototype.divideInPlace = function (otherVector) {
  5320. return this.divideToRef(otherVector, this);
  5321. };
  5322. /**
  5323. * Updates the current Vector3 with the minimal coordinate values between its and the given vector ones
  5324. * @param other defines the second operand
  5325. * @returns the current updated Vector3
  5326. */
  5327. Vector3.prototype.minimizeInPlace = function (other) {
  5328. return this.minimizeInPlaceFromFloats(other.x, other.y, other.z);
  5329. };
  5330. /**
  5331. * Updates the current Vector3 with the maximal coordinate values between its and the given vector ones.
  5332. * @param other defines the second operand
  5333. * @returns the current updated Vector3
  5334. */
  5335. Vector3.prototype.maximizeInPlace = function (other) {
  5336. return this.maximizeInPlaceFromFloats(other.x, other.y, other.z);
  5337. };
  5338. /**
  5339. * Updates the current Vector3 with the minimal coordinate values between its and the given coordinates
  5340. * @param x defines the x coordinate of the operand
  5341. * @param y defines the y coordinate of the operand
  5342. * @param z defines the z coordinate of the operand
  5343. * @returns the current updated Vector3
  5344. */
  5345. Vector3.prototype.minimizeInPlaceFromFloats = function (x, y, z) {
  5346. if (x < this.x) {
  5347. this.x = x;
  5348. }
  5349. if (y < this.y) {
  5350. this.y = y;
  5351. }
  5352. if (z < this.z) {
  5353. this.z = z;
  5354. }
  5355. return this;
  5356. };
  5357. /**
  5358. * Updates the current Vector3 with the maximal coordinate values between its and the given coordinates.
  5359. * @param x defines the x coordinate of the operand
  5360. * @param y defines the y coordinate of the operand
  5361. * @param z defines the z coordinate of the operand
  5362. * @returns the current updated Vector3
  5363. */
  5364. Vector3.prototype.maximizeInPlaceFromFloats = function (x, y, z) {
  5365. if (x > this.x) {
  5366. this.x = x;
  5367. }
  5368. if (y > this.y) {
  5369. this.y = y;
  5370. }
  5371. if (z > this.z) {
  5372. this.z = z;
  5373. }
  5374. return this;
  5375. };
  5376. Object.defineProperty(Vector3.prototype, "isNonUniform", {
  5377. /**
  5378. * Gets a boolean indicating that the vector is non uniform meaning x, y or z are not all the same
  5379. */
  5380. get: function () {
  5381. var absX = Math.abs(this.x);
  5382. var absY = Math.abs(this.y);
  5383. if (absX !== absY) {
  5384. return true;
  5385. }
  5386. var absZ = Math.abs(this.z);
  5387. if (absX !== absZ) {
  5388. return true;
  5389. }
  5390. if (absY !== absZ) {
  5391. return true;
  5392. }
  5393. return false;
  5394. },
  5395. enumerable: true,
  5396. configurable: true
  5397. });
  5398. /**
  5399. * Gets a new Vector3 from current Vector3 floored values
  5400. * @returns a new Vector3
  5401. */
  5402. Vector3.prototype.floor = function () {
  5403. return new Vector3(Math.floor(this.x), Math.floor(this.y), Math.floor(this.z));
  5404. };
  5405. /**
  5406. * Gets a new Vector3 from current Vector3 floored values
  5407. * @returns a new Vector3
  5408. */
  5409. Vector3.prototype.fract = function () {
  5410. return new Vector3(this.x - Math.floor(this.x), this.y - Math.floor(this.y), this.z - Math.floor(this.z));
  5411. };
  5412. // Properties
  5413. /**
  5414. * Gets the length of the Vector3
  5415. * @returns the length of the Vecto3
  5416. */
  5417. Vector3.prototype.length = function () {
  5418. return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z);
  5419. };
  5420. /**
  5421. * Gets the squared length of the Vector3
  5422. * @returns squared length of the Vector3
  5423. */
  5424. Vector3.prototype.lengthSquared = function () {
  5425. return (this.x * this.x + this.y * this.y + this.z * this.z);
  5426. };
  5427. /**
  5428. * Normalize the current Vector3.
  5429. * Please note that this is an in place operation.
  5430. * @returns the current updated Vector3
  5431. */
  5432. Vector3.prototype.normalize = function () {
  5433. return this.normalizeFromLength(this.length());
  5434. };
  5435. /**
  5436. * Reorders the x y z properties of the vector in place
  5437. * @param order new ordering of the properties (eg. for vector 1,2,3 with "ZYX" will produce 3,2,1)
  5438. * @returns the current updated vector
  5439. */
  5440. Vector3.prototype.reorderInPlace = function (order) {
  5441. var _this = this;
  5442. order = order.toLowerCase();
  5443. if (order === "xyz") {
  5444. return this;
  5445. }
  5446. MathTmp.Vector3[0].copyFrom(this);
  5447. ["x", "y", "z"].forEach(function (val, i) {
  5448. _this[val] = MathTmp.Vector3[0][order[i]];
  5449. });
  5450. return this;
  5451. };
  5452. /**
  5453. * Rotates the vector around 0,0,0 by a quaternion
  5454. * @param quaternion the rotation quaternion
  5455. * @param result vector to store the result
  5456. * @returns the resulting vector
  5457. */
  5458. Vector3.prototype.rotateByQuaternionToRef = function (quaternion, result) {
  5459. quaternion.toRotationMatrix(MathTmp.Matrix[0]);
  5460. Vector3.TransformCoordinatesToRef(this, MathTmp.Matrix[0], result);
  5461. return result;
  5462. };
  5463. /**
  5464. * Rotates a vector around a given point
  5465. * @param quaternion the rotation quaternion
  5466. * @param point the point to rotate around
  5467. * @param result vector to store the result
  5468. * @returns the resulting vector
  5469. */
  5470. Vector3.prototype.rotateByQuaternionAroundPointToRef = function (quaternion, point, result) {
  5471. this.subtractToRef(point, MathTmp.Vector3[0]);
  5472. MathTmp.Vector3[0].rotateByQuaternionToRef(quaternion, MathTmp.Vector3[0]);
  5473. point.addToRef(MathTmp.Vector3[0], result);
  5474. return result;
  5475. };
  5476. /**
  5477. * Normalize the current Vector3 with the given input length.
  5478. * Please note that this is an in place operation.
  5479. * @param len the length of the vector
  5480. * @returns the current updated Vector3
  5481. */
  5482. Vector3.prototype.normalizeFromLength = function (len) {
  5483. if (len === 0 || len === 1.0) {
  5484. return this;
  5485. }
  5486. return this.scaleInPlace(1.0 / len);
  5487. };
  5488. /**
  5489. * Normalize the current Vector3 to a new vector
  5490. * @returns the new Vector3
  5491. */
  5492. Vector3.prototype.normalizeToNew = function () {
  5493. var normalized = new Vector3(0, 0, 0);
  5494. this.normalizeToRef(normalized);
  5495. return normalized;
  5496. };
  5497. /**
  5498. * Normalize the current Vector3 to the reference
  5499. * @param reference define the Vector3 to update
  5500. * @returns the updated Vector3
  5501. */
  5502. Vector3.prototype.normalizeToRef = function (reference) {
  5503. var len = this.length();
  5504. if (len === 0 || len === 1.0) {
  5505. return reference.copyFromFloats(this.x, this.y, this.z);
  5506. }
  5507. return this.scaleToRef(1.0 / len, reference);
  5508. };
  5509. /**
  5510. * Creates a new Vector3 copied from the current Vector3
  5511. * @returns the new Vector3
  5512. */
  5513. Vector3.prototype.clone = function () {
  5514. return new Vector3(this.x, this.y, this.z);
  5515. };
  5516. /**
  5517. * Copies the given vector coordinates to the current Vector3 ones
  5518. * @param source defines the source Vector3
  5519. * @returns the current updated Vector3
  5520. */
  5521. Vector3.prototype.copyFrom = function (source) {
  5522. return this.copyFromFloats(source.x, source.y, source.z);
  5523. };
  5524. /**
  5525. * Copies the given floats to the current Vector3 coordinates
  5526. * @param x defines the x coordinate of the operand
  5527. * @param y defines the y coordinate of the operand
  5528. * @param z defines the z coordinate of the operand
  5529. * @returns the current updated Vector3
  5530. */
  5531. Vector3.prototype.copyFromFloats = function (x, y, z) {
  5532. this.x = x;
  5533. this.y = y;
  5534. this.z = z;
  5535. return this;
  5536. };
  5537. /**
  5538. * Copies the given floats to the current Vector3 coordinates
  5539. * @param x defines the x coordinate of the operand
  5540. * @param y defines the y coordinate of the operand
  5541. * @param z defines the z coordinate of the operand
  5542. * @returns the current updated Vector3
  5543. */
  5544. Vector3.prototype.set = function (x, y, z) {
  5545. return this.copyFromFloats(x, y, z);
  5546. };
  5547. /**
  5548. * Copies the given float to the current Vector3 coordinates
  5549. * @param v defines the x, y and z coordinates of the operand
  5550. * @returns the current updated Vector3
  5551. */
  5552. Vector3.prototype.setAll = function (v) {
  5553. this.x = this.y = this.z = v;
  5554. return this;
  5555. };
  5556. // Statics
  5557. /**
  5558. * Get the clip factor between two vectors
  5559. * @param vector0 defines the first operand
  5560. * @param vector1 defines the second operand
  5561. * @param axis defines the axis to use
  5562. * @param size defines the size along the axis
  5563. * @returns the clip factor
  5564. */
  5565. Vector3.GetClipFactor = function (vector0, vector1, axis, size) {
  5566. var d0 = Vector3.Dot(vector0, axis) - size;
  5567. var d1 = Vector3.Dot(vector1, axis) - size;
  5568. var s = d0 / (d0 - d1);
  5569. return s;
  5570. };
  5571. /**
  5572. * Get angle between two vectors
  5573. * @param vector0 angle between vector0 and vector1
  5574. * @param vector1 angle between vector0 and vector1
  5575. * @param normal direction of the normal
  5576. * @return the angle between vector0 and vector1
  5577. */
  5578. Vector3.GetAngleBetweenVectors = function (vector0, vector1, normal) {
  5579. var v0 = vector0.normalizeToRef(MathTmp.Vector3[1]);
  5580. var v1 = vector1.normalizeToRef(MathTmp.Vector3[2]);
  5581. var dot = Vector3.Dot(v0, v1);
  5582. var n = MathTmp.Vector3[3];
  5583. Vector3.CrossToRef(v0, v1, n);
  5584. if (Vector3.Dot(n, normal) > 0) {
  5585. return Math.acos(dot);
  5586. }
  5587. return -Math.acos(dot);
  5588. };
  5589. /**
  5590. * Returns a new Vector3 set from the index "offset" of the given array
  5591. * @param array defines the source array
  5592. * @param offset defines the offset in the source array
  5593. * @returns the new Vector3
  5594. */
  5595. Vector3.FromArray = function (array, offset) {
  5596. if (offset === void 0) { offset = 0; }
  5597. return new Vector3(array[offset], array[offset + 1], array[offset + 2]);
  5598. };
  5599. /**
  5600. * Returns a new Vector3 set from the index "offset" of the given Float32Array
  5601. * This function is deprecated. Use FromArray instead
  5602. * @param array defines the source array
  5603. * @param offset defines the offset in the source array
  5604. * @returns the new Vector3
  5605. */
  5606. Vector3.FromFloatArray = function (array, offset) {
  5607. return Vector3.FromArray(array, offset);
  5608. };
  5609. /**
  5610. * Sets the given vector "result" with the element values from the index "offset" of the given array
  5611. * @param array defines the source array
  5612. * @param offset defines the offset in the source array
  5613. * @param result defines the Vector3 where to store the result
  5614. */
  5615. Vector3.FromArrayToRef = function (array, offset, result) {
  5616. result.x = array[offset];
  5617. result.y = array[offset + 1];
  5618. result.z = array[offset + 2];
  5619. };
  5620. /**
  5621. * Sets the given vector "result" with the element values from the index "offset" of the given Float32Array
  5622. * This function is deprecated. Use FromArrayToRef instead.
  5623. * @param array defines the source array
  5624. * @param offset defines the offset in the source array
  5625. * @param result defines the Vector3 where to store the result
  5626. */
  5627. Vector3.FromFloatArrayToRef = function (array, offset, result) {
  5628. return Vector3.FromArrayToRef(array, offset, result);
  5629. };
  5630. /**
  5631. * Sets the given vector "result" with the given floats.
  5632. * @param x defines the x coordinate of the source
  5633. * @param y defines the y coordinate of the source
  5634. * @param z defines the z coordinate of the source
  5635. * @param result defines the Vector3 where to store the result
  5636. */
  5637. Vector3.FromFloatsToRef = function (x, y, z, result) {
  5638. result.copyFromFloats(x, y, z);
  5639. };
  5640. /**
  5641. * Returns a new Vector3 set to (0.0, 0.0, 0.0)
  5642. * @returns a new empty Vector3
  5643. */
  5644. Vector3.Zero = function () {
  5645. return new Vector3(0.0, 0.0, 0.0);
  5646. };
  5647. /**
  5648. * Returns a new Vector3 set to (1.0, 1.0, 1.0)
  5649. * @returns a new unit Vector3
  5650. */
  5651. Vector3.One = function () {
  5652. return new Vector3(1.0, 1.0, 1.0);
  5653. };
  5654. /**
  5655. * Returns a new Vector3 set to (0.0, 1.0, 0.0)
  5656. * @returns a new up Vector3
  5657. */
  5658. Vector3.Up = function () {
  5659. return new Vector3(0.0, 1.0, 0.0);
  5660. };
  5661. /**
  5662. * Returns a new Vector3 set to (0.0, -1.0, 0.0)
  5663. * @returns a new down Vector3
  5664. */
  5665. Vector3.Down = function () {
  5666. return new Vector3(0.0, -1.0, 0.0);
  5667. };
  5668. /**
  5669. * Returns a new Vector3 set to (0.0, 0.0, 1.0)
  5670. * @returns a new forward Vector3
  5671. */
  5672. Vector3.Forward = function () {
  5673. return new Vector3(0.0, 0.0, 1.0);
  5674. };
  5675. /**
  5676. * Returns a new Vector3 set to (0.0, 0.0, -1.0)
  5677. * @returns a new forward Vector3
  5678. */
  5679. Vector3.Backward = function () {
  5680. return new Vector3(0.0, 0.0, -1.0);
  5681. };
  5682. /**
  5683. * Returns a new Vector3 set to (1.0, 0.0, 0.0)
  5684. * @returns a new right Vector3
  5685. */
  5686. Vector3.Right = function () {
  5687. return new Vector3(1.0, 0.0, 0.0);
  5688. };
  5689. /**
  5690. * Returns a new Vector3 set to (-1.0, 0.0, 0.0)
  5691. * @returns a new left Vector3
  5692. */
  5693. Vector3.Left = function () {
  5694. return new Vector3(-1.0, 0.0, 0.0);
  5695. };
  5696. /**
  5697. * Returns a new Vector3 set with the result of the transformation by the given matrix of the given vector.
  5698. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  5699. * @param vector defines the Vector3 to transform
  5700. * @param transformation defines the transformation matrix
  5701. * @returns the transformed Vector3
  5702. */
  5703. Vector3.TransformCoordinates = function (vector, transformation) {
  5704. var result = Vector3.Zero();
  5705. Vector3.TransformCoordinatesToRef(vector, transformation, result);
  5706. return result;
  5707. };
  5708. /**
  5709. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given vector
  5710. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  5711. * @param vector defines the Vector3 to transform
  5712. * @param transformation defines the transformation matrix
  5713. * @param result defines the Vector3 where to store the result
  5714. */
  5715. Vector3.TransformCoordinatesToRef = function (vector, transformation, result) {
  5716. Vector3.TransformCoordinatesFromFloatsToRef(vector.x, vector.y, vector.z, transformation, result);
  5717. };
  5718. /**
  5719. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given floats (x, y, z)
  5720. * This method computes tranformed coordinates only, not transformed direction vectors
  5721. * @param x define the x coordinate of the source vector
  5722. * @param y define the y coordinate of the source vector
  5723. * @param z define the z coordinate of the source vector
  5724. * @param transformation defines the transformation matrix
  5725. * @param result defines the Vector3 where to store the result
  5726. */
  5727. Vector3.TransformCoordinatesFromFloatsToRef = function (x, y, z, transformation, result) {
  5728. var m = transformation.m;
  5729. var rx = x * m[0] + y * m[4] + z * m[8] + m[12];
  5730. var ry = x * m[1] + y * m[5] + z * m[9] + m[13];
  5731. var rz = x * m[2] + y * m[6] + z * m[10] + m[14];
  5732. var rw = 1 / (x * m[3] + y * m[7] + z * m[11] + m[15]);
  5733. result.x = rx * rw;
  5734. result.y = ry * rw;
  5735. result.z = rz * rw;
  5736. };
  5737. /**
  5738. * Returns a new Vector3 set with the result of the normal transformation by the given matrix of the given vector
  5739. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  5740. * @param vector defines the Vector3 to transform
  5741. * @param transformation defines the transformation matrix
  5742. * @returns the new Vector3
  5743. */
  5744. Vector3.TransformNormal = function (vector, transformation) {
  5745. var result = Vector3.Zero();
  5746. Vector3.TransformNormalToRef(vector, transformation, result);
  5747. return result;
  5748. };
  5749. /**
  5750. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector
  5751. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  5752. * @param vector defines the Vector3 to transform
  5753. * @param transformation defines the transformation matrix
  5754. * @param result defines the Vector3 where to store the result
  5755. */
  5756. Vector3.TransformNormalToRef = function (vector, transformation, result) {
  5757. this.TransformNormalFromFloatsToRef(vector.x, vector.y, vector.z, transformation, result);
  5758. };
  5759. /**
  5760. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z)
  5761. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  5762. * @param x define the x coordinate of the source vector
  5763. * @param y define the y coordinate of the source vector
  5764. * @param z define the z coordinate of the source vector
  5765. * @param transformation defines the transformation matrix
  5766. * @param result defines the Vector3 where to store the result
  5767. */
  5768. Vector3.TransformNormalFromFloatsToRef = function (x, y, z, transformation, result) {
  5769. var m = transformation.m;
  5770. result.x = x * m[0] + y * m[4] + z * m[8];
  5771. result.y = x * m[1] + y * m[5] + z * m[9];
  5772. result.z = x * m[2] + y * m[6] + z * m[10];
  5773. };
  5774. /**
  5775. * Returns a new Vector3 located for "amount" on the CatmullRom interpolation spline defined by the vectors "value1", "value2", "value3", "value4"
  5776. * @param value1 defines the first control point
  5777. * @param value2 defines the second control point
  5778. * @param value3 defines the third control point
  5779. * @param value4 defines the fourth control point
  5780. * @param amount defines the amount on the spline to use
  5781. * @returns the new Vector3
  5782. */
  5783. Vector3.CatmullRom = function (value1, value2, value3, value4, amount) {
  5784. var squared = amount * amount;
  5785. var cubed = amount * squared;
  5786. var x = 0.5 * ((((2.0 * value2.x) + ((-value1.x + value3.x) * amount)) +
  5787. (((((2.0 * value1.x) - (5.0 * value2.x)) + (4.0 * value3.x)) - value4.x) * squared)) +
  5788. ((((-value1.x + (3.0 * value2.x)) - (3.0 * value3.x)) + value4.x) * cubed));
  5789. var y = 0.5 * ((((2.0 * value2.y) + ((-value1.y + value3.y) * amount)) +
  5790. (((((2.0 * value1.y) - (5.0 * value2.y)) + (4.0 * value3.y)) - value4.y) * squared)) +
  5791. ((((-value1.y + (3.0 * value2.y)) - (3.0 * value3.y)) + value4.y) * cubed));
  5792. var z = 0.5 * ((((2.0 * value2.z) + ((-value1.z + value3.z) * amount)) +
  5793. (((((2.0 * value1.z) - (5.0 * value2.z)) + (4.0 * value3.z)) - value4.z) * squared)) +
  5794. ((((-value1.z + (3.0 * value2.z)) - (3.0 * value3.z)) + value4.z) * cubed));
  5795. return new Vector3(x, y, z);
  5796. };
  5797. /**
  5798. * 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"
  5799. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  5800. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  5801. * @param value defines the current value
  5802. * @param min defines the lower range value
  5803. * @param max defines the upper range value
  5804. * @returns the new Vector3
  5805. */
  5806. Vector3.Clamp = function (value, min, max) {
  5807. var v = new Vector3();
  5808. Vector3.ClampToRef(value, min, max, v);
  5809. return v;
  5810. };
  5811. /**
  5812. * Sets the given vector "result" with the coordinates of "value", if the vector "value" is in the cube defined by the vectors "min" and "max"
  5813. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  5814. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  5815. * @param value defines the current value
  5816. * @param min defines the lower range value
  5817. * @param max defines the upper range value
  5818. * @param result defines the Vector3 where to store the result
  5819. */
  5820. Vector3.ClampToRef = function (value, min, max, result) {
  5821. var x = value.x;
  5822. x = (x > max.x) ? max.x : x;
  5823. x = (x < min.x) ? min.x : x;
  5824. var y = value.y;
  5825. y = (y > max.y) ? max.y : y;
  5826. y = (y < min.y) ? min.y : y;
  5827. var z = value.z;
  5828. z = (z > max.z) ? max.z : z;
  5829. z = (z < min.z) ? min.z : z;
  5830. result.copyFromFloats(x, y, z);
  5831. };
  5832. /**
  5833. * Returns a new Vector3 located for "amount" (float) on the Hermite interpolation spline defined by the vectors "value1", "tangent1", "value2", "tangent2"
  5834. * @param value1 defines the first control point
  5835. * @param tangent1 defines the first tangent vector
  5836. * @param value2 defines the second control point
  5837. * @param tangent2 defines the second tangent vector
  5838. * @param amount defines the amount on the interpolation spline (between 0 and 1)
  5839. * @returns the new Vector3
  5840. */
  5841. Vector3.Hermite = function (value1, tangent1, value2, tangent2, amount) {
  5842. var squared = amount * amount;
  5843. var cubed = amount * squared;
  5844. var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
  5845. var part2 = (-2.0 * cubed) + (3.0 * squared);
  5846. var part3 = (cubed - (2.0 * squared)) + amount;
  5847. var part4 = cubed - squared;
  5848. var x = (((value1.x * part1) + (value2.x * part2)) + (tangent1.x * part3)) + (tangent2.x * part4);
  5849. var y = (((value1.y * part1) + (value2.y * part2)) + (tangent1.y * part3)) + (tangent2.y * part4);
  5850. var z = (((value1.z * part1) + (value2.z * part2)) + (tangent1.z * part3)) + (tangent2.z * part4);
  5851. return new Vector3(x, y, z);
  5852. };
  5853. /**
  5854. * Returns a new Vector3 located for "amount" (float) on the linear interpolation between the vectors "start" and "end"
  5855. * @param start defines the start value
  5856. * @param end defines the end value
  5857. * @param amount max defines amount between both (between 0 and 1)
  5858. * @returns the new Vector3
  5859. */
  5860. Vector3.Lerp = function (start, end, amount) {
  5861. var result = new Vector3(0, 0, 0);
  5862. Vector3.LerpToRef(start, end, amount, result);
  5863. return result;
  5864. };
  5865. /**
  5866. * Sets the given vector "result" with the result of the linear interpolation from the vector "start" for "amount" to the vector "end"
  5867. * @param start defines the start value
  5868. * @param end defines the end value
  5869. * @param amount max defines amount between both (between 0 and 1)
  5870. * @param result defines the Vector3 where to store the result
  5871. */
  5872. Vector3.LerpToRef = function (start, end, amount, result) {
  5873. result.x = start.x + ((end.x - start.x) * amount);
  5874. result.y = start.y + ((end.y - start.y) * amount);
  5875. result.z = start.z + ((end.z - start.z) * amount);
  5876. };
  5877. /**
  5878. * Returns the dot product (float) between the vectors "left" and "right"
  5879. * @param left defines the left operand
  5880. * @param right defines the right operand
  5881. * @returns the dot product
  5882. */
  5883. Vector3.Dot = function (left, right) {
  5884. return (left.x * right.x + left.y * right.y + left.z * right.z);
  5885. };
  5886. /**
  5887. * Returns a new Vector3 as the cross product of the vectors "left" and "right"
  5888. * The cross product is then orthogonal to both "left" and "right"
  5889. * @param left defines the left operand
  5890. * @param right defines the right operand
  5891. * @returns the cross product
  5892. */
  5893. Vector3.Cross = function (left, right) {
  5894. var result = Vector3.Zero();
  5895. Vector3.CrossToRef(left, right, result);
  5896. return result;
  5897. };
  5898. /**
  5899. * Sets the given vector "result" with the cross product of "left" and "right"
  5900. * The cross product is then orthogonal to both "left" and "right"
  5901. * @param left defines the left operand
  5902. * @param right defines the right operand
  5903. * @param result defines the Vector3 where to store the result
  5904. */
  5905. Vector3.CrossToRef = function (left, right, result) {
  5906. var x = left.y * right.z - left.z * right.y;
  5907. var y = left.z * right.x - left.x * right.z;
  5908. var z = left.x * right.y - left.y * right.x;
  5909. result.copyFromFloats(x, y, z);
  5910. };
  5911. /**
  5912. * Returns a new Vector3 as the normalization of the given vector
  5913. * @param vector defines the Vector3 to normalize
  5914. * @returns the new Vector3
  5915. */
  5916. Vector3.Normalize = function (vector) {
  5917. var result = Vector3.Zero();
  5918. Vector3.NormalizeToRef(vector, result);
  5919. return result;
  5920. };
  5921. /**
  5922. * Sets the given vector "result" with the normalization of the given first vector
  5923. * @param vector defines the Vector3 to normalize
  5924. * @param result defines the Vector3 where to store the result
  5925. */
  5926. Vector3.NormalizeToRef = function (vector, result) {
  5927. vector.normalizeToRef(result);
  5928. };
  5929. /**
  5930. * Project a Vector3 onto screen space
  5931. * @param vector defines the Vector3 to project
  5932. * @param world defines the world matrix to use
  5933. * @param transform defines the transform (view x projection) matrix to use
  5934. * @param viewport defines the screen viewport to use
  5935. * @returns the new Vector3
  5936. */
  5937. Vector3.Project = function (vector, world, transform, viewport) {
  5938. var cw = viewport.width;
  5939. var ch = viewport.height;
  5940. var cx = viewport.x;
  5941. var cy = viewport.y;
  5942. var viewportMatrix = MathTmp.Matrix[1];
  5943. 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);
  5944. var matrix = MathTmp.Matrix[0];
  5945. world.multiplyToRef(transform, matrix);
  5946. matrix.multiplyToRef(viewportMatrix, matrix);
  5947. return Vector3.TransformCoordinates(vector, matrix);
  5948. };
  5949. /** @hidden */
  5950. Vector3.UnprojectFromInvertedMatrixToRef = function (source, matrix, result) {
  5951. Vector3.TransformCoordinatesToRef(source, matrix, result);
  5952. var m = matrix.m;
  5953. var num = source.x * m[3] + source.y * m[7] + source.z * m[11] + m[15];
  5954. if (BABYLON.Scalar.WithinEpsilon(num, 1.0)) {
  5955. result.scaleInPlace(1.0 / num);
  5956. }
  5957. };
  5958. /**
  5959. * Unproject from screen space to object space
  5960. * @param source defines the screen space Vector3 to use
  5961. * @param viewportWidth defines the current width of the viewport
  5962. * @param viewportHeight defines the current height of the viewport
  5963. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  5964. * @param transform defines the transform (view x projection) matrix to use
  5965. * @returns the new Vector3
  5966. */
  5967. Vector3.UnprojectFromTransform = function (source, viewportWidth, viewportHeight, world, transform) {
  5968. var matrix = MathTmp.Matrix[0];
  5969. world.multiplyToRef(transform, matrix);
  5970. matrix.invert();
  5971. source.x = source.x / viewportWidth * 2 - 1;
  5972. source.y = -(source.y / viewportHeight * 2 - 1);
  5973. var vector = new Vector3();
  5974. Vector3.UnprojectFromInvertedMatrixToRef(source, matrix, vector);
  5975. return vector;
  5976. };
  5977. /**
  5978. * Unproject from screen space to object space
  5979. * @param source defines the screen space Vector3 to use
  5980. * @param viewportWidth defines the current width of the viewport
  5981. * @param viewportHeight defines the current height of the viewport
  5982. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  5983. * @param view defines the view matrix to use
  5984. * @param projection defines the projection matrix to use
  5985. * @returns the new Vector3
  5986. */
  5987. Vector3.Unproject = function (source, viewportWidth, viewportHeight, world, view, projection) {
  5988. var result = Vector3.Zero();
  5989. Vector3.UnprojectToRef(source, viewportWidth, viewportHeight, world, view, projection, result);
  5990. return result;
  5991. };
  5992. /**
  5993. * Unproject from screen space to object space
  5994. * @param source defines the screen space Vector3 to use
  5995. * @param viewportWidth defines the current width of the viewport
  5996. * @param viewportHeight defines the current height of the viewport
  5997. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  5998. * @param view defines the view matrix to use
  5999. * @param projection defines the projection matrix to use
  6000. * @param result defines the Vector3 where to store the result
  6001. */
  6002. Vector3.UnprojectToRef = function (source, viewportWidth, viewportHeight, world, view, projection, result) {
  6003. Vector3.UnprojectFloatsToRef(source.x, source.y, source.z, viewportWidth, viewportHeight, world, view, projection, result);
  6004. };
  6005. /**
  6006. * Unproject from screen space to object space
  6007. * @param sourceX defines the screen space x coordinate to use
  6008. * @param sourceY defines the screen space y coordinate to use
  6009. * @param sourceZ defines the screen space z coordinate to use
  6010. * @param viewportWidth defines the current width of the viewport
  6011. * @param viewportHeight defines the current height of the viewport
  6012. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  6013. * @param view defines the view matrix to use
  6014. * @param projection defines the projection matrix to use
  6015. * @param result defines the Vector3 where to store the result
  6016. */
  6017. Vector3.UnprojectFloatsToRef = function (sourceX, sourceY, sourceZ, viewportWidth, viewportHeight, world, view, projection, result) {
  6018. var matrix = MathTmp.Matrix[0];
  6019. world.multiplyToRef(view, matrix);
  6020. matrix.multiplyToRef(projection, matrix);
  6021. matrix.invert();
  6022. var screenSource = MathTmp.Vector3[0];
  6023. screenSource.x = sourceX / viewportWidth * 2 - 1;
  6024. screenSource.y = -(sourceY / viewportHeight * 2 - 1);
  6025. screenSource.z = 2 * sourceZ - 1.0;
  6026. Vector3.UnprojectFromInvertedMatrixToRef(screenSource, matrix, result);
  6027. };
  6028. /**
  6029. * Unproject a ray from screen space to object space
  6030. * @param sourceX defines the screen space x coordinate to use
  6031. * @param sourceY defines the screen space y coordinate to use
  6032. * @param viewportWidth defines the current width of the viewport
  6033. * @param viewportHeight defines the current height of the viewport
  6034. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  6035. * @param view defines the view matrix to use
  6036. * @param projection defines the projection matrix to use
  6037. * @param ray defines the Ray where to store the result
  6038. */
  6039. Vector3.UnprojectRayToRef = function (sourceX, sourceY, viewportWidth, viewportHeight, world, view, projection, ray) {
  6040. var matrix = MathTmp.Matrix[0];
  6041. world.multiplyToRef(view, matrix);
  6042. matrix.multiplyToRef(projection, matrix);
  6043. matrix.invert();
  6044. var nearScreenSource = MathTmp.Vector3[0];
  6045. nearScreenSource.x = sourceX / viewportWidth * 2 - 1;
  6046. nearScreenSource.y = -(sourceY / viewportHeight * 2 - 1);
  6047. nearScreenSource.z = -1.0;
  6048. var farScreenSource = MathTmp.Vector3[1].copyFromFloats(nearScreenSource.x, nearScreenSource.y, 1.0);
  6049. var nearVec3 = MathTmp.Vector3[2];
  6050. var farVec3 = MathTmp.Vector3[3];
  6051. Vector3.UnprojectFromInvertedMatrixToRef(nearScreenSource, matrix, nearVec3);
  6052. Vector3.UnprojectFromInvertedMatrixToRef(farScreenSource, matrix, farVec3);
  6053. ray.origin.copyFrom(nearVec3);
  6054. farVec3.subtractToRef(nearVec3, ray.direction);
  6055. ray.direction.normalize();
  6056. };
  6057. /**
  6058. * Gets the minimal coordinate values between two Vector3
  6059. * @param left defines the first operand
  6060. * @param right defines the second operand
  6061. * @returns the new Vector3
  6062. */
  6063. Vector3.Minimize = function (left, right) {
  6064. var min = left.clone();
  6065. min.minimizeInPlace(right);
  6066. return min;
  6067. };
  6068. /**
  6069. * Gets the maximal coordinate values between two Vector3
  6070. * @param left defines the first operand
  6071. * @param right defines the second operand
  6072. * @returns the new Vector3
  6073. */
  6074. Vector3.Maximize = function (left, right) {
  6075. var max = left.clone();
  6076. max.maximizeInPlace(right);
  6077. return max;
  6078. };
  6079. /**
  6080. * Returns the distance between the vectors "value1" and "value2"
  6081. * @param value1 defines the first operand
  6082. * @param value2 defines the second operand
  6083. * @returns the distance
  6084. */
  6085. Vector3.Distance = function (value1, value2) {
  6086. return Math.sqrt(Vector3.DistanceSquared(value1, value2));
  6087. };
  6088. /**
  6089. * Returns the squared distance between the vectors "value1" and "value2"
  6090. * @param value1 defines the first operand
  6091. * @param value2 defines the second operand
  6092. * @returns the squared distance
  6093. */
  6094. Vector3.DistanceSquared = function (value1, value2) {
  6095. var x = value1.x - value2.x;
  6096. var y = value1.y - value2.y;
  6097. var z = value1.z - value2.z;
  6098. return (x * x) + (y * y) + (z * z);
  6099. };
  6100. /**
  6101. * Returns a new Vector3 located at the center between "value1" and "value2"
  6102. * @param value1 defines the first operand
  6103. * @param value2 defines the second operand
  6104. * @returns the new Vector3
  6105. */
  6106. Vector3.Center = function (value1, value2) {
  6107. var center = value1.add(value2);
  6108. center.scaleInPlace(0.5);
  6109. return center;
  6110. };
  6111. /**
  6112. * Given three orthogonal normalized left-handed oriented Vector3 axis in space (target system),
  6113. * RotationFromAxis() returns the rotation Euler angles (ex : rotation.x, rotation.y, rotation.z) to apply
  6114. * to something in order to rotate it from its local system to the given target system
  6115. * Note: axis1, axis2 and axis3 are normalized during this operation
  6116. * @param axis1 defines the first axis
  6117. * @param axis2 defines the second axis
  6118. * @param axis3 defines the third axis
  6119. * @returns a new Vector3
  6120. */
  6121. Vector3.RotationFromAxis = function (axis1, axis2, axis3) {
  6122. var rotation = Vector3.Zero();
  6123. Vector3.RotationFromAxisToRef(axis1, axis2, axis3, rotation);
  6124. return rotation;
  6125. };
  6126. /**
  6127. * The same than RotationFromAxis but updates the given ref Vector3 parameter instead of returning a new Vector3
  6128. * @param axis1 defines the first axis
  6129. * @param axis2 defines the second axis
  6130. * @param axis3 defines the third axis
  6131. * @param ref defines the Vector3 where to store the result
  6132. */
  6133. Vector3.RotationFromAxisToRef = function (axis1, axis2, axis3, ref) {
  6134. var quat = MathTmp.Quaternion[0];
  6135. Quaternion.RotationQuaternionFromAxisToRef(axis1, axis2, axis3, quat);
  6136. quat.toEulerAnglesToRef(ref);
  6137. };
  6138. return Vector3;
  6139. }());
  6140. BABYLON.Vector3 = Vector3;
  6141. /**
  6142. * Vector4 class created for EulerAngle class conversion to Quaternion
  6143. */
  6144. var Vector4 = /** @class */ (function () {
  6145. /**
  6146. * Creates a Vector4 object from the given floats.
  6147. * @param x x value of the vector
  6148. * @param y y value of the vector
  6149. * @param z z value of the vector
  6150. * @param w w value of the vector
  6151. */
  6152. function Vector4(
  6153. /** x value of the vector */
  6154. x,
  6155. /** y value of the vector */
  6156. y,
  6157. /** z value of the vector */
  6158. z,
  6159. /** w value of the vector */
  6160. w) {
  6161. this.x = x;
  6162. this.y = y;
  6163. this.z = z;
  6164. this.w = w;
  6165. }
  6166. /**
  6167. * Returns the string with the Vector4 coordinates.
  6168. * @returns a string containing all the vector values
  6169. */
  6170. Vector4.prototype.toString = function () {
  6171. return "{X: " + this.x + " Y:" + this.y + " Z:" + this.z + " W:" + this.w + "}";
  6172. };
  6173. /**
  6174. * Returns the string "Vector4".
  6175. * @returns "Vector4"
  6176. */
  6177. Vector4.prototype.getClassName = function () {
  6178. return "Vector4";
  6179. };
  6180. /**
  6181. * Returns the Vector4 hash code.
  6182. * @returns a unique hash code
  6183. */
  6184. Vector4.prototype.getHashCode = function () {
  6185. var hash = this.x || 0;
  6186. hash = (hash * 397) ^ (this.y || 0);
  6187. hash = (hash * 397) ^ (this.z || 0);
  6188. hash = (hash * 397) ^ (this.w || 0);
  6189. return hash;
  6190. };
  6191. // Operators
  6192. /**
  6193. * Returns a new array populated with 4 elements : the Vector4 coordinates.
  6194. * @returns the resulting array
  6195. */
  6196. Vector4.prototype.asArray = function () {
  6197. var result = new Array();
  6198. this.toArray(result, 0);
  6199. return result;
  6200. };
  6201. /**
  6202. * Populates the given array from the given index with the Vector4 coordinates.
  6203. * @param array array to populate
  6204. * @param index index of the array to start at (default: 0)
  6205. * @returns the Vector4.
  6206. */
  6207. Vector4.prototype.toArray = function (array, index) {
  6208. if (index === undefined) {
  6209. index = 0;
  6210. }
  6211. array[index] = this.x;
  6212. array[index + 1] = this.y;
  6213. array[index + 2] = this.z;
  6214. array[index + 3] = this.w;
  6215. return this;
  6216. };
  6217. /**
  6218. * Adds the given vector to the current Vector4.
  6219. * @param otherVector the vector to add
  6220. * @returns the updated Vector4.
  6221. */
  6222. Vector4.prototype.addInPlace = function (otherVector) {
  6223. this.x += otherVector.x;
  6224. this.y += otherVector.y;
  6225. this.z += otherVector.z;
  6226. this.w += otherVector.w;
  6227. return this;
  6228. };
  6229. /**
  6230. * Returns a new Vector4 as the result of the addition of the current Vector4 and the given one.
  6231. * @param otherVector the vector to add
  6232. * @returns the resulting vector
  6233. */
  6234. Vector4.prototype.add = function (otherVector) {
  6235. return new Vector4(this.x + otherVector.x, this.y + otherVector.y, this.z + otherVector.z, this.w + otherVector.w);
  6236. };
  6237. /**
  6238. * Updates the given vector "result" with the result of the addition of the current Vector4 and the given one.
  6239. * @param otherVector the vector to add
  6240. * @param result the vector to store the result
  6241. * @returns the current Vector4.
  6242. */
  6243. Vector4.prototype.addToRef = function (otherVector, result) {
  6244. result.x = this.x + otherVector.x;
  6245. result.y = this.y + otherVector.y;
  6246. result.z = this.z + otherVector.z;
  6247. result.w = this.w + otherVector.w;
  6248. return this;
  6249. };
  6250. /**
  6251. * Subtract in place the given vector from the current Vector4.
  6252. * @param otherVector the vector to subtract
  6253. * @returns the updated Vector4.
  6254. */
  6255. Vector4.prototype.subtractInPlace = function (otherVector) {
  6256. this.x -= otherVector.x;
  6257. this.y -= otherVector.y;
  6258. this.z -= otherVector.z;
  6259. this.w -= otherVector.w;
  6260. return this;
  6261. };
  6262. /**
  6263. * Returns a new Vector4 with the result of the subtraction of the given vector from the current Vector4.
  6264. * @param otherVector the vector to add
  6265. * @returns the new vector with the result
  6266. */
  6267. Vector4.prototype.subtract = function (otherVector) {
  6268. return new Vector4(this.x - otherVector.x, this.y - otherVector.y, this.z - otherVector.z, this.w - otherVector.w);
  6269. };
  6270. /**
  6271. * Sets the given vector "result" with the result of the subtraction of the given vector from the current Vector4.
  6272. * @param otherVector the vector to subtract
  6273. * @param result the vector to store the result
  6274. * @returns the current Vector4.
  6275. */
  6276. Vector4.prototype.subtractToRef = function (otherVector, result) {
  6277. result.x = this.x - otherVector.x;
  6278. result.y = this.y - otherVector.y;
  6279. result.z = this.z - otherVector.z;
  6280. result.w = this.w - otherVector.w;
  6281. return this;
  6282. };
  6283. /**
  6284. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  6285. */
  6286. /**
  6287. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  6288. * @param x value to subtract
  6289. * @param y value to subtract
  6290. * @param z value to subtract
  6291. * @param w value to subtract
  6292. * @returns new vector containing the result
  6293. */
  6294. Vector4.prototype.subtractFromFloats = function (x, y, z, w) {
  6295. return new Vector4(this.x - x, this.y - y, this.z - z, this.w - w);
  6296. };
  6297. /**
  6298. * Sets the given vector "result" set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  6299. * @param x value to subtract
  6300. * @param y value to subtract
  6301. * @param z value to subtract
  6302. * @param w value to subtract
  6303. * @param result the vector to store the result in
  6304. * @returns the current Vector4.
  6305. */
  6306. Vector4.prototype.subtractFromFloatsToRef = function (x, y, z, w, result) {
  6307. result.x = this.x - x;
  6308. result.y = this.y - y;
  6309. result.z = this.z - z;
  6310. result.w = this.w - w;
  6311. return this;
  6312. };
  6313. /**
  6314. * Returns a new Vector4 set with the current Vector4 negated coordinates.
  6315. * @returns a new vector with the negated values
  6316. */
  6317. Vector4.prototype.negate = function () {
  6318. return new Vector4(-this.x, -this.y, -this.z, -this.w);
  6319. };
  6320. /**
  6321. * Multiplies the current Vector4 coordinates by scale (float).
  6322. * @param scale the number to scale with
  6323. * @returns the updated Vector4.
  6324. */
  6325. Vector4.prototype.scaleInPlace = function (scale) {
  6326. this.x *= scale;
  6327. this.y *= scale;
  6328. this.z *= scale;
  6329. this.w *= scale;
  6330. return this;
  6331. };
  6332. /**
  6333. * Returns a new Vector4 set with the current Vector4 coordinates multiplied by scale (float).
  6334. * @param scale the number to scale with
  6335. * @returns a new vector with the result
  6336. */
  6337. Vector4.prototype.scale = function (scale) {
  6338. return new Vector4(this.x * scale, this.y * scale, this.z * scale, this.w * scale);
  6339. };
  6340. /**
  6341. * Sets the given vector "result" with the current Vector4 coordinates multiplied by scale (float).
  6342. * @param scale the number to scale with
  6343. * @param result a vector to store the result in
  6344. * @returns the current Vector4.
  6345. */
  6346. Vector4.prototype.scaleToRef = function (scale, result) {
  6347. result.x = this.x * scale;
  6348. result.y = this.y * scale;
  6349. result.z = this.z * scale;
  6350. result.w = this.w * scale;
  6351. return this;
  6352. };
  6353. /**
  6354. * Scale the current Vector4 values by a factor and add the result to a given Vector4
  6355. * @param scale defines the scale factor
  6356. * @param result defines the Vector4 object where to store the result
  6357. * @returns the unmodified current Vector4
  6358. */
  6359. Vector4.prototype.scaleAndAddToRef = function (scale, result) {
  6360. result.x += this.x * scale;
  6361. result.y += this.y * scale;
  6362. result.z += this.z * scale;
  6363. result.w += this.w * scale;
  6364. return this;
  6365. };
  6366. /**
  6367. * Boolean : True if the current Vector4 coordinates are stricly equal to the given ones.
  6368. * @param otherVector the vector to compare against
  6369. * @returns true if they are equal
  6370. */
  6371. Vector4.prototype.equals = function (otherVector) {
  6372. return otherVector && this.x === otherVector.x && this.y === otherVector.y && this.z === otherVector.z && this.w === otherVector.w;
  6373. };
  6374. /**
  6375. * Boolean : True if the current Vector4 coordinates are each beneath the distance "epsilon" from the given vector ones.
  6376. * @param otherVector vector to compare against
  6377. * @param epsilon (Default: very small number)
  6378. * @returns true if they are equal
  6379. */
  6380. Vector4.prototype.equalsWithEpsilon = function (otherVector, epsilon) {
  6381. if (epsilon === void 0) { epsilon = BABYLON.Epsilon; }
  6382. return otherVector
  6383. && BABYLON.Scalar.WithinEpsilon(this.x, otherVector.x, epsilon)
  6384. && BABYLON.Scalar.WithinEpsilon(this.y, otherVector.y, epsilon)
  6385. && BABYLON.Scalar.WithinEpsilon(this.z, otherVector.z, epsilon)
  6386. && BABYLON.Scalar.WithinEpsilon(this.w, otherVector.w, epsilon);
  6387. };
  6388. /**
  6389. * Boolean : True if the given floats are strictly equal to the current Vector4 coordinates.
  6390. * @param x x value to compare against
  6391. * @param y y value to compare against
  6392. * @param z z value to compare against
  6393. * @param w w value to compare against
  6394. * @returns true if equal
  6395. */
  6396. Vector4.prototype.equalsToFloats = function (x, y, z, w) {
  6397. return this.x === x && this.y === y && this.z === z && this.w === w;
  6398. };
  6399. /**
  6400. * Multiplies in place the current Vector4 by the given one.
  6401. * @param otherVector vector to multiple with
  6402. * @returns the updated Vector4.
  6403. */
  6404. Vector4.prototype.multiplyInPlace = function (otherVector) {
  6405. this.x *= otherVector.x;
  6406. this.y *= otherVector.y;
  6407. this.z *= otherVector.z;
  6408. this.w *= otherVector.w;
  6409. return this;
  6410. };
  6411. /**
  6412. * Returns a new Vector4 set with the multiplication result of the current Vector4 and the given one.
  6413. * @param otherVector vector to multiple with
  6414. * @returns resulting new vector
  6415. */
  6416. Vector4.prototype.multiply = function (otherVector) {
  6417. return new Vector4(this.x * otherVector.x, this.y * otherVector.y, this.z * otherVector.z, this.w * otherVector.w);
  6418. };
  6419. /**
  6420. * Updates the given vector "result" with the multiplication result of the current Vector4 and the given one.
  6421. * @param otherVector vector to multiple with
  6422. * @param result vector to store the result
  6423. * @returns the current Vector4.
  6424. */
  6425. Vector4.prototype.multiplyToRef = function (otherVector, result) {
  6426. result.x = this.x * otherVector.x;
  6427. result.y = this.y * otherVector.y;
  6428. result.z = this.z * otherVector.z;
  6429. result.w = this.w * otherVector.w;
  6430. return this;
  6431. };
  6432. /**
  6433. * Returns a new Vector4 set with the multiplication result of the given floats and the current Vector4 coordinates.
  6434. * @param x x value multiply with
  6435. * @param y y value multiply with
  6436. * @param z z value multiply with
  6437. * @param w w value multiply with
  6438. * @returns resulting new vector
  6439. */
  6440. Vector4.prototype.multiplyByFloats = function (x, y, z, w) {
  6441. return new Vector4(this.x * x, this.y * y, this.z * z, this.w * w);
  6442. };
  6443. /**
  6444. * Returns a new Vector4 set with the division result of the current Vector4 by the given one.
  6445. * @param otherVector vector to devide with
  6446. * @returns resulting new vector
  6447. */
  6448. Vector4.prototype.divide = function (otherVector) {
  6449. return new Vector4(this.x / otherVector.x, this.y / otherVector.y, this.z / otherVector.z, this.w / otherVector.w);
  6450. };
  6451. /**
  6452. * Updates the given vector "result" with the division result of the current Vector4 by the given one.
  6453. * @param otherVector vector to devide with
  6454. * @param result vector to store the result
  6455. * @returns the current Vector4.
  6456. */
  6457. Vector4.prototype.divideToRef = function (otherVector, result) {
  6458. result.x = this.x / otherVector.x;
  6459. result.y = this.y / otherVector.y;
  6460. result.z = this.z / otherVector.z;
  6461. result.w = this.w / otherVector.w;
  6462. return this;
  6463. };
  6464. /**
  6465. * Divides the current Vector3 coordinates by the given ones.
  6466. * @param otherVector vector to devide with
  6467. * @returns the updated Vector3.
  6468. */
  6469. Vector4.prototype.divideInPlace = function (otherVector) {
  6470. return this.divideToRef(otherVector, this);
  6471. };
  6472. /**
  6473. * Updates the Vector4 coordinates with the minimum values between its own and the given vector ones
  6474. * @param other defines the second operand
  6475. * @returns the current updated Vector4
  6476. */
  6477. Vector4.prototype.minimizeInPlace = function (other) {
  6478. if (other.x < this.x) {
  6479. this.x = other.x;
  6480. }
  6481. if (other.y < this.y) {
  6482. this.y = other.y;
  6483. }
  6484. if (other.z < this.z) {
  6485. this.z = other.z;
  6486. }
  6487. if (other.w < this.w) {
  6488. this.w = other.w;
  6489. }
  6490. return this;
  6491. };
  6492. /**
  6493. * Updates the Vector4 coordinates with the maximum values between its own and the given vector ones
  6494. * @param other defines the second operand
  6495. * @returns the current updated Vector4
  6496. */
  6497. Vector4.prototype.maximizeInPlace = function (other) {
  6498. if (other.x > this.x) {
  6499. this.x = other.x;
  6500. }
  6501. if (other.y > this.y) {
  6502. this.y = other.y;
  6503. }
  6504. if (other.z > this.z) {
  6505. this.z = other.z;
  6506. }
  6507. if (other.w > this.w) {
  6508. this.w = other.w;
  6509. }
  6510. return this;
  6511. };
  6512. /**
  6513. * Gets a new Vector4 from current Vector4 floored values
  6514. * @returns a new Vector4
  6515. */
  6516. Vector4.prototype.floor = function () {
  6517. return new Vector4(Math.floor(this.x), Math.floor(this.y), Math.floor(this.z), Math.floor(this.w));
  6518. };
  6519. /**
  6520. * Gets a new Vector4 from current Vector3 floored values
  6521. * @returns a new Vector4
  6522. */
  6523. Vector4.prototype.fract = function () {
  6524. 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));
  6525. };
  6526. // Properties
  6527. /**
  6528. * Returns the Vector4 length (float).
  6529. * @returns the length
  6530. */
  6531. Vector4.prototype.length = function () {
  6532. return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w);
  6533. };
  6534. /**
  6535. * Returns the Vector4 squared length (float).
  6536. * @returns the length squared
  6537. */
  6538. Vector4.prototype.lengthSquared = function () {
  6539. return (this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w);
  6540. };
  6541. // Methods
  6542. /**
  6543. * Normalizes in place the Vector4.
  6544. * @returns the updated Vector4.
  6545. */
  6546. Vector4.prototype.normalize = function () {
  6547. var len = this.length();
  6548. if (len === 0) {
  6549. return this;
  6550. }
  6551. return this.scaleInPlace(1.0 / len);
  6552. };
  6553. /**
  6554. * Returns a new Vector3 from the Vector4 (x, y, z) coordinates.
  6555. * @returns this converted to a new vector3
  6556. */
  6557. Vector4.prototype.toVector3 = function () {
  6558. return new Vector3(this.x, this.y, this.z);
  6559. };
  6560. /**
  6561. * Returns a new Vector4 copied from the current one.
  6562. * @returns the new cloned vector
  6563. */
  6564. Vector4.prototype.clone = function () {
  6565. return new Vector4(this.x, this.y, this.z, this.w);
  6566. };
  6567. /**
  6568. * Updates the current Vector4 with the given one coordinates.
  6569. * @param source the source vector to copy from
  6570. * @returns the updated Vector4.
  6571. */
  6572. Vector4.prototype.copyFrom = function (source) {
  6573. this.x = source.x;
  6574. this.y = source.y;
  6575. this.z = source.z;
  6576. this.w = source.w;
  6577. return this;
  6578. };
  6579. /**
  6580. * Updates the current Vector4 coordinates with the given floats.
  6581. * @param x float to copy from
  6582. * @param y float to copy from
  6583. * @param z float to copy from
  6584. * @param w float to copy from
  6585. * @returns the updated Vector4.
  6586. */
  6587. Vector4.prototype.copyFromFloats = function (x, y, z, w) {
  6588. this.x = x;
  6589. this.y = y;
  6590. this.z = z;
  6591. this.w = w;
  6592. return this;
  6593. };
  6594. /**
  6595. * Updates the current Vector4 coordinates with the given floats.
  6596. * @param x float to set from
  6597. * @param y float to set from
  6598. * @param z float to set from
  6599. * @param w float to set from
  6600. * @returns the updated Vector4.
  6601. */
  6602. Vector4.prototype.set = function (x, y, z, w) {
  6603. return this.copyFromFloats(x, y, z, w);
  6604. };
  6605. /**
  6606. * Copies the given float to the current Vector3 coordinates
  6607. * @param v defines the x, y, z and w coordinates of the operand
  6608. * @returns the current updated Vector3
  6609. */
  6610. Vector4.prototype.setAll = function (v) {
  6611. this.x = this.y = this.z = this.w = v;
  6612. return this;
  6613. };
  6614. // Statics
  6615. /**
  6616. * Returns a new Vector4 set from the starting index of the given array.
  6617. * @param array the array to pull values from
  6618. * @param offset the offset into the array to start at
  6619. * @returns the new vector
  6620. */
  6621. Vector4.FromArray = function (array, offset) {
  6622. if (!offset) {
  6623. offset = 0;
  6624. }
  6625. return new Vector4(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]);
  6626. };
  6627. /**
  6628. * Updates the given vector "result" from the starting index of the given array.
  6629. * @param array the array to pull values from
  6630. * @param offset the offset into the array to start at
  6631. * @param result the vector to store the result in
  6632. */
  6633. Vector4.FromArrayToRef = function (array, offset, result) {
  6634. result.x = array[offset];
  6635. result.y = array[offset + 1];
  6636. result.z = array[offset + 2];
  6637. result.w = array[offset + 3];
  6638. };
  6639. /**
  6640. * Updates the given vector "result" from the starting index of the given Float32Array.
  6641. * @param array the array to pull values from
  6642. * @param offset the offset into the array to start at
  6643. * @param result the vector to store the result in
  6644. */
  6645. Vector4.FromFloatArrayToRef = function (array, offset, result) {
  6646. Vector4.FromArrayToRef(array, offset, result);
  6647. };
  6648. /**
  6649. * Updates the given vector "result" coordinates from the given floats.
  6650. * @param x float to set from
  6651. * @param y float to set from
  6652. * @param z float to set from
  6653. * @param w float to set from
  6654. * @param result the vector to the floats in
  6655. */
  6656. Vector4.FromFloatsToRef = function (x, y, z, w, result) {
  6657. result.x = x;
  6658. result.y = y;
  6659. result.z = z;
  6660. result.w = w;
  6661. };
  6662. /**
  6663. * Returns a new Vector4 set to (0.0, 0.0, 0.0, 0.0)
  6664. * @returns the new vector
  6665. */
  6666. Vector4.Zero = function () {
  6667. return new Vector4(0.0, 0.0, 0.0, 0.0);
  6668. };
  6669. /**
  6670. * Returns a new Vector4 set to (1.0, 1.0, 1.0, 1.0)
  6671. * @returns the new vector
  6672. */
  6673. Vector4.One = function () {
  6674. return new Vector4(1.0, 1.0, 1.0, 1.0);
  6675. };
  6676. /**
  6677. * Returns a new normalized Vector4 from the given one.
  6678. * @param vector the vector to normalize
  6679. * @returns the vector
  6680. */
  6681. Vector4.Normalize = function (vector) {
  6682. var result = Vector4.Zero();
  6683. Vector4.NormalizeToRef(vector, result);
  6684. return result;
  6685. };
  6686. /**
  6687. * Updates the given vector "result" from the normalization of the given one.
  6688. * @param vector the vector to normalize
  6689. * @param result the vector to store the result in
  6690. */
  6691. Vector4.NormalizeToRef = function (vector, result) {
  6692. result.copyFrom(vector);
  6693. result.normalize();
  6694. };
  6695. /**
  6696. * Returns a vector with the minimum values from the left and right vectors
  6697. * @param left left vector to minimize
  6698. * @param right right vector to minimize
  6699. * @returns a new vector with the minimum of the left and right vector values
  6700. */
  6701. Vector4.Minimize = function (left, right) {
  6702. var min = left.clone();
  6703. min.minimizeInPlace(right);
  6704. return min;
  6705. };
  6706. /**
  6707. * Returns a vector with the maximum values from the left and right vectors
  6708. * @param left left vector to maximize
  6709. * @param right right vector to maximize
  6710. * @returns a new vector with the maximum of the left and right vector values
  6711. */
  6712. Vector4.Maximize = function (left, right) {
  6713. var max = left.clone();
  6714. max.maximizeInPlace(right);
  6715. return max;
  6716. };
  6717. /**
  6718. * Returns the distance (float) between the vectors "value1" and "value2".
  6719. * @param value1 value to calulate the distance between
  6720. * @param value2 value to calulate the distance between
  6721. * @return the distance between the two vectors
  6722. */
  6723. Vector4.Distance = function (value1, value2) {
  6724. return Math.sqrt(Vector4.DistanceSquared(value1, value2));
  6725. };
  6726. /**
  6727. * Returns the squared distance (float) between the vectors "value1" and "value2".
  6728. * @param value1 value to calulate the distance between
  6729. * @param value2 value to calulate the distance between
  6730. * @return the distance between the two vectors squared
  6731. */
  6732. Vector4.DistanceSquared = function (value1, value2) {
  6733. var x = value1.x - value2.x;
  6734. var y = value1.y - value2.y;
  6735. var z = value1.z - value2.z;
  6736. var w = value1.w - value2.w;
  6737. return (x * x) + (y * y) + (z * z) + (w * w);
  6738. };
  6739. /**
  6740. * Returns a new Vector4 located at the center between the vectors "value1" and "value2".
  6741. * @param value1 value to calulate the center between
  6742. * @param value2 value to calulate the center between
  6743. * @return the center between the two vectors
  6744. */
  6745. Vector4.Center = function (value1, value2) {
  6746. var center = value1.add(value2);
  6747. center.scaleInPlace(0.5);
  6748. return center;
  6749. };
  6750. /**
  6751. * Returns a new Vector4 set with the result of the normal transformation by the given matrix of the given vector.
  6752. * This methods computes transformed normalized direction vectors only.
  6753. * @param vector the vector to transform
  6754. * @param transformation the transformation matrix to apply
  6755. * @returns the new vector
  6756. */
  6757. Vector4.TransformNormal = function (vector, transformation) {
  6758. var result = Vector4.Zero();
  6759. Vector4.TransformNormalToRef(vector, transformation, result);
  6760. return result;
  6761. };
  6762. /**
  6763. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector.
  6764. * This methods computes transformed normalized direction vectors only.
  6765. * @param vector the vector to transform
  6766. * @param transformation the transformation matrix to apply
  6767. * @param result the vector to store the result in
  6768. */
  6769. Vector4.TransformNormalToRef = function (vector, transformation, result) {
  6770. var m = transformation.m;
  6771. var x = (vector.x * m[0]) + (vector.y * m[4]) + (vector.z * m[8]);
  6772. var y = (vector.x * m[1]) + (vector.y * m[5]) + (vector.z * m[9]);
  6773. var z = (vector.x * m[2]) + (vector.y * m[6]) + (vector.z * m[10]);
  6774. result.x = x;
  6775. result.y = y;
  6776. result.z = z;
  6777. result.w = vector.w;
  6778. };
  6779. /**
  6780. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z, w).
  6781. * This methods computes transformed normalized direction vectors only.
  6782. * @param x value to transform
  6783. * @param y value to transform
  6784. * @param z value to transform
  6785. * @param w value to transform
  6786. * @param transformation the transformation matrix to apply
  6787. * @param result the vector to store the results in
  6788. */
  6789. Vector4.TransformNormalFromFloatsToRef = function (x, y, z, w, transformation, result) {
  6790. var m = transformation.m;
  6791. result.x = (x * m[0]) + (y * m[4]) + (z * m[8]);
  6792. result.y = (x * m[1]) + (y * m[5]) + (z * m[9]);
  6793. result.z = (x * m[2]) + (y * m[6]) + (z * m[10]);
  6794. result.w = w;
  6795. };
  6796. return Vector4;
  6797. }());
  6798. BABYLON.Vector4 = Vector4;
  6799. /**
  6800. * Size containing widht and height
  6801. */
  6802. var Size = /** @class */ (function () {
  6803. /**
  6804. * Creates a Size object from the given width and height (floats).
  6805. * @param width width of the new size
  6806. * @param height height of the new size
  6807. */
  6808. function Size(width, height) {
  6809. this.width = width;
  6810. this.height = height;
  6811. }
  6812. /**
  6813. * Returns a string with the Size width and height
  6814. * @returns a string with the Size width and height
  6815. */
  6816. Size.prototype.toString = function () {
  6817. return "{W: " + this.width + ", H: " + this.height + "}";
  6818. };
  6819. /**
  6820. * "Size"
  6821. * @returns the string "Size"
  6822. */
  6823. Size.prototype.getClassName = function () {
  6824. return "Size";
  6825. };
  6826. /**
  6827. * Returns the Size hash code.
  6828. * @returns a hash code for a unique width and height
  6829. */
  6830. Size.prototype.getHashCode = function () {
  6831. var hash = this.width || 0;
  6832. hash = (hash * 397) ^ (this.height || 0);
  6833. return hash;
  6834. };
  6835. /**
  6836. * Updates the current size from the given one.
  6837. * @param src the given size
  6838. */
  6839. Size.prototype.copyFrom = function (src) {
  6840. this.width = src.width;
  6841. this.height = src.height;
  6842. };
  6843. /**
  6844. * Updates in place the current Size from the given floats.
  6845. * @param width width of the new size
  6846. * @param height height of the new size
  6847. * @returns the updated Size.
  6848. */
  6849. Size.prototype.copyFromFloats = function (width, height) {
  6850. this.width = width;
  6851. this.height = height;
  6852. return this;
  6853. };
  6854. /**
  6855. * Updates in place the current Size from the given floats.
  6856. * @param width width to set
  6857. * @param height height to set
  6858. * @returns the updated Size.
  6859. */
  6860. Size.prototype.set = function (width, height) {
  6861. return this.copyFromFloats(width, height);
  6862. };
  6863. /**
  6864. * Multiplies the width and height by numbers
  6865. * @param w factor to multiple the width by
  6866. * @param h factor to multiple the height by
  6867. * @returns a new Size set with the multiplication result of the current Size and the given floats.
  6868. */
  6869. Size.prototype.multiplyByFloats = function (w, h) {
  6870. return new Size(this.width * w, this.height * h);
  6871. };
  6872. /**
  6873. * Clones the size
  6874. * @returns a new Size copied from the given one.
  6875. */
  6876. Size.prototype.clone = function () {
  6877. return new Size(this.width, this.height);
  6878. };
  6879. /**
  6880. * True if the current Size and the given one width and height are strictly equal.
  6881. * @param other the other size to compare against
  6882. * @returns True if the current Size and the given one width and height are strictly equal.
  6883. */
  6884. Size.prototype.equals = function (other) {
  6885. if (!other) {
  6886. return false;
  6887. }
  6888. return (this.width === other.width) && (this.height === other.height);
  6889. };
  6890. Object.defineProperty(Size.prototype, "surface", {
  6891. /**
  6892. * The surface of the Size : width * height (float).
  6893. */
  6894. get: function () {
  6895. return this.width * this.height;
  6896. },
  6897. enumerable: true,
  6898. configurable: true
  6899. });
  6900. /**
  6901. * Create a new size of zero
  6902. * @returns a new Size set to (0.0, 0.0)
  6903. */
  6904. Size.Zero = function () {
  6905. return new Size(0.0, 0.0);
  6906. };
  6907. /**
  6908. * Sums the width and height of two sizes
  6909. * @param otherSize size to add to this size
  6910. * @returns a new Size set as the addition result of the current Size and the given one.
  6911. */
  6912. Size.prototype.add = function (otherSize) {
  6913. var r = new Size(this.width + otherSize.width, this.height + otherSize.height);
  6914. return r;
  6915. };
  6916. /**
  6917. * Subtracts the width and height of two
  6918. * @param otherSize size to subtract to this size
  6919. * @returns a new Size set as the subtraction result of the given one from the current Size.
  6920. */
  6921. Size.prototype.subtract = function (otherSize) {
  6922. var r = new Size(this.width - otherSize.width, this.height - otherSize.height);
  6923. return r;
  6924. };
  6925. /**
  6926. * Creates a new Size set at the linear interpolation "amount" between "start" and "end"
  6927. * @param start starting size to lerp between
  6928. * @param end end size to lerp between
  6929. * @param amount amount to lerp between the start and end values
  6930. * @returns a new Size set at the linear interpolation "amount" between "start" and "end"
  6931. */
  6932. Size.Lerp = function (start, end, amount) {
  6933. var w = start.width + ((end.width - start.width) * amount);
  6934. var h = start.height + ((end.height - start.height) * amount);
  6935. return new Size(w, h);
  6936. };
  6937. return Size;
  6938. }());
  6939. BABYLON.Size = Size;
  6940. /**
  6941. * Class used to store quaternion data
  6942. * @see https://en.wikipedia.org/wiki/Quaternion
  6943. * @see http://doc.babylonjs.com/features/position,_rotation,_scaling
  6944. */
  6945. var Quaternion = /** @class */ (function () {
  6946. /**
  6947. * Creates a new Quaternion from the given floats
  6948. * @param x defines the first component (0 by default)
  6949. * @param y defines the second component (0 by default)
  6950. * @param z defines the third component (0 by default)
  6951. * @param w defines the fourth component (1.0 by default)
  6952. */
  6953. function Quaternion(
  6954. /** defines the first component (0 by default) */
  6955. x,
  6956. /** defines the second component (0 by default) */
  6957. y,
  6958. /** defines the third component (0 by default) */
  6959. z,
  6960. /** defines the fourth component (1.0 by default) */
  6961. w) {
  6962. if (x === void 0) { x = 0.0; }
  6963. if (y === void 0) { y = 0.0; }
  6964. if (z === void 0) { z = 0.0; }
  6965. if (w === void 0) { w = 1.0; }
  6966. this.x = x;
  6967. this.y = y;
  6968. this.z = z;
  6969. this.w = w;
  6970. }
  6971. /**
  6972. * Gets a string representation for the current quaternion
  6973. * @returns a string with the Quaternion coordinates
  6974. */
  6975. Quaternion.prototype.toString = function () {
  6976. return "{X: " + this.x + " Y:" + this.y + " Z:" + this.z + " W:" + this.w + "}";
  6977. };
  6978. /**
  6979. * Gets the class name of the quaternion
  6980. * @returns the string "Quaternion"
  6981. */
  6982. Quaternion.prototype.getClassName = function () {
  6983. return "Quaternion";
  6984. };
  6985. /**
  6986. * Gets a hash code for this quaternion
  6987. * @returns the quaternion hash code
  6988. */
  6989. Quaternion.prototype.getHashCode = function () {
  6990. var hash = this.x || 0;
  6991. hash = (hash * 397) ^ (this.y || 0);
  6992. hash = (hash * 397) ^ (this.z || 0);
  6993. hash = (hash * 397) ^ (this.w || 0);
  6994. return hash;
  6995. };
  6996. /**
  6997. * Copy the quaternion to an array
  6998. * @returns a new array populated with 4 elements from the quaternion coordinates
  6999. */
  7000. Quaternion.prototype.asArray = function () {
  7001. return [this.x, this.y, this.z, this.w];
  7002. };
  7003. /**
  7004. * Check if two quaternions are equals
  7005. * @param otherQuaternion defines the second operand
  7006. * @return true if the current quaternion and the given one coordinates are strictly equals
  7007. */
  7008. Quaternion.prototype.equals = function (otherQuaternion) {
  7009. return otherQuaternion && this.x === otherQuaternion.x && this.y === otherQuaternion.y && this.z === otherQuaternion.z && this.w === otherQuaternion.w;
  7010. };
  7011. /**
  7012. * Clone the current quaternion
  7013. * @returns a new quaternion copied from the current one
  7014. */
  7015. Quaternion.prototype.clone = function () {
  7016. return new Quaternion(this.x, this.y, this.z, this.w);
  7017. };
  7018. /**
  7019. * Copy a quaternion to the current one
  7020. * @param other defines the other quaternion
  7021. * @returns the updated current quaternion
  7022. */
  7023. Quaternion.prototype.copyFrom = function (other) {
  7024. this.x = other.x;
  7025. this.y = other.y;
  7026. this.z = other.z;
  7027. this.w = other.w;
  7028. return this;
  7029. };
  7030. /**
  7031. * Updates the current quaternion with the given float coordinates
  7032. * @param x defines the x coordinate
  7033. * @param y defines the y coordinate
  7034. * @param z defines the z coordinate
  7035. * @param w defines the w coordinate
  7036. * @returns the updated current quaternion
  7037. */
  7038. Quaternion.prototype.copyFromFloats = function (x, y, z, w) {
  7039. this.x = x;
  7040. this.y = y;
  7041. this.z = z;
  7042. this.w = w;
  7043. return this;
  7044. };
  7045. /**
  7046. * Updates the current quaternion from the given float coordinates
  7047. * @param x defines the x coordinate
  7048. * @param y defines the y coordinate
  7049. * @param z defines the z coordinate
  7050. * @param w defines the w coordinate
  7051. * @returns the updated current quaternion
  7052. */
  7053. Quaternion.prototype.set = function (x, y, z, w) {
  7054. return this.copyFromFloats(x, y, z, w);
  7055. };
  7056. /**
  7057. * Adds two quaternions
  7058. * @param other defines the second operand
  7059. * @returns a new quaternion as the addition result of the given one and the current quaternion
  7060. */
  7061. Quaternion.prototype.add = function (other) {
  7062. return new Quaternion(this.x + other.x, this.y + other.y, this.z + other.z, this.w + other.w);
  7063. };
  7064. /**
  7065. * Add a quaternion to the current one
  7066. * @param other defines the quaternion to add
  7067. * @returns the current quaternion
  7068. */
  7069. Quaternion.prototype.addInPlace = function (other) {
  7070. this.x += other.x;
  7071. this.y += other.y;
  7072. this.z += other.z;
  7073. this.w += other.w;
  7074. return this;
  7075. };
  7076. /**
  7077. * Subtract two quaternions
  7078. * @param other defines the second operand
  7079. * @returns a new quaternion as the subtraction result of the given one from the current one
  7080. */
  7081. Quaternion.prototype.subtract = function (other) {
  7082. return new Quaternion(this.x - other.x, this.y - other.y, this.z - other.z, this.w - other.w);
  7083. };
  7084. /**
  7085. * Multiplies the current quaternion by a scale factor
  7086. * @param value defines the scale factor
  7087. * @returns a new quaternion set by multiplying the current quaternion coordinates by the float "scale"
  7088. */
  7089. Quaternion.prototype.scale = function (value) {
  7090. return new Quaternion(this.x * value, this.y * value, this.z * value, this.w * value);
  7091. };
  7092. /**
  7093. * Scale the current quaternion values by a factor and stores the result to a given quaternion
  7094. * @param scale defines the scale factor
  7095. * @param result defines the Quaternion object where to store the result
  7096. * @returns the unmodified current quaternion
  7097. */
  7098. Quaternion.prototype.scaleToRef = function (scale, result) {
  7099. result.x = this.x * scale;
  7100. result.y = this.y * scale;
  7101. result.z = this.z * scale;
  7102. result.w = this.w * scale;
  7103. return this;
  7104. };
  7105. /**
  7106. * Multiplies in place the current quaternion by a scale factor
  7107. * @param value defines the scale factor
  7108. * @returns the current modified quaternion
  7109. */
  7110. Quaternion.prototype.scaleInPlace = function (value) {
  7111. this.x *= value;
  7112. this.y *= value;
  7113. this.z *= value;
  7114. this.w *= value;
  7115. return this;
  7116. };
  7117. /**
  7118. * Scale the current quaternion values by a factor and add the result to a given quaternion
  7119. * @param scale defines the scale factor
  7120. * @param result defines the Quaternion object where to store the result
  7121. * @returns the unmodified current quaternion
  7122. */
  7123. Quaternion.prototype.scaleAndAddToRef = function (scale, result) {
  7124. result.x += this.x * scale;
  7125. result.y += this.y * scale;
  7126. result.z += this.z * scale;
  7127. result.w += this.w * scale;
  7128. return this;
  7129. };
  7130. /**
  7131. * Multiplies two quaternions
  7132. * @param q1 defines the second operand
  7133. * @returns a new quaternion set as the multiplication result of the current one with the given one "q1"
  7134. */
  7135. Quaternion.prototype.multiply = function (q1) {
  7136. var result = new Quaternion(0, 0, 0, 1.0);
  7137. this.multiplyToRef(q1, result);
  7138. return result;
  7139. };
  7140. /**
  7141. * Sets the given "result" as the the multiplication result of the current one with the given one "q1"
  7142. * @param q1 defines the second operand
  7143. * @param result defines the target quaternion
  7144. * @returns the current quaternion
  7145. */
  7146. Quaternion.prototype.multiplyToRef = function (q1, result) {
  7147. var x = this.x * q1.w + this.y * q1.z - this.z * q1.y + this.w * q1.x;
  7148. var y = -this.x * q1.z + this.y * q1.w + this.z * q1.x + this.w * q1.y;
  7149. var z = this.x * q1.y - this.y * q1.x + this.z * q1.w + this.w * q1.z;
  7150. var w = -this.x * q1.x - this.y * q1.y - this.z * q1.z + this.w * q1.w;
  7151. result.copyFromFloats(x, y, z, w);
  7152. return this;
  7153. };
  7154. /**
  7155. * Updates the current quaternion with the multiplication of itself with the given one "q1"
  7156. * @param q1 defines the second operand
  7157. * @returns the currentupdated quaternion
  7158. */
  7159. Quaternion.prototype.multiplyInPlace = function (q1) {
  7160. this.multiplyToRef(q1, this);
  7161. return this;
  7162. };
  7163. /**
  7164. * Conjugates (1-q) the current quaternion and stores the result in the given quaternion
  7165. * @param ref defines the target quaternion
  7166. * @returns the current quaternion
  7167. */
  7168. Quaternion.prototype.conjugateToRef = function (ref) {
  7169. ref.copyFromFloats(-this.x, -this.y, -this.z, this.w);
  7170. return this;
  7171. };
  7172. /**
  7173. * Conjugates in place (1-q) the current quaternion
  7174. * @returns the current updated quaternion
  7175. */
  7176. Quaternion.prototype.conjugateInPlace = function () {
  7177. this.x *= -1;
  7178. this.y *= -1;
  7179. this.z *= -1;
  7180. return this;
  7181. };
  7182. /**
  7183. * Conjugates in place (1-q) the current quaternion
  7184. * @returns a new quaternion
  7185. */
  7186. Quaternion.prototype.conjugate = function () {
  7187. var result = new Quaternion(-this.x, -this.y, -this.z, this.w);
  7188. return result;
  7189. };
  7190. /**
  7191. * Gets length of current quaternion
  7192. * @returns the quaternion length (float)
  7193. */
  7194. Quaternion.prototype.length = function () {
  7195. return Math.sqrt((this.x * this.x) + (this.y * this.y) + (this.z * this.z) + (this.w * this.w));
  7196. };
  7197. /**
  7198. * Normalize in place the current quaternion
  7199. * @returns the current updated quaternion
  7200. */
  7201. Quaternion.prototype.normalize = function () {
  7202. var length = 1.0 / this.length();
  7203. this.x *= length;
  7204. this.y *= length;
  7205. this.z *= length;
  7206. this.w *= length;
  7207. return this;
  7208. };
  7209. /**
  7210. * Returns a new Vector3 set with the Euler angles translated from the current quaternion
  7211. * @param order is a reserved parameter and is ignore for now
  7212. * @returns a new Vector3 containing the Euler angles
  7213. */
  7214. Quaternion.prototype.toEulerAngles = function (order) {
  7215. if (order === void 0) { order = "YZX"; }
  7216. var result = Vector3.Zero();
  7217. this.toEulerAnglesToRef(result, order);
  7218. return result;
  7219. };
  7220. /**
  7221. * Sets the given vector3 "result" with the Euler angles translated from the current quaternion
  7222. * @param result defines the vector which will be filled with the Euler angles
  7223. * @param order is a reserved parameter and is ignore for now
  7224. * @returns the current unchanged quaternion
  7225. */
  7226. Quaternion.prototype.toEulerAnglesToRef = function (result, order) {
  7227. if (order === void 0) { order = "YZX"; }
  7228. var qz = this.z;
  7229. var qx = this.x;
  7230. var qy = this.y;
  7231. var qw = this.w;
  7232. var sqw = qw * qw;
  7233. var sqz = qz * qz;
  7234. var sqx = qx * qx;
  7235. var sqy = qy * qy;
  7236. var zAxisY = qy * qz - qx * qw;
  7237. var limit = .4999999;
  7238. if (zAxisY < -limit) {
  7239. result.y = 2 * Math.atan2(qy, qw);
  7240. result.x = Math.PI / 2;
  7241. result.z = 0;
  7242. }
  7243. else if (zAxisY > limit) {
  7244. result.y = 2 * Math.atan2(qy, qw);
  7245. result.x = -Math.PI / 2;
  7246. result.z = 0;
  7247. }
  7248. else {
  7249. result.z = Math.atan2(2.0 * (qx * qy + qz * qw), (-sqz - sqx + sqy + sqw));
  7250. result.x = Math.asin(-2.0 * (qz * qy - qx * qw));
  7251. result.y = Math.atan2(2.0 * (qz * qx + qy * qw), (sqz - sqx - sqy + sqw));
  7252. }
  7253. return this;
  7254. };
  7255. /**
  7256. * Updates the given rotation matrix with the current quaternion values
  7257. * @param result defines the target matrix
  7258. * @returns the current unchanged quaternion
  7259. */
  7260. Quaternion.prototype.toRotationMatrix = function (result) {
  7261. Matrix.FromQuaternionToRef(this, result);
  7262. return this;
  7263. };
  7264. /**
  7265. * Updates the current quaternion from the given rotation matrix values
  7266. * @param matrix defines the source matrix
  7267. * @returns the current updated quaternion
  7268. */
  7269. Quaternion.prototype.fromRotationMatrix = function (matrix) {
  7270. Quaternion.FromRotationMatrixToRef(matrix, this);
  7271. return this;
  7272. };
  7273. // Statics
  7274. /**
  7275. * Creates a new quaternion from a rotation matrix
  7276. * @param matrix defines the source matrix
  7277. * @returns a new quaternion created from the given rotation matrix values
  7278. */
  7279. Quaternion.FromRotationMatrix = function (matrix) {
  7280. var result = new Quaternion();
  7281. Quaternion.FromRotationMatrixToRef(matrix, result);
  7282. return result;
  7283. };
  7284. /**
  7285. * Updates the given quaternion with the given rotation matrix values
  7286. * @param matrix defines the source matrix
  7287. * @param result defines the target quaternion
  7288. */
  7289. Quaternion.FromRotationMatrixToRef = function (matrix, result) {
  7290. var data = matrix.m;
  7291. var m11 = data[0], m12 = data[4], m13 = data[8];
  7292. var m21 = data[1], m22 = data[5], m23 = data[9];
  7293. var m31 = data[2], m32 = data[6], m33 = data[10];
  7294. var trace = m11 + m22 + m33;
  7295. var s;
  7296. if (trace > 0) {
  7297. s = 0.5 / Math.sqrt(trace + 1.0);
  7298. result.w = 0.25 / s;
  7299. result.x = (m32 - m23) * s;
  7300. result.y = (m13 - m31) * s;
  7301. result.z = (m21 - m12) * s;
  7302. }
  7303. else if (m11 > m22 && m11 > m33) {
  7304. s = 2.0 * Math.sqrt(1.0 + m11 - m22 - m33);
  7305. result.w = (m32 - m23) / s;
  7306. result.x = 0.25 * s;
  7307. result.y = (m12 + m21) / s;
  7308. result.z = (m13 + m31) / s;
  7309. }
  7310. else if (m22 > m33) {
  7311. s = 2.0 * Math.sqrt(1.0 + m22 - m11 - m33);
  7312. result.w = (m13 - m31) / s;
  7313. result.x = (m12 + m21) / s;
  7314. result.y = 0.25 * s;
  7315. result.z = (m23 + m32) / s;
  7316. }
  7317. else {
  7318. s = 2.0 * Math.sqrt(1.0 + m33 - m11 - m22);
  7319. result.w = (m21 - m12) / s;
  7320. result.x = (m13 + m31) / s;
  7321. result.y = (m23 + m32) / s;
  7322. result.z = 0.25 * s;
  7323. }
  7324. };
  7325. /**
  7326. * Returns the dot product (float) between the quaternions "left" and "right"
  7327. * @param left defines the left operand
  7328. * @param right defines the right operand
  7329. * @returns the dot product
  7330. */
  7331. Quaternion.Dot = function (left, right) {
  7332. return (left.x * right.x + left.y * right.y + left.z * right.z + left.w * right.w);
  7333. };
  7334. /**
  7335. * Checks if the two quaternions are close to each other
  7336. * @param quat0 defines the first quaternion to check
  7337. * @param quat1 defines the second quaternion to check
  7338. * @returns true if the two quaternions are close to each other
  7339. */
  7340. Quaternion.AreClose = function (quat0, quat1) {
  7341. var dot = Quaternion.Dot(quat0, quat1);
  7342. return dot >= 0;
  7343. };
  7344. /**
  7345. * Creates an empty quaternion
  7346. * @returns a new quaternion set to (0.0, 0.0, 0.0)
  7347. */
  7348. Quaternion.Zero = function () {
  7349. return new Quaternion(0.0, 0.0, 0.0, 0.0);
  7350. };
  7351. /**
  7352. * Inverse a given quaternion
  7353. * @param q defines the source quaternion
  7354. * @returns a new quaternion as the inverted current quaternion
  7355. */
  7356. Quaternion.Inverse = function (q) {
  7357. return new Quaternion(-q.x, -q.y, -q.z, q.w);
  7358. };
  7359. /**
  7360. * Inverse a given quaternion
  7361. * @param q defines the source quaternion
  7362. * @param result the quaternion the result will be stored in
  7363. * @returns the result quaternion
  7364. */
  7365. Quaternion.InverseToRef = function (q, result) {
  7366. result.set(-q.x, -q.y, -q.z, q.w);
  7367. return result;
  7368. };
  7369. /**
  7370. * Creates an identity quaternion
  7371. * @returns the identity quaternion
  7372. */
  7373. Quaternion.Identity = function () {
  7374. return new Quaternion(0.0, 0.0, 0.0, 1.0);
  7375. };
  7376. /**
  7377. * Gets a boolean indicating if the given quaternion is identity
  7378. * @param quaternion defines the quaternion to check
  7379. * @returns true if the quaternion is identity
  7380. */
  7381. Quaternion.IsIdentity = function (quaternion) {
  7382. return quaternion && quaternion.x === 0 && quaternion.y === 0 && quaternion.z === 0 && quaternion.w === 1;
  7383. };
  7384. /**
  7385. * Creates a quaternion from a rotation around an axis
  7386. * @param axis defines the axis to use
  7387. * @param angle defines the angle to use
  7388. * @returns a new quaternion created from the given axis (Vector3) and angle in radians (float)
  7389. */
  7390. Quaternion.RotationAxis = function (axis, angle) {
  7391. return Quaternion.RotationAxisToRef(axis, angle, new Quaternion());
  7392. };
  7393. /**
  7394. * Creates a rotation around an axis and stores it into the given quaternion
  7395. * @param axis defines the axis to use
  7396. * @param angle defines the angle to use
  7397. * @param result defines the target quaternion
  7398. * @returns the target quaternion
  7399. */
  7400. Quaternion.RotationAxisToRef = function (axis, angle, result) {
  7401. var sin = Math.sin(angle / 2);
  7402. axis.normalize();
  7403. result.w = Math.cos(angle / 2);
  7404. result.x = axis.x * sin;
  7405. result.y = axis.y * sin;
  7406. result.z = axis.z * sin;
  7407. return result;
  7408. };
  7409. /**
  7410. * Creates a new quaternion from data stored into an array
  7411. * @param array defines the data source
  7412. * @param offset defines the offset in the source array where the data starts
  7413. * @returns a new quaternion
  7414. */
  7415. Quaternion.FromArray = function (array, offset) {
  7416. if (!offset) {
  7417. offset = 0;
  7418. }
  7419. return new Quaternion(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]);
  7420. };
  7421. /**
  7422. * Create a quaternion from Euler rotation angles
  7423. * @param x Pitch
  7424. * @param y Yaw
  7425. * @param z Roll
  7426. * @returns the new Quaternion
  7427. */
  7428. Quaternion.FromEulerAngles = function (x, y, z) {
  7429. var q = new Quaternion();
  7430. Quaternion.RotationYawPitchRollToRef(y, x, z, q);
  7431. return q;
  7432. };
  7433. /**
  7434. * Updates a quaternion from Euler rotation angles
  7435. * @param x Pitch
  7436. * @param y Yaw
  7437. * @param z Roll
  7438. * @param result the quaternion to store the result
  7439. * @returns the updated quaternion
  7440. */
  7441. Quaternion.FromEulerAnglesToRef = function (x, y, z, result) {
  7442. Quaternion.RotationYawPitchRollToRef(y, x, z, result);
  7443. return result;
  7444. };
  7445. /**
  7446. * Create a quaternion from Euler rotation vector
  7447. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  7448. * @returns the new Quaternion
  7449. */
  7450. Quaternion.FromEulerVector = function (vec) {
  7451. var q = new Quaternion();
  7452. Quaternion.RotationYawPitchRollToRef(vec.y, vec.x, vec.z, q);
  7453. return q;
  7454. };
  7455. /**
  7456. * Updates a quaternion from Euler rotation vector
  7457. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  7458. * @param result the quaternion to store the result
  7459. * @returns the updated quaternion
  7460. */
  7461. Quaternion.FromEulerVectorToRef = function (vec, result) {
  7462. Quaternion.RotationYawPitchRollToRef(vec.y, vec.x, vec.z, result);
  7463. return result;
  7464. };
  7465. /**
  7466. * Creates a new quaternion from the given Euler float angles (y, x, z)
  7467. * @param yaw defines the rotation around Y axis
  7468. * @param pitch defines the rotation around X axis
  7469. * @param roll defines the rotation around Z axis
  7470. * @returns the new quaternion
  7471. */
  7472. Quaternion.RotationYawPitchRoll = function (yaw, pitch, roll) {
  7473. var q = new Quaternion();
  7474. Quaternion.RotationYawPitchRollToRef(yaw, pitch, roll, q);
  7475. return q;
  7476. };
  7477. /**
  7478. * Creates a new rotation from the given Euler float angles (y, x, z) and stores it in the target quaternion
  7479. * @param yaw defines the rotation around Y axis
  7480. * @param pitch defines the rotation around X axis
  7481. * @param roll defines the rotation around Z axis
  7482. * @param result defines the target quaternion
  7483. */
  7484. Quaternion.RotationYawPitchRollToRef = function (yaw, pitch, roll, result) {
  7485. // Produces a quaternion from Euler angles in the z-y-x orientation (Tait-Bryan angles)
  7486. var halfRoll = roll * 0.5;
  7487. var halfPitch = pitch * 0.5;
  7488. var halfYaw = yaw * 0.5;
  7489. var sinRoll = Math.sin(halfRoll);
  7490. var cosRoll = Math.cos(halfRoll);
  7491. var sinPitch = Math.sin(halfPitch);
  7492. var cosPitch = Math.cos(halfPitch);
  7493. var sinYaw = Math.sin(halfYaw);
  7494. var cosYaw = Math.cos(halfYaw);
  7495. result.x = (cosYaw * sinPitch * cosRoll) + (sinYaw * cosPitch * sinRoll);
  7496. result.y = (sinYaw * cosPitch * cosRoll) - (cosYaw * sinPitch * sinRoll);
  7497. result.z = (cosYaw * cosPitch * sinRoll) - (sinYaw * sinPitch * cosRoll);
  7498. result.w = (cosYaw * cosPitch * cosRoll) + (sinYaw * sinPitch * sinRoll);
  7499. };
  7500. /**
  7501. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation
  7502. * @param alpha defines the rotation around first axis
  7503. * @param beta defines the rotation around second axis
  7504. * @param gamma defines the rotation around third axis
  7505. * @returns the new quaternion
  7506. */
  7507. Quaternion.RotationAlphaBetaGamma = function (alpha, beta, gamma) {
  7508. var result = new Quaternion();
  7509. Quaternion.RotationAlphaBetaGammaToRef(alpha, beta, gamma, result);
  7510. return result;
  7511. };
  7512. /**
  7513. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation and stores it in the target quaternion
  7514. * @param alpha defines the rotation around first axis
  7515. * @param beta defines the rotation around second axis
  7516. * @param gamma defines the rotation around third axis
  7517. * @param result defines the target quaternion
  7518. */
  7519. Quaternion.RotationAlphaBetaGammaToRef = function (alpha, beta, gamma, result) {
  7520. // Produces a quaternion from Euler angles in the z-x-z orientation
  7521. var halfGammaPlusAlpha = (gamma + alpha) * 0.5;
  7522. var halfGammaMinusAlpha = (gamma - alpha) * 0.5;
  7523. var halfBeta = beta * 0.5;
  7524. result.x = Math.cos(halfGammaMinusAlpha) * Math.sin(halfBeta);
  7525. result.y = Math.sin(halfGammaMinusAlpha) * Math.sin(halfBeta);
  7526. result.z = Math.sin(halfGammaPlusAlpha) * Math.cos(halfBeta);
  7527. result.w = Math.cos(halfGammaPlusAlpha) * Math.cos(halfBeta);
  7528. };
  7529. /**
  7530. * 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)
  7531. * @param axis1 defines the first axis
  7532. * @param axis2 defines the second axis
  7533. * @param axis3 defines the third axis
  7534. * @returns the new quaternion
  7535. */
  7536. Quaternion.RotationQuaternionFromAxis = function (axis1, axis2, axis3) {
  7537. var quat = new Quaternion(0.0, 0.0, 0.0, 0.0);
  7538. Quaternion.RotationQuaternionFromAxisToRef(axis1, axis2, axis3, quat);
  7539. return quat;
  7540. };
  7541. /**
  7542. * 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
  7543. * @param axis1 defines the first axis
  7544. * @param axis2 defines the second axis
  7545. * @param axis3 defines the third axis
  7546. * @param ref defines the target quaternion
  7547. */
  7548. Quaternion.RotationQuaternionFromAxisToRef = function (axis1, axis2, axis3, ref) {
  7549. var rotMat = MathTmp.Matrix[0];
  7550. Matrix.FromXYZAxesToRef(axis1.normalize(), axis2.normalize(), axis3.normalize(), rotMat);
  7551. Quaternion.FromRotationMatrixToRef(rotMat, ref);
  7552. };
  7553. /**
  7554. * Interpolates between two quaternions
  7555. * @param left defines first quaternion
  7556. * @param right defines second quaternion
  7557. * @param amount defines the gradient to use
  7558. * @returns the new interpolated quaternion
  7559. */
  7560. Quaternion.Slerp = function (left, right, amount) {
  7561. var result = Quaternion.Identity();
  7562. Quaternion.SlerpToRef(left, right, amount, result);
  7563. return result;
  7564. };
  7565. /**
  7566. * Interpolates between two quaternions and stores it into a target quaternion
  7567. * @param left defines first quaternion
  7568. * @param right defines second quaternion
  7569. * @param amount defines the gradient to use
  7570. * @param result defines the target quaternion
  7571. */
  7572. Quaternion.SlerpToRef = function (left, right, amount, result) {
  7573. var num2;
  7574. var num3;
  7575. var num4 = (((left.x * right.x) + (left.y * right.y)) + (left.z * right.z)) + (left.w * right.w);
  7576. var flag = false;
  7577. if (num4 < 0) {
  7578. flag = true;
  7579. num4 = -num4;
  7580. }
  7581. if (num4 > 0.999999) {
  7582. num3 = 1 - amount;
  7583. num2 = flag ? -amount : amount;
  7584. }
  7585. else {
  7586. var num5 = Math.acos(num4);
  7587. var num6 = (1.0 / Math.sin(num5));
  7588. num3 = (Math.sin((1.0 - amount) * num5)) * num6;
  7589. num2 = flag ? ((-Math.sin(amount * num5)) * num6) : ((Math.sin(amount * num5)) * num6);
  7590. }
  7591. result.x = (num3 * left.x) + (num2 * right.x);
  7592. result.y = (num3 * left.y) + (num2 * right.y);
  7593. result.z = (num3 * left.z) + (num2 * right.z);
  7594. result.w = (num3 * left.w) + (num2 * right.w);
  7595. };
  7596. /**
  7597. * Interpolate between two quaternions using Hermite interpolation
  7598. * @param value1 defines first quaternion
  7599. * @param tangent1 defines the incoming tangent
  7600. * @param value2 defines second quaternion
  7601. * @param tangent2 defines the outgoing tangent
  7602. * @param amount defines the target quaternion
  7603. * @returns the new interpolated quaternion
  7604. */
  7605. Quaternion.Hermite = function (value1, tangent1, value2, tangent2, amount) {
  7606. var squared = amount * amount;
  7607. var cubed = amount * squared;
  7608. var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
  7609. var part2 = (-2.0 * cubed) + (3.0 * squared);
  7610. var part3 = (cubed - (2.0 * squared)) + amount;
  7611. var part4 = cubed - squared;
  7612. var x = (((value1.x * part1) + (value2.x * part2)) + (tangent1.x * part3)) + (tangent2.x * part4);
  7613. var y = (((value1.y * part1) + (value2.y * part2)) + (tangent1.y * part3)) + (tangent2.y * part4);
  7614. var z = (((value1.z * part1) + (value2.z * part2)) + (tangent1.z * part3)) + (tangent2.z * part4);
  7615. var w = (((value1.w * part1) + (value2.w * part2)) + (tangent1.w * part3)) + (tangent2.w * part4);
  7616. return new Quaternion(x, y, z, w);
  7617. };
  7618. return Quaternion;
  7619. }());
  7620. BABYLON.Quaternion = Quaternion;
  7621. /**
  7622. * Class used to store matrix data (4x4)
  7623. */
  7624. var Matrix = /** @class */ (function () {
  7625. /**
  7626. * Creates an empty matrix (filled with zeros)
  7627. */
  7628. function Matrix() {
  7629. this._isIdentity = false;
  7630. this._isIdentityDirty = true;
  7631. this._isIdentity3x2 = true;
  7632. this._isIdentity3x2Dirty = true;
  7633. this._m = new Float32Array(16);
  7634. this._updateIdentityStatus(false);
  7635. }
  7636. Object.defineProperty(Matrix.prototype, "m", {
  7637. /**
  7638. * Gets the internal data of the matrix
  7639. */
  7640. get: function () { return this._m; },
  7641. enumerable: true,
  7642. configurable: true
  7643. });
  7644. /** @hidden */
  7645. Matrix.prototype._markAsUpdated = function () {
  7646. this.updateFlag = Matrix._updateFlagSeed++;
  7647. this._isIdentity = false;
  7648. this._isIdentity3x2 = false;
  7649. this._isIdentityDirty = true;
  7650. this._isIdentity3x2Dirty = true;
  7651. };
  7652. /** @hidden */
  7653. Matrix.prototype._updateIdentityStatus = function (isIdentity, isIdentityDirty, isIdentity3x2, isIdentity3x2Dirty) {
  7654. if (isIdentityDirty === void 0) { isIdentityDirty = false; }
  7655. if (isIdentity3x2 === void 0) { isIdentity3x2 = false; }
  7656. if (isIdentity3x2Dirty === void 0) { isIdentity3x2Dirty = true; }
  7657. this.updateFlag = Matrix._updateFlagSeed++;
  7658. this._isIdentity = isIdentity;
  7659. this._isIdentity3x2 = isIdentity || isIdentity3x2;
  7660. this._isIdentityDirty = this._isIdentity ? false : isIdentityDirty;
  7661. this._isIdentity3x2Dirty = this._isIdentity3x2 ? false : isIdentity3x2Dirty;
  7662. };
  7663. // Properties
  7664. /**
  7665. * Check if the current matrix is identity
  7666. * @returns true is the matrix is the identity matrix
  7667. */
  7668. Matrix.prototype.isIdentity = function () {
  7669. if (this._isIdentityDirty) {
  7670. this._isIdentityDirty = false;
  7671. var m = this._m;
  7672. this._isIdentity = (m[0] === 1.0 && m[1] === 0.0 && m[2] === 0.0 && m[3] === 0.0 &&
  7673. m[4] === 0.0 && m[5] === 1.0 && m[6] === 0.0 && m[7] === 0.0 &&
  7674. m[8] === 0.0 && m[9] === 0.0 && m[10] === 1.0 && m[11] === 0.0 &&
  7675. m[12] === 0.0 && m[13] === 0.0 && m[14] === 0.0 && m[15] === 1.0);
  7676. }
  7677. return this._isIdentity;
  7678. };
  7679. /**
  7680. * Check if the current matrix is identity as a texture matrix (3x2 store in 4x4)
  7681. * @returns true is the matrix is the identity matrix
  7682. */
  7683. Matrix.prototype.isIdentityAs3x2 = function () {
  7684. if (this._isIdentity3x2Dirty) {
  7685. this._isIdentity3x2Dirty = false;
  7686. if (this._m[0] !== 1.0 || this._m[5] !== 1.0 || this._m[15] !== 1.0) {
  7687. this._isIdentity3x2 = false;
  7688. }
  7689. else if (this._m[1] !== 0.0 || this._m[2] !== 0.0 || this._m[3] !== 0.0 ||
  7690. this._m[4] !== 0.0 || this._m[6] !== 0.0 || this._m[7] !== 0.0 ||
  7691. this._m[8] !== 0.0 || this._m[9] !== 0.0 || this._m[10] !== 0.0 || this._m[11] !== 0.0 ||
  7692. this._m[12] !== 0.0 || this._m[13] !== 0.0 || this._m[14] !== 0.0) {
  7693. this._isIdentity3x2 = false;
  7694. }
  7695. else {
  7696. this._isIdentity3x2 = true;
  7697. }
  7698. }
  7699. return this._isIdentity3x2;
  7700. };
  7701. /**
  7702. * Gets the determinant of the matrix
  7703. * @returns the matrix determinant
  7704. */
  7705. Matrix.prototype.determinant = function () {
  7706. if (this._isIdentity === true) {
  7707. return 1;
  7708. }
  7709. var m = this._m;
  7710. var m00 = m[0], m01 = m[1], m02 = m[2], m03 = m[3];
  7711. var m10 = m[4], m11 = m[5], m12 = m[6], m13 = m[7];
  7712. var m20 = m[8], m21 = m[9], m22 = m[10], m23 = m[11];
  7713. var m30 = m[12], m31 = m[13], m32 = m[14], m33 = m[15];
  7714. // https://en.wikipedia.org/wiki/Laplace_expansion
  7715. // to compute the deterrminant of a 4x4 Matrix we compute the cofactors of any row or column,
  7716. // then we multiply each Cofactor by its corresponding matrix value and sum them all to get the determinant
  7717. // Cofactor(i, j) = sign(i,j) * det(Minor(i, j))
  7718. // where
  7719. // - sign(i,j) = (i+j) % 2 === 0 ? 1 : -1
  7720. // - Minor(i, j) is the 3x3 matrix we get by removing row i and column j from current Matrix
  7721. //
  7722. // Here we do that for the 1st row.
  7723. var det_22_33 = m22 * m33 - m32 * m23;
  7724. var det_21_33 = m21 * m33 - m31 * m23;
  7725. var det_21_32 = m21 * m32 - m31 * m22;
  7726. var det_20_33 = m20 * m33 - m30 * m23;
  7727. var det_20_32 = m20 * m32 - m22 * m30;
  7728. var det_20_31 = m20 * m31 - m30 * m21;
  7729. var cofact_00 = +(m11 * det_22_33 - m12 * det_21_33 + m13 * det_21_32);
  7730. var cofact_01 = -(m10 * det_22_33 - m12 * det_20_33 + m13 * det_20_32);
  7731. var cofact_02 = +(m10 * det_21_33 - m11 * det_20_33 + m13 * det_20_31);
  7732. var cofact_03 = -(m10 * det_21_32 - m11 * det_20_32 + m12 * det_20_31);
  7733. return m00 * cofact_00 + m01 * cofact_01 + m02 * cofact_02 + m03 * cofact_03;
  7734. };
  7735. // Methods
  7736. /**
  7737. * Returns the matrix as a Float32Array
  7738. * @returns the matrix underlying array
  7739. */
  7740. Matrix.prototype.toArray = function () {
  7741. return this._m;
  7742. };
  7743. /**
  7744. * Returns the matrix as a Float32Array
  7745. * @returns the matrix underlying array.
  7746. */
  7747. Matrix.prototype.asArray = function () {
  7748. return this._m;
  7749. };
  7750. /**
  7751. * Inverts the current matrix in place
  7752. * @returns the current inverted matrix
  7753. */
  7754. Matrix.prototype.invert = function () {
  7755. this.invertToRef(this);
  7756. return this;
  7757. };
  7758. /**
  7759. * Sets all the matrix elements to zero
  7760. * @returns the current matrix
  7761. */
  7762. Matrix.prototype.reset = function () {
  7763. Matrix.FromValuesToRef(0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, this);
  7764. this._updateIdentityStatus(false);
  7765. return this;
  7766. };
  7767. /**
  7768. * Adds the current matrix with a second one
  7769. * @param other defines the matrix to add
  7770. * @returns a new matrix as the addition of the current matrix and the given one
  7771. */
  7772. Matrix.prototype.add = function (other) {
  7773. var result = new Matrix();
  7774. this.addToRef(other, result);
  7775. return result;
  7776. };
  7777. /**
  7778. * Sets the given matrix "result" to the addition of the current matrix and the given one
  7779. * @param other defines the matrix to add
  7780. * @param result defines the target matrix
  7781. * @returns the current matrix
  7782. */
  7783. Matrix.prototype.addToRef = function (other, result) {
  7784. var m = this._m;
  7785. var resultM = result._m;
  7786. var otherM = other.m;
  7787. for (var index = 0; index < 16; index++) {
  7788. resultM[index] = m[index] + otherM[index];
  7789. }
  7790. result._markAsUpdated();
  7791. return this;
  7792. };
  7793. /**
  7794. * Adds in place the given matrix to the current matrix
  7795. * @param other defines the second operand
  7796. * @returns the current updated matrix
  7797. */
  7798. Matrix.prototype.addToSelf = function (other) {
  7799. var m = this._m;
  7800. var otherM = other.m;
  7801. for (var index = 0; index < 16; index++) {
  7802. m[index] += otherM[index];
  7803. }
  7804. this._markAsUpdated();
  7805. return this;
  7806. };
  7807. /**
  7808. * Sets the given matrix to the current inverted Matrix
  7809. * @param other defines the target matrix
  7810. * @returns the unmodified current matrix
  7811. */
  7812. Matrix.prototype.invertToRef = function (other) {
  7813. if (this._isIdentity === true) {
  7814. Matrix.IdentityToRef(other);
  7815. return this;
  7816. }
  7817. // the inverse of a Matrix is the transpose of cofactor matrix divided by the determinant
  7818. var m = this._m;
  7819. var m00 = m[0], m01 = m[1], m02 = m[2], m03 = m[3];
  7820. var m10 = m[4], m11 = m[5], m12 = m[6], m13 = m[7];
  7821. var m20 = m[8], m21 = m[9], m22 = m[10], m23 = m[11];
  7822. var m30 = m[12], m31 = m[13], m32 = m[14], m33 = m[15];
  7823. var det_22_33 = m22 * m33 - m32 * m23;
  7824. var det_21_33 = m21 * m33 - m31 * m23;
  7825. var det_21_32 = m21 * m32 - m31 * m22;
  7826. var det_20_33 = m20 * m33 - m30 * m23;
  7827. var det_20_32 = m20 * m32 - m22 * m30;
  7828. var det_20_31 = m20 * m31 - m30 * m21;
  7829. var cofact_00 = +(m11 * det_22_33 - m12 * det_21_33 + m13 * det_21_32);
  7830. var cofact_01 = -(m10 * det_22_33 - m12 * det_20_33 + m13 * det_20_32);
  7831. var cofact_02 = +(m10 * det_21_33 - m11 * det_20_33 + m13 * det_20_31);
  7832. var cofact_03 = -(m10 * det_21_32 - m11 * det_20_32 + m12 * det_20_31);
  7833. var det = m00 * cofact_00 + m01 * cofact_01 + m02 * cofact_02 + m03 * cofact_03;
  7834. if (det === 0) {
  7835. // not invertible
  7836. other.copyFrom(this);
  7837. return this;
  7838. }
  7839. var detInv = 1 / det;
  7840. var det_12_33 = m12 * m33 - m32 * m13;
  7841. var det_11_33 = m11 * m33 - m31 * m13;
  7842. var det_11_32 = m11 * m32 - m31 * m12;
  7843. var det_10_33 = m10 * m33 - m30 * m13;
  7844. var det_10_32 = m10 * m32 - m30 * m12;
  7845. var det_10_31 = m10 * m31 - m30 * m11;
  7846. var det_12_23 = m12 * m23 - m22 * m13;
  7847. var det_11_23 = m11 * m23 - m21 * m13;
  7848. var det_11_22 = m11 * m22 - m21 * m12;
  7849. var det_10_23 = m10 * m23 - m20 * m13;
  7850. var det_10_22 = m10 * m22 - m20 * m12;
  7851. var det_10_21 = m10 * m21 - m20 * m11;
  7852. var cofact_10 = -(m01 * det_22_33 - m02 * det_21_33 + m03 * det_21_32);
  7853. var cofact_11 = +(m00 * det_22_33 - m02 * det_20_33 + m03 * det_20_32);
  7854. var cofact_12 = -(m00 * det_21_33 - m01 * det_20_33 + m03 * det_20_31);
  7855. var cofact_13 = +(m00 * det_21_32 - m01 * det_20_32 + m02 * det_20_31);
  7856. var cofact_20 = +(m01 * det_12_33 - m02 * det_11_33 + m03 * det_11_32);
  7857. var cofact_21 = -(m00 * det_12_33 - m02 * det_10_33 + m03 * det_10_32);
  7858. var cofact_22 = +(m00 * det_11_33 - m01 * det_10_33 + m03 * det_10_31);
  7859. var cofact_23 = -(m00 * det_11_32 - m01 * det_10_32 + m02 * det_10_31);
  7860. var cofact_30 = -(m01 * det_12_23 - m02 * det_11_23 + m03 * det_11_22);
  7861. var cofact_31 = +(m00 * det_12_23 - m02 * det_10_23 + m03 * det_10_22);
  7862. var cofact_32 = -(m00 * det_11_23 - m01 * det_10_23 + m03 * det_10_21);
  7863. var cofact_33 = +(m00 * det_11_22 - m01 * det_10_22 + m02 * det_10_21);
  7864. Matrix.FromValuesToRef(cofact_00 * detInv, cofact_10 * detInv, cofact_20 * detInv, cofact_30 * detInv, cofact_01 * detInv, cofact_11 * detInv, cofact_21 * detInv, cofact_31 * detInv, cofact_02 * detInv, cofact_12 * detInv, cofact_22 * detInv, cofact_32 * detInv, cofact_03 * detInv, cofact_13 * detInv, cofact_23 * detInv, cofact_33 * detInv, other);
  7865. return this;
  7866. };
  7867. /**
  7868. * add a value at the specified position in the current Matrix
  7869. * @param index the index of the value within the matrix. between 0 and 15.
  7870. * @param value the value to be added
  7871. * @returns the current updated matrix
  7872. */
  7873. Matrix.prototype.addAtIndex = function (index, value) {
  7874. this._m[index] += value;
  7875. this._markAsUpdated();
  7876. return this;
  7877. };
  7878. /**
  7879. * mutiply the specified position in the current Matrix by a value
  7880. * @param index the index of the value within the matrix. between 0 and 15.
  7881. * @param value the value to be added
  7882. * @returns the current updated matrix
  7883. */
  7884. Matrix.prototype.multiplyAtIndex = function (index, value) {
  7885. this._m[index] *= value;
  7886. this._markAsUpdated();
  7887. return this;
  7888. };
  7889. /**
  7890. * Inserts the translation vector (using 3 floats) in the current matrix
  7891. * @param x defines the 1st component of the translation
  7892. * @param y defines the 2nd component of the translation
  7893. * @param z defines the 3rd component of the translation
  7894. * @returns the current updated matrix
  7895. */
  7896. Matrix.prototype.setTranslationFromFloats = function (x, y, z) {
  7897. this._m[12] = x;
  7898. this._m[13] = y;
  7899. this._m[14] = z;
  7900. this._markAsUpdated();
  7901. return this;
  7902. };
  7903. /**
  7904. * Inserts the translation vector in the current matrix
  7905. * @param vector3 defines the translation to insert
  7906. * @returns the current updated matrix
  7907. */
  7908. Matrix.prototype.setTranslation = function (vector3) {
  7909. return this.setTranslationFromFloats(vector3.x, vector3.y, vector3.z);
  7910. };
  7911. /**
  7912. * Gets the translation value of the current matrix
  7913. * @returns a new Vector3 as the extracted translation from the matrix
  7914. */
  7915. Matrix.prototype.getTranslation = function () {
  7916. return new Vector3(this._m[12], this._m[13], this._m[14]);
  7917. };
  7918. /**
  7919. * Fill a Vector3 with the extracted translation from the matrix
  7920. * @param result defines the Vector3 where to store the translation
  7921. * @returns the current matrix
  7922. */
  7923. Matrix.prototype.getTranslationToRef = function (result) {
  7924. result.x = this._m[12];
  7925. result.y = this._m[13];
  7926. result.z = this._m[14];
  7927. return this;
  7928. };
  7929. /**
  7930. * Remove rotation and scaling part from the matrix
  7931. * @returns the updated matrix
  7932. */
  7933. Matrix.prototype.removeRotationAndScaling = function () {
  7934. var m = this.m;
  7935. Matrix.FromValuesToRef(1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, m[12], m[13], m[14], m[15], this);
  7936. this._updateIdentityStatus(m[12] === 0 && m[13] === 0 && m[14] === 0 && m[15] === 1);
  7937. return this;
  7938. };
  7939. /**
  7940. * Multiply two matrices
  7941. * @param other defines the second operand
  7942. * @returns a new matrix set with the multiplication result of the current Matrix and the given one
  7943. */
  7944. Matrix.prototype.multiply = function (other) {
  7945. var result = new Matrix();
  7946. this.multiplyToRef(other, result);
  7947. return result;
  7948. };
  7949. /**
  7950. * Copy the current matrix from the given one
  7951. * @param other defines the source matrix
  7952. * @returns the current updated matrix
  7953. */
  7954. Matrix.prototype.copyFrom = function (other) {
  7955. other.copyToArray(this._m);
  7956. var o = other;
  7957. this._updateIdentityStatus(o._isIdentity, o._isIdentityDirty, o._isIdentity3x2, o._isIdentity3x2Dirty);
  7958. return this;
  7959. };
  7960. /**
  7961. * Populates the given array from the starting index with the current matrix values
  7962. * @param array defines the target array
  7963. * @param offset defines the offset in the target array where to start storing values
  7964. * @returns the current matrix
  7965. */
  7966. Matrix.prototype.copyToArray = function (array, offset) {
  7967. if (offset === void 0) { offset = 0; }
  7968. for (var index = 0; index < 16; index++) {
  7969. array[offset + index] = this._m[index];
  7970. }
  7971. return this;
  7972. };
  7973. /**
  7974. * Sets the given matrix "result" with the multiplication result of the current Matrix and the given one
  7975. * @param other defines the second operand
  7976. * @param result defines the matrix where to store the multiplication
  7977. * @returns the current matrix
  7978. */
  7979. Matrix.prototype.multiplyToRef = function (other, result) {
  7980. if (this._isIdentity) {
  7981. result.copyFrom(other);
  7982. return this;
  7983. }
  7984. if (other._isIdentity) {
  7985. result.copyFrom(this);
  7986. return this;
  7987. }
  7988. this.multiplyToArray(other, result._m, 0);
  7989. result._markAsUpdated();
  7990. return this;
  7991. };
  7992. /**
  7993. * Sets the Float32Array "result" from the given index "offset" with the multiplication of the current matrix and the given one
  7994. * @param other defines the second operand
  7995. * @param result defines the array where to store the multiplication
  7996. * @param offset defines the offset in the target array where to start storing values
  7997. * @returns the current matrix
  7998. */
  7999. Matrix.prototype.multiplyToArray = function (other, result, offset) {
  8000. var m = this._m;
  8001. var otherM = other.m;
  8002. var tm0 = m[0], tm1 = m[1], tm2 = m[2], tm3 = m[3];
  8003. var tm4 = m[4], tm5 = m[5], tm6 = m[6], tm7 = m[7];
  8004. var tm8 = m[8], tm9 = m[9], tm10 = m[10], tm11 = m[11];
  8005. var tm12 = m[12], tm13 = m[13], tm14 = m[14], tm15 = m[15];
  8006. var om0 = otherM[0], om1 = otherM[1], om2 = otherM[2], om3 = otherM[3];
  8007. var om4 = otherM[4], om5 = otherM[5], om6 = otherM[6], om7 = otherM[7];
  8008. var om8 = otherM[8], om9 = otherM[9], om10 = otherM[10], om11 = otherM[11];
  8009. var om12 = otherM[12], om13 = otherM[13], om14 = otherM[14], om15 = otherM[15];
  8010. result[offset] = tm0 * om0 + tm1 * om4 + tm2 * om8 + tm3 * om12;
  8011. result[offset + 1] = tm0 * om1 + tm1 * om5 + tm2 * om9 + tm3 * om13;
  8012. result[offset + 2] = tm0 * om2 + tm1 * om6 + tm2 * om10 + tm3 * om14;
  8013. result[offset + 3] = tm0 * om3 + tm1 * om7 + tm2 * om11 + tm3 * om15;
  8014. result[offset + 4] = tm4 * om0 + tm5 * om4 + tm6 * om8 + tm7 * om12;
  8015. result[offset + 5] = tm4 * om1 + tm5 * om5 + tm6 * om9 + tm7 * om13;
  8016. result[offset + 6] = tm4 * om2 + tm5 * om6 + tm6 * om10 + tm7 * om14;
  8017. result[offset + 7] = tm4 * om3 + tm5 * om7 + tm6 * om11 + tm7 * om15;
  8018. result[offset + 8] = tm8 * om0 + tm9 * om4 + tm10 * om8 + tm11 * om12;
  8019. result[offset + 9] = tm8 * om1 + tm9 * om5 + tm10 * om9 + tm11 * om13;
  8020. result[offset + 10] = tm8 * om2 + tm9 * om6 + tm10 * om10 + tm11 * om14;
  8021. result[offset + 11] = tm8 * om3 + tm9 * om7 + tm10 * om11 + tm11 * om15;
  8022. result[offset + 12] = tm12 * om0 + tm13 * om4 + tm14 * om8 + tm15 * om12;
  8023. result[offset + 13] = tm12 * om1 + tm13 * om5 + tm14 * om9 + tm15 * om13;
  8024. result[offset + 14] = tm12 * om2 + tm13 * om6 + tm14 * om10 + tm15 * om14;
  8025. result[offset + 15] = tm12 * om3 + tm13 * om7 + tm14 * om11 + tm15 * om15;
  8026. return this;
  8027. };
  8028. /**
  8029. * Check equality between this matrix and a second one
  8030. * @param value defines the second matrix to compare
  8031. * @returns true is the current matrix and the given one values are strictly equal
  8032. */
  8033. Matrix.prototype.equals = function (value) {
  8034. var other = value;
  8035. if (!other) {
  8036. return false;
  8037. }
  8038. if (this._isIdentity || other._isIdentity) {
  8039. if (!this._isIdentityDirty && !other._isIdentityDirty) {
  8040. return this._isIdentity && other._isIdentity;
  8041. }
  8042. }
  8043. var m = this.m;
  8044. var om = other.m;
  8045. return (m[0] === om[0] && m[1] === om[1] && m[2] === om[2] && m[3] === om[3] &&
  8046. m[4] === om[4] && m[5] === om[5] && m[6] === om[6] && m[7] === om[7] &&
  8047. m[8] === om[8] && m[9] === om[9] && m[10] === om[10] && m[11] === om[11] &&
  8048. m[12] === om[12] && m[13] === om[13] && m[14] === om[14] && m[15] === om[15]);
  8049. };
  8050. /**
  8051. * Clone the current matrix
  8052. * @returns a new matrix from the current matrix
  8053. */
  8054. Matrix.prototype.clone = function () {
  8055. var matrix = new Matrix();
  8056. matrix.copyFrom(this);
  8057. return matrix;
  8058. };
  8059. /**
  8060. * Returns the name of the current matrix class
  8061. * @returns the string "Matrix"
  8062. */
  8063. Matrix.prototype.getClassName = function () {
  8064. return "Matrix";
  8065. };
  8066. /**
  8067. * Gets the hash code of the current matrix
  8068. * @returns the hash code
  8069. */
  8070. Matrix.prototype.getHashCode = function () {
  8071. var hash = this._m[0] || 0;
  8072. for (var i = 1; i < 16; i++) {
  8073. hash = (hash * 397) ^ (this._m[i] || 0);
  8074. }
  8075. return hash;
  8076. };
  8077. /**
  8078. * Decomposes the current Matrix into a translation, rotation and scaling components
  8079. * @param scale defines the scale vector3 given as a reference to update
  8080. * @param rotation defines the rotation quaternion given as a reference to update
  8081. * @param translation defines the translation vector3 given as a reference to update
  8082. * @returns true if operation was successful
  8083. */
  8084. Matrix.prototype.decompose = function (scale, rotation, translation) {
  8085. if (this._isIdentity) {
  8086. if (translation) {
  8087. translation.setAll(0);
  8088. }
  8089. if (scale) {
  8090. scale.setAll(1);
  8091. }
  8092. if (rotation) {
  8093. rotation.copyFromFloats(0, 0, 0, 1);
  8094. }
  8095. return true;
  8096. }
  8097. var m = this._m;
  8098. if (translation) {
  8099. translation.copyFromFloats(m[12], m[13], m[14]);
  8100. }
  8101. scale = scale || MathTmp.Vector3[0];
  8102. scale.x = Math.sqrt(m[0] * m[0] + m[1] * m[1] + m[2] * m[2]);
  8103. scale.y = Math.sqrt(m[4] * m[4] + m[5] * m[5] + m[6] * m[6]);
  8104. scale.z = Math.sqrt(m[8] * m[8] + m[9] * m[9] + m[10] * m[10]);
  8105. if (this.determinant() <= 0) {
  8106. scale.y *= -1;
  8107. }
  8108. if (scale.x === 0 || scale.y === 0 || scale.z === 0) {
  8109. if (rotation) {
  8110. rotation.copyFromFloats(0.0, 0.0, 0.0, 1.0);
  8111. }
  8112. return false;
  8113. }
  8114. if (rotation) {
  8115. var sx = 1 / scale.x, sy = 1 / scale.y, sz = 1 / scale.z;
  8116. Matrix.FromValuesToRef(m[0] * sx, m[1] * sx, m[2] * sx, 0.0, m[4] * sy, m[5] * sy, m[6] * sy, 0.0, m[8] * sz, m[9] * sz, m[10] * sz, 0.0, 0.0, 0.0, 0.0, 1.0, MathTmp.Matrix[0]);
  8117. Quaternion.FromRotationMatrixToRef(MathTmp.Matrix[0], rotation);
  8118. }
  8119. return true;
  8120. };
  8121. /**
  8122. * Gets specific row of the matrix
  8123. * @param index defines the number of the row to get
  8124. * @returns the index-th row of the current matrix as a new Vector4
  8125. */
  8126. Matrix.prototype.getRow = function (index) {
  8127. if (index < 0 || index > 3) {
  8128. return null;
  8129. }
  8130. var i = index * 4;
  8131. return new Vector4(this._m[i + 0], this._m[i + 1], this._m[i + 2], this._m[i + 3]);
  8132. };
  8133. /**
  8134. * Sets the index-th row of the current matrix to the vector4 values
  8135. * @param index defines the number of the row to set
  8136. * @param row defines the target vector4
  8137. * @returns the updated current matrix
  8138. */
  8139. Matrix.prototype.setRow = function (index, row) {
  8140. return this.setRowFromFloats(index, row.x, row.y, row.z, row.w);
  8141. };
  8142. /**
  8143. * Compute the transpose of the matrix
  8144. * @returns the new transposed matrix
  8145. */
  8146. Matrix.prototype.transpose = function () {
  8147. return Matrix.Transpose(this);
  8148. };
  8149. /**
  8150. * Compute the transpose of the matrix and store it in a given matrix
  8151. * @param result defines the target matrix
  8152. * @returns the current matrix
  8153. */
  8154. Matrix.prototype.transposeToRef = function (result) {
  8155. Matrix.TransposeToRef(this, result);
  8156. return this;
  8157. };
  8158. /**
  8159. * Sets the index-th row of the current matrix with the given 4 x float values
  8160. * @param index defines the row index
  8161. * @param x defines the x component to set
  8162. * @param y defines the y component to set
  8163. * @param z defines the z component to set
  8164. * @param w defines the w component to set
  8165. * @returns the updated current matrix
  8166. */
  8167. Matrix.prototype.setRowFromFloats = function (index, x, y, z, w) {
  8168. if (index < 0 || index > 3) {
  8169. return this;
  8170. }
  8171. var i = index * 4;
  8172. this._m[i + 0] = x;
  8173. this._m[i + 1] = y;
  8174. this._m[i + 2] = z;
  8175. this._m[i + 3] = w;
  8176. this._markAsUpdated();
  8177. return this;
  8178. };
  8179. /**
  8180. * Compute a new matrix set with the current matrix values multiplied by scale (float)
  8181. * @param scale defines the scale factor
  8182. * @returns a new matrix
  8183. */
  8184. Matrix.prototype.scale = function (scale) {
  8185. var result = new Matrix();
  8186. this.scaleToRef(scale, result);
  8187. return result;
  8188. };
  8189. /**
  8190. * Scale the current matrix values by a factor to a given result matrix
  8191. * @param scale defines the scale factor
  8192. * @param result defines the matrix to store the result
  8193. * @returns the current matrix
  8194. */
  8195. Matrix.prototype.scaleToRef = function (scale, result) {
  8196. for (var index = 0; index < 16; index++) {
  8197. result._m[index] = this._m[index] * scale;
  8198. }
  8199. result._markAsUpdated();
  8200. return this;
  8201. };
  8202. /**
  8203. * Scale the current matrix values by a factor and add the result to a given matrix
  8204. * @param scale defines the scale factor
  8205. * @param result defines the Matrix to store the result
  8206. * @returns the current matrix
  8207. */
  8208. Matrix.prototype.scaleAndAddToRef = function (scale, result) {
  8209. for (var index = 0; index < 16; index++) {
  8210. result._m[index] += this._m[index] * scale;
  8211. }
  8212. result._markAsUpdated();
  8213. return this;
  8214. };
  8215. /**
  8216. * Writes to the given matrix a normal matrix, computed from this one (using values from identity matrix for fourth row and column).
  8217. * @param ref matrix to store the result
  8218. */
  8219. Matrix.prototype.toNormalMatrix = function (ref) {
  8220. var tmp = MathTmp.Matrix[0];
  8221. this.invertToRef(tmp);
  8222. tmp.transposeToRef(ref);
  8223. var m = ref._m;
  8224. Matrix.FromValuesToRef(m[0], m[1], m[2], 0.0, m[4], m[5], m[6], 0.0, m[8], m[9], m[10], 0.0, 0.0, 0.0, 0.0, 1.0, ref);
  8225. };
  8226. /**
  8227. * Gets only rotation part of the current matrix
  8228. * @returns a new matrix sets to the extracted rotation matrix from the current one
  8229. */
  8230. Matrix.prototype.getRotationMatrix = function () {
  8231. var result = new Matrix();
  8232. this.getRotationMatrixToRef(result);
  8233. return result;
  8234. };
  8235. /**
  8236. * Extracts the rotation matrix from the current one and sets it as the given "result"
  8237. * @param result defines the target matrix to store data to
  8238. * @returns the current matrix
  8239. */
  8240. Matrix.prototype.getRotationMatrixToRef = function (result) {
  8241. var scale = MathTmp.Vector3[0];
  8242. if (!this.decompose(scale)) {
  8243. Matrix.IdentityToRef(result);
  8244. return this;
  8245. }
  8246. var m = this._m;
  8247. var sx = 1 / scale.x, sy = 1 / scale.y, sz = 1 / scale.z;
  8248. Matrix.FromValuesToRef(m[0] * sx, m[1] * sx, m[2] * sx, 0.0, m[4] * sy, m[5] * sy, m[6] * sy, 0.0, m[8] * sz, m[9] * sz, m[10] * sz, 0.0, 0.0, 0.0, 0.0, 1.0, result);
  8249. return this;
  8250. };
  8251. /**
  8252. * Toggles model matrix from being right handed to left handed in place and vice versa
  8253. */
  8254. Matrix.prototype.toggleModelMatrixHandInPlace = function () {
  8255. var m = this._m;
  8256. m[2] *= -1;
  8257. m[6] *= -1;
  8258. m[8] *= -1;
  8259. m[9] *= -1;
  8260. m[14] *= -1;
  8261. this._markAsUpdated();
  8262. };
  8263. /**
  8264. * Toggles projection matrix from being right handed to left handed in place and vice versa
  8265. */
  8266. Matrix.prototype.toggleProjectionMatrixHandInPlace = function () {
  8267. var m = this._m;
  8268. m[8] *= -1;
  8269. m[9] *= -1;
  8270. m[10] *= -1;
  8271. m[11] *= -1;
  8272. this._markAsUpdated();
  8273. };
  8274. // Statics
  8275. /**
  8276. * Creates a matrix from an array
  8277. * @param array defines the source array
  8278. * @param offset defines an offset in the source array
  8279. * @returns a new Matrix set from the starting index of the given array
  8280. */
  8281. Matrix.FromArray = function (array, offset) {
  8282. if (offset === void 0) { offset = 0; }
  8283. var result = new Matrix();
  8284. Matrix.FromArrayToRef(array, offset, result);
  8285. return result;
  8286. };
  8287. /**
  8288. * Copy the content of an array into a given matrix
  8289. * @param array defines the source array
  8290. * @param offset defines an offset in the source array
  8291. * @param result defines the target matrix
  8292. */
  8293. Matrix.FromArrayToRef = function (array, offset, result) {
  8294. for (var index = 0; index < 16; index++) {
  8295. result._m[index] = array[index + offset];
  8296. }
  8297. result._markAsUpdated();
  8298. };
  8299. /**
  8300. * Stores an array into a matrix after having multiplied each component by a given factor
  8301. * @param array defines the source array
  8302. * @param offset defines the offset in the source array
  8303. * @param scale defines the scaling factor
  8304. * @param result defines the target matrix
  8305. */
  8306. Matrix.FromFloat32ArrayToRefScaled = function (array, offset, scale, result) {
  8307. for (var index = 0; index < 16; index++) {
  8308. result._m[index] = array[index + offset] * scale;
  8309. }
  8310. result._markAsUpdated();
  8311. };
  8312. Object.defineProperty(Matrix, "IdentityReadOnly", {
  8313. /**
  8314. * Gets an identity matrix that must not be updated
  8315. */
  8316. get: function () {
  8317. return Matrix._identityReadOnly;
  8318. },
  8319. enumerable: true,
  8320. configurable: true
  8321. });
  8322. /**
  8323. * Stores a list of values (16) inside a given matrix
  8324. * @param initialM11 defines 1st value of 1st row
  8325. * @param initialM12 defines 2nd value of 1st row
  8326. * @param initialM13 defines 3rd value of 1st row
  8327. * @param initialM14 defines 4th value of 1st row
  8328. * @param initialM21 defines 1st value of 2nd row
  8329. * @param initialM22 defines 2nd value of 2nd row
  8330. * @param initialM23 defines 3rd value of 2nd row
  8331. * @param initialM24 defines 4th value of 2nd row
  8332. * @param initialM31 defines 1st value of 3rd row
  8333. * @param initialM32 defines 2nd value of 3rd row
  8334. * @param initialM33 defines 3rd value of 3rd row
  8335. * @param initialM34 defines 4th value of 3rd row
  8336. * @param initialM41 defines 1st value of 4th row
  8337. * @param initialM42 defines 2nd value of 4th row
  8338. * @param initialM43 defines 3rd value of 4th row
  8339. * @param initialM44 defines 4th value of 4th row
  8340. * @param result defines the target matrix
  8341. */
  8342. Matrix.FromValuesToRef = function (initialM11, initialM12, initialM13, initialM14, initialM21, initialM22, initialM23, initialM24, initialM31, initialM32, initialM33, initialM34, initialM41, initialM42, initialM43, initialM44, result) {
  8343. var m = result._m;
  8344. m[0] = initialM11;
  8345. m[1] = initialM12;
  8346. m[2] = initialM13;
  8347. m[3] = initialM14;
  8348. m[4] = initialM21;
  8349. m[5] = initialM22;
  8350. m[6] = initialM23;
  8351. m[7] = initialM24;
  8352. m[8] = initialM31;
  8353. m[9] = initialM32;
  8354. m[10] = initialM33;
  8355. m[11] = initialM34;
  8356. m[12] = initialM41;
  8357. m[13] = initialM42;
  8358. m[14] = initialM43;
  8359. m[15] = initialM44;
  8360. result._markAsUpdated();
  8361. };
  8362. /**
  8363. * Creates new matrix from a list of values (16)
  8364. * @param initialM11 defines 1st value of 1st row
  8365. * @param initialM12 defines 2nd value of 1st row
  8366. * @param initialM13 defines 3rd value of 1st row
  8367. * @param initialM14 defines 4th value of 1st row
  8368. * @param initialM21 defines 1st value of 2nd row
  8369. * @param initialM22 defines 2nd value of 2nd row
  8370. * @param initialM23 defines 3rd value of 2nd row
  8371. * @param initialM24 defines 4th value of 2nd row
  8372. * @param initialM31 defines 1st value of 3rd row
  8373. * @param initialM32 defines 2nd value of 3rd row
  8374. * @param initialM33 defines 3rd value of 3rd row
  8375. * @param initialM34 defines 4th value of 3rd row
  8376. * @param initialM41 defines 1st value of 4th row
  8377. * @param initialM42 defines 2nd value of 4th row
  8378. * @param initialM43 defines 3rd value of 4th row
  8379. * @param initialM44 defines 4th value of 4th row
  8380. * @returns the new matrix
  8381. */
  8382. Matrix.FromValues = function (initialM11, initialM12, initialM13, initialM14, initialM21, initialM22, initialM23, initialM24, initialM31, initialM32, initialM33, initialM34, initialM41, initialM42, initialM43, initialM44) {
  8383. var result = new Matrix();
  8384. var m = result._m;
  8385. m[0] = initialM11;
  8386. m[1] = initialM12;
  8387. m[2] = initialM13;
  8388. m[3] = initialM14;
  8389. m[4] = initialM21;
  8390. m[5] = initialM22;
  8391. m[6] = initialM23;
  8392. m[7] = initialM24;
  8393. m[8] = initialM31;
  8394. m[9] = initialM32;
  8395. m[10] = initialM33;
  8396. m[11] = initialM34;
  8397. m[12] = initialM41;
  8398. m[13] = initialM42;
  8399. m[14] = initialM43;
  8400. m[15] = initialM44;
  8401. result._markAsUpdated();
  8402. return result;
  8403. };
  8404. /**
  8405. * Creates a new matrix composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  8406. * @param scale defines the scale vector3
  8407. * @param rotation defines the rotation quaternion
  8408. * @param translation defines the translation vector3
  8409. * @returns a new matrix
  8410. */
  8411. Matrix.Compose = function (scale, rotation, translation) {
  8412. var result = new Matrix();
  8413. Matrix.ComposeToRef(scale, rotation, translation, result);
  8414. return result;
  8415. };
  8416. /**
  8417. * Sets a matrix to a value composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  8418. * @param scale defines the scale vector3
  8419. * @param rotation defines the rotation quaternion
  8420. * @param translation defines the translation vector3
  8421. * @param result defines the target matrix
  8422. */
  8423. Matrix.ComposeToRef = function (scale, rotation, translation, result) {
  8424. Matrix.ScalingToRef(scale.x, scale.y, scale.z, MathTmp.Matrix[1]);
  8425. rotation.toRotationMatrix(MathTmp.Matrix[0]);
  8426. MathTmp.Matrix[1].multiplyToRef(MathTmp.Matrix[0], result);
  8427. result.setTranslation(translation);
  8428. };
  8429. /**
  8430. * Creates a new identity matrix
  8431. * @returns a new identity matrix
  8432. */
  8433. Matrix.Identity = function () {
  8434. var identity = Matrix.FromValues(1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0);
  8435. identity._updateIdentityStatus(true);
  8436. return identity;
  8437. };
  8438. /**
  8439. * Creates a new identity matrix and stores the result in a given matrix
  8440. * @param result defines the target matrix
  8441. */
  8442. Matrix.IdentityToRef = function (result) {
  8443. 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);
  8444. result._updateIdentityStatus(true);
  8445. };
  8446. /**
  8447. * Creates a new zero matrix
  8448. * @returns a new zero matrix
  8449. */
  8450. Matrix.Zero = function () {
  8451. var zero = Matrix.FromValues(0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0);
  8452. zero._updateIdentityStatus(false);
  8453. return zero;
  8454. };
  8455. /**
  8456. * Creates a new rotation matrix for "angle" radians around the X axis
  8457. * @param angle defines the angle (in radians) to use
  8458. * @return the new matrix
  8459. */
  8460. Matrix.RotationX = function (angle) {
  8461. var result = new Matrix();
  8462. Matrix.RotationXToRef(angle, result);
  8463. return result;
  8464. };
  8465. /**
  8466. * Creates a new matrix as the invert of a given matrix
  8467. * @param source defines the source matrix
  8468. * @returns the new matrix
  8469. */
  8470. Matrix.Invert = function (source) {
  8471. var result = new Matrix();
  8472. source.invertToRef(result);
  8473. return result;
  8474. };
  8475. /**
  8476. * Creates a new rotation matrix for "angle" radians around the X axis and stores it in a given matrix
  8477. * @param angle defines the angle (in radians) to use
  8478. * @param result defines the target matrix
  8479. */
  8480. Matrix.RotationXToRef = function (angle, result) {
  8481. var s = Math.sin(angle);
  8482. var c = Math.cos(angle);
  8483. Matrix.FromValuesToRef(1.0, 0.0, 0.0, 0.0, 0.0, c, s, 0.0, 0.0, -s, c, 0.0, 0.0, 0.0, 0.0, 1.0, result);
  8484. result._updateIdentityStatus(c === 1 && s === 0);
  8485. };
  8486. /**
  8487. * Creates a new rotation matrix for "angle" radians around the Y axis
  8488. * @param angle defines the angle (in radians) to use
  8489. * @return the new matrix
  8490. */
  8491. Matrix.RotationY = function (angle) {
  8492. var result = new Matrix();
  8493. Matrix.RotationYToRef(angle, result);
  8494. return result;
  8495. };
  8496. /**
  8497. * Creates a new rotation matrix for "angle" radians around the Y axis and stores it in a given matrix
  8498. * @param angle defines the angle (in radians) to use
  8499. * @param result defines the target matrix
  8500. */
  8501. Matrix.RotationYToRef = function (angle, result) {
  8502. var s = Math.sin(angle);
  8503. var c = Math.cos(angle);
  8504. Matrix.FromValuesToRef(c, 0.0, -s, 0.0, 0.0, 1.0, 0.0, 0.0, s, 0.0, c, 0.0, 0.0, 0.0, 0.0, 1.0, result);
  8505. result._updateIdentityStatus(c === 1 && s === 0);
  8506. };
  8507. /**
  8508. * Creates a new rotation matrix for "angle" radians around the Z axis
  8509. * @param angle defines the angle (in radians) to use
  8510. * @return the new matrix
  8511. */
  8512. Matrix.RotationZ = function (angle) {
  8513. var result = new Matrix();
  8514. Matrix.RotationZToRef(angle, result);
  8515. return result;
  8516. };
  8517. /**
  8518. * Creates a new rotation matrix for "angle" radians around the Z axis and stores it in a given matrix
  8519. * @param angle defines the angle (in radians) to use
  8520. * @param result defines the target matrix
  8521. */
  8522. Matrix.RotationZToRef = function (angle, result) {
  8523. var s = Math.sin(angle);
  8524. var c = Math.cos(angle);
  8525. Matrix.FromValuesToRef(c, s, 0.0, 0.0, -s, c, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, result);
  8526. result._updateIdentityStatus(c === 1 && s === 0);
  8527. };
  8528. /**
  8529. * Creates a new rotation matrix for "angle" radians around the given axis
  8530. * @param axis defines the axis to use
  8531. * @param angle defines the angle (in radians) to use
  8532. * @return the new matrix
  8533. */
  8534. Matrix.RotationAxis = function (axis, angle) {
  8535. var result = new Matrix();
  8536. Matrix.RotationAxisToRef(axis, angle, result);
  8537. return result;
  8538. };
  8539. /**
  8540. * Creates a new rotation matrix for "angle" radians around the given axis and stores it in a given matrix
  8541. * @param axis defines the axis to use
  8542. * @param angle defines the angle (in radians) to use
  8543. * @param result defines the target matrix
  8544. */
  8545. Matrix.RotationAxisToRef = function (axis, angle, result) {
  8546. var s = Math.sin(-angle);
  8547. var c = Math.cos(-angle);
  8548. var c1 = 1 - c;
  8549. axis.normalize();
  8550. var m = result._m;
  8551. m[0] = (axis.x * axis.x) * c1 + c;
  8552. m[1] = (axis.x * axis.y) * c1 - (axis.z * s);
  8553. m[2] = (axis.x * axis.z) * c1 + (axis.y * s);
  8554. m[3] = 0.0;
  8555. m[4] = (axis.y * axis.x) * c1 + (axis.z * s);
  8556. m[5] = (axis.y * axis.y) * c1 + c;
  8557. m[6] = (axis.y * axis.z) * c1 - (axis.x * s);
  8558. m[7] = 0.0;
  8559. m[8] = (axis.z * axis.x) * c1 - (axis.y * s);
  8560. m[9] = (axis.z * axis.y) * c1 + (axis.x * s);
  8561. m[10] = (axis.z * axis.z) * c1 + c;
  8562. m[11] = 0.0;
  8563. m[12] = 0.0;
  8564. m[13] = 0.0;
  8565. m[14] = 0.0;
  8566. m[15] = 1.0;
  8567. result._markAsUpdated();
  8568. };
  8569. /**
  8570. * Creates a rotation matrix
  8571. * @param yaw defines the yaw angle in radians (Y axis)
  8572. * @param pitch defines the pitch angle in radians (X axis)
  8573. * @param roll defines the roll angle in radians (X axis)
  8574. * @returns the new rotation matrix
  8575. */
  8576. Matrix.RotationYawPitchRoll = function (yaw, pitch, roll) {
  8577. var result = new Matrix();
  8578. Matrix.RotationYawPitchRollToRef(yaw, pitch, roll, result);
  8579. return result;
  8580. };
  8581. /**
  8582. * Creates a rotation matrix and stores it in a given matrix
  8583. * @param yaw defines the yaw angle in radians (Y axis)
  8584. * @param pitch defines the pitch angle in radians (X axis)
  8585. * @param roll defines the roll angle in radians (X axis)
  8586. * @param result defines the target matrix
  8587. */
  8588. Matrix.RotationYawPitchRollToRef = function (yaw, pitch, roll, result) {
  8589. Quaternion.RotationYawPitchRollToRef(yaw, pitch, roll, MathTmp.Quaternion[0]);
  8590. MathTmp.Quaternion[0].toRotationMatrix(result);
  8591. };
  8592. /**
  8593. * Creates a scaling matrix
  8594. * @param x defines the scale factor on X axis
  8595. * @param y defines the scale factor on Y axis
  8596. * @param z defines the scale factor on Z axis
  8597. * @returns the new matrix
  8598. */
  8599. Matrix.Scaling = function (x, y, z) {
  8600. var result = new Matrix();
  8601. Matrix.ScalingToRef(x, y, z, result);
  8602. return result;
  8603. };
  8604. /**
  8605. * Creates a scaling matrix and stores it in a given matrix
  8606. * @param x defines the scale factor on X axis
  8607. * @param y defines the scale factor on Y axis
  8608. * @param z defines the scale factor on Z axis
  8609. * @param result defines the target matrix
  8610. */
  8611. Matrix.ScalingToRef = function (x, y, z, result) {
  8612. Matrix.FromValuesToRef(x, 0.0, 0.0, 0.0, 0.0, y, 0.0, 0.0, 0.0, 0.0, z, 0.0, 0.0, 0.0, 0.0, 1.0, result);
  8613. result._updateIdentityStatus(x === 1 && y === 1 && z === 1);
  8614. };
  8615. /**
  8616. * Creates a translation matrix
  8617. * @param x defines the translation on X axis
  8618. * @param y defines the translation on Y axis
  8619. * @param z defines the translationon Z axis
  8620. * @returns the new matrix
  8621. */
  8622. Matrix.Translation = function (x, y, z) {
  8623. var result = new Matrix();
  8624. Matrix.TranslationToRef(x, y, z, result);
  8625. return result;
  8626. };
  8627. /**
  8628. * Creates a translation matrix and stores it in a given matrix
  8629. * @param x defines the translation on X axis
  8630. * @param y defines the translation on Y axis
  8631. * @param z defines the translationon Z axis
  8632. * @param result defines the target matrix
  8633. */
  8634. Matrix.TranslationToRef = function (x, y, z, result) {
  8635. 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);
  8636. result._updateIdentityStatus(x === 0 && y === 0 && z === 0);
  8637. };
  8638. /**
  8639. * Returns a new Matrix whose values are the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  8640. * @param startValue defines the start value
  8641. * @param endValue defines the end value
  8642. * @param gradient defines the gradient factor
  8643. * @returns the new matrix
  8644. */
  8645. Matrix.Lerp = function (startValue, endValue, gradient) {
  8646. var result = new Matrix();
  8647. Matrix.LerpToRef(startValue, endValue, gradient, result);
  8648. return result;
  8649. };
  8650. /**
  8651. * Set the given matrix "result" as the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  8652. * @param startValue defines the start value
  8653. * @param endValue defines the end value
  8654. * @param gradient defines the gradient factor
  8655. * @param result defines the Matrix object where to store data
  8656. */
  8657. Matrix.LerpToRef = function (startValue, endValue, gradient, result) {
  8658. var resultM = result._m;
  8659. var startM = startValue.m;
  8660. var endM = endValue.m;
  8661. for (var index = 0; index < 16; index++) {
  8662. resultM[index] = startM[index] * (1.0 - gradient) + endM[index] * gradient;
  8663. }
  8664. result._markAsUpdated();
  8665. };
  8666. /**
  8667. * Builds a new matrix whose values are computed by:
  8668. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  8669. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  8670. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  8671. * @param startValue defines the first matrix
  8672. * @param endValue defines the second matrix
  8673. * @param gradient defines the gradient between the two matrices
  8674. * @returns the new matrix
  8675. */
  8676. Matrix.DecomposeLerp = function (startValue, endValue, gradient) {
  8677. var result = new Matrix();
  8678. Matrix.DecomposeLerpToRef(startValue, endValue, gradient, result);
  8679. return result;
  8680. };
  8681. /**
  8682. * Update a matrix to values which are computed by:
  8683. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  8684. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  8685. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  8686. * @param startValue defines the first matrix
  8687. * @param endValue defines the second matrix
  8688. * @param gradient defines the gradient between the two matrices
  8689. * @param result defines the target matrix
  8690. */
  8691. Matrix.DecomposeLerpToRef = function (startValue, endValue, gradient, result) {
  8692. var startScale = MathTmp.Vector3[0];
  8693. var startRotation = MathTmp.Quaternion[0];
  8694. var startTranslation = MathTmp.Vector3[1];
  8695. startValue.decompose(startScale, startRotation, startTranslation);
  8696. var endScale = MathTmp.Vector3[2];
  8697. var endRotation = MathTmp.Quaternion[1];
  8698. var endTranslation = MathTmp.Vector3[3];
  8699. endValue.decompose(endScale, endRotation, endTranslation);
  8700. var resultScale = MathTmp.Vector3[4];
  8701. Vector3.LerpToRef(startScale, endScale, gradient, resultScale);
  8702. var resultRotation = MathTmp.Quaternion[2];
  8703. Quaternion.SlerpToRef(startRotation, endRotation, gradient, resultRotation);
  8704. var resultTranslation = MathTmp.Vector3[5];
  8705. Vector3.LerpToRef(startTranslation, endTranslation, gradient, resultTranslation);
  8706. Matrix.ComposeToRef(resultScale, resultRotation, resultTranslation, result);
  8707. };
  8708. /**
  8709. * 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"
  8710. * This function works in left handed mode
  8711. * @param eye defines the final position of the entity
  8712. * @param target defines where the entity should look at
  8713. * @param up defines the up vector for the entity
  8714. * @returns the new matrix
  8715. */
  8716. Matrix.LookAtLH = function (eye, target, up) {
  8717. var result = new Matrix();
  8718. Matrix.LookAtLHToRef(eye, target, up, result);
  8719. return result;
  8720. };
  8721. /**
  8722. * 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".
  8723. * This function works in left handed mode
  8724. * @param eye defines the final position of the entity
  8725. * @param target defines where the entity should look at
  8726. * @param up defines the up vector for the entity
  8727. * @param result defines the target matrix
  8728. */
  8729. Matrix.LookAtLHToRef = function (eye, target, up, result) {
  8730. var xAxis = MathTmp.Vector3[0];
  8731. var yAxis = MathTmp.Vector3[1];
  8732. var zAxis = MathTmp.Vector3[2];
  8733. // Z axis
  8734. target.subtractToRef(eye, zAxis);
  8735. zAxis.normalize();
  8736. // X axis
  8737. Vector3.CrossToRef(up, zAxis, xAxis);
  8738. var xSquareLength = xAxis.lengthSquared();
  8739. if (xSquareLength === 0) {
  8740. xAxis.x = 1.0;
  8741. }
  8742. else {
  8743. xAxis.normalizeFromLength(Math.sqrt(xSquareLength));
  8744. }
  8745. // Y axis
  8746. Vector3.CrossToRef(zAxis, xAxis, yAxis);
  8747. yAxis.normalize();
  8748. // Eye angles
  8749. var ex = -Vector3.Dot(xAxis, eye);
  8750. var ey = -Vector3.Dot(yAxis, eye);
  8751. var ez = -Vector3.Dot(zAxis, eye);
  8752. Matrix.FromValuesToRef(xAxis.x, yAxis.x, zAxis.x, 0.0, xAxis.y, yAxis.y, zAxis.y, 0.0, xAxis.z, yAxis.z, zAxis.z, 0.0, ex, ey, ez, 1.0, result);
  8753. };
  8754. /**
  8755. * 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"
  8756. * This function works in right handed mode
  8757. * @param eye defines the final position of the entity
  8758. * @param target defines where the entity should look at
  8759. * @param up defines the up vector for the entity
  8760. * @returns the new matrix
  8761. */
  8762. Matrix.LookAtRH = function (eye, target, up) {
  8763. var result = new Matrix();
  8764. Matrix.LookAtRHToRef(eye, target, up, result);
  8765. return result;
  8766. };
  8767. /**
  8768. * 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".
  8769. * This function works in right handed mode
  8770. * @param eye defines the final position of the entity
  8771. * @param target defines where the entity should look at
  8772. * @param up defines the up vector for the entity
  8773. * @param result defines the target matrix
  8774. */
  8775. Matrix.LookAtRHToRef = function (eye, target, up, result) {
  8776. var xAxis = MathTmp.Vector3[0];
  8777. var yAxis = MathTmp.Vector3[1];
  8778. var zAxis = MathTmp.Vector3[2];
  8779. // Z axis
  8780. eye.subtractToRef(target, zAxis);
  8781. zAxis.normalize();
  8782. // X axis
  8783. Vector3.CrossToRef(up, zAxis, xAxis);
  8784. var xSquareLength = xAxis.lengthSquared();
  8785. if (xSquareLength === 0) {
  8786. xAxis.x = 1.0;
  8787. }
  8788. else {
  8789. xAxis.normalizeFromLength(Math.sqrt(xSquareLength));
  8790. }
  8791. // Y axis
  8792. Vector3.CrossToRef(zAxis, xAxis, yAxis);
  8793. yAxis.normalize();
  8794. // Eye angles
  8795. var ex = -Vector3.Dot(xAxis, eye);
  8796. var ey = -Vector3.Dot(yAxis, eye);
  8797. var ez = -Vector3.Dot(zAxis, eye);
  8798. Matrix.FromValuesToRef(xAxis.x, yAxis.x, zAxis.x, 0.0, xAxis.y, yAxis.y, zAxis.y, 0.0, xAxis.z, yAxis.z, zAxis.z, 0.0, ex, ey, ez, 1.0, result);
  8799. };
  8800. /**
  8801. * Create a left-handed orthographic projection matrix
  8802. * @param width defines the viewport width
  8803. * @param height defines the viewport height
  8804. * @param znear defines the near clip plane
  8805. * @param zfar defines the far clip plane
  8806. * @returns a new matrix as a left-handed orthographic projection matrix
  8807. */
  8808. Matrix.OrthoLH = function (width, height, znear, zfar) {
  8809. var matrix = new Matrix();
  8810. Matrix.OrthoLHToRef(width, height, znear, zfar, matrix);
  8811. return matrix;
  8812. };
  8813. /**
  8814. * Store a left-handed orthographic projection to a given matrix
  8815. * @param width defines the viewport width
  8816. * @param height defines the viewport height
  8817. * @param znear defines the near clip plane
  8818. * @param zfar defines the far clip plane
  8819. * @param result defines the target matrix
  8820. */
  8821. Matrix.OrthoLHToRef = function (width, height, znear, zfar, result) {
  8822. var n = znear;
  8823. var f = zfar;
  8824. var a = 2.0 / width;
  8825. var b = 2.0 / height;
  8826. var c = 2.0 / (f - n);
  8827. var d = -(f + n) / (f - n);
  8828. 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);
  8829. result._updateIdentityStatus(a === 1 && b === 1 && c === 1 && d === 0);
  8830. };
  8831. /**
  8832. * Create a left-handed orthographic projection matrix
  8833. * @param left defines the viewport left coordinate
  8834. * @param right defines the viewport right coordinate
  8835. * @param bottom defines the viewport bottom coordinate
  8836. * @param top defines the viewport top coordinate
  8837. * @param znear defines the near clip plane
  8838. * @param zfar defines the far clip plane
  8839. * @returns a new matrix as a left-handed orthographic projection matrix
  8840. */
  8841. Matrix.OrthoOffCenterLH = function (left, right, bottom, top, znear, zfar) {
  8842. var matrix = new Matrix();
  8843. Matrix.OrthoOffCenterLHToRef(left, right, bottom, top, znear, zfar, matrix);
  8844. return matrix;
  8845. };
  8846. /**
  8847. * Stores a left-handed orthographic projection into a given matrix
  8848. * @param left defines the viewport left coordinate
  8849. * @param right defines the viewport right coordinate
  8850. * @param bottom defines the viewport bottom coordinate
  8851. * @param top defines the viewport top coordinate
  8852. * @param znear defines the near clip plane
  8853. * @param zfar defines the far clip plane
  8854. * @param result defines the target matrix
  8855. */
  8856. Matrix.OrthoOffCenterLHToRef = function (left, right, bottom, top, znear, zfar, result) {
  8857. var n = znear;
  8858. var f = zfar;
  8859. var a = 2.0 / (right - left);
  8860. var b = 2.0 / (top - bottom);
  8861. var c = 2.0 / (f - n);
  8862. var d = -(f + n) / (f - n);
  8863. var i0 = (left + right) / (left - right);
  8864. var i1 = (top + bottom) / (bottom - top);
  8865. 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);
  8866. result._markAsUpdated();
  8867. };
  8868. /**
  8869. * Creates a right-handed orthographic projection matrix
  8870. * @param left defines the viewport left coordinate
  8871. * @param right defines the viewport right coordinate
  8872. * @param bottom defines the viewport bottom coordinate
  8873. * @param top defines the viewport top coordinate
  8874. * @param znear defines the near clip plane
  8875. * @param zfar defines the far clip plane
  8876. * @returns a new matrix as a right-handed orthographic projection matrix
  8877. */
  8878. Matrix.OrthoOffCenterRH = function (left, right, bottom, top, znear, zfar) {
  8879. var matrix = new Matrix();
  8880. Matrix.OrthoOffCenterRHToRef(left, right, bottom, top, znear, zfar, matrix);
  8881. return matrix;
  8882. };
  8883. /**
  8884. * Stores a right-handed orthographic projection into a given matrix
  8885. * @param left defines the viewport left coordinate
  8886. * @param right defines the viewport right coordinate
  8887. * @param bottom defines the viewport bottom coordinate
  8888. * @param top defines the viewport top coordinate
  8889. * @param znear defines the near clip plane
  8890. * @param zfar defines the far clip plane
  8891. * @param result defines the target matrix
  8892. */
  8893. Matrix.OrthoOffCenterRHToRef = function (left, right, bottom, top, znear, zfar, result) {
  8894. Matrix.OrthoOffCenterLHToRef(left, right, bottom, top, znear, zfar, result);
  8895. result._m[10] *= -1; // No need to call _markAsUpdated as previous function already called it and let _isIdentityDirty to true
  8896. };
  8897. /**
  8898. * Creates a left-handed perspective projection matrix
  8899. * @param width defines the viewport width
  8900. * @param height defines the viewport height
  8901. * @param znear defines the near clip plane
  8902. * @param zfar defines the far clip plane
  8903. * @returns a new matrix as a left-handed perspective projection matrix
  8904. */
  8905. Matrix.PerspectiveLH = function (width, height, znear, zfar) {
  8906. var matrix = new Matrix();
  8907. var n = znear;
  8908. var f = zfar;
  8909. var a = 2.0 * n / width;
  8910. var b = 2.0 * n / height;
  8911. var c = (f + n) / (f - n);
  8912. var d = -2.0 * f * n / (f - n);
  8913. 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);
  8914. matrix._updateIdentityStatus(false);
  8915. return matrix;
  8916. };
  8917. /**
  8918. * Creates a left-handed perspective projection matrix
  8919. * @param fov defines the horizontal field of view
  8920. * @param aspect defines the aspect ratio
  8921. * @param znear defines the near clip plane
  8922. * @param zfar defines the far clip plane
  8923. * @returns a new matrix as a left-handed perspective projection matrix
  8924. */
  8925. Matrix.PerspectiveFovLH = function (fov, aspect, znear, zfar) {
  8926. var matrix = new Matrix();
  8927. Matrix.PerspectiveFovLHToRef(fov, aspect, znear, zfar, matrix);
  8928. return matrix;
  8929. };
  8930. /**
  8931. * Stores a left-handed perspective projection into a given matrix
  8932. * @param fov defines the horizontal field of view
  8933. * @param aspect defines the aspect ratio
  8934. * @param znear defines the near clip plane
  8935. * @param zfar defines the far clip plane
  8936. * @param result defines the target matrix
  8937. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  8938. */
  8939. Matrix.PerspectiveFovLHToRef = function (fov, aspect, znear, zfar, result, isVerticalFovFixed) {
  8940. if (isVerticalFovFixed === void 0) { isVerticalFovFixed = true; }
  8941. var n = znear;
  8942. var f = zfar;
  8943. var t = 1.0 / (Math.tan(fov * 0.5));
  8944. var a = isVerticalFovFixed ? (t / aspect) : t;
  8945. var b = isVerticalFovFixed ? t : (t * aspect);
  8946. var c = (f + n) / (f - n);
  8947. var d = -2.0 * f * n / (f - n);
  8948. 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);
  8949. result._updateIdentityStatus(false);
  8950. };
  8951. /**
  8952. * Creates a right-handed perspective projection matrix
  8953. * @param fov defines the horizontal field of view
  8954. * @param aspect defines the aspect ratio
  8955. * @param znear defines the near clip plane
  8956. * @param zfar defines the far clip plane
  8957. * @returns a new matrix as a right-handed perspective projection matrix
  8958. */
  8959. Matrix.PerspectiveFovRH = function (fov, aspect, znear, zfar) {
  8960. var matrix = new Matrix();
  8961. Matrix.PerspectiveFovRHToRef(fov, aspect, znear, zfar, matrix);
  8962. return matrix;
  8963. };
  8964. /**
  8965. * Stores a right-handed perspective projection into a given matrix
  8966. * @param fov defines the horizontal field of view
  8967. * @param aspect defines the aspect ratio
  8968. * @param znear defines the near clip plane
  8969. * @param zfar defines the far clip plane
  8970. * @param result defines the target matrix
  8971. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  8972. */
  8973. Matrix.PerspectiveFovRHToRef = function (fov, aspect, znear, zfar, result, isVerticalFovFixed) {
  8974. //alternatively this could be expressed as:
  8975. // m = PerspectiveFovLHToRef
  8976. // m[10] *= -1.0;
  8977. // m[11] *= -1.0;
  8978. if (isVerticalFovFixed === void 0) { isVerticalFovFixed = true; }
  8979. var n = znear;
  8980. var f = zfar;
  8981. var t = 1.0 / (Math.tan(fov * 0.5));
  8982. var a = isVerticalFovFixed ? (t / aspect) : t;
  8983. var b = isVerticalFovFixed ? t : (t * aspect);
  8984. var c = -(f + n) / (f - n);
  8985. var d = -2 * f * n / (f - n);
  8986. 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);
  8987. result._updateIdentityStatus(false);
  8988. };
  8989. /**
  8990. * Stores a perspective projection for WebVR info a given matrix
  8991. * @param fov defines the field of view
  8992. * @param znear defines the near clip plane
  8993. * @param zfar defines the far clip plane
  8994. * @param result defines the target matrix
  8995. * @param rightHanded defines if the matrix must be in right-handed mode (false by default)
  8996. */
  8997. Matrix.PerspectiveFovWebVRToRef = function (fov, znear, zfar, result, rightHanded) {
  8998. if (rightHanded === void 0) { rightHanded = false; }
  8999. var rightHandedFactor = rightHanded ? -1 : 1;
  9000. var upTan = Math.tan(fov.upDegrees * Math.PI / 180.0);
  9001. var downTan = Math.tan(fov.downDegrees * Math.PI / 180.0);
  9002. var leftTan = Math.tan(fov.leftDegrees * Math.PI / 180.0);
  9003. var rightTan = Math.tan(fov.rightDegrees * Math.PI / 180.0);
  9004. var xScale = 2.0 / (leftTan + rightTan);
  9005. var yScale = 2.0 / (upTan + downTan);
  9006. var m = result._m;
  9007. m[0] = xScale;
  9008. m[1] = m[2] = m[3] = m[4] = 0.0;
  9009. m[5] = yScale;
  9010. m[6] = m[7] = 0.0;
  9011. m[8] = ((leftTan - rightTan) * xScale * 0.5);
  9012. m[9] = -((upTan - downTan) * yScale * 0.5);
  9013. m[10] = -zfar / (znear - zfar);
  9014. m[11] = 1.0 * rightHandedFactor;
  9015. m[12] = m[13] = m[15] = 0.0;
  9016. m[14] = -(2.0 * zfar * znear) / (zfar - znear);
  9017. result._markAsUpdated();
  9018. };
  9019. /**
  9020. * Computes a complete transformation matrix
  9021. * @param viewport defines the viewport to use
  9022. * @param world defines the world matrix
  9023. * @param view defines the view matrix
  9024. * @param projection defines the projection matrix
  9025. * @param zmin defines the near clip plane
  9026. * @param zmax defines the far clip plane
  9027. * @returns the transformation matrix
  9028. */
  9029. Matrix.GetFinalMatrix = function (viewport, world, view, projection, zmin, zmax) {
  9030. var cw = viewport.width;
  9031. var ch = viewport.height;
  9032. var cx = viewport.x;
  9033. var cy = viewport.y;
  9034. var viewportMatrix = Matrix.FromValues(cw / 2.0, 0.0, 0.0, 0.0, 0.0, -ch / 2.0, 0.0, 0.0, 0.0, 0.0, zmax - zmin, 0.0, cx + cw / 2.0, ch / 2.0 + cy, zmin, 1.0);
  9035. var matrix = MathTmp.Matrix[0];
  9036. world.multiplyToRef(view, matrix);
  9037. matrix.multiplyToRef(projection, matrix);
  9038. return matrix.multiply(viewportMatrix);
  9039. };
  9040. /**
  9041. * Extracts a 2x2 matrix from a given matrix and store the result in a Float32Array
  9042. * @param matrix defines the matrix to use
  9043. * @returns a new Float32Array array with 4 elements : the 2x2 matrix extracted from the given matrix
  9044. */
  9045. Matrix.GetAsMatrix2x2 = function (matrix) {
  9046. var m = matrix.m;
  9047. return new Float32Array([m[0], m[1], m[4], m[5]]);
  9048. };
  9049. /**
  9050. * Extracts a 3x3 matrix from a given matrix and store the result in a Float32Array
  9051. * @param matrix defines the matrix to use
  9052. * @returns a new Float32Array array with 9 elements : the 3x3 matrix extracted from the given matrix
  9053. */
  9054. Matrix.GetAsMatrix3x3 = function (matrix) {
  9055. var m = matrix.m;
  9056. return new Float32Array([
  9057. m[0], m[1], m[2],
  9058. m[4], m[5], m[6],
  9059. m[8], m[9], m[10]
  9060. ]);
  9061. };
  9062. /**
  9063. * Compute the transpose of a given matrix
  9064. * @param matrix defines the matrix to transpose
  9065. * @returns the new matrix
  9066. */
  9067. Matrix.Transpose = function (matrix) {
  9068. var result = new Matrix();
  9069. Matrix.TransposeToRef(matrix, result);
  9070. return result;
  9071. };
  9072. /**
  9073. * Compute the transpose of a matrix and store it in a target matrix
  9074. * @param matrix defines the matrix to transpose
  9075. * @param result defines the target matrix
  9076. */
  9077. Matrix.TransposeToRef = function (matrix, result) {
  9078. var rm = result._m;
  9079. var mm = matrix.m;
  9080. rm[0] = mm[0];
  9081. rm[1] = mm[4];
  9082. rm[2] = mm[8];
  9083. rm[3] = mm[12];
  9084. rm[4] = mm[1];
  9085. rm[5] = mm[5];
  9086. rm[6] = mm[9];
  9087. rm[7] = mm[13];
  9088. rm[8] = mm[2];
  9089. rm[9] = mm[6];
  9090. rm[10] = mm[10];
  9091. rm[11] = mm[14];
  9092. rm[12] = mm[3];
  9093. rm[13] = mm[7];
  9094. rm[14] = mm[11];
  9095. rm[15] = mm[15];
  9096. // identity-ness does not change when transposing
  9097. result._updateIdentityStatus(matrix._isIdentity, matrix._isIdentityDirty);
  9098. };
  9099. /**
  9100. * Computes a reflection matrix from a plane
  9101. * @param plane defines the reflection plane
  9102. * @returns a new matrix
  9103. */
  9104. Matrix.Reflection = function (plane) {
  9105. var matrix = new Matrix();
  9106. Matrix.ReflectionToRef(plane, matrix);
  9107. return matrix;
  9108. };
  9109. /**
  9110. * Computes a reflection matrix from a plane
  9111. * @param plane defines the reflection plane
  9112. * @param result defines the target matrix
  9113. */
  9114. Matrix.ReflectionToRef = function (plane, result) {
  9115. plane.normalize();
  9116. var x = plane.normal.x;
  9117. var y = plane.normal.y;
  9118. var z = plane.normal.z;
  9119. var temp = -2 * x;
  9120. var temp2 = -2 * y;
  9121. var temp3 = -2 * z;
  9122. Matrix.FromValuesToRef(temp * x + 1, temp2 * x, temp3 * x, 0.0, temp * y, temp2 * y + 1, temp3 * y, 0.0, temp * z, temp2 * z, temp3 * z + 1, 0.0, temp * plane.d, temp2 * plane.d, temp3 * plane.d, 1.0, result);
  9123. };
  9124. /**
  9125. * Sets the given matrix as a rotation matrix composed from the 3 left handed axes
  9126. * @param xaxis defines the value of the 1st axis
  9127. * @param yaxis defines the value of the 2nd axis
  9128. * @param zaxis defines the value of the 3rd axis
  9129. * @param result defines the target matrix
  9130. */
  9131. Matrix.FromXYZAxesToRef = function (xaxis, yaxis, zaxis, result) {
  9132. Matrix.FromValuesToRef(xaxis.x, xaxis.y, xaxis.z, 0.0, yaxis.x, yaxis.y, yaxis.z, 0.0, zaxis.x, zaxis.y, zaxis.z, 0.0, 0.0, 0.0, 0.0, 1.0, result);
  9133. };
  9134. /**
  9135. * Creates a rotation matrix from a quaternion and stores it in a target matrix
  9136. * @param quat defines the quaternion to use
  9137. * @param result defines the target matrix
  9138. */
  9139. Matrix.FromQuaternionToRef = function (quat, result) {
  9140. var xx = quat.x * quat.x;
  9141. var yy = quat.y * quat.y;
  9142. var zz = quat.z * quat.z;
  9143. var xy = quat.x * quat.y;
  9144. var zw = quat.z * quat.w;
  9145. var zx = quat.z * quat.x;
  9146. var yw = quat.y * quat.w;
  9147. var yz = quat.y * quat.z;
  9148. var xw = quat.x * quat.w;
  9149. result._m[0] = 1.0 - (2.0 * (yy + zz));
  9150. result._m[1] = 2.0 * (xy + zw);
  9151. result._m[2] = 2.0 * (zx - yw);
  9152. result._m[3] = 0.0;
  9153. result._m[4] = 2.0 * (xy - zw);
  9154. result._m[5] = 1.0 - (2.0 * (zz + xx));
  9155. result._m[6] = 2.0 * (yz + xw);
  9156. result._m[7] = 0.0;
  9157. result._m[8] = 2.0 * (zx + yw);
  9158. result._m[9] = 2.0 * (yz - xw);
  9159. result._m[10] = 1.0 - (2.0 * (yy + xx));
  9160. result._m[11] = 0.0;
  9161. result._m[12] = 0.0;
  9162. result._m[13] = 0.0;
  9163. result._m[14] = 0.0;
  9164. result._m[15] = 1.0;
  9165. result._markAsUpdated();
  9166. };
  9167. Matrix._updateFlagSeed = 0;
  9168. Matrix._identityReadOnly = Matrix.Identity();
  9169. return Matrix;
  9170. }());
  9171. BABYLON.Matrix = Matrix;
  9172. /**
  9173. * Represens a plane by the equation ax + by + cz + d = 0
  9174. */
  9175. var Plane = /** @class */ (function () {
  9176. /**
  9177. * Creates a Plane object according to the given floats a, b, c, d and the plane equation : ax + by + cz + d = 0
  9178. * @param a a component of the plane
  9179. * @param b b component of the plane
  9180. * @param c c component of the plane
  9181. * @param d d component of the plane
  9182. */
  9183. function Plane(a, b, c, d) {
  9184. this.normal = new Vector3(a, b, c);
  9185. this.d = d;
  9186. }
  9187. /**
  9188. * @returns the plane coordinates as a new array of 4 elements [a, b, c, d].
  9189. */
  9190. Plane.prototype.asArray = function () {
  9191. return [this.normal.x, this.normal.y, this.normal.z, this.d];
  9192. };
  9193. // Methods
  9194. /**
  9195. * @returns a new plane copied from the current Plane.
  9196. */
  9197. Plane.prototype.clone = function () {
  9198. return new Plane(this.normal.x, this.normal.y, this.normal.z, this.d);
  9199. };
  9200. /**
  9201. * @returns the string "Plane".
  9202. */
  9203. Plane.prototype.getClassName = function () {
  9204. return "Plane";
  9205. };
  9206. /**
  9207. * @returns the Plane hash code.
  9208. */
  9209. Plane.prototype.getHashCode = function () {
  9210. var hash = this.normal.getHashCode();
  9211. hash = (hash * 397) ^ (this.d || 0);
  9212. return hash;
  9213. };
  9214. /**
  9215. * Normalize the current Plane in place.
  9216. * @returns the updated Plane.
  9217. */
  9218. Plane.prototype.normalize = function () {
  9219. var norm = (Math.sqrt((this.normal.x * this.normal.x) + (this.normal.y * this.normal.y) + (this.normal.z * this.normal.z)));
  9220. var magnitude = 0.0;
  9221. if (norm !== 0) {
  9222. magnitude = 1.0 / norm;
  9223. }
  9224. this.normal.x *= magnitude;
  9225. this.normal.y *= magnitude;
  9226. this.normal.z *= magnitude;
  9227. this.d *= magnitude;
  9228. return this;
  9229. };
  9230. /**
  9231. * Applies a transformation the plane and returns the result
  9232. * @param transformation the transformation matrix to be applied to the plane
  9233. * @returns a new Plane as the result of the transformation of the current Plane by the given matrix.
  9234. */
  9235. Plane.prototype.transform = function (transformation) {
  9236. var transposedMatrix = MathTmp.Matrix[0];
  9237. Matrix.TransposeToRef(transformation, transposedMatrix);
  9238. var m = transposedMatrix.m;
  9239. var x = this.normal.x;
  9240. var y = this.normal.y;
  9241. var z = this.normal.z;
  9242. var d = this.d;
  9243. var normalX = x * m[0] + y * m[1] + z * m[2] + d * m[3];
  9244. var normalY = x * m[4] + y * m[5] + z * m[6] + d * m[7];
  9245. var normalZ = x * m[8] + y * m[9] + z * m[10] + d * m[11];
  9246. var finalD = x * m[12] + y * m[13] + z * m[14] + d * m[15];
  9247. return new Plane(normalX, normalY, normalZ, finalD);
  9248. };
  9249. /**
  9250. * Calcualtte the dot product between the point and the plane normal
  9251. * @param point point to calculate the dot product with
  9252. * @returns the dot product (float) of the point coordinates and the plane normal.
  9253. */
  9254. Plane.prototype.dotCoordinate = function (point) {
  9255. return ((((this.normal.x * point.x) + (this.normal.y * point.y)) + (this.normal.z * point.z)) + this.d);
  9256. };
  9257. /**
  9258. * Updates the current Plane from the plane defined by the three given points.
  9259. * @param point1 one of the points used to contruct the plane
  9260. * @param point2 one of the points used to contruct the plane
  9261. * @param point3 one of the points used to contruct the plane
  9262. * @returns the updated Plane.
  9263. */
  9264. Plane.prototype.copyFromPoints = function (point1, point2, point3) {
  9265. var x1 = point2.x - point1.x;
  9266. var y1 = point2.y - point1.y;
  9267. var z1 = point2.z - point1.z;
  9268. var x2 = point3.x - point1.x;
  9269. var y2 = point3.y - point1.y;
  9270. var z2 = point3.z - point1.z;
  9271. var yz = (y1 * z2) - (z1 * y2);
  9272. var xz = (z1 * x2) - (x1 * z2);
  9273. var xy = (x1 * y2) - (y1 * x2);
  9274. var pyth = (Math.sqrt((yz * yz) + (xz * xz) + (xy * xy)));
  9275. var invPyth;
  9276. if (pyth !== 0) {
  9277. invPyth = 1.0 / pyth;
  9278. }
  9279. else {
  9280. invPyth = 0.0;
  9281. }
  9282. this.normal.x = yz * invPyth;
  9283. this.normal.y = xz * invPyth;
  9284. this.normal.z = xy * invPyth;
  9285. this.d = -((this.normal.x * point1.x) + (this.normal.y * point1.y) + (this.normal.z * point1.z));
  9286. return this;
  9287. };
  9288. /**
  9289. * Checks if the plane is facing a given direction
  9290. * @param direction the direction to check if the plane is facing
  9291. * @param epsilon value the dot product is compared against (returns true if dot <= epsilon)
  9292. * @returns True is the vector "direction" is the same side than the plane normal.
  9293. */
  9294. Plane.prototype.isFrontFacingTo = function (direction, epsilon) {
  9295. var dot = Vector3.Dot(this.normal, direction);
  9296. return (dot <= epsilon);
  9297. };
  9298. /**
  9299. * Calculates the distance to a point
  9300. * @param point point to calculate distance to
  9301. * @returns the signed distance (float) from the given point to the Plane.
  9302. */
  9303. Plane.prototype.signedDistanceTo = function (point) {
  9304. return Vector3.Dot(point, this.normal) + this.d;
  9305. };
  9306. // Statics
  9307. /**
  9308. * Creates a plane from an array
  9309. * @param array the array to create a plane from
  9310. * @returns a new Plane from the given array.
  9311. */
  9312. Plane.FromArray = function (array) {
  9313. return new Plane(array[0], array[1], array[2], array[3]);
  9314. };
  9315. /**
  9316. * Creates a plane from three points
  9317. * @param point1 point used to create the plane
  9318. * @param point2 point used to create the plane
  9319. * @param point3 point used to create the plane
  9320. * @returns a new Plane defined by the three given points.
  9321. */
  9322. Plane.FromPoints = function (point1, point2, point3) {
  9323. var result = new Plane(0.0, 0.0, 0.0, 0.0);
  9324. result.copyFromPoints(point1, point2, point3);
  9325. return result;
  9326. };
  9327. /**
  9328. * Creates a plane from an origin point and a normal
  9329. * @param origin origin of the plane to be constructed
  9330. * @param normal normal of the plane to be constructed
  9331. * @returns a new Plane the normal vector to this plane at the given origin point.
  9332. * Note : the vector "normal" is updated because normalized.
  9333. */
  9334. Plane.FromPositionAndNormal = function (origin, normal) {
  9335. var result = new Plane(0.0, 0.0, 0.0, 0.0);
  9336. normal.normalize();
  9337. result.normal = normal;
  9338. result.d = -(normal.x * origin.x + normal.y * origin.y + normal.z * origin.z);
  9339. return result;
  9340. };
  9341. /**
  9342. * Calculates the distance from a plane and a point
  9343. * @param origin origin of the plane to be constructed
  9344. * @param normal normal of the plane to be constructed
  9345. * @param point point to calculate distance to
  9346. * @returns the signed distance between the plane defined by the normal vector at the "origin"" point and the given other point.
  9347. */
  9348. Plane.SignedDistanceToPlaneFromPositionAndNormal = function (origin, normal, point) {
  9349. var d = -(normal.x * origin.x + normal.y * origin.y + normal.z * origin.z);
  9350. return Vector3.Dot(point, normal) + d;
  9351. };
  9352. return Plane;
  9353. }());
  9354. BABYLON.Plane = Plane;
  9355. /**
  9356. * Class used to represent a viewport on screen
  9357. */
  9358. var Viewport = /** @class */ (function () {
  9359. /**
  9360. * Creates a Viewport object located at (x, y) and sized (width, height)
  9361. * @param x defines viewport left coordinate
  9362. * @param y defines viewport top coordinate
  9363. * @param width defines the viewport width
  9364. * @param height defines the viewport height
  9365. */
  9366. function Viewport(
  9367. /** viewport left coordinate */
  9368. x,
  9369. /** viewport top coordinate */
  9370. y,
  9371. /**viewport width */
  9372. width,
  9373. /** viewport height */
  9374. height) {
  9375. this.x = x;
  9376. this.y = y;
  9377. this.width = width;
  9378. this.height = height;
  9379. }
  9380. /**
  9381. * Creates a new viewport using absolute sizing (from 0-> width, 0-> height instead of 0->1)
  9382. * @param renderWidthOrEngine defines either an engine or the rendering width
  9383. * @param renderHeight defines the rendering height
  9384. * @returns a new Viewport
  9385. */
  9386. Viewport.prototype.toGlobal = function (renderWidthOrEngine, renderHeight) {
  9387. if (renderWidthOrEngine.getRenderWidth) {
  9388. var engine = renderWidthOrEngine;
  9389. return this.toGlobal(engine.getRenderWidth(), engine.getRenderHeight());
  9390. }
  9391. var renderWidth = renderWidthOrEngine;
  9392. return new Viewport(this.x * renderWidth, this.y * renderHeight, this.width * renderWidth, this.height * renderHeight);
  9393. };
  9394. /**
  9395. * Returns a new Viewport copied from the current one
  9396. * @returns a new Viewport
  9397. */
  9398. Viewport.prototype.clone = function () {
  9399. return new Viewport(this.x, this.y, this.width, this.height);
  9400. };
  9401. return Viewport;
  9402. }());
  9403. BABYLON.Viewport = Viewport;
  9404. /**
  9405. * Reprasents a camera frustum
  9406. */
  9407. var Frustum = /** @class */ (function () {
  9408. function Frustum() {
  9409. }
  9410. /**
  9411. * Gets the planes representing the frustum
  9412. * @param transform matrix to be applied to the returned planes
  9413. * @returns a new array of 6 Frustum planes computed by the given transformation matrix.
  9414. */
  9415. Frustum.GetPlanes = function (transform) {
  9416. var frustumPlanes = [];
  9417. for (var index = 0; index < 6; index++) {
  9418. frustumPlanes.push(new Plane(0.0, 0.0, 0.0, 0.0));
  9419. }
  9420. Frustum.GetPlanesToRef(transform, frustumPlanes);
  9421. return frustumPlanes;
  9422. };
  9423. /**
  9424. * Gets the near frustum plane transformed by the transform matrix
  9425. * @param transform transformation matrix to be applied to the resulting frustum plane
  9426. * @param frustumPlane the resuling frustum plane
  9427. */
  9428. Frustum.GetNearPlaneToRef = function (transform, frustumPlane) {
  9429. var m = transform.m;
  9430. frustumPlane.normal.x = m[3] + m[2];
  9431. frustumPlane.normal.y = m[7] + m[6];
  9432. frustumPlane.normal.z = m[11] + m[10];
  9433. frustumPlane.d = m[15] + m[14];
  9434. frustumPlane.normalize();
  9435. };
  9436. /**
  9437. * Gets the far frustum plane transformed by the transform matrix
  9438. * @param transform transformation matrix to be applied to the resulting frustum plane
  9439. * @param frustumPlane the resuling frustum plane
  9440. */
  9441. Frustum.GetFarPlaneToRef = function (transform, frustumPlane) {
  9442. var m = transform.m;
  9443. frustumPlane.normal.x = m[3] - m[2];
  9444. frustumPlane.normal.y = m[7] - m[6];
  9445. frustumPlane.normal.z = m[11] - m[10];
  9446. frustumPlane.d = m[15] - m[14];
  9447. frustumPlane.normalize();
  9448. };
  9449. /**
  9450. * Gets the left frustum plane transformed by the transform matrix
  9451. * @param transform transformation matrix to be applied to the resulting frustum plane
  9452. * @param frustumPlane the resuling frustum plane
  9453. */
  9454. Frustum.GetLeftPlaneToRef = function (transform, frustumPlane) {
  9455. var m = transform.m;
  9456. frustumPlane.normal.x = m[3] + m[0];
  9457. frustumPlane.normal.y = m[7] + m[4];
  9458. frustumPlane.normal.z = m[11] + m[8];
  9459. frustumPlane.d = m[15] + m[12];
  9460. frustumPlane.normalize();
  9461. };
  9462. /**
  9463. * Gets the right frustum plane transformed by the transform matrix
  9464. * @param transform transformation matrix to be applied to the resulting frustum plane
  9465. * @param frustumPlane the resuling frustum plane
  9466. */
  9467. Frustum.GetRightPlaneToRef = function (transform, frustumPlane) {
  9468. var m = transform.m;
  9469. frustumPlane.normal.x = m[3] - m[0];
  9470. frustumPlane.normal.y = m[7] - m[4];
  9471. frustumPlane.normal.z = m[11] - m[8];
  9472. frustumPlane.d = m[15] - m[12];
  9473. frustumPlane.normalize();
  9474. };
  9475. /**
  9476. * Gets the top frustum plane transformed by the transform matrix
  9477. * @param transform transformation matrix to be applied to the resulting frustum plane
  9478. * @param frustumPlane the resuling frustum plane
  9479. */
  9480. Frustum.GetTopPlaneToRef = function (transform, frustumPlane) {
  9481. var m = transform.m;
  9482. frustumPlane.normal.x = m[3] - m[1];
  9483. frustumPlane.normal.y = m[7] - m[5];
  9484. frustumPlane.normal.z = m[11] - m[9];
  9485. frustumPlane.d = m[15] - m[13];
  9486. frustumPlane.normalize();
  9487. };
  9488. /**
  9489. * Gets the bottom frustum plane transformed by the transform matrix
  9490. * @param transform transformation matrix to be applied to the resulting frustum plane
  9491. * @param frustumPlane the resuling frustum plane
  9492. */
  9493. Frustum.GetBottomPlaneToRef = function (transform, frustumPlane) {
  9494. var m = transform.m;
  9495. frustumPlane.normal.x = m[3] + m[1];
  9496. frustumPlane.normal.y = m[7] + m[5];
  9497. frustumPlane.normal.z = m[11] + m[9];
  9498. frustumPlane.d = m[15] + m[13];
  9499. frustumPlane.normalize();
  9500. };
  9501. /**
  9502. * Sets the given array "frustumPlanes" with the 6 Frustum planes computed by the given transformation matrix.
  9503. * @param transform transformation matrix to be applied to the resulting frustum planes
  9504. * @param frustumPlanes the resuling frustum planes
  9505. */
  9506. Frustum.GetPlanesToRef = function (transform, frustumPlanes) {
  9507. // Near
  9508. Frustum.GetNearPlaneToRef(transform, frustumPlanes[0]);
  9509. // Far
  9510. Frustum.GetFarPlaneToRef(transform, frustumPlanes[1]);
  9511. // Left
  9512. Frustum.GetLeftPlaneToRef(transform, frustumPlanes[2]);
  9513. // Right
  9514. Frustum.GetRightPlaneToRef(transform, frustumPlanes[3]);
  9515. // Top
  9516. Frustum.GetTopPlaneToRef(transform, frustumPlanes[4]);
  9517. // Bottom
  9518. Frustum.GetBottomPlaneToRef(transform, frustumPlanes[5]);
  9519. };
  9520. return Frustum;
  9521. }());
  9522. BABYLON.Frustum = Frustum;
  9523. /** Defines supported spaces */
  9524. var Space;
  9525. (function (Space) {
  9526. /** Local (object) space */
  9527. Space[Space["LOCAL"] = 0] = "LOCAL";
  9528. /** World space */
  9529. Space[Space["WORLD"] = 1] = "WORLD";
  9530. /** Bone space */
  9531. Space[Space["BONE"] = 2] = "BONE";
  9532. })(Space = BABYLON.Space || (BABYLON.Space = {}));
  9533. /** Defines the 3 main axes */
  9534. var Axis = /** @class */ (function () {
  9535. function Axis() {
  9536. }
  9537. /** X axis */
  9538. Axis.X = new Vector3(1.0, 0.0, 0.0);
  9539. /** Y axis */
  9540. Axis.Y = new Vector3(0.0, 1.0, 0.0);
  9541. /** Z axis */
  9542. Axis.Z = new Vector3(0.0, 0.0, 1.0);
  9543. return Axis;
  9544. }());
  9545. BABYLON.Axis = Axis;
  9546. /** Class used to represent a Bezier curve */
  9547. var BezierCurve = /** @class */ (function () {
  9548. function BezierCurve() {
  9549. }
  9550. /**
  9551. * Returns the cubic Bezier interpolated value (float) at "t" (float) from the given x1, y1, x2, y2 floats
  9552. * @param t defines the time
  9553. * @param x1 defines the left coordinate on X axis
  9554. * @param y1 defines the left coordinate on Y axis
  9555. * @param x2 defines the right coordinate on X axis
  9556. * @param y2 defines the right coordinate on Y axis
  9557. * @returns the interpolated value
  9558. */
  9559. BezierCurve.Interpolate = function (t, x1, y1, x2, y2) {
  9560. // Extract X (which is equal to time here)
  9561. var f0 = 1 - 3 * x2 + 3 * x1;
  9562. var f1 = 3 * x2 - 6 * x1;
  9563. var f2 = 3 * x1;
  9564. var refinedT = t;
  9565. for (var i = 0; i < 5; i++) {
  9566. var refinedT2 = refinedT * refinedT;
  9567. var refinedT3 = refinedT2 * refinedT;
  9568. var x = f0 * refinedT3 + f1 * refinedT2 + f2 * refinedT;
  9569. var slope = 1.0 / (3.0 * f0 * refinedT2 + 2.0 * f1 * refinedT + f2);
  9570. refinedT -= (x - t) * slope;
  9571. refinedT = Math.min(1, Math.max(0, refinedT));
  9572. }
  9573. // Resolve cubic bezier for the given x
  9574. return 3 * Math.pow(1 - refinedT, 2) * refinedT * y1 +
  9575. 3 * (1 - refinedT) * Math.pow(refinedT, 2) * y2 +
  9576. Math.pow(refinedT, 3);
  9577. };
  9578. return BezierCurve;
  9579. }());
  9580. BABYLON.BezierCurve = BezierCurve;
  9581. /**
  9582. * Defines potential orientation for back face culling
  9583. */
  9584. var Orientation;
  9585. (function (Orientation) {
  9586. /**
  9587. * Clockwise
  9588. */
  9589. Orientation[Orientation["CW"] = 0] = "CW";
  9590. /** Counter clockwise */
  9591. Orientation[Orientation["CCW"] = 1] = "CCW";
  9592. })(Orientation = BABYLON.Orientation || (BABYLON.Orientation = {}));
  9593. /**
  9594. * Defines angle representation
  9595. */
  9596. var Angle = /** @class */ (function () {
  9597. /**
  9598. * Creates an Angle object of "radians" radians (float).
  9599. */
  9600. function Angle(radians) {
  9601. this._radians = radians;
  9602. if (this._radians < 0.0) {
  9603. this._radians += (2.0 * Math.PI);
  9604. }
  9605. }
  9606. /**
  9607. * Get value in degrees
  9608. * @returns the Angle value in degrees (float)
  9609. */
  9610. Angle.prototype.degrees = function () {
  9611. return this._radians * 180.0 / Math.PI;
  9612. };
  9613. /**
  9614. * Get value in radians
  9615. * @returns the Angle value in radians (float)
  9616. */
  9617. Angle.prototype.radians = function () {
  9618. return this._radians;
  9619. };
  9620. /**
  9621. * Gets a new Angle object valued with the angle value in radians between the two given vectors
  9622. * @param a defines first vector
  9623. * @param b defines second vector
  9624. * @returns a new Angle
  9625. */
  9626. Angle.BetweenTwoPoints = function (a, b) {
  9627. var delta = b.subtract(a);
  9628. var theta = Math.atan2(delta.y, delta.x);
  9629. return new Angle(theta);
  9630. };
  9631. /**
  9632. * Gets a new Angle object from the given float in radians
  9633. * @param radians defines the angle value in radians
  9634. * @returns a new Angle
  9635. */
  9636. Angle.FromRadians = function (radians) {
  9637. return new Angle(radians);
  9638. };
  9639. /**
  9640. * Gets a new Angle object from the given float in degrees
  9641. * @param degrees defines the angle value in degrees
  9642. * @returns a new Angle
  9643. */
  9644. Angle.FromDegrees = function (degrees) {
  9645. return new Angle(degrees * Math.PI / 180.0);
  9646. };
  9647. return Angle;
  9648. }());
  9649. BABYLON.Angle = Angle;
  9650. /**
  9651. * This represents an arc in a 2d space.
  9652. */
  9653. var Arc2 = /** @class */ (function () {
  9654. /**
  9655. * Creates an Arc object from the three given points : start, middle and end.
  9656. * @param startPoint Defines the start point of the arc
  9657. * @param midPoint Defines the midlle point of the arc
  9658. * @param endPoint Defines the end point of the arc
  9659. */
  9660. function Arc2(
  9661. /** Defines the start point of the arc */
  9662. startPoint,
  9663. /** Defines the mid point of the arc */
  9664. midPoint,
  9665. /** Defines the end point of the arc */
  9666. endPoint) {
  9667. this.startPoint = startPoint;
  9668. this.midPoint = midPoint;
  9669. this.endPoint = endPoint;
  9670. var temp = Math.pow(midPoint.x, 2) + Math.pow(midPoint.y, 2);
  9671. var startToMid = (Math.pow(startPoint.x, 2) + Math.pow(startPoint.y, 2) - temp) / 2.;
  9672. var midToEnd = (temp - Math.pow(endPoint.x, 2) - Math.pow(endPoint.y, 2)) / 2.;
  9673. var det = (startPoint.x - midPoint.x) * (midPoint.y - endPoint.y) - (midPoint.x - endPoint.x) * (startPoint.y - midPoint.y);
  9674. 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);
  9675. this.radius = this.centerPoint.subtract(this.startPoint).length();
  9676. this.startAngle = Angle.BetweenTwoPoints(this.centerPoint, this.startPoint);
  9677. var a1 = this.startAngle.degrees();
  9678. var a2 = Angle.BetweenTwoPoints(this.centerPoint, this.midPoint).degrees();
  9679. var a3 = Angle.BetweenTwoPoints(this.centerPoint, this.endPoint).degrees();
  9680. // angles correction
  9681. if (a2 - a1 > +180.0) {
  9682. a2 -= 360.0;
  9683. }
  9684. if (a2 - a1 < -180.0) {
  9685. a2 += 360.0;
  9686. }
  9687. if (a3 - a2 > +180.0) {
  9688. a3 -= 360.0;
  9689. }
  9690. if (a3 - a2 < -180.0) {
  9691. a3 += 360.0;
  9692. }
  9693. this.orientation = (a2 - a1) < 0 ? Orientation.CW : Orientation.CCW;
  9694. this.angle = Angle.FromDegrees(this.orientation === Orientation.CW ? a1 - a3 : a3 - a1);
  9695. }
  9696. return Arc2;
  9697. }());
  9698. BABYLON.Arc2 = Arc2;
  9699. /**
  9700. * Represents a 2D path made up of multiple 2D points
  9701. */
  9702. var Path2 = /** @class */ (function () {
  9703. /**
  9704. * Creates a Path2 object from the starting 2D coordinates x and y.
  9705. * @param x the starting points x value
  9706. * @param y the starting points y value
  9707. */
  9708. function Path2(x, y) {
  9709. this._points = new Array();
  9710. this._length = 0.0;
  9711. /**
  9712. * If the path start and end point are the same
  9713. */
  9714. this.closed = false;
  9715. this._points.push(new Vector2(x, y));
  9716. }
  9717. /**
  9718. * Adds a new segment until the given coordinates (x, y) to the current Path2.
  9719. * @param x the added points x value
  9720. * @param y the added points y value
  9721. * @returns the updated Path2.
  9722. */
  9723. Path2.prototype.addLineTo = function (x, y) {
  9724. if (this.closed) {
  9725. return this;
  9726. }
  9727. var newPoint = new Vector2(x, y);
  9728. var previousPoint = this._points[this._points.length - 1];
  9729. this._points.push(newPoint);
  9730. this._length += newPoint.subtract(previousPoint).length();
  9731. return this;
  9732. };
  9733. /**
  9734. * 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.
  9735. * @param midX middle point x value
  9736. * @param midY middle point y value
  9737. * @param endX end point x value
  9738. * @param endY end point y value
  9739. * @param numberOfSegments (default: 36)
  9740. * @returns the updated Path2.
  9741. */
  9742. Path2.prototype.addArcTo = function (midX, midY, endX, endY, numberOfSegments) {
  9743. if (numberOfSegments === void 0) { numberOfSegments = 36; }
  9744. if (this.closed) {
  9745. return this;
  9746. }
  9747. var startPoint = this._points[this._points.length - 1];
  9748. var midPoint = new Vector2(midX, midY);
  9749. var endPoint = new Vector2(endX, endY);
  9750. var arc = new Arc2(startPoint, midPoint, endPoint);
  9751. var increment = arc.angle.radians() / numberOfSegments;
  9752. if (arc.orientation === Orientation.CW) {
  9753. increment *= -1;
  9754. }
  9755. var currentAngle = arc.startAngle.radians() + increment;
  9756. for (var i = 0; i < numberOfSegments; i++) {
  9757. var x = Math.cos(currentAngle) * arc.radius + arc.centerPoint.x;
  9758. var y = Math.sin(currentAngle) * arc.radius + arc.centerPoint.y;
  9759. this.addLineTo(x, y);
  9760. currentAngle += increment;
  9761. }
  9762. return this;
  9763. };
  9764. /**
  9765. * Closes the Path2.
  9766. * @returns the Path2.
  9767. */
  9768. Path2.prototype.close = function () {
  9769. this.closed = true;
  9770. return this;
  9771. };
  9772. /**
  9773. * Gets the sum of the distance between each sequential point in the path
  9774. * @returns the Path2 total length (float).
  9775. */
  9776. Path2.prototype.length = function () {
  9777. var result = this._length;
  9778. if (!this.closed) {
  9779. var lastPoint = this._points[this._points.length - 1];
  9780. var firstPoint = this._points[0];
  9781. result += (firstPoint.subtract(lastPoint).length());
  9782. }
  9783. return result;
  9784. };
  9785. /**
  9786. * Gets the points which construct the path
  9787. * @returns the Path2 internal array of points.
  9788. */
  9789. Path2.prototype.getPoints = function () {
  9790. return this._points;
  9791. };
  9792. /**
  9793. * Retreives the point at the distance aways from the starting point
  9794. * @param normalizedLengthPosition the length along the path to retreive the point from
  9795. * @returns a new Vector2 located at a percentage of the Path2 total length on this path.
  9796. */
  9797. Path2.prototype.getPointAtLengthPosition = function (normalizedLengthPosition) {
  9798. if (normalizedLengthPosition < 0 || normalizedLengthPosition > 1) {
  9799. return Vector2.Zero();
  9800. }
  9801. var lengthPosition = normalizedLengthPosition * this.length();
  9802. var previousOffset = 0;
  9803. for (var i = 0; i < this._points.length; i++) {
  9804. var j = (i + 1) % this._points.length;
  9805. var a = this._points[i];
  9806. var b = this._points[j];
  9807. var bToA = b.subtract(a);
  9808. var nextOffset = (bToA.length() + previousOffset);
  9809. if (lengthPosition >= previousOffset && lengthPosition <= nextOffset) {
  9810. var dir = bToA.normalize();
  9811. var localOffset = lengthPosition - previousOffset;
  9812. return new Vector2(a.x + (dir.x * localOffset), a.y + (dir.y * localOffset));
  9813. }
  9814. previousOffset = nextOffset;
  9815. }
  9816. return Vector2.Zero();
  9817. };
  9818. /**
  9819. * Creates a new path starting from an x and y position
  9820. * @param x starting x value
  9821. * @param y starting y value
  9822. * @returns a new Path2 starting at the coordinates (x, y).
  9823. */
  9824. Path2.StartingAt = function (x, y) {
  9825. return new Path2(x, y);
  9826. };
  9827. return Path2;
  9828. }());
  9829. BABYLON.Path2 = Path2;
  9830. /**
  9831. * Represents a 3D path made up of multiple 3D points
  9832. */
  9833. var Path3D = /** @class */ (function () {
  9834. /**
  9835. * new Path3D(path, normal, raw)
  9836. * Creates a Path3D. A Path3D is a logical math object, so not a mesh.
  9837. * please read the description in the tutorial : https://doc.babylonjs.com/how_to/how_to_use_path3d
  9838. * @param path an array of Vector3, the curve axis of the Path3D
  9839. * @param normal (options) Vector3, the first wanted normal to the curve. Ex (0, 1, 0) for a vertical normal.
  9840. * @param raw (optional, default false) : boolean, if true the returned Path3D isn't normalized. Useful to depict path acceleration or speed.
  9841. */
  9842. function Path3D(
  9843. /**
  9844. * an array of Vector3, the curve axis of the Path3D
  9845. */
  9846. path, firstNormal, raw) {
  9847. if (firstNormal === void 0) { firstNormal = null; }
  9848. this.path = path;
  9849. this._curve = new Array();
  9850. this._distances = new Array();
  9851. this._tangents = new Array();
  9852. this._normals = new Array();
  9853. this._binormals = new Array();
  9854. for (var p = 0; p < path.length; p++) {
  9855. this._curve[p] = path[p].clone(); // hard copy
  9856. }
  9857. this._raw = raw || false;
  9858. this._compute(firstNormal);
  9859. }
  9860. /**
  9861. * Returns the Path3D array of successive Vector3 designing its curve.
  9862. * @returns the Path3D array of successive Vector3 designing its curve.
  9863. */
  9864. Path3D.prototype.getCurve = function () {
  9865. return this._curve;
  9866. };
  9867. /**
  9868. * Returns an array populated with tangent vectors on each Path3D curve point.
  9869. * @returns an array populated with tangent vectors on each Path3D curve point.
  9870. */
  9871. Path3D.prototype.getTangents = function () {
  9872. return this._tangents;
  9873. };
  9874. /**
  9875. * Returns an array populated with normal vectors on each Path3D curve point.
  9876. * @returns an array populated with normal vectors on each Path3D curve point.
  9877. */
  9878. Path3D.prototype.getNormals = function () {
  9879. return this._normals;
  9880. };
  9881. /**
  9882. * Returns an array populated with binormal vectors on each Path3D curve point.
  9883. * @returns an array populated with binormal vectors on each Path3D curve point.
  9884. */
  9885. Path3D.prototype.getBinormals = function () {
  9886. return this._binormals;
  9887. };
  9888. /**
  9889. * Returns an array populated with distances (float) of the i-th point from the first curve point.
  9890. * @returns an array populated with distances (float) of the i-th point from the first curve point.
  9891. */
  9892. Path3D.prototype.getDistances = function () {
  9893. return this._distances;
  9894. };
  9895. /**
  9896. * Forces the Path3D tangent, normal, binormal and distance recomputation.
  9897. * @param path path which all values are copied into the curves points
  9898. * @param firstNormal which should be projected onto the curve
  9899. * @returns the same object updated.
  9900. */
  9901. Path3D.prototype.update = function (path, firstNormal) {
  9902. if (firstNormal === void 0) { firstNormal = null; }
  9903. for (var p = 0; p < path.length; p++) {
  9904. this._curve[p].x = path[p].x;
  9905. this._curve[p].y = path[p].y;
  9906. this._curve[p].z = path[p].z;
  9907. }
  9908. this._compute(firstNormal);
  9909. return this;
  9910. };
  9911. // private function compute() : computes tangents, normals and binormals
  9912. Path3D.prototype._compute = function (firstNormal) {
  9913. var l = this._curve.length;
  9914. // first and last tangents
  9915. this._tangents[0] = this._getFirstNonNullVector(0);
  9916. if (!this._raw) {
  9917. this._tangents[0].normalize();
  9918. }
  9919. this._tangents[l - 1] = this._curve[l - 1].subtract(this._curve[l - 2]);
  9920. if (!this._raw) {
  9921. this._tangents[l - 1].normalize();
  9922. }
  9923. // normals and binormals at first point : arbitrary vector with _normalVector()
  9924. var tg0 = this._tangents[0];
  9925. var pp0 = this._normalVector(this._curve[0], tg0, firstNormal);
  9926. this._normals[0] = pp0;
  9927. if (!this._raw) {
  9928. this._normals[0].normalize();
  9929. }
  9930. this._binormals[0] = Vector3.Cross(tg0, this._normals[0]);
  9931. if (!this._raw) {
  9932. this._binormals[0].normalize();
  9933. }
  9934. this._distances[0] = 0.0;
  9935. // normals and binormals : next points
  9936. var prev; // previous vector (segment)
  9937. var cur; // current vector (segment)
  9938. var curTang; // current tangent
  9939. // previous normal
  9940. var prevBinor; // previous binormal
  9941. for (var i = 1; i < l; i++) {
  9942. // tangents
  9943. prev = this._getLastNonNullVector(i);
  9944. if (i < l - 1) {
  9945. cur = this._getFirstNonNullVector(i);
  9946. this._tangents[i] = prev.add(cur);
  9947. this._tangents[i].normalize();
  9948. }
  9949. this._distances[i] = this._distances[i - 1] + prev.length();
  9950. // normals and binormals
  9951. // http://www.cs.cmu.edu/afs/andrew/scs/cs/15-462/web/old/asst2camera.html
  9952. curTang = this._tangents[i];
  9953. prevBinor = this._binormals[i - 1];
  9954. this._normals[i] = Vector3.Cross(prevBinor, curTang);
  9955. if (!this._raw) {
  9956. this._normals[i].normalize();
  9957. }
  9958. this._binormals[i] = Vector3.Cross(curTang, this._normals[i]);
  9959. if (!this._raw) {
  9960. this._binormals[i].normalize();
  9961. }
  9962. }
  9963. };
  9964. // private function getFirstNonNullVector(index)
  9965. // returns the first non null vector from index : curve[index + N].subtract(curve[index])
  9966. Path3D.prototype._getFirstNonNullVector = function (index) {
  9967. var i = 1;
  9968. var nNVector = this._curve[index + i].subtract(this._curve[index]);
  9969. while (nNVector.length() === 0 && index + i + 1 < this._curve.length) {
  9970. i++;
  9971. nNVector = this._curve[index + i].subtract(this._curve[index]);
  9972. }
  9973. return nNVector;
  9974. };
  9975. // private function getLastNonNullVector(index)
  9976. // returns the last non null vector from index : curve[index].subtract(curve[index - N])
  9977. Path3D.prototype._getLastNonNullVector = function (index) {
  9978. var i = 1;
  9979. var nLVector = this._curve[index].subtract(this._curve[index - i]);
  9980. while (nLVector.length() === 0 && index > i + 1) {
  9981. i++;
  9982. nLVector = this._curve[index].subtract(this._curve[index - i]);
  9983. }
  9984. return nLVector;
  9985. };
  9986. // private function normalVector(v0, vt, va) :
  9987. // returns an arbitrary point in the plane defined by the point v0 and the vector vt orthogonal to this plane
  9988. // if va is passed, it returns the va projection on the plane orthogonal to vt at the point v0
  9989. Path3D.prototype._normalVector = function (v0, vt, va) {
  9990. var normal0;
  9991. var tgl = vt.length();
  9992. if (tgl === 0.0) {
  9993. tgl = 1.0;
  9994. }
  9995. if (va === undefined || va === null) {
  9996. var point;
  9997. if (!BABYLON.Scalar.WithinEpsilon(Math.abs(vt.y) / tgl, 1.0, BABYLON.Epsilon)) { // search for a point in the plane
  9998. point = new Vector3(0.0, -1.0, 0.0);
  9999. }
  10000. else if (!BABYLON.Scalar.WithinEpsilon(Math.abs(vt.x) / tgl, 1.0, BABYLON.Epsilon)) {
  10001. point = new Vector3(1.0, 0.0, 0.0);
  10002. }
  10003. else if (!BABYLON.Scalar.WithinEpsilon(Math.abs(vt.z) / tgl, 1.0, BABYLON.Epsilon)) {
  10004. point = new Vector3(0.0, 0.0, 1.0);
  10005. }
  10006. else {
  10007. point = Vector3.Zero();
  10008. }
  10009. normal0 = Vector3.Cross(vt, point);
  10010. }
  10011. else {
  10012. normal0 = Vector3.Cross(vt, va);
  10013. Vector3.CrossToRef(normal0, vt, normal0);
  10014. }
  10015. normal0.normalize();
  10016. return normal0;
  10017. };
  10018. return Path3D;
  10019. }());
  10020. BABYLON.Path3D = Path3D;
  10021. /**
  10022. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  10023. * A Curve3 is designed from a series of successive Vector3.
  10024. * @see https://doc.babylonjs.com/how_to/how_to_use_curve3
  10025. */
  10026. var Curve3 = /** @class */ (function () {
  10027. /**
  10028. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  10029. * A Curve3 is designed from a series of successive Vector3.
  10030. * Tuto : https://doc.babylonjs.com/how_to/how_to_use_curve3#curve3-object
  10031. * @param points points which make up the curve
  10032. */
  10033. function Curve3(points) {
  10034. this._length = 0.0;
  10035. this._points = points;
  10036. this._length = this._computeLength(points);
  10037. }
  10038. /**
  10039. * Returns a Curve3 object along a Quadratic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#quadratic-bezier-curve
  10040. * @param v0 (Vector3) the origin point of the Quadratic Bezier
  10041. * @param v1 (Vector3) the control point
  10042. * @param v2 (Vector3) the end point of the Quadratic Bezier
  10043. * @param nbPoints (integer) the wanted number of points in the curve
  10044. * @returns the created Curve3
  10045. */
  10046. Curve3.CreateQuadraticBezier = function (v0, v1, v2, nbPoints) {
  10047. nbPoints = nbPoints > 2 ? nbPoints : 3;
  10048. var bez = new Array();
  10049. var equation = function (t, val0, val1, val2) {
  10050. var res = (1.0 - t) * (1.0 - t) * val0 + 2.0 * t * (1.0 - t) * val1 + t * t * val2;
  10051. return res;
  10052. };
  10053. for (var i = 0; i <= nbPoints; i++) {
  10054. 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)));
  10055. }
  10056. return new Curve3(bez);
  10057. };
  10058. /**
  10059. * Returns a Curve3 object along a Cubic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#cubic-bezier-curve
  10060. * @param v0 (Vector3) the origin point of the Cubic Bezier
  10061. * @param v1 (Vector3) the first control point
  10062. * @param v2 (Vector3) the second control point
  10063. * @param v3 (Vector3) the end point of the Cubic Bezier
  10064. * @param nbPoints (integer) the wanted number of points in the curve
  10065. * @returns the created Curve3
  10066. */
  10067. Curve3.CreateCubicBezier = function (v0, v1, v2, v3, nbPoints) {
  10068. nbPoints = nbPoints > 3 ? nbPoints : 4;
  10069. var bez = new Array();
  10070. var equation = function (t, val0, val1, val2, val3) {
  10071. 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;
  10072. return res;
  10073. };
  10074. for (var i = 0; i <= nbPoints; i++) {
  10075. 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)));
  10076. }
  10077. return new Curve3(bez);
  10078. };
  10079. /**
  10080. * Returns a Curve3 object along a Hermite Spline curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#hermite-spline
  10081. * @param p1 (Vector3) the origin point of the Hermite Spline
  10082. * @param t1 (Vector3) the tangent vector at the origin point
  10083. * @param p2 (Vector3) the end point of the Hermite Spline
  10084. * @param t2 (Vector3) the tangent vector at the end point
  10085. * @param nbPoints (integer) the wanted number of points in the curve
  10086. * @returns the created Curve3
  10087. */
  10088. Curve3.CreateHermiteSpline = function (p1, t1, p2, t2, nbPoints) {
  10089. var hermite = new Array();
  10090. var step = 1.0 / nbPoints;
  10091. for (var i = 0; i <= nbPoints; i++) {
  10092. hermite.push(Vector3.Hermite(p1, t1, p2, t2, i * step));
  10093. }
  10094. return new Curve3(hermite);
  10095. };
  10096. /**
  10097. * Returns a Curve3 object along a CatmullRom Spline curve :
  10098. * @param points (array of Vector3) the points the spline must pass through. At least, four points required
  10099. * @param nbPoints (integer) the wanted number of points between each curve control points
  10100. * @param closed (boolean) optional with default false, when true forms a closed loop from the points
  10101. * @returns the created Curve3
  10102. */
  10103. Curve3.CreateCatmullRomSpline = function (points, nbPoints, closed) {
  10104. var catmullRom = new Array();
  10105. var step = 1.0 / nbPoints;
  10106. var amount = 0.0;
  10107. if (closed) {
  10108. var pointsCount = points.length;
  10109. for (var i = 0; i < pointsCount; i++) {
  10110. amount = 0;
  10111. for (var c = 0; c < nbPoints; c++) {
  10112. catmullRom.push(Vector3.CatmullRom(points[i % pointsCount], points[(i + 1) % pointsCount], points[(i + 2) % pointsCount], points[(i + 3) % pointsCount], amount));
  10113. amount += step;
  10114. }
  10115. }
  10116. catmullRom.push(catmullRom[0]);
  10117. }
  10118. else {
  10119. var totalPoints = new Array();
  10120. totalPoints.push(points[0].clone());
  10121. Array.prototype.push.apply(totalPoints, points);
  10122. totalPoints.push(points[points.length - 1].clone());
  10123. for (var i = 0; i < totalPoints.length - 3; i++) {
  10124. amount = 0;
  10125. for (var c = 0; c < nbPoints; c++) {
  10126. catmullRom.push(Vector3.CatmullRom(totalPoints[i], totalPoints[i + 1], totalPoints[i + 2], totalPoints[i + 3], amount));
  10127. amount += step;
  10128. }
  10129. }
  10130. i--;
  10131. catmullRom.push(Vector3.CatmullRom(totalPoints[i], totalPoints[i + 1], totalPoints[i + 2], totalPoints[i + 3], amount));
  10132. }
  10133. return new Curve3(catmullRom);
  10134. };
  10135. /**
  10136. * @returns the Curve3 stored array of successive Vector3
  10137. */
  10138. Curve3.prototype.getPoints = function () {
  10139. return this._points;
  10140. };
  10141. /**
  10142. * @returns the computed length (float) of the curve.
  10143. */
  10144. Curve3.prototype.length = function () {
  10145. return this._length;
  10146. };
  10147. /**
  10148. * Returns a new instance of Curve3 object : var curve = curveA.continue(curveB);
  10149. * This new Curve3 is built by translating and sticking the curveB at the end of the curveA.
  10150. * curveA and curveB keep unchanged.
  10151. * @param curve the curve to continue from this curve
  10152. * @returns the newly constructed curve
  10153. */
  10154. Curve3.prototype.continue = function (curve) {
  10155. var lastPoint = this._points[this._points.length - 1];
  10156. var continuedPoints = this._points.slice();
  10157. var curvePoints = curve.getPoints();
  10158. for (var i = 1; i < curvePoints.length; i++) {
  10159. continuedPoints.push(curvePoints[i].subtract(curvePoints[0]).add(lastPoint));
  10160. }
  10161. var continuedCurve = new Curve3(continuedPoints);
  10162. return continuedCurve;
  10163. };
  10164. Curve3.prototype._computeLength = function (path) {
  10165. var l = 0;
  10166. for (var i = 1; i < path.length; i++) {
  10167. l += (path[i].subtract(path[i - 1])).length();
  10168. }
  10169. return l;
  10170. };
  10171. return Curve3;
  10172. }());
  10173. BABYLON.Curve3 = Curve3;
  10174. // Vertex formats
  10175. /**
  10176. * Contains position and normal vectors for a vertex
  10177. */
  10178. var PositionNormalVertex = /** @class */ (function () {
  10179. /**
  10180. * Creates a PositionNormalVertex
  10181. * @param position the position of the vertex (defaut: 0,0,0)
  10182. * @param normal the normal of the vertex (defaut: 0,1,0)
  10183. */
  10184. function PositionNormalVertex(
  10185. /** the position of the vertex (defaut: 0,0,0) */
  10186. position,
  10187. /** the normal of the vertex (defaut: 0,1,0) */
  10188. normal) {
  10189. if (position === void 0) { position = Vector3.Zero(); }
  10190. if (normal === void 0) { normal = Vector3.Up(); }
  10191. this.position = position;
  10192. this.normal = normal;
  10193. }
  10194. /**
  10195. * Clones the PositionNormalVertex
  10196. * @returns the cloned PositionNormalVertex
  10197. */
  10198. PositionNormalVertex.prototype.clone = function () {
  10199. return new PositionNormalVertex(this.position.clone(), this.normal.clone());
  10200. };
  10201. return PositionNormalVertex;
  10202. }());
  10203. BABYLON.PositionNormalVertex = PositionNormalVertex;
  10204. /**
  10205. * Contains position, normal and uv vectors for a vertex
  10206. */
  10207. var PositionNormalTextureVertex = /** @class */ (function () {
  10208. /**
  10209. * Creates a PositionNormalTextureVertex
  10210. * @param position the position of the vertex (defaut: 0,0,0)
  10211. * @param normal the normal of the vertex (defaut: 0,1,0)
  10212. * @param uv the uv of the vertex (default: 0,0)
  10213. */
  10214. function PositionNormalTextureVertex(
  10215. /** the position of the vertex (defaut: 0,0,0) */
  10216. position,
  10217. /** the normal of the vertex (defaut: 0,1,0) */
  10218. normal,
  10219. /** the uv of the vertex (default: 0,0) */
  10220. uv) {
  10221. if (position === void 0) { position = Vector3.Zero(); }
  10222. if (normal === void 0) { normal = Vector3.Up(); }
  10223. if (uv === void 0) { uv = Vector2.Zero(); }
  10224. this.position = position;
  10225. this.normal = normal;
  10226. this.uv = uv;
  10227. }
  10228. /**
  10229. * Clones the PositionNormalTextureVertex
  10230. * @returns the cloned PositionNormalTextureVertex
  10231. */
  10232. PositionNormalTextureVertex.prototype.clone = function () {
  10233. return new PositionNormalTextureVertex(this.position.clone(), this.normal.clone(), this.uv.clone());
  10234. };
  10235. return PositionNormalTextureVertex;
  10236. }());
  10237. BABYLON.PositionNormalTextureVertex = PositionNormalTextureVertex;
  10238. // Temporary pre-allocated objects for engine internal use
  10239. // usage in any internal function :
  10240. // var tmp = Tmp.Vector3[0]; <= gets access to the first pre-created Vector3
  10241. // There's a Tmp array per object type : int, float, Vector2, Vector3, Vector4, Quaternion, Matrix
  10242. /**
  10243. * @hidden
  10244. */
  10245. var Tmp = /** @class */ (function () {
  10246. function Tmp() {
  10247. }
  10248. Tmp.Color3 = BABYLON.Tools.BuildArray(3, Color3.Black);
  10249. Tmp.Color4 = BABYLON.Tools.BuildArray(3, function () { return new Color4(0, 0, 0, 0); });
  10250. Tmp.Vector2 = BABYLON.Tools.BuildArray(3, Vector2.Zero); // 3 temp Vector2 at once should be enough
  10251. Tmp.Vector3 = BABYLON.Tools.BuildArray(13, Vector3.Zero); // 13 temp Vector3 at once should be enough
  10252. Tmp.Vector4 = BABYLON.Tools.BuildArray(3, Vector4.Zero); // 3 temp Vector4 at once should be enough
  10253. Tmp.Quaternion = BABYLON.Tools.BuildArray(2, Quaternion.Zero); // 2 temp Quaternion at once should be enough
  10254. Tmp.Matrix = BABYLON.Tools.BuildArray(8, Matrix.Identity); // 8 temp Matrices at once should be enough
  10255. return Tmp;
  10256. }());
  10257. BABYLON.Tmp = Tmp;
  10258. /**
  10259. * @hidden
  10260. * Same as Tmp but not exported to keep it only for math functions to avoid conflicts
  10261. */
  10262. var MathTmp = /** @class */ (function () {
  10263. function MathTmp() {
  10264. }
  10265. MathTmp.Vector3 = BABYLON.Tools.BuildArray(6, Vector3.Zero);
  10266. MathTmp.Matrix = BABYLON.Tools.BuildArray(2, Matrix.Identity);
  10267. MathTmp.Quaternion = BABYLON.Tools.BuildArray(3, Quaternion.Zero);
  10268. return MathTmp;
  10269. }());
  10270. })(BABYLON || (BABYLON = {}));
  10271. //# sourceMappingURL=babylon.math.js.map
  10272. var BABYLON;
  10273. (function (BABYLON) {
  10274. /**
  10275. * Scalar computation library
  10276. */
  10277. var Scalar = /** @class */ (function () {
  10278. function Scalar() {
  10279. }
  10280. /**
  10281. * Boolean : true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  10282. * @param a number
  10283. * @param b number
  10284. * @param epsilon (default = 1.401298E-45)
  10285. * @returns true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  10286. */
  10287. Scalar.WithinEpsilon = function (a, b, epsilon) {
  10288. if (epsilon === void 0) { epsilon = 1.401298E-45; }
  10289. var num = a - b;
  10290. return -epsilon <= num && num <= epsilon;
  10291. };
  10292. /**
  10293. * Returns a string : the upper case translation of the number i to hexadecimal.
  10294. * @param i number
  10295. * @returns the upper case translation of the number i to hexadecimal.
  10296. */
  10297. Scalar.ToHex = function (i) {
  10298. var str = i.toString(16);
  10299. if (i <= 15) {
  10300. return ("0" + str).toUpperCase();
  10301. }
  10302. return str.toUpperCase();
  10303. };
  10304. /**
  10305. * Returns -1 if value is negative and +1 is value is positive.
  10306. * @param value the value
  10307. * @returns the value itself if it's equal to zero.
  10308. */
  10309. Scalar.Sign = function (value) {
  10310. value = +value; // convert to a number
  10311. if (value === 0 || isNaN(value)) {
  10312. return value;
  10313. }
  10314. return value > 0 ? 1 : -1;
  10315. };
  10316. /**
  10317. * Returns the value itself if it's between min and max.
  10318. * Returns min if the value is lower than min.
  10319. * Returns max if the value is greater than max.
  10320. * @param value the value to clmap
  10321. * @param min the min value to clamp to (default: 0)
  10322. * @param max the max value to clamp to (default: 1)
  10323. * @returns the clamped value
  10324. */
  10325. Scalar.Clamp = function (value, min, max) {
  10326. if (min === void 0) { min = 0; }
  10327. if (max === void 0) { max = 1; }
  10328. return Math.min(max, Math.max(min, value));
  10329. };
  10330. /**
  10331. * the log2 of value.
  10332. * @param value the value to compute log2 of
  10333. * @returns the log2 of value.
  10334. */
  10335. Scalar.Log2 = function (value) {
  10336. return Math.log(value) * Math.LOG2E;
  10337. };
  10338. /**
  10339. * Loops the value, so that it is never larger than length and never smaller than 0.
  10340. *
  10341. * This is similar to the modulo operator but it works with floating point numbers.
  10342. * For example, using 3.0 for t and 2.5 for length, the result would be 0.5.
  10343. * With t = 5 and length = 2.5, the result would be 0.0.
  10344. * Note, however, that the behaviour is not defined for negative numbers as it is for the modulo operator
  10345. * @param value the value
  10346. * @param length the length
  10347. * @returns the looped value
  10348. */
  10349. Scalar.Repeat = function (value, length) {
  10350. return value - Math.floor(value / length) * length;
  10351. };
  10352. /**
  10353. * Normalize the value between 0.0 and 1.0 using min and max values
  10354. * @param value value to normalize
  10355. * @param min max to normalize between
  10356. * @param max min to normalize between
  10357. * @returns the normalized value
  10358. */
  10359. Scalar.Normalize = function (value, min, max) {
  10360. return (value - min) / (max - min);
  10361. };
  10362. /**
  10363. * Denormalize the value from 0.0 and 1.0 using min and max values
  10364. * @param normalized value to denormalize
  10365. * @param min max to denormalize between
  10366. * @param max min to denormalize between
  10367. * @returns the denormalized value
  10368. */
  10369. Scalar.Denormalize = function (normalized, min, max) {
  10370. return (normalized * (max - min) + min);
  10371. };
  10372. /**
  10373. * Calculates the shortest difference between two given angles given in degrees.
  10374. * @param current current angle in degrees
  10375. * @param target target angle in degrees
  10376. * @returns the delta
  10377. */
  10378. Scalar.DeltaAngle = function (current, target) {
  10379. var num = Scalar.Repeat(target - current, 360.0);
  10380. if (num > 180.0) {
  10381. num -= 360.0;
  10382. }
  10383. return num;
  10384. };
  10385. /**
  10386. * PingPongs the value t, so that it is never larger than length and never smaller than 0.
  10387. * @param tx value
  10388. * @param length length
  10389. * @returns The returned value will move back and forth between 0 and length
  10390. */
  10391. Scalar.PingPong = function (tx, length) {
  10392. var t = Scalar.Repeat(tx, length * 2.0);
  10393. return length - Math.abs(t - length);
  10394. };
  10395. /**
  10396. * Interpolates between min and max with smoothing at the limits.
  10397. *
  10398. * This function interpolates between min and max in a similar way to Lerp. However, the interpolation will gradually speed up
  10399. * from the start and slow down toward the end. This is useful for creating natural-looking animation, fading and other transitions.
  10400. * @param from from
  10401. * @param to to
  10402. * @param tx value
  10403. * @returns the smooth stepped value
  10404. */
  10405. Scalar.SmoothStep = function (from, to, tx) {
  10406. var t = Scalar.Clamp(tx);
  10407. t = -2.0 * t * t * t + 3.0 * t * t;
  10408. return to * t + from * (1.0 - t);
  10409. };
  10410. /**
  10411. * Moves a value current towards target.
  10412. *
  10413. * This is essentially the same as Mathf.Lerp but instead the function will ensure that the speed never exceeds maxDelta.
  10414. * Negative values of maxDelta pushes the value away from target.
  10415. * @param current current value
  10416. * @param target target value
  10417. * @param maxDelta max distance to move
  10418. * @returns resulting value
  10419. */
  10420. Scalar.MoveTowards = function (current, target, maxDelta) {
  10421. var result = 0;
  10422. if (Math.abs(target - current) <= maxDelta) {
  10423. result = target;
  10424. }
  10425. else {
  10426. result = current + Scalar.Sign(target - current) * maxDelta;
  10427. }
  10428. return result;
  10429. };
  10430. /**
  10431. * Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees.
  10432. *
  10433. * Variables current and target are assumed to be in degrees. For optimization reasons, negative values of maxDelta
  10434. * are not supported and may cause oscillation. To push current away from a target angle, add 180 to that angle instead.
  10435. * @param current current value
  10436. * @param target target value
  10437. * @param maxDelta max distance to move
  10438. * @returns resulting angle
  10439. */
  10440. Scalar.MoveTowardsAngle = function (current, target, maxDelta) {
  10441. var num = Scalar.DeltaAngle(current, target);
  10442. var result = 0;
  10443. if (-maxDelta < num && num < maxDelta) {
  10444. result = target;
  10445. }
  10446. else {
  10447. target = current + num;
  10448. result = Scalar.MoveTowards(current, target, maxDelta);
  10449. }
  10450. return result;
  10451. };
  10452. /**
  10453. * Creates a new scalar with values linearly interpolated of "amount" between the start scalar and the end scalar.
  10454. * @param start start value
  10455. * @param end target value
  10456. * @param amount amount to lerp between
  10457. * @returns the lerped value
  10458. */
  10459. Scalar.Lerp = function (start, end, amount) {
  10460. return start + ((end - start) * amount);
  10461. };
  10462. /**
  10463. * Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees.
  10464. * The parameter t is clamped to the range [0, 1]. Variables a and b are assumed to be in degrees.
  10465. * @param start start value
  10466. * @param end target value
  10467. * @param amount amount to lerp between
  10468. * @returns the lerped value
  10469. */
  10470. Scalar.LerpAngle = function (start, end, amount) {
  10471. var num = Scalar.Repeat(end - start, 360.0);
  10472. if (num > 180.0) {
  10473. num -= 360.0;
  10474. }
  10475. return start + num * Scalar.Clamp(amount);
  10476. };
  10477. /**
  10478. * Calculates the linear parameter t that produces the interpolant value within the range [a, b].
  10479. * @param a start value
  10480. * @param b target value
  10481. * @param value value between a and b
  10482. * @returns the inverseLerp value
  10483. */
  10484. Scalar.InverseLerp = function (a, b, value) {
  10485. var result = 0;
  10486. if (a != b) {
  10487. result = Scalar.Clamp((value - a) / (b - a));
  10488. }
  10489. else {
  10490. result = 0.0;
  10491. }
  10492. return result;
  10493. };
  10494. /**
  10495. * Returns a new scalar located for "amount" (float) on the Hermite spline defined by the scalars "value1", "value3", "tangent1", "tangent2".
  10496. * @see http://mathworld.wolfram.com/HermitePolynomial.html
  10497. * @param value1 spline value
  10498. * @param tangent1 spline value
  10499. * @param value2 spline value
  10500. * @param tangent2 spline value
  10501. * @param amount input value
  10502. * @returns hermite result
  10503. */
  10504. Scalar.Hermite = function (value1, tangent1, value2, tangent2, amount) {
  10505. var squared = amount * amount;
  10506. var cubed = amount * squared;
  10507. var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
  10508. var part2 = (-2.0 * cubed) + (3.0 * squared);
  10509. var part3 = (cubed - (2.0 * squared)) + amount;
  10510. var part4 = cubed - squared;
  10511. return (((value1 * part1) + (value2 * part2)) + (tangent1 * part3)) + (tangent2 * part4);
  10512. };
  10513. /**
  10514. * Returns a random float number between and min and max values
  10515. * @param min min value of random
  10516. * @param max max value of random
  10517. * @returns random value
  10518. */
  10519. Scalar.RandomRange = function (min, max) {
  10520. if (min === max) {
  10521. return min;
  10522. }
  10523. return ((Math.random() * (max - min)) + min);
  10524. };
  10525. /**
  10526. * This function returns percentage of a number in a given range.
  10527. *
  10528. * RangeToPercent(40,20,60) will return 0.5 (50%)
  10529. * RangeToPercent(34,0,100) will return 0.34 (34%)
  10530. * @param number to convert to percentage
  10531. * @param min min range
  10532. * @param max max range
  10533. * @returns the percentage
  10534. */
  10535. Scalar.RangeToPercent = function (number, min, max) {
  10536. return ((number - min) / (max - min));
  10537. };
  10538. /**
  10539. * This function returns number that corresponds to the percentage in a given range.
  10540. *
  10541. * PercentToRange(0.34,0,100) will return 34.
  10542. * @param percent to convert to number
  10543. * @param min min range
  10544. * @param max max range
  10545. * @returns the number
  10546. */
  10547. Scalar.PercentToRange = function (percent, min, max) {
  10548. return ((max - min) * percent + min);
  10549. };
  10550. /**
  10551. * Returns the angle converted to equivalent value between -Math.PI and Math.PI radians.
  10552. * @param angle The angle to normalize in radian.
  10553. * @return The converted angle.
  10554. */
  10555. Scalar.NormalizeRadians = function (angle) {
  10556. // More precise but slower version kept for reference.
  10557. // angle = angle % Tools.TwoPi;
  10558. // angle = (angle + Tools.TwoPi) % Tools.TwoPi;
  10559. //if (angle > Math.PI) {
  10560. // angle -= Tools.TwoPi;
  10561. //}
  10562. angle -= (Scalar.TwoPi * Math.floor((angle + Math.PI) / Scalar.TwoPi));
  10563. return angle;
  10564. };
  10565. /**
  10566. * Two pi constants convenient for computation.
  10567. */
  10568. Scalar.TwoPi = Math.PI * 2;
  10569. return Scalar;
  10570. }());
  10571. BABYLON.Scalar = Scalar;
  10572. })(BABYLON || (BABYLON = {}));
  10573. //# sourceMappingURL=babylon.math.scalar.js.map
  10574. //# sourceMappingURL=babylon.mixins.js.map
  10575. // Type definitions for WebGL 2, Editor's Draft Fri Feb 24 16:10:18 2017 -0800
  10576. // Project: https://www.khronos.org/registry/webgl/specs/latest/2.0/
  10577. // Definitions by: Nico Kemnitz <https://github.com/nkemnitz/>
  10578. // Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped
  10579. //# sourceMappingURL=babylon.webgl2.js.map
  10580. var BABYLON;
  10581. (function (BABYLON) {
  10582. var __decoratorInitialStore = {};
  10583. var __mergedStore = {};
  10584. var _copySource = function (creationFunction, source, instanciate) {
  10585. var destination = creationFunction();
  10586. // Tags
  10587. if (BABYLON.Tags) {
  10588. BABYLON.Tags.AddTagsTo(destination, source.tags);
  10589. }
  10590. var classStore = getMergedStore(destination);
  10591. // Properties
  10592. for (var property in classStore) {
  10593. var propertyDescriptor = classStore[property];
  10594. var sourceProperty = source[property];
  10595. var propertyType = propertyDescriptor.type;
  10596. if (sourceProperty !== undefined && sourceProperty !== null) {
  10597. switch (propertyType) {
  10598. case 0: // Value
  10599. case 6: // Mesh reference
  10600. case 11: // Camera reference
  10601. destination[property] = sourceProperty;
  10602. break;
  10603. case 1: // Texture
  10604. destination[property] = (instanciate || sourceProperty.isRenderTarget) ? sourceProperty : sourceProperty.clone();
  10605. break;
  10606. case 2: // Color3
  10607. case 3: // FresnelParameters
  10608. case 4: // Vector2
  10609. case 5: // Vector3
  10610. case 7: // Color Curves
  10611. case 10: // Quaternion
  10612. destination[property] = instanciate ? sourceProperty : sourceProperty.clone();
  10613. break;
  10614. }
  10615. }
  10616. }
  10617. return destination;
  10618. };
  10619. function getDirectStore(target) {
  10620. var classKey = target.getClassName();
  10621. if (!__decoratorInitialStore[classKey]) {
  10622. __decoratorInitialStore[classKey] = {};
  10623. }
  10624. return __decoratorInitialStore[classKey];
  10625. }
  10626. /**
  10627. * Return the list of properties flagged as serializable
  10628. * @param target: host object
  10629. */
  10630. function getMergedStore(target) {
  10631. var classKey = target.getClassName();
  10632. if (__mergedStore[classKey]) {
  10633. return __mergedStore[classKey];
  10634. }
  10635. __mergedStore[classKey] = {};
  10636. var store = __mergedStore[classKey];
  10637. var currentTarget = target;
  10638. var currentKey = classKey;
  10639. while (currentKey) {
  10640. var initialStore = __decoratorInitialStore[currentKey];
  10641. for (var property in initialStore) {
  10642. store[property] = initialStore[property];
  10643. }
  10644. var parent_1 = void 0;
  10645. var done = false;
  10646. do {
  10647. parent_1 = Object.getPrototypeOf(currentTarget);
  10648. if (!parent_1.getClassName) {
  10649. done = true;
  10650. break;
  10651. }
  10652. if (parent_1.getClassName() !== currentKey) {
  10653. break;
  10654. }
  10655. currentTarget = parent_1;
  10656. } while (parent_1);
  10657. if (done) {
  10658. break;
  10659. }
  10660. currentKey = parent_1.getClassName();
  10661. currentTarget = parent_1;
  10662. }
  10663. return store;
  10664. }
  10665. function generateSerializableMember(type, sourceName) {
  10666. return function (target, propertyKey) {
  10667. var classStore = getDirectStore(target);
  10668. if (!classStore[propertyKey]) {
  10669. classStore[propertyKey] = { type: type, sourceName: sourceName };
  10670. }
  10671. };
  10672. }
  10673. function generateExpandMember(setCallback, targetKey) {
  10674. if (targetKey === void 0) { targetKey = null; }
  10675. return function (target, propertyKey) {
  10676. var key = targetKey || ("_" + propertyKey);
  10677. Object.defineProperty(target, propertyKey, {
  10678. get: function () {
  10679. return this[key];
  10680. },
  10681. set: function (value) {
  10682. if (this[key] === value) {
  10683. return;
  10684. }
  10685. this[key] = value;
  10686. target[setCallback].apply(this);
  10687. },
  10688. enumerable: true,
  10689. configurable: true
  10690. });
  10691. };
  10692. }
  10693. function expandToProperty(callback, targetKey) {
  10694. if (targetKey === void 0) { targetKey = null; }
  10695. return generateExpandMember(callback, targetKey);
  10696. }
  10697. BABYLON.expandToProperty = expandToProperty;
  10698. function serialize(sourceName) {
  10699. return generateSerializableMember(0, sourceName); // value member
  10700. }
  10701. BABYLON.serialize = serialize;
  10702. function serializeAsTexture(sourceName) {
  10703. return generateSerializableMember(1, sourceName); // texture member
  10704. }
  10705. BABYLON.serializeAsTexture = serializeAsTexture;
  10706. function serializeAsColor3(sourceName) {
  10707. return generateSerializableMember(2, sourceName); // color3 member
  10708. }
  10709. BABYLON.serializeAsColor3 = serializeAsColor3;
  10710. function serializeAsFresnelParameters(sourceName) {
  10711. return generateSerializableMember(3, sourceName); // fresnel parameters member
  10712. }
  10713. BABYLON.serializeAsFresnelParameters = serializeAsFresnelParameters;
  10714. function serializeAsVector2(sourceName) {
  10715. return generateSerializableMember(4, sourceName); // vector2 member
  10716. }
  10717. BABYLON.serializeAsVector2 = serializeAsVector2;
  10718. function serializeAsVector3(sourceName) {
  10719. return generateSerializableMember(5, sourceName); // vector3 member
  10720. }
  10721. BABYLON.serializeAsVector3 = serializeAsVector3;
  10722. function serializeAsMeshReference(sourceName) {
  10723. return generateSerializableMember(6, sourceName); // mesh reference member
  10724. }
  10725. BABYLON.serializeAsMeshReference = serializeAsMeshReference;
  10726. function serializeAsColorCurves(sourceName) {
  10727. return generateSerializableMember(7, sourceName); // color curves
  10728. }
  10729. BABYLON.serializeAsColorCurves = serializeAsColorCurves;
  10730. function serializeAsColor4(sourceName) {
  10731. return generateSerializableMember(8, sourceName); // color 4
  10732. }
  10733. BABYLON.serializeAsColor4 = serializeAsColor4;
  10734. function serializeAsImageProcessingConfiguration(sourceName) {
  10735. return generateSerializableMember(9, sourceName); // image processing
  10736. }
  10737. BABYLON.serializeAsImageProcessingConfiguration = serializeAsImageProcessingConfiguration;
  10738. function serializeAsQuaternion(sourceName) {
  10739. return generateSerializableMember(10, sourceName); // quaternion member
  10740. }
  10741. BABYLON.serializeAsQuaternion = serializeAsQuaternion;
  10742. /**
  10743. * Decorator used to define property that can be serialized as reference to a camera
  10744. * @param sourceName defines the name of the property to decorate
  10745. */
  10746. function serializeAsCameraReference(sourceName) {
  10747. return generateSerializableMember(11, sourceName); // camera reference member
  10748. }
  10749. BABYLON.serializeAsCameraReference = serializeAsCameraReference;
  10750. /**
  10751. * Class used to help serialization objects
  10752. */
  10753. var SerializationHelper = /** @class */ (function () {
  10754. function SerializationHelper() {
  10755. }
  10756. /**
  10757. * Static function used to serialized a specific entity
  10758. * @param entity defines the entity to serialize
  10759. * @param serializationObject defines the optional target obecjt where serialization data will be stored
  10760. * @returns a JSON compatible object representing the serialization of the entity
  10761. */
  10762. SerializationHelper.Serialize = function (entity, serializationObject) {
  10763. if (!serializationObject) {
  10764. serializationObject = {};
  10765. }
  10766. // Tags
  10767. if (BABYLON.Tags) {
  10768. serializationObject.tags = BABYLON.Tags.GetTags(entity);
  10769. }
  10770. var serializedProperties = getMergedStore(entity);
  10771. // Properties
  10772. for (var property in serializedProperties) {
  10773. var propertyDescriptor = serializedProperties[property];
  10774. var targetPropertyName = propertyDescriptor.sourceName || property;
  10775. var propertyType = propertyDescriptor.type;
  10776. var sourceProperty = entity[property];
  10777. if (sourceProperty !== undefined && sourceProperty !== null) {
  10778. switch (propertyType) {
  10779. case 0: // Value
  10780. serializationObject[targetPropertyName] = sourceProperty;
  10781. break;
  10782. case 1: // Texture
  10783. serializationObject[targetPropertyName] = sourceProperty.serialize();
  10784. break;
  10785. case 2: // Color3
  10786. serializationObject[targetPropertyName] = sourceProperty.asArray();
  10787. break;
  10788. case 3: // FresnelParameters
  10789. serializationObject[targetPropertyName] = sourceProperty.serialize();
  10790. break;
  10791. case 4: // Vector2
  10792. serializationObject[targetPropertyName] = sourceProperty.asArray();
  10793. break;
  10794. case 5: // Vector3
  10795. serializationObject[targetPropertyName] = sourceProperty.asArray();
  10796. break;
  10797. case 6: // Mesh reference
  10798. serializationObject[targetPropertyName] = sourceProperty.id;
  10799. break;
  10800. case 7: // Color Curves
  10801. serializationObject[targetPropertyName] = sourceProperty.serialize();
  10802. break;
  10803. case 8: // Color 4
  10804. serializationObject[targetPropertyName] = sourceProperty.asArray();
  10805. break;
  10806. case 9: // Image Processing
  10807. serializationObject[targetPropertyName] = sourceProperty.serialize();
  10808. break;
  10809. case 10: // Quaternion
  10810. serializationObject[targetPropertyName] = sourceProperty.asArray();
  10811. break;
  10812. case 11: // Camera reference
  10813. serializationObject[targetPropertyName] = sourceProperty.id;
  10814. break;
  10815. }
  10816. }
  10817. }
  10818. return serializationObject;
  10819. };
  10820. /**
  10821. * Creates a new entity from a serialization data object
  10822. * @param creationFunction defines a function used to instanciated the new entity
  10823. * @param source defines the source serialization data
  10824. * @param scene defines the hosting scene
  10825. * @param rootUrl defines the root url for resources
  10826. * @returns a new entity
  10827. */
  10828. SerializationHelper.Parse = function (creationFunction, source, scene, rootUrl) {
  10829. if (rootUrl === void 0) { rootUrl = null; }
  10830. var destination = creationFunction();
  10831. if (!rootUrl) {
  10832. rootUrl = "";
  10833. }
  10834. // Tags
  10835. if (BABYLON.Tags) {
  10836. BABYLON.Tags.AddTagsTo(destination, source.tags);
  10837. }
  10838. var classStore = getMergedStore(destination);
  10839. // Properties
  10840. for (var property in classStore) {
  10841. var propertyDescriptor = classStore[property];
  10842. var sourceProperty = source[propertyDescriptor.sourceName || property];
  10843. var propertyType = propertyDescriptor.type;
  10844. if (sourceProperty !== undefined && sourceProperty !== null) {
  10845. var dest = destination;
  10846. switch (propertyType) {
  10847. case 0: // Value
  10848. dest[property] = sourceProperty;
  10849. break;
  10850. case 1: // Texture
  10851. if (scene) {
  10852. dest[property] = BABYLON.Texture.Parse(sourceProperty, scene, rootUrl);
  10853. }
  10854. break;
  10855. case 2: // Color3
  10856. dest[property] = BABYLON.Color3.FromArray(sourceProperty);
  10857. break;
  10858. case 3: // FresnelParameters
  10859. dest[property] = BABYLON.FresnelParameters.Parse(sourceProperty);
  10860. break;
  10861. case 4: // Vector2
  10862. dest[property] = BABYLON.Vector2.FromArray(sourceProperty);
  10863. break;
  10864. case 5: // Vector3
  10865. dest[property] = BABYLON.Vector3.FromArray(sourceProperty);
  10866. break;
  10867. case 6: // Mesh reference
  10868. if (scene) {
  10869. dest[property] = scene.getLastMeshByID(sourceProperty);
  10870. }
  10871. break;
  10872. case 7: // Color Curves
  10873. dest[property] = BABYLON.ColorCurves.Parse(sourceProperty);
  10874. break;
  10875. case 8: // Color 4
  10876. dest[property] = BABYLON.Color4.FromArray(sourceProperty);
  10877. break;
  10878. case 9: // Image Processing
  10879. dest[property] = BABYLON.ImageProcessingConfiguration.Parse(sourceProperty);
  10880. break;
  10881. case 10: // Quaternion
  10882. dest[property] = BABYLON.Quaternion.FromArray(sourceProperty);
  10883. break;
  10884. case 11: // Camera reference
  10885. if (scene) {
  10886. dest[property] = scene.getCameraByID(sourceProperty);
  10887. }
  10888. break;
  10889. }
  10890. }
  10891. }
  10892. return destination;
  10893. };
  10894. /**
  10895. * Clones an object
  10896. * @param creationFunction defines the function used to instanciate the new object
  10897. * @param source defines the source object
  10898. * @returns the cloned object
  10899. */
  10900. SerializationHelper.Clone = function (creationFunction, source) {
  10901. return _copySource(creationFunction, source, false);
  10902. };
  10903. /**
  10904. * Instanciates a new object based on a source one (some data will be shared between both object)
  10905. * @param creationFunction defines the function used to instanciate the new object
  10906. * @param source defines the source object
  10907. * @returns the new object
  10908. */
  10909. SerializationHelper.Instanciate = function (creationFunction, source) {
  10910. return _copySource(creationFunction, source, true);
  10911. };
  10912. return SerializationHelper;
  10913. }());
  10914. BABYLON.SerializationHelper = SerializationHelper;
  10915. })(BABYLON || (BABYLON = {}));
  10916. //# sourceMappingURL=babylon.decorators.js.map
  10917. var BABYLON;
  10918. (function (BABYLON) {
  10919. /**
  10920. * Wrapper class for promise with external resolve and reject.
  10921. */
  10922. var Deferred = /** @class */ (function () {
  10923. /**
  10924. * Constructor for this deferred object.
  10925. */
  10926. function Deferred() {
  10927. var _this = this;
  10928. this.promise = new Promise(function (resolve, reject) {
  10929. _this._resolve = resolve;
  10930. _this._reject = reject;
  10931. });
  10932. }
  10933. Object.defineProperty(Deferred.prototype, "resolve", {
  10934. /**
  10935. * The resolve method of the promise associated with this deferred object.
  10936. */
  10937. get: function () {
  10938. return this._resolve;
  10939. },
  10940. enumerable: true,
  10941. configurable: true
  10942. });
  10943. Object.defineProperty(Deferred.prototype, "reject", {
  10944. /**
  10945. * The reject method of the promise associated with this deferred object.
  10946. */
  10947. get: function () {
  10948. return this._reject;
  10949. },
  10950. enumerable: true,
  10951. configurable: true
  10952. });
  10953. return Deferred;
  10954. }());
  10955. BABYLON.Deferred = Deferred;
  10956. })(BABYLON || (BABYLON = {}));
  10957. //# sourceMappingURL=babylon.deferred.js.map
  10958. var BABYLON;
  10959. (function (BABYLON) {
  10960. /**
  10961. * A class serves as a medium between the observable and its observers
  10962. */
  10963. var EventState = /** @class */ (function () {
  10964. /**
  10965. * Create a new EventState
  10966. * @param mask defines the mask associated with this state
  10967. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  10968. * @param target defines the original target of the state
  10969. * @param currentTarget defines the current target of the state
  10970. */
  10971. function EventState(mask, skipNextObservers, target, currentTarget) {
  10972. if (skipNextObservers === void 0) { skipNextObservers = false; }
  10973. this.initalize(mask, skipNextObservers, target, currentTarget);
  10974. }
  10975. /**
  10976. * Initialize the current event state
  10977. * @param mask defines the mask associated with this state
  10978. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  10979. * @param target defines the original target of the state
  10980. * @param currentTarget defines the current target of the state
  10981. * @returns the current event state
  10982. */
  10983. EventState.prototype.initalize = function (mask, skipNextObservers, target, currentTarget) {
  10984. if (skipNextObservers === void 0) { skipNextObservers = false; }
  10985. this.mask = mask;
  10986. this.skipNextObservers = skipNextObservers;
  10987. this.target = target;
  10988. this.currentTarget = currentTarget;
  10989. return this;
  10990. };
  10991. return EventState;
  10992. }());
  10993. BABYLON.EventState = EventState;
  10994. /**
  10995. * Represent an Observer registered to a given Observable object.
  10996. */
  10997. var Observer = /** @class */ (function () {
  10998. /**
  10999. * Creates a new observer
  11000. * @param callback defines the callback to call when the observer is notified
  11001. * @param mask defines the mask of the observer (used to filter notifications)
  11002. * @param scope defines the current scope used to restore the JS context
  11003. */
  11004. function Observer(
  11005. /**
  11006. * Defines the callback to call when the observer is notified
  11007. */
  11008. callback,
  11009. /**
  11010. * Defines the mask of the observer (used to filter notifications)
  11011. */
  11012. mask,
  11013. /**
  11014. * Defines the current scope used to restore the JS context
  11015. */
  11016. scope) {
  11017. if (scope === void 0) { scope = null; }
  11018. this.callback = callback;
  11019. this.mask = mask;
  11020. this.scope = scope;
  11021. /** @hidden */
  11022. this._willBeUnregistered = false;
  11023. /**
  11024. * Gets or sets a property defining that the observer as to be unregistered after the next notification
  11025. */
  11026. this.unregisterOnNextCall = false;
  11027. }
  11028. return Observer;
  11029. }());
  11030. BABYLON.Observer = Observer;
  11031. /**
  11032. * Represent a list of observers registered to multiple Observables object.
  11033. */
  11034. var MultiObserver = /** @class */ (function () {
  11035. function MultiObserver() {
  11036. }
  11037. /**
  11038. * Release associated resources
  11039. */
  11040. MultiObserver.prototype.dispose = function () {
  11041. if (this._observers && this._observables) {
  11042. for (var index = 0; index < this._observers.length; index++) {
  11043. this._observables[index].remove(this._observers[index]);
  11044. }
  11045. }
  11046. this._observers = null;
  11047. this._observables = null;
  11048. };
  11049. /**
  11050. * Raise a callback when one of the observable will notify
  11051. * @param observables defines a list of observables to watch
  11052. * @param callback defines the callback to call on notification
  11053. * @param mask defines the mask used to filter notifications
  11054. * @param scope defines the current scope used to restore the JS context
  11055. * @returns the new MultiObserver
  11056. */
  11057. MultiObserver.Watch = function (observables, callback, mask, scope) {
  11058. if (mask === void 0) { mask = -1; }
  11059. if (scope === void 0) { scope = null; }
  11060. var result = new MultiObserver();
  11061. result._observers = new Array();
  11062. result._observables = observables;
  11063. for (var _i = 0, observables_1 = observables; _i < observables_1.length; _i++) {
  11064. var observable = observables_1[_i];
  11065. var observer = observable.add(callback, mask, false, scope);
  11066. if (observer) {
  11067. result._observers.push(observer);
  11068. }
  11069. }
  11070. return result;
  11071. };
  11072. return MultiObserver;
  11073. }());
  11074. BABYLON.MultiObserver = MultiObserver;
  11075. /**
  11076. * The Observable class is a simple implementation of the Observable pattern.
  11077. *
  11078. * 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.
  11079. * This enable a more fine grained execution without having to rely on multiple different Observable objects.
  11080. * 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).
  11081. * 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.
  11082. */
  11083. var Observable = /** @class */ (function () {
  11084. /**
  11085. * Creates a new observable
  11086. * @param onObserverAdded defines a callback to call when a new observer is added
  11087. */
  11088. function Observable(onObserverAdded) {
  11089. this._observers = new Array();
  11090. this._eventState = new EventState(0);
  11091. if (onObserverAdded) {
  11092. this._onObserverAdded = onObserverAdded;
  11093. }
  11094. }
  11095. /**
  11096. * Create a new Observer with the specified callback
  11097. * @param callback the callback that will be executed for that Observer
  11098. * @param mask the mask used to filter observers
  11099. * @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.
  11100. * @param scope optional scope for the callback to be called from
  11101. * @param unregisterOnFirstCall defines if the observer as to be unregistered after the next notification
  11102. * @returns the new observer created for the callback
  11103. */
  11104. Observable.prototype.add = function (callback, mask, insertFirst, scope, unregisterOnFirstCall) {
  11105. if (mask === void 0) { mask = -1; }
  11106. if (insertFirst === void 0) { insertFirst = false; }
  11107. if (scope === void 0) { scope = null; }
  11108. if (unregisterOnFirstCall === void 0) { unregisterOnFirstCall = false; }
  11109. if (!callback) {
  11110. return null;
  11111. }
  11112. var observer = new Observer(callback, mask, scope);
  11113. observer.unregisterOnNextCall = unregisterOnFirstCall;
  11114. if (insertFirst) {
  11115. this._observers.unshift(observer);
  11116. }
  11117. else {
  11118. this._observers.push(observer);
  11119. }
  11120. if (this._onObserverAdded) {
  11121. this._onObserverAdded(observer);
  11122. }
  11123. return observer;
  11124. };
  11125. /**
  11126. * Create a new Observer with the specified callback and unregisters after the next notification
  11127. * @param callback the callback that will be executed for that Observer
  11128. * @returns the new observer created for the callback
  11129. */
  11130. Observable.prototype.addOnce = function (callback) {
  11131. return this.add(callback, undefined, undefined, undefined, true);
  11132. };
  11133. /**
  11134. * Remove an Observer from the Observable object
  11135. * @param observer the instance of the Observer to remove
  11136. * @returns false if it doesn't belong to this Observable
  11137. */
  11138. Observable.prototype.remove = function (observer) {
  11139. if (!observer) {
  11140. return false;
  11141. }
  11142. var index = this._observers.indexOf(observer);
  11143. if (index !== -1) {
  11144. this._deferUnregister(observer);
  11145. return true;
  11146. }
  11147. return false;
  11148. };
  11149. /**
  11150. * Remove a callback from the Observable object
  11151. * @param callback the callback to remove
  11152. * @param scope optional scope. If used only the callbacks with this scope will be removed
  11153. * @returns false if it doesn't belong to this Observable
  11154. */
  11155. Observable.prototype.removeCallback = function (callback, scope) {
  11156. for (var index = 0; index < this._observers.length; index++) {
  11157. if (this._observers[index].callback === callback && (!scope || scope === this._observers[index].scope)) {
  11158. this._deferUnregister(this._observers[index]);
  11159. return true;
  11160. }
  11161. }
  11162. return false;
  11163. };
  11164. Observable.prototype._deferUnregister = function (observer) {
  11165. var _this = this;
  11166. observer.unregisterOnNextCall = false;
  11167. observer._willBeUnregistered = true;
  11168. BABYLON.Tools.SetImmediate(function () {
  11169. _this._remove(observer);
  11170. });
  11171. };
  11172. // This should only be called when not iterating over _observers to avoid callback skipping.
  11173. // Removes an observer from the _observer Array.
  11174. Observable.prototype._remove = function (observer) {
  11175. if (!observer) {
  11176. return false;
  11177. }
  11178. var index = this._observers.indexOf(observer);
  11179. if (index !== -1) {
  11180. this._observers.splice(index, 1);
  11181. return true;
  11182. }
  11183. return false;
  11184. };
  11185. /**
  11186. * Notify all Observers by calling their respective callback with the given data
  11187. * Will return true if all observers were executed, false if an observer set skipNextObservers to true, then prevent the subsequent ones to execute
  11188. * @param eventData defines the data to send to all observers
  11189. * @param mask defines the mask of the current notification (observers with incompatible mask (ie mask & observer.mask === 0) will not be notified)
  11190. * @param target defines the original target of the state
  11191. * @param currentTarget defines the current target of the state
  11192. * @returns false if the complete observer chain was not processed (because one observer set the skipNextObservers to true)
  11193. */
  11194. Observable.prototype.notifyObservers = function (eventData, mask, target, currentTarget) {
  11195. if (mask === void 0) { mask = -1; }
  11196. if (!this._observers.length) {
  11197. return true;
  11198. }
  11199. var state = this._eventState;
  11200. state.mask = mask;
  11201. state.target = target;
  11202. state.currentTarget = currentTarget;
  11203. state.skipNextObservers = false;
  11204. state.lastReturnValue = eventData;
  11205. for (var _i = 0, _a = this._observers; _i < _a.length; _i++) {
  11206. var obs = _a[_i];
  11207. if (obs._willBeUnregistered) {
  11208. continue;
  11209. }
  11210. if (obs.mask & mask) {
  11211. if (obs.scope) {
  11212. state.lastReturnValue = obs.callback.apply(obs.scope, [eventData, state]);
  11213. }
  11214. else {
  11215. state.lastReturnValue = obs.callback(eventData, state);
  11216. }
  11217. if (obs.unregisterOnNextCall) {
  11218. this._deferUnregister(obs);
  11219. }
  11220. }
  11221. if (state.skipNextObservers) {
  11222. return false;
  11223. }
  11224. }
  11225. return true;
  11226. };
  11227. /**
  11228. * Calling this will execute each callback, expecting it to be a promise or return a value.
  11229. * If at any point in the chain one function fails, the promise will fail and the execution will not continue.
  11230. * This is useful when a chain of events (sometimes async events) is needed to initialize a certain object
  11231. * and it is crucial that all callbacks will be executed.
  11232. * The order of the callbacks is kept, callbacks are not executed parallel.
  11233. *
  11234. * @param eventData The data to be sent to each callback
  11235. * @param mask is used to filter observers defaults to -1
  11236. * @param target defines the callback target (see EventState)
  11237. * @param currentTarget defines he current object in the bubbling phase
  11238. * @returns {Promise<T>} will return a Promise than resolves when all callbacks executed successfully.
  11239. */
  11240. Observable.prototype.notifyObserversWithPromise = function (eventData, mask, target, currentTarget) {
  11241. var _this = this;
  11242. if (mask === void 0) { mask = -1; }
  11243. // create an empty promise
  11244. var p = Promise.resolve(eventData);
  11245. // no observers? return this promise.
  11246. if (!this._observers.length) {
  11247. return p;
  11248. }
  11249. var state = this._eventState;
  11250. state.mask = mask;
  11251. state.target = target;
  11252. state.currentTarget = currentTarget;
  11253. state.skipNextObservers = false;
  11254. // execute one callback after another (not using Promise.all, the order is important)
  11255. this._observers.forEach(function (obs) {
  11256. if (state.skipNextObservers) {
  11257. return;
  11258. }
  11259. if (obs._willBeUnregistered) {
  11260. return;
  11261. }
  11262. if (obs.mask & mask) {
  11263. if (obs.scope) {
  11264. p = p.then(function (lastReturnedValue) {
  11265. state.lastReturnValue = lastReturnedValue;
  11266. return obs.callback.apply(obs.scope, [eventData, state]);
  11267. });
  11268. }
  11269. else {
  11270. p = p.then(function (lastReturnedValue) {
  11271. state.lastReturnValue = lastReturnedValue;
  11272. return obs.callback(eventData, state);
  11273. });
  11274. }
  11275. if (obs.unregisterOnNextCall) {
  11276. _this._deferUnregister(obs);
  11277. }
  11278. }
  11279. });
  11280. // return the eventData
  11281. return p.then(function () { return eventData; });
  11282. };
  11283. /**
  11284. * Notify a specific observer
  11285. * @param observer defines the observer to notify
  11286. * @param eventData defines the data to be sent to each callback
  11287. * @param mask is used to filter observers defaults to -1
  11288. */
  11289. Observable.prototype.notifyObserver = function (observer, eventData, mask) {
  11290. if (mask === void 0) { mask = -1; }
  11291. var state = this._eventState;
  11292. state.mask = mask;
  11293. state.skipNextObservers = false;
  11294. observer.callback(eventData, state);
  11295. };
  11296. /**
  11297. * Gets a boolean indicating if the observable has at least one observer
  11298. * @returns true is the Observable has at least one Observer registered
  11299. */
  11300. Observable.prototype.hasObservers = function () {
  11301. return this._observers.length > 0;
  11302. };
  11303. /**
  11304. * Clear the list of observers
  11305. */
  11306. Observable.prototype.clear = function () {
  11307. this._observers = new Array();
  11308. this._onObserverAdded = null;
  11309. };
  11310. /**
  11311. * Clone the current observable
  11312. * @returns a new observable
  11313. */
  11314. Observable.prototype.clone = function () {
  11315. var result = new Observable();
  11316. result._observers = this._observers.slice(0);
  11317. return result;
  11318. };
  11319. /**
  11320. * Does this observable handles observer registered with a given mask
  11321. * @param mask defines the mask to be tested
  11322. * @return whether or not one observer registered with the given mask is handeled
  11323. **/
  11324. Observable.prototype.hasSpecificMask = function (mask) {
  11325. if (mask === void 0) { mask = -1; }
  11326. for (var _i = 0, _a = this._observers; _i < _a.length; _i++) {
  11327. var obs = _a[_i];
  11328. if (obs.mask & mask || obs.mask === mask) {
  11329. return true;
  11330. }
  11331. }
  11332. return false;
  11333. };
  11334. return Observable;
  11335. }());
  11336. BABYLON.Observable = Observable;
  11337. })(BABYLON || (BABYLON = {}));
  11338. //# sourceMappingURL=babylon.observable.js.map
  11339. var BABYLON;
  11340. (function (BABYLON) {
  11341. /**
  11342. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  11343. */
  11344. var SmartArray = /** @class */ (function () {
  11345. /**
  11346. * Instantiates a Smart Array.
  11347. * @param capacity defines the default capacity of the array.
  11348. */
  11349. function SmartArray(capacity) {
  11350. /**
  11351. * The active length of the array.
  11352. */
  11353. this.length = 0;
  11354. this.data = new Array(capacity);
  11355. this._id = SmartArray._GlobalId++;
  11356. }
  11357. /**
  11358. * Pushes a value at the end of the active data.
  11359. * @param value defines the object to push in the array.
  11360. */
  11361. SmartArray.prototype.push = function (value) {
  11362. this.data[this.length++] = value;
  11363. if (this.length > this.data.length) {
  11364. this.data.length *= 2;
  11365. }
  11366. };
  11367. /**
  11368. * Iterates over the active data and apply the lambda to them.
  11369. * @param func defines the action to apply on each value.
  11370. */
  11371. SmartArray.prototype.forEach = function (func) {
  11372. for (var index = 0; index < this.length; index++) {
  11373. func(this.data[index]);
  11374. }
  11375. };
  11376. /**
  11377. * Sorts the full sets of data.
  11378. * @param compareFn defines the comparison function to apply.
  11379. */
  11380. SmartArray.prototype.sort = function (compareFn) {
  11381. this.data.sort(compareFn);
  11382. };
  11383. /**
  11384. * Resets the active data to an empty array.
  11385. */
  11386. SmartArray.prototype.reset = function () {
  11387. this.length = 0;
  11388. };
  11389. /**
  11390. * Releases all the data from the array as well as the array.
  11391. */
  11392. SmartArray.prototype.dispose = function () {
  11393. this.reset();
  11394. if (this.data) {
  11395. this.data.length = 0;
  11396. this.data = [];
  11397. }
  11398. };
  11399. /**
  11400. * Concats the active data with a given array.
  11401. * @param array defines the data to concatenate with.
  11402. */
  11403. SmartArray.prototype.concat = function (array) {
  11404. if (array.length === 0) {
  11405. return;
  11406. }
  11407. if (this.length + array.length > this.data.length) {
  11408. this.data.length = (this.length + array.length) * 2;
  11409. }
  11410. for (var index = 0; index < array.length; index++) {
  11411. this.data[this.length++] = (array.data || array)[index];
  11412. }
  11413. };
  11414. /**
  11415. * Returns the position of a value in the active data.
  11416. * @param value defines the value to find the index for
  11417. * @returns the index if found in the active data otherwise -1
  11418. */
  11419. SmartArray.prototype.indexOf = function (value) {
  11420. var position = this.data.indexOf(value);
  11421. if (position >= this.length) {
  11422. return -1;
  11423. }
  11424. return position;
  11425. };
  11426. /**
  11427. * Returns whether an element is part of the active data.
  11428. * @param value defines the value to look for
  11429. * @returns true if found in the active data otherwise false
  11430. */
  11431. SmartArray.prototype.contains = function (value) {
  11432. return this.indexOf(value) !== -1;
  11433. };
  11434. // Statics
  11435. SmartArray._GlobalId = 0;
  11436. return SmartArray;
  11437. }());
  11438. BABYLON.SmartArray = SmartArray;
  11439. /**
  11440. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  11441. * The data in this array can only be present once
  11442. */
  11443. var SmartArrayNoDuplicate = /** @class */ (function (_super) {
  11444. __extends(SmartArrayNoDuplicate, _super);
  11445. function SmartArrayNoDuplicate() {
  11446. var _this = _super !== null && _super.apply(this, arguments) || this;
  11447. _this._duplicateId = 0;
  11448. return _this;
  11449. }
  11450. /**
  11451. * Pushes a value at the end of the active data.
  11452. * THIS DOES NOT PREVENT DUPPLICATE DATA
  11453. * @param value defines the object to push in the array.
  11454. */
  11455. SmartArrayNoDuplicate.prototype.push = function (value) {
  11456. _super.prototype.push.call(this, value);
  11457. if (!value.__smartArrayFlags) {
  11458. value.__smartArrayFlags = {};
  11459. }
  11460. value.__smartArrayFlags[this._id] = this._duplicateId;
  11461. };
  11462. /**
  11463. * Pushes a value at the end of the active data.
  11464. * If the data is already present, it won t be added again
  11465. * @param value defines the object to push in the array.
  11466. * @returns true if added false if it was already present
  11467. */
  11468. SmartArrayNoDuplicate.prototype.pushNoDuplicate = function (value) {
  11469. if (value.__smartArrayFlags && value.__smartArrayFlags[this._id] === this._duplicateId) {
  11470. return false;
  11471. }
  11472. this.push(value);
  11473. return true;
  11474. };
  11475. /**
  11476. * Resets the active data to an empty array.
  11477. */
  11478. SmartArrayNoDuplicate.prototype.reset = function () {
  11479. _super.prototype.reset.call(this);
  11480. this._duplicateId++;
  11481. };
  11482. /**
  11483. * Concats the active data with a given array.
  11484. * This ensures no dupplicate will be present in the result.
  11485. * @param array defines the data to concatenate with.
  11486. */
  11487. SmartArrayNoDuplicate.prototype.concatWithNoDuplicate = function (array) {
  11488. if (array.length === 0) {
  11489. return;
  11490. }
  11491. if (this.length + array.length > this.data.length) {
  11492. this.data.length = (this.length + array.length) * 2;
  11493. }
  11494. for (var index = 0; index < array.length; index++) {
  11495. var item = (array.data || array)[index];
  11496. this.pushNoDuplicate(item);
  11497. }
  11498. };
  11499. return SmartArrayNoDuplicate;
  11500. }(SmartArray));
  11501. BABYLON.SmartArrayNoDuplicate = SmartArrayNoDuplicate;
  11502. })(BABYLON || (BABYLON = {}));
  11503. //# sourceMappingURL=babylon.smartArray.js.map
  11504. var BABYLON;
  11505. (function (BABYLON) {
  11506. var PromiseStates;
  11507. (function (PromiseStates) {
  11508. PromiseStates[PromiseStates["Pending"] = 0] = "Pending";
  11509. PromiseStates[PromiseStates["Fulfilled"] = 1] = "Fulfilled";
  11510. PromiseStates[PromiseStates["Rejected"] = 2] = "Rejected";
  11511. })(PromiseStates || (PromiseStates = {}));
  11512. var FulFillmentAgregator = /** @class */ (function () {
  11513. function FulFillmentAgregator() {
  11514. this.count = 0;
  11515. this.target = 0;
  11516. this.results = [];
  11517. }
  11518. return FulFillmentAgregator;
  11519. }());
  11520. var InternalPromise = /** @class */ (function () {
  11521. function InternalPromise(resolver) {
  11522. var _this = this;
  11523. this._state = PromiseStates.Pending;
  11524. this._children = new Array();
  11525. this._rejectWasConsumed = false;
  11526. if (!resolver) {
  11527. return;
  11528. }
  11529. try {
  11530. resolver(function (value) {
  11531. _this._resolve(value);
  11532. }, function (reason) {
  11533. _this._reject(reason);
  11534. });
  11535. }
  11536. catch (e) {
  11537. this._reject(e);
  11538. }
  11539. }
  11540. Object.defineProperty(InternalPromise.prototype, "_result", {
  11541. get: function () {
  11542. return this._resultValue;
  11543. },
  11544. set: function (value) {
  11545. this._resultValue = value;
  11546. if (this._parent && this._parent._result === undefined) {
  11547. this._parent._result = value;
  11548. }
  11549. },
  11550. enumerable: true,
  11551. configurable: true
  11552. });
  11553. InternalPromise.prototype.catch = function (onRejected) {
  11554. return this.then(undefined, onRejected);
  11555. };
  11556. InternalPromise.prototype.then = function (onFulfilled, onRejected) {
  11557. var _this = this;
  11558. var newPromise = new InternalPromise();
  11559. newPromise._onFulfilled = onFulfilled;
  11560. newPromise._onRejected = onRejected;
  11561. // Composition
  11562. this._children.push(newPromise);
  11563. newPromise._parent = this;
  11564. if (this._state !== PromiseStates.Pending) {
  11565. BABYLON.Tools.SetImmediate(function () {
  11566. if (_this._state === PromiseStates.Fulfilled || _this._rejectWasConsumed) {
  11567. var returnedValue = newPromise._resolve(_this._result);
  11568. if (returnedValue !== undefined && returnedValue !== null) {
  11569. if (returnedValue._state !== undefined) {
  11570. var returnedPromise = returnedValue;
  11571. newPromise._children.push(returnedPromise);
  11572. returnedPromise._parent = newPromise;
  11573. newPromise = returnedPromise;
  11574. }
  11575. else {
  11576. newPromise._result = returnedValue;
  11577. }
  11578. }
  11579. }
  11580. else {
  11581. newPromise._reject(_this._reason);
  11582. }
  11583. });
  11584. }
  11585. return newPromise;
  11586. };
  11587. InternalPromise.prototype._moveChildren = function (children) {
  11588. var _this = this;
  11589. var _a;
  11590. (_a = this._children).push.apply(_a, children.splice(0, children.length));
  11591. this._children.forEach(function (child) {
  11592. child._parent = _this;
  11593. });
  11594. if (this._state === PromiseStates.Fulfilled) {
  11595. for (var _i = 0, _b = this._children; _i < _b.length; _i++) {
  11596. var child = _b[_i];
  11597. child._resolve(this._result);
  11598. }
  11599. }
  11600. else if (this._state === PromiseStates.Rejected) {
  11601. for (var _c = 0, _d = this._children; _c < _d.length; _c++) {
  11602. var child = _d[_c];
  11603. child._reject(this._reason);
  11604. }
  11605. }
  11606. };
  11607. InternalPromise.prototype._resolve = function (value) {
  11608. try {
  11609. this._state = PromiseStates.Fulfilled;
  11610. var returnedValue = null;
  11611. if (this._onFulfilled) {
  11612. returnedValue = this._onFulfilled(value);
  11613. }
  11614. if (returnedValue !== undefined && returnedValue !== null) {
  11615. if (returnedValue._state !== undefined) {
  11616. // Transmit children
  11617. var returnedPromise = returnedValue;
  11618. returnedPromise._parent = this;
  11619. returnedPromise._moveChildren(this._children);
  11620. value = returnedPromise._result;
  11621. }
  11622. else {
  11623. value = returnedValue;
  11624. }
  11625. }
  11626. this._result = value;
  11627. for (var _i = 0, _a = this._children; _i < _a.length; _i++) {
  11628. var child = _a[_i];
  11629. child._resolve(value);
  11630. }
  11631. this._children.length = 0;
  11632. delete this._onFulfilled;
  11633. delete this._onRejected;
  11634. }
  11635. catch (e) {
  11636. this._reject(e, true);
  11637. }
  11638. };
  11639. InternalPromise.prototype._reject = function (reason, onLocalThrow) {
  11640. if (onLocalThrow === void 0) { onLocalThrow = false; }
  11641. this._state = PromiseStates.Rejected;
  11642. this._reason = reason;
  11643. if (this._onRejected && !onLocalThrow) {
  11644. try {
  11645. this._onRejected(reason);
  11646. this._rejectWasConsumed = true;
  11647. }
  11648. catch (e) {
  11649. reason = e;
  11650. }
  11651. }
  11652. for (var _i = 0, _a = this._children; _i < _a.length; _i++) {
  11653. var child = _a[_i];
  11654. if (this._rejectWasConsumed) {
  11655. child._resolve(null);
  11656. }
  11657. else {
  11658. child._reject(reason);
  11659. }
  11660. }
  11661. this._children.length = 0;
  11662. delete this._onFulfilled;
  11663. delete this._onRejected;
  11664. };
  11665. InternalPromise.resolve = function (value) {
  11666. var newPromise = new InternalPromise();
  11667. newPromise._resolve(value);
  11668. return newPromise;
  11669. };
  11670. InternalPromise._RegisterForFulfillment = function (promise, agregator, index) {
  11671. promise.then(function (value) {
  11672. agregator.results[index] = value;
  11673. agregator.count++;
  11674. if (agregator.count === agregator.target) {
  11675. agregator.rootPromise._resolve(agregator.results);
  11676. }
  11677. return null;
  11678. }, function (reason) {
  11679. if (agregator.rootPromise._state !== PromiseStates.Rejected) {
  11680. agregator.rootPromise._reject(reason);
  11681. }
  11682. });
  11683. };
  11684. InternalPromise.all = function (promises) {
  11685. var newPromise = new InternalPromise();
  11686. var agregator = new FulFillmentAgregator();
  11687. agregator.target = promises.length;
  11688. agregator.rootPromise = newPromise;
  11689. if (promises.length) {
  11690. for (var index = 0; index < promises.length; index++) {
  11691. InternalPromise._RegisterForFulfillment(promises[index], agregator, index);
  11692. }
  11693. }
  11694. else {
  11695. newPromise._resolve([]);
  11696. }
  11697. return newPromise;
  11698. };
  11699. InternalPromise.race = function (promises) {
  11700. var newPromise = new InternalPromise();
  11701. if (promises.length) {
  11702. for (var _i = 0, promises_1 = promises; _i < promises_1.length; _i++) {
  11703. var promise = promises_1[_i];
  11704. promise.then(function (value) {
  11705. if (newPromise) {
  11706. newPromise._resolve(value);
  11707. newPromise = null;
  11708. }
  11709. return null;
  11710. }, function (reason) {
  11711. if (newPromise) {
  11712. newPromise._reject(reason);
  11713. newPromise = null;
  11714. }
  11715. });
  11716. }
  11717. }
  11718. return newPromise;
  11719. };
  11720. return InternalPromise;
  11721. }());
  11722. /**
  11723. * Helper class that provides a small promise polyfill
  11724. */
  11725. var PromisePolyfill = /** @class */ (function () {
  11726. function PromisePolyfill() {
  11727. }
  11728. /**
  11729. * Static function used to check if the polyfill is required
  11730. * If this is the case then the function will inject the polyfill to window.Promise
  11731. * @param force defines a boolean used to force the injection (mostly for testing purposes)
  11732. */
  11733. PromisePolyfill.Apply = function (force) {
  11734. if (force === void 0) { force = false; }
  11735. if (force || typeof Promise === 'undefined') {
  11736. var root = window;
  11737. root.Promise = InternalPromise;
  11738. }
  11739. };
  11740. return PromisePolyfill;
  11741. }());
  11742. BABYLON.PromisePolyfill = PromisePolyfill;
  11743. })(BABYLON || (BABYLON = {}));
  11744. //# sourceMappingURL=babylon.promise.js.map
  11745. /// <reference path="../../../dist/preview release/babylon.d.ts" />
  11746. var BABYLON;
  11747. (function (BABYLON) {
  11748. /**
  11749. * Helper class to push actions to a pool of workers.
  11750. */
  11751. var WorkerPool = /** @class */ (function () {
  11752. /**
  11753. * Constructor
  11754. * @param workers Array of workers to use for actions
  11755. */
  11756. function WorkerPool(workers) {
  11757. this._pendingActions = new Array();
  11758. this._workerInfos = workers.map(function (worker) { return ({
  11759. worker: worker,
  11760. active: false
  11761. }); });
  11762. }
  11763. /**
  11764. * Terminates all workers and clears any pending actions.
  11765. */
  11766. WorkerPool.prototype.dispose = function () {
  11767. for (var _i = 0, _a = this._workerInfos; _i < _a.length; _i++) {
  11768. var workerInfo = _a[_i];
  11769. workerInfo.worker.terminate();
  11770. }
  11771. delete this._workerInfos;
  11772. delete this._pendingActions;
  11773. };
  11774. /**
  11775. * Pushes an action to the worker pool. If all the workers are active, the action will be
  11776. * pended until a worker has completed its action.
  11777. * @param action The action to perform. Call onComplete when the action is complete.
  11778. */
  11779. WorkerPool.prototype.push = function (action) {
  11780. for (var _i = 0, _a = this._workerInfos; _i < _a.length; _i++) {
  11781. var workerInfo = _a[_i];
  11782. if (!workerInfo.active) {
  11783. this._execute(workerInfo, action);
  11784. return;
  11785. }
  11786. }
  11787. this._pendingActions.push(action);
  11788. };
  11789. WorkerPool.prototype._execute = function (workerInfo, action) {
  11790. var _this = this;
  11791. workerInfo.active = true;
  11792. action(workerInfo.worker, function () {
  11793. workerInfo.active = false;
  11794. var nextAction = _this._pendingActions.shift();
  11795. if (nextAction) {
  11796. _this._execute(workerInfo, nextAction);
  11797. }
  11798. });
  11799. };
  11800. return WorkerPool;
  11801. }());
  11802. BABYLON.WorkerPool = WorkerPool;
  11803. })(BABYLON || (BABYLON = {}));
  11804. //# sourceMappingURL=babylon.workerPool.js.map
  11805. var BABYLON;
  11806. (function (BABYLON) {
  11807. /**
  11808. * @hidden
  11809. **/
  11810. var _AlphaState = /** @class */ (function () {
  11811. /**
  11812. * Initializes the state.
  11813. */
  11814. function _AlphaState() {
  11815. this._isAlphaBlendDirty = false;
  11816. this._isBlendFunctionParametersDirty = false;
  11817. this._isBlendEquationParametersDirty = false;
  11818. this._isBlendConstantsDirty = false;
  11819. this._alphaBlend = false;
  11820. this._blendFunctionParameters = new Array(4);
  11821. this._blendEquationParameters = new Array(2);
  11822. this._blendConstants = new Array(4);
  11823. this.reset();
  11824. }
  11825. Object.defineProperty(_AlphaState.prototype, "isDirty", {
  11826. get: function () {
  11827. return this._isAlphaBlendDirty || this._isBlendFunctionParametersDirty;
  11828. },
  11829. enumerable: true,
  11830. configurable: true
  11831. });
  11832. Object.defineProperty(_AlphaState.prototype, "alphaBlend", {
  11833. get: function () {
  11834. return this._alphaBlend;
  11835. },
  11836. set: function (value) {
  11837. if (this._alphaBlend === value) {
  11838. return;
  11839. }
  11840. this._alphaBlend = value;
  11841. this._isAlphaBlendDirty = true;
  11842. },
  11843. enumerable: true,
  11844. configurable: true
  11845. });
  11846. _AlphaState.prototype.setAlphaBlendConstants = function (r, g, b, a) {
  11847. if (this._blendConstants[0] === r &&
  11848. this._blendConstants[1] === g &&
  11849. this._blendConstants[2] === b &&
  11850. this._blendConstants[3] === a) {
  11851. return;
  11852. }
  11853. this._blendConstants[0] = r;
  11854. this._blendConstants[1] = g;
  11855. this._blendConstants[2] = b;
  11856. this._blendConstants[3] = a;
  11857. this._isBlendConstantsDirty = true;
  11858. };
  11859. _AlphaState.prototype.setAlphaBlendFunctionParameters = function (value0, value1, value2, value3) {
  11860. if (this._blendFunctionParameters[0] === value0 &&
  11861. this._blendFunctionParameters[1] === value1 &&
  11862. this._blendFunctionParameters[2] === value2 &&
  11863. this._blendFunctionParameters[3] === value3) {
  11864. return;
  11865. }
  11866. this._blendFunctionParameters[0] = value0;
  11867. this._blendFunctionParameters[1] = value1;
  11868. this._blendFunctionParameters[2] = value2;
  11869. this._blendFunctionParameters[3] = value3;
  11870. this._isBlendFunctionParametersDirty = true;
  11871. };
  11872. _AlphaState.prototype.setAlphaEquationParameters = function (rgb, alpha) {
  11873. if (this._blendEquationParameters[0] === rgb &&
  11874. this._blendEquationParameters[1] === alpha) {
  11875. return;
  11876. }
  11877. this._blendEquationParameters[0] = rgb;
  11878. this._blendEquationParameters[1] = alpha;
  11879. this._isBlendEquationParametersDirty = true;
  11880. };
  11881. _AlphaState.prototype.reset = function () {
  11882. this._alphaBlend = false;
  11883. this._blendFunctionParameters[0] = null;
  11884. this._blendFunctionParameters[1] = null;
  11885. this._blendFunctionParameters[2] = null;
  11886. this._blendFunctionParameters[3] = null;
  11887. this._blendEquationParameters[0] = null;
  11888. this._blendEquationParameters[1] = null;
  11889. this._blendConstants[0] = null;
  11890. this._blendConstants[1] = null;
  11891. this._blendConstants[2] = null;
  11892. this._blendConstants[3] = null;
  11893. this._isAlphaBlendDirty = true;
  11894. this._isBlendFunctionParametersDirty = false;
  11895. this._isBlendEquationParametersDirty = false;
  11896. this._isBlendConstantsDirty = false;
  11897. };
  11898. _AlphaState.prototype.apply = function (gl) {
  11899. if (!this.isDirty) {
  11900. return;
  11901. }
  11902. // Alpha blend
  11903. if (this._isAlphaBlendDirty) {
  11904. if (this._alphaBlend) {
  11905. gl.enable(gl.BLEND);
  11906. }
  11907. else {
  11908. gl.disable(gl.BLEND);
  11909. }
  11910. this._isAlphaBlendDirty = false;
  11911. }
  11912. // Alpha function
  11913. if (this._isBlendFunctionParametersDirty) {
  11914. gl.blendFuncSeparate(this._blendFunctionParameters[0], this._blendFunctionParameters[1], this._blendFunctionParameters[2], this._blendFunctionParameters[3]);
  11915. this._isBlendFunctionParametersDirty = false;
  11916. }
  11917. // Alpha equation
  11918. if (this._isBlendEquationParametersDirty) {
  11919. gl.blendEquationSeparate(this._blendEquationParameters[0], this._blendEquationParameters[1]);
  11920. this._isBlendEquationParametersDirty = false;
  11921. }
  11922. // Constants
  11923. if (this._isBlendConstantsDirty) {
  11924. gl.blendColor(this._blendConstants[0], this._blendConstants[1], this._blendConstants[2], this._blendConstants[3]);
  11925. this._isBlendConstantsDirty = false;
  11926. }
  11927. };
  11928. return _AlphaState;
  11929. }());
  11930. BABYLON._AlphaState = _AlphaState;
  11931. })(BABYLON || (BABYLON = {}));
  11932. //# sourceMappingURL=babylon.alphaCullingState.js.map
  11933. var BABYLON;
  11934. (function (BABYLON) {
  11935. /**
  11936. * @hidden
  11937. **/
  11938. var _DepthCullingState = /** @class */ (function () {
  11939. /**
  11940. * Initializes the state.
  11941. */
  11942. function _DepthCullingState() {
  11943. this._isDepthTestDirty = false;
  11944. this._isDepthMaskDirty = false;
  11945. this._isDepthFuncDirty = false;
  11946. this._isCullFaceDirty = false;
  11947. this._isCullDirty = false;
  11948. this._isZOffsetDirty = false;
  11949. this._isFrontFaceDirty = false;
  11950. this.reset();
  11951. }
  11952. Object.defineProperty(_DepthCullingState.prototype, "isDirty", {
  11953. get: function () {
  11954. return this._isDepthFuncDirty || this._isDepthTestDirty || this._isDepthMaskDirty || this._isCullFaceDirty || this._isCullDirty || this._isZOffsetDirty || this._isFrontFaceDirty;
  11955. },
  11956. enumerable: true,
  11957. configurable: true
  11958. });
  11959. Object.defineProperty(_DepthCullingState.prototype, "zOffset", {
  11960. get: function () {
  11961. return this._zOffset;
  11962. },
  11963. set: function (value) {
  11964. if (this._zOffset === value) {
  11965. return;
  11966. }
  11967. this._zOffset = value;
  11968. this._isZOffsetDirty = true;
  11969. },
  11970. enumerable: true,
  11971. configurable: true
  11972. });
  11973. Object.defineProperty(_DepthCullingState.prototype, "cullFace", {
  11974. get: function () {
  11975. return this._cullFace;
  11976. },
  11977. set: function (value) {
  11978. if (this._cullFace === value) {
  11979. return;
  11980. }
  11981. this._cullFace = value;
  11982. this._isCullFaceDirty = true;
  11983. },
  11984. enumerable: true,
  11985. configurable: true
  11986. });
  11987. Object.defineProperty(_DepthCullingState.prototype, "cull", {
  11988. get: function () {
  11989. return this._cull;
  11990. },
  11991. set: function (value) {
  11992. if (this._cull === value) {
  11993. return;
  11994. }
  11995. this._cull = value;
  11996. this._isCullDirty = true;
  11997. },
  11998. enumerable: true,
  11999. configurable: true
  12000. });
  12001. Object.defineProperty(_DepthCullingState.prototype, "depthFunc", {
  12002. get: function () {
  12003. return this._depthFunc;
  12004. },
  12005. set: function (value) {
  12006. if (this._depthFunc === value) {
  12007. return;
  12008. }
  12009. this._depthFunc = value;
  12010. this._isDepthFuncDirty = true;
  12011. },
  12012. enumerable: true,
  12013. configurable: true
  12014. });
  12015. Object.defineProperty(_DepthCullingState.prototype, "depthMask", {
  12016. get: function () {
  12017. return this._depthMask;
  12018. },
  12019. set: function (value) {
  12020. if (this._depthMask === value) {
  12021. return;
  12022. }
  12023. this._depthMask = value;
  12024. this._isDepthMaskDirty = true;
  12025. },
  12026. enumerable: true,
  12027. configurable: true
  12028. });
  12029. Object.defineProperty(_DepthCullingState.prototype, "depthTest", {
  12030. get: function () {
  12031. return this._depthTest;
  12032. },
  12033. set: function (value) {
  12034. if (this._depthTest === value) {
  12035. return;
  12036. }
  12037. this._depthTest = value;
  12038. this._isDepthTestDirty = true;
  12039. },
  12040. enumerable: true,
  12041. configurable: true
  12042. });
  12043. Object.defineProperty(_DepthCullingState.prototype, "frontFace", {
  12044. get: function () {
  12045. return this._frontFace;
  12046. },
  12047. set: function (value) {
  12048. if (this._frontFace === value) {
  12049. return;
  12050. }
  12051. this._frontFace = value;
  12052. this._isFrontFaceDirty = true;
  12053. },
  12054. enumerable: true,
  12055. configurable: true
  12056. });
  12057. _DepthCullingState.prototype.reset = function () {
  12058. this._depthMask = true;
  12059. this._depthTest = true;
  12060. this._depthFunc = null;
  12061. this._cullFace = null;
  12062. this._cull = null;
  12063. this._zOffset = 0;
  12064. this._frontFace = null;
  12065. this._isDepthTestDirty = true;
  12066. this._isDepthMaskDirty = true;
  12067. this._isDepthFuncDirty = false;
  12068. this._isCullFaceDirty = false;
  12069. this._isCullDirty = false;
  12070. this._isZOffsetDirty = false;
  12071. this._isFrontFaceDirty = false;
  12072. };
  12073. _DepthCullingState.prototype.apply = function (gl) {
  12074. if (!this.isDirty) {
  12075. return;
  12076. }
  12077. // Cull
  12078. if (this._isCullDirty) {
  12079. if (this.cull) {
  12080. gl.enable(gl.CULL_FACE);
  12081. }
  12082. else {
  12083. gl.disable(gl.CULL_FACE);
  12084. }
  12085. this._isCullDirty = false;
  12086. }
  12087. // Cull face
  12088. if (this._isCullFaceDirty) {
  12089. gl.cullFace(this.cullFace);
  12090. this._isCullFaceDirty = false;
  12091. }
  12092. // Depth mask
  12093. if (this._isDepthMaskDirty) {
  12094. gl.depthMask(this.depthMask);
  12095. this._isDepthMaskDirty = false;
  12096. }
  12097. // Depth test
  12098. if (this._isDepthTestDirty) {
  12099. if (this.depthTest) {
  12100. gl.enable(gl.DEPTH_TEST);
  12101. }
  12102. else {
  12103. gl.disable(gl.DEPTH_TEST);
  12104. }
  12105. this._isDepthTestDirty = false;
  12106. }
  12107. // Depth func
  12108. if (this._isDepthFuncDirty) {
  12109. gl.depthFunc(this.depthFunc);
  12110. this._isDepthFuncDirty = false;
  12111. }
  12112. // zOffset
  12113. if (this._isZOffsetDirty) {
  12114. if (this.zOffset) {
  12115. gl.enable(gl.POLYGON_OFFSET_FILL);
  12116. gl.polygonOffset(this.zOffset, 0);
  12117. }
  12118. else {
  12119. gl.disable(gl.POLYGON_OFFSET_FILL);
  12120. }
  12121. this._isZOffsetDirty = false;
  12122. }
  12123. // Front face
  12124. if (this._isFrontFaceDirty) {
  12125. gl.frontFace(this.frontFace);
  12126. this._isFrontFaceDirty = false;
  12127. }
  12128. };
  12129. return _DepthCullingState;
  12130. }());
  12131. BABYLON._DepthCullingState = _DepthCullingState;
  12132. })(BABYLON || (BABYLON = {}));
  12133. //# sourceMappingURL=babylon.depthCullingState.js.map
  12134. var BABYLON;
  12135. (function (BABYLON) {
  12136. /**
  12137. * @hidden
  12138. **/
  12139. var _StencilState = /** @class */ (function () {
  12140. function _StencilState() {
  12141. this._isStencilTestDirty = false;
  12142. this._isStencilMaskDirty = false;
  12143. this._isStencilFuncDirty = false;
  12144. this._isStencilOpDirty = false;
  12145. this.reset();
  12146. }
  12147. Object.defineProperty(_StencilState.prototype, "isDirty", {
  12148. get: function () {
  12149. return this._isStencilTestDirty || this._isStencilMaskDirty || this._isStencilFuncDirty || this._isStencilOpDirty;
  12150. },
  12151. enumerable: true,
  12152. configurable: true
  12153. });
  12154. Object.defineProperty(_StencilState.prototype, "stencilFunc", {
  12155. get: function () {
  12156. return this._stencilFunc;
  12157. },
  12158. set: function (value) {
  12159. if (this._stencilFunc === value) {
  12160. return;
  12161. }
  12162. this._stencilFunc = value;
  12163. this._isStencilFuncDirty = true;
  12164. },
  12165. enumerable: true,
  12166. configurable: true
  12167. });
  12168. Object.defineProperty(_StencilState.prototype, "stencilFuncRef", {
  12169. get: function () {
  12170. return this._stencilFuncRef;
  12171. },
  12172. set: function (value) {
  12173. if (this._stencilFuncRef === value) {
  12174. return;
  12175. }
  12176. this._stencilFuncRef = value;
  12177. this._isStencilFuncDirty = true;
  12178. },
  12179. enumerable: true,
  12180. configurable: true
  12181. });
  12182. Object.defineProperty(_StencilState.prototype, "stencilFuncMask", {
  12183. get: function () {
  12184. return this._stencilFuncMask;
  12185. },
  12186. set: function (value) {
  12187. if (this._stencilFuncMask === value) {
  12188. return;
  12189. }
  12190. this._stencilFuncMask = value;
  12191. this._isStencilFuncDirty = true;
  12192. },
  12193. enumerable: true,
  12194. configurable: true
  12195. });
  12196. Object.defineProperty(_StencilState.prototype, "stencilOpStencilFail", {
  12197. get: function () {
  12198. return this._stencilOpStencilFail;
  12199. },
  12200. set: function (value) {
  12201. if (this._stencilOpStencilFail === value) {
  12202. return;
  12203. }
  12204. this._stencilOpStencilFail = value;
  12205. this._isStencilOpDirty = true;
  12206. },
  12207. enumerable: true,
  12208. configurable: true
  12209. });
  12210. Object.defineProperty(_StencilState.prototype, "stencilOpDepthFail", {
  12211. get: function () {
  12212. return this._stencilOpDepthFail;
  12213. },
  12214. set: function (value) {
  12215. if (this._stencilOpDepthFail === value) {
  12216. return;
  12217. }
  12218. this._stencilOpDepthFail = value;
  12219. this._isStencilOpDirty = true;
  12220. },
  12221. enumerable: true,
  12222. configurable: true
  12223. });
  12224. Object.defineProperty(_StencilState.prototype, "stencilOpStencilDepthPass", {
  12225. get: function () {
  12226. return this._stencilOpStencilDepthPass;
  12227. },
  12228. set: function (value) {
  12229. if (this._stencilOpStencilDepthPass === value) {
  12230. return;
  12231. }
  12232. this._stencilOpStencilDepthPass = value;
  12233. this._isStencilOpDirty = true;
  12234. },
  12235. enumerable: true,
  12236. configurable: true
  12237. });
  12238. Object.defineProperty(_StencilState.prototype, "stencilMask", {
  12239. get: function () {
  12240. return this._stencilMask;
  12241. },
  12242. set: function (value) {
  12243. if (this._stencilMask === value) {
  12244. return;
  12245. }
  12246. this._stencilMask = value;
  12247. this._isStencilMaskDirty = true;
  12248. },
  12249. enumerable: true,
  12250. configurable: true
  12251. });
  12252. Object.defineProperty(_StencilState.prototype, "stencilTest", {
  12253. get: function () {
  12254. return this._stencilTest;
  12255. },
  12256. set: function (value) {
  12257. if (this._stencilTest === value) {
  12258. return;
  12259. }
  12260. this._stencilTest = value;
  12261. this._isStencilTestDirty = true;
  12262. },
  12263. enumerable: true,
  12264. configurable: true
  12265. });
  12266. _StencilState.prototype.reset = function () {
  12267. this._stencilTest = false;
  12268. this._stencilMask = 0xFF;
  12269. this._stencilFunc = BABYLON.Engine.ALWAYS;
  12270. this._stencilFuncRef = 1;
  12271. this._stencilFuncMask = 0xFF;
  12272. this._stencilOpStencilFail = BABYLON.Engine.KEEP;
  12273. this._stencilOpDepthFail = BABYLON.Engine.KEEP;
  12274. this._stencilOpStencilDepthPass = BABYLON.Engine.REPLACE;
  12275. this._isStencilTestDirty = true;
  12276. this._isStencilMaskDirty = true;
  12277. this._isStencilFuncDirty = true;
  12278. this._isStencilOpDirty = true;
  12279. };
  12280. _StencilState.prototype.apply = function (gl) {
  12281. if (!this.isDirty) {
  12282. return;
  12283. }
  12284. // Stencil test
  12285. if (this._isStencilTestDirty) {
  12286. if (this.stencilTest) {
  12287. gl.enable(gl.STENCIL_TEST);
  12288. }
  12289. else {
  12290. gl.disable(gl.STENCIL_TEST);
  12291. }
  12292. this._isStencilTestDirty = false;
  12293. }
  12294. // Stencil mask
  12295. if (this._isStencilMaskDirty) {
  12296. gl.stencilMask(this.stencilMask);
  12297. this._isStencilMaskDirty = false;
  12298. }
  12299. // Stencil func
  12300. if (this._isStencilFuncDirty) {
  12301. gl.stencilFunc(this.stencilFunc, this.stencilFuncRef, this.stencilFuncMask);
  12302. this._isStencilFuncDirty = false;
  12303. }
  12304. // Stencil op
  12305. if (this._isStencilOpDirty) {
  12306. gl.stencilOp(this.stencilOpStencilFail, this.stencilOpDepthFail, this.stencilOpStencilDepthPass);
  12307. this._isStencilOpDirty = false;
  12308. }
  12309. };
  12310. return _StencilState;
  12311. }());
  12312. BABYLON._StencilState = _StencilState;
  12313. })(BABYLON || (BABYLON = {}));
  12314. //# sourceMappingURL=babylon.stencilState.js.map
  12315. var __assign = (this && this.__assign) || function () {
  12316. __assign = Object.assign || function(t) {
  12317. for (var s, i = 1, n = arguments.length; i < n; i++) {
  12318. s = arguments[i];
  12319. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  12320. t[p] = s[p];
  12321. }
  12322. return t;
  12323. };
  12324. return __assign.apply(this, arguments);
  12325. };
  12326. var BABYLON;
  12327. (function (BABYLON) {
  12328. /**
  12329. * Keeps track of all the buffer info used in engine.
  12330. */
  12331. var BufferPointer = /** @class */ (function () {
  12332. function BufferPointer() {
  12333. }
  12334. return BufferPointer;
  12335. }());
  12336. /**
  12337. * Interface for attribute information associated with buffer instanciation
  12338. */
  12339. var InstancingAttributeInfo = /** @class */ (function () {
  12340. function InstancingAttributeInfo() {
  12341. }
  12342. return InstancingAttributeInfo;
  12343. }());
  12344. BABYLON.InstancingAttributeInfo = InstancingAttributeInfo;
  12345. /**
  12346. * Define options used to create a render target texture
  12347. */
  12348. var RenderTargetCreationOptions = /** @class */ (function () {
  12349. function RenderTargetCreationOptions() {
  12350. }
  12351. return RenderTargetCreationOptions;
  12352. }());
  12353. BABYLON.RenderTargetCreationOptions = RenderTargetCreationOptions;
  12354. /**
  12355. * Define options used to create a depth texture
  12356. */
  12357. var DepthTextureCreationOptions = /** @class */ (function () {
  12358. function DepthTextureCreationOptions() {
  12359. }
  12360. return DepthTextureCreationOptions;
  12361. }());
  12362. BABYLON.DepthTextureCreationOptions = DepthTextureCreationOptions;
  12363. /**
  12364. * Class used to describe the capabilities of the engine relatively to the current browser
  12365. */
  12366. var EngineCapabilities = /** @class */ (function () {
  12367. function EngineCapabilities() {
  12368. }
  12369. return EngineCapabilities;
  12370. }());
  12371. BABYLON.EngineCapabilities = EngineCapabilities;
  12372. /**
  12373. * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio
  12374. */
  12375. var Engine = /** @class */ (function () {
  12376. /**
  12377. * Creates a new engine
  12378. * @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
  12379. * @param antialias defines enable antialiasing (default: false)
  12380. * @param options defines further options to be sent to the getContext() function
  12381. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  12382. */
  12383. function Engine(canvasOrContext, antialias, options, adaptToDeviceRatio) {
  12384. if (adaptToDeviceRatio === void 0) { adaptToDeviceRatio = false; }
  12385. var _this = this;
  12386. // Public members
  12387. /**
  12388. * Gets or sets a boolean that indicates if textures must be forced to power of 2 size even if not required
  12389. */
  12390. this.forcePOTTextures = false;
  12391. /**
  12392. * Gets a boolean indicating if the engine is currently rendering in fullscreen mode
  12393. */
  12394. this.isFullscreen = false;
  12395. /**
  12396. * Gets a boolean indicating if the pointer is currently locked
  12397. */
  12398. this.isPointerLock = false;
  12399. /**
  12400. * Gets or sets a boolean indicating if back faces must be culled (true by default)
  12401. */
  12402. this.cullBackFaces = true;
  12403. /**
  12404. * Gets or sets a boolean indicating if the engine must keep rendering even if the window is not in foregroun
  12405. */
  12406. this.renderEvenInBackground = true;
  12407. /**
  12408. * Gets or sets a boolean indicating that cache can be kept between frames
  12409. */
  12410. this.preventCacheWipeBetweenFrames = false;
  12411. /**
  12412. * Gets or sets a boolean to enable/disable IndexedDB support and avoid XHR on .manifest
  12413. **/
  12414. this.enableOfflineSupport = false;
  12415. /**
  12416. * 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)
  12417. **/
  12418. this.disableManifestCheck = false;
  12419. /**
  12420. * Gets the list of created scenes
  12421. */
  12422. this.scenes = new Array();
  12423. /**
  12424. * Event raised when a new scene is created
  12425. */
  12426. this.onNewSceneAddedObservable = new BABYLON.Observable();
  12427. /**
  12428. * Gets the list of created postprocesses
  12429. */
  12430. this.postProcesses = new Array();
  12431. /** Gets or sets a boolean indicating if the engine should validate programs after compilation */
  12432. this.validateShaderPrograms = false;
  12433. // Observables
  12434. /**
  12435. * Observable event triggered each time the rendering canvas is resized
  12436. */
  12437. this.onResizeObservable = new BABYLON.Observable();
  12438. /**
  12439. * Observable event triggered each time the canvas loses focus
  12440. */
  12441. this.onCanvasBlurObservable = new BABYLON.Observable();
  12442. /**
  12443. * Observable event triggered each time the canvas gains focus
  12444. */
  12445. this.onCanvasFocusObservable = new BABYLON.Observable();
  12446. /**
  12447. * Observable event triggered each time the canvas receives pointerout event
  12448. */
  12449. this.onCanvasPointerOutObservable = new BABYLON.Observable();
  12450. /**
  12451. * Observable event triggered before each texture is initialized
  12452. */
  12453. this.onBeforeTextureInitObservable = new BABYLON.Observable();
  12454. //WebVR
  12455. this._vrDisplay = undefined;
  12456. this._vrSupported = false;
  12457. this._vrExclusivePointerMode = false;
  12458. // Uniform buffers list
  12459. /**
  12460. * Gets or sets a boolean indicating that uniform buffers must be disabled even if they are supported
  12461. */
  12462. this.disableUniformBuffers = false;
  12463. /** @hidden */
  12464. this._uniformBuffers = new Array();
  12465. // Observables
  12466. /**
  12467. * Observable raised when the engine begins a new frame
  12468. */
  12469. this.onBeginFrameObservable = new BABYLON.Observable();
  12470. /**
  12471. * If set, will be used to request the next animation frame for the render loop
  12472. */
  12473. this.customAnimationFrameRequester = null;
  12474. /**
  12475. * Observable raised when the engine ends the current frame
  12476. */
  12477. this.onEndFrameObservable = new BABYLON.Observable();
  12478. /**
  12479. * Observable raised when the engine is about to compile a shader
  12480. */
  12481. this.onBeforeShaderCompilationObservable = new BABYLON.Observable();
  12482. /**
  12483. * Observable raised when the engine has jsut compiled a shader
  12484. */
  12485. this.onAfterShaderCompilationObservable = new BABYLON.Observable();
  12486. this._windowIsBackground = false;
  12487. this._webGLVersion = 1.0;
  12488. /** @hidden */
  12489. this._badOS = false;
  12490. /** @hidden */
  12491. this._badDesktopOS = false;
  12492. /**
  12493. * Gets or sets a value indicating if we want to disable texture binding optimization.
  12494. * This could be required on some buggy drivers which wants to have textures bound in a progressive order.
  12495. * By default Babylon.js will try to let textures bound where they are and only update the samplers to point where the texture is
  12496. */
  12497. this.disableTextureBindingOptimization = false;
  12498. /**
  12499. * Observable signaled when VR display mode changes
  12500. */
  12501. this.onVRDisplayChangedObservable = new BABYLON.Observable();
  12502. /**
  12503. * Observable signaled when VR request present is complete
  12504. */
  12505. this.onVRRequestPresentComplete = new BABYLON.Observable();
  12506. /**
  12507. * Observable signaled when VR request present starts
  12508. */
  12509. this.onVRRequestPresentStart = new BABYLON.Observable();
  12510. this._colorWrite = true;
  12511. /** @hidden */
  12512. this._drawCalls = new BABYLON.PerfCounter();
  12513. /** @hidden */
  12514. this._textureCollisions = new BABYLON.PerfCounter();
  12515. this._renderingQueueLaunched = false;
  12516. this._activeRenderLoops = new Array();
  12517. // Deterministic lockstepMaxSteps
  12518. this._deterministicLockstep = false;
  12519. this._lockstepMaxSteps = 4;
  12520. // Lost context
  12521. /**
  12522. * Observable signaled when a context lost event is raised
  12523. */
  12524. this.onContextLostObservable = new BABYLON.Observable();
  12525. /**
  12526. * Observable signaled when a context restored event is raised
  12527. */
  12528. this.onContextRestoredObservable = new BABYLON.Observable();
  12529. this._contextWasLost = false;
  12530. this._doNotHandleContextLost = false;
  12531. // FPS
  12532. this._performanceMonitor = new BABYLON.PerformanceMonitor();
  12533. this._fps = 60;
  12534. this._deltaTime = 0;
  12535. /**
  12536. * Turn this value on if you want to pause FPS computation when in background
  12537. */
  12538. this.disablePerformanceMonitorInBackground = false;
  12539. // States
  12540. /** @hidden */
  12541. this._depthCullingState = new BABYLON._DepthCullingState();
  12542. /** @hidden */
  12543. this._stencilState = new BABYLON._StencilState();
  12544. /** @hidden */
  12545. this._alphaState = new BABYLON._AlphaState();
  12546. /** @hidden */
  12547. this._alphaMode = Engine.ALPHA_DISABLE;
  12548. // Cache
  12549. this._internalTexturesCache = new Array();
  12550. /** @hidden */
  12551. this._activeChannel = 0;
  12552. this._currentTextureChannel = -1;
  12553. /** @hidden */
  12554. this._boundTexturesCache = {};
  12555. this._compiledEffects = {};
  12556. this._vertexAttribArraysEnabled = [];
  12557. this._uintIndicesCurrentlySet = false;
  12558. this._currentBoundBuffer = new Array();
  12559. /** @hidden */
  12560. this._currentFramebuffer = null;
  12561. this._currentBufferPointers = new Array();
  12562. this._currentInstanceLocations = new Array();
  12563. this._currentInstanceBuffers = new Array();
  12564. this._firstBoundInternalTextureTracker = new BABYLON.DummyInternalTextureTracker();
  12565. this._lastBoundInternalTextureTracker = new BABYLON.DummyInternalTextureTracker();
  12566. this._vaoRecordInProgress = false;
  12567. this._mustWipeVertexAttributes = false;
  12568. this._nextFreeTextureSlots = new Array();
  12569. this._maxSimultaneousTextures = 0;
  12570. this._activeRequests = new Array();
  12571. // Hardware supported Compressed Textures
  12572. this._texturesSupported = new Array();
  12573. /**
  12574. * Defines whether the engine has been created with the premultipliedAlpha option on or not.
  12575. */
  12576. this.premultipliedAlpha = true;
  12577. this._viewportCached = new BABYLON.Vector4(0, 0, 0, 0);
  12578. this._onVRFullScreenTriggered = function () {
  12579. if (_this._vrDisplay && _this._vrDisplay.isPresenting) {
  12580. //get the old size before we change
  12581. _this._oldSize = new BABYLON.Size(_this.getRenderWidth(), _this.getRenderHeight());
  12582. _this._oldHardwareScaleFactor = _this.getHardwareScalingLevel();
  12583. //get the width and height, change the render size
  12584. var leftEye = _this._vrDisplay.getEyeParameters('left');
  12585. _this.setHardwareScalingLevel(1);
  12586. _this.setSize(leftEye.renderWidth * 2, leftEye.renderHeight);
  12587. }
  12588. else {
  12589. _this.setHardwareScalingLevel(_this._oldHardwareScaleFactor);
  12590. _this.setSize(_this._oldSize.width, _this._oldSize.height);
  12591. }
  12592. };
  12593. this._unpackFlipYCached = null;
  12594. /**
  12595. * In case you are sharing the context with other applications, it might
  12596. * be interested to not cache the unpack flip y state to ensure a consistent
  12597. * value would be set.
  12598. */
  12599. this.enableUnpackFlipYCached = true;
  12600. this._boundUniforms = {};
  12601. // Register promises
  12602. BABYLON.PromisePolyfill.Apply();
  12603. var canvas = null;
  12604. Engine.Instances.push(this);
  12605. if (!canvasOrContext) {
  12606. return;
  12607. }
  12608. options = options || {};
  12609. if (canvasOrContext.getContext) {
  12610. canvas = canvasOrContext;
  12611. this._renderingCanvas = canvas;
  12612. if (antialias != null) {
  12613. options.antialias = antialias;
  12614. }
  12615. if (options.deterministicLockstep === undefined) {
  12616. options.deterministicLockstep = false;
  12617. }
  12618. if (options.lockstepMaxSteps === undefined) {
  12619. options.lockstepMaxSteps = 4;
  12620. }
  12621. if (options.preserveDrawingBuffer === undefined) {
  12622. options.preserveDrawingBuffer = false;
  12623. }
  12624. if (options.audioEngine === undefined) {
  12625. options.audioEngine = true;
  12626. }
  12627. if (options.stencil === undefined) {
  12628. options.stencil = true;
  12629. }
  12630. if (options.premultipliedAlpha === false) {
  12631. this.premultipliedAlpha = false;
  12632. }
  12633. this._deterministicLockstep = options.deterministicLockstep;
  12634. this._lockstepMaxSteps = options.lockstepMaxSteps;
  12635. this._doNotHandleContextLost = options.doNotHandleContextLost ? true : false;
  12636. // Exceptions
  12637. if (navigator && navigator.userAgent) {
  12638. var ua = navigator.userAgent;
  12639. for (var _i = 0, _a = Engine.ExceptionList; _i < _a.length; _i++) {
  12640. var exception = _a[_i];
  12641. var key = exception.key;
  12642. var targets = exception.targets;
  12643. if (ua.indexOf(key) > -1) {
  12644. if (exception.capture && exception.captureConstraint) {
  12645. var capture = exception.capture;
  12646. var constraint = exception.captureConstraint;
  12647. var regex = new RegExp(capture);
  12648. var matches = regex.exec(ua);
  12649. if (matches && matches.length > 0) {
  12650. var capturedValue = parseInt(matches[matches.length - 1]);
  12651. if (capturedValue >= constraint) {
  12652. continue;
  12653. }
  12654. }
  12655. }
  12656. for (var _b = 0, targets_1 = targets; _b < targets_1.length; _b++) {
  12657. var target = targets_1[_b];
  12658. switch (target) {
  12659. case "uniformBuffer":
  12660. this.disableUniformBuffers = true;
  12661. break;
  12662. case "textureBindingOptimization":
  12663. this.disableTextureBindingOptimization = true;
  12664. break;
  12665. }
  12666. }
  12667. }
  12668. }
  12669. }
  12670. // GL
  12671. if (!options.disableWebGL2Support) {
  12672. try {
  12673. this._gl = (canvas.getContext("webgl2", options) || canvas.getContext("experimental-webgl2", options));
  12674. if (this._gl) {
  12675. this._webGLVersion = 2.0;
  12676. // Prevent weird browsers to lie :-)
  12677. if (!this._gl.deleteQuery) {
  12678. this._webGLVersion = 1.0;
  12679. }
  12680. }
  12681. }
  12682. catch (e) {
  12683. // Do nothing
  12684. }
  12685. }
  12686. if (!this._gl) {
  12687. if (!canvas) {
  12688. throw new Error("The provided canvas is null or undefined.");
  12689. }
  12690. try {
  12691. this._gl = (canvas.getContext("webgl", options) || canvas.getContext("experimental-webgl", options));
  12692. }
  12693. catch (e) {
  12694. throw new Error("WebGL not supported");
  12695. }
  12696. }
  12697. if (!this._gl) {
  12698. throw new Error("WebGL not supported");
  12699. }
  12700. this._onCanvasFocus = function () {
  12701. _this.onCanvasFocusObservable.notifyObservers(_this);
  12702. };
  12703. this._onCanvasBlur = function () {
  12704. _this.onCanvasBlurObservable.notifyObservers(_this);
  12705. };
  12706. canvas.addEventListener("focus", this._onCanvasFocus);
  12707. canvas.addEventListener("blur", this._onCanvasBlur);
  12708. this._onBlur = function () {
  12709. if (_this.disablePerformanceMonitorInBackground) {
  12710. _this._performanceMonitor.disable();
  12711. }
  12712. _this._windowIsBackground = true;
  12713. };
  12714. this._onFocus = function () {
  12715. if (_this.disablePerformanceMonitorInBackground) {
  12716. _this._performanceMonitor.enable();
  12717. }
  12718. _this._windowIsBackground = false;
  12719. };
  12720. this._onCanvasPointerOut = function (ev) {
  12721. _this.onCanvasPointerOutObservable.notifyObservers(ev);
  12722. };
  12723. if (BABYLON.Tools.IsWindowObjectExist()) {
  12724. window.addEventListener("blur", this._onBlur);
  12725. window.addEventListener("focus", this._onFocus);
  12726. }
  12727. canvas.addEventListener("pointerout", this._onCanvasPointerOut);
  12728. // Context lost
  12729. if (!this._doNotHandleContextLost) {
  12730. this._onContextLost = function (evt) {
  12731. evt.preventDefault();
  12732. _this._contextWasLost = true;
  12733. BABYLON.Tools.Warn("WebGL context lost.");
  12734. _this.onContextLostObservable.notifyObservers(_this);
  12735. };
  12736. this._onContextRestored = function (evt) {
  12737. // Adding a timeout to avoid race condition at browser level
  12738. setTimeout(function () {
  12739. // Rebuild gl context
  12740. _this._initGLContext();
  12741. // Rebuild effects
  12742. _this._rebuildEffects();
  12743. // Rebuild textures
  12744. _this._rebuildInternalTextures();
  12745. // Rebuild buffers
  12746. _this._rebuildBuffers();
  12747. // Cache
  12748. _this.wipeCaches(true);
  12749. BABYLON.Tools.Warn("WebGL context successfully restored.");
  12750. _this.onContextRestoredObservable.notifyObservers(_this);
  12751. _this._contextWasLost = false;
  12752. }, 0);
  12753. };
  12754. canvas.addEventListener("webglcontextlost", this._onContextLost, false);
  12755. canvas.addEventListener("webglcontextrestored", this._onContextRestored, false);
  12756. }
  12757. }
  12758. else {
  12759. this._gl = canvasOrContext;
  12760. this._renderingCanvas = this._gl.canvas;
  12761. if (this._gl.renderbufferStorageMultisample) {
  12762. this._webGLVersion = 2.0;
  12763. }
  12764. var attributes = this._gl.getContextAttributes();
  12765. if (attributes) {
  12766. options.stencil = attributes.stencil;
  12767. }
  12768. }
  12769. // Viewport
  12770. var devicePixelRatio = BABYLON.Tools.IsWindowObjectExist() ? (window.devicePixelRatio || 1.0) : 1.0;
  12771. var limitDeviceRatio = options.limitDeviceRatio || devicePixelRatio;
  12772. this._hardwareScalingLevel = adaptToDeviceRatio ? 1.0 / Math.min(limitDeviceRatio, devicePixelRatio) : 1.0;
  12773. this.resize();
  12774. this._isStencilEnable = options.stencil ? true : false;
  12775. this._initGLContext();
  12776. if (canvas) {
  12777. // Fullscreen
  12778. this._onFullscreenChange = function () {
  12779. if (document.fullscreen !== undefined) {
  12780. _this.isFullscreen = document.fullscreen;
  12781. }
  12782. else if (document.mozFullScreen !== undefined) {
  12783. _this.isFullscreen = document.mozFullScreen;
  12784. }
  12785. else if (document.webkitIsFullScreen !== undefined) {
  12786. _this.isFullscreen = document.webkitIsFullScreen;
  12787. }
  12788. else if (document.msIsFullScreen !== undefined) {
  12789. _this.isFullscreen = document.msIsFullScreen;
  12790. }
  12791. // Pointer lock
  12792. if (_this.isFullscreen && _this._pointerLockRequested && canvas) {
  12793. canvas.requestPointerLock = canvas.requestPointerLock ||
  12794. canvas.msRequestPointerLock ||
  12795. canvas.mozRequestPointerLock ||
  12796. canvas.webkitRequestPointerLock;
  12797. if (canvas.requestPointerLock) {
  12798. canvas.requestPointerLock();
  12799. }
  12800. }
  12801. };
  12802. document.addEventListener("fullscreenchange", this._onFullscreenChange, false);
  12803. document.addEventListener("mozfullscreenchange", this._onFullscreenChange, false);
  12804. document.addEventListener("webkitfullscreenchange", this._onFullscreenChange, false);
  12805. document.addEventListener("msfullscreenchange", this._onFullscreenChange, false);
  12806. // Pointer lock
  12807. this._onPointerLockChange = function () {
  12808. _this.isPointerLock = (document.mozPointerLockElement === canvas ||
  12809. document.webkitPointerLockElement === canvas ||
  12810. document.msPointerLockElement === canvas ||
  12811. document.pointerLockElement === canvas);
  12812. };
  12813. document.addEventListener("pointerlockchange", this._onPointerLockChange, false);
  12814. document.addEventListener("mspointerlockchange", this._onPointerLockChange, false);
  12815. document.addEventListener("mozpointerlockchange", this._onPointerLockChange, false);
  12816. document.addEventListener("webkitpointerlockchange", this._onPointerLockChange, false);
  12817. this._onVRDisplayPointerRestricted = function () {
  12818. if (canvas) {
  12819. canvas.requestPointerLock();
  12820. }
  12821. };
  12822. this._onVRDisplayPointerUnrestricted = function () {
  12823. document.exitPointerLock();
  12824. };
  12825. if (BABYLON.Tools.IsWindowObjectExist()) {
  12826. window.addEventListener('vrdisplaypointerrestricted', this._onVRDisplayPointerRestricted, false);
  12827. window.addEventListener('vrdisplaypointerunrestricted', this._onVRDisplayPointerUnrestricted, false);
  12828. }
  12829. }
  12830. // Create Audio Engine if needed.
  12831. if (!Engine.audioEngine && options.audioEngine && Engine.AudioEngineFactory) {
  12832. Engine.audioEngine = Engine.AudioEngineFactory(this.getRenderingCanvas());
  12833. }
  12834. // Prepare buffer pointers
  12835. for (var i = 0; i < this._caps.maxVertexAttribs; i++) {
  12836. this._currentBufferPointers[i] = new BufferPointer();
  12837. }
  12838. this._linkTrackers(this._firstBoundInternalTextureTracker, this._lastBoundInternalTextureTracker);
  12839. // Load WebVR Devices
  12840. if (options.autoEnableWebVR) {
  12841. this.initWebVR();
  12842. }
  12843. // Detect if we are running on a faulty buggy OS.
  12844. this._badOS = /iPad/i.test(navigator.userAgent) || /iPhone/i.test(navigator.userAgent);
  12845. // Detect if we are running on a faulty buggy desktop OS.
  12846. this._badDesktopOS = /^((?!chrome|android).)*safari/i.test(navigator.userAgent);
  12847. console.log("Babylon.js v" + Engine.Version + " - " + this.description);
  12848. this.enableOfflineSupport = Engine.OfflineProviderFactory !== undefined;
  12849. }
  12850. Object.defineProperty(Engine, "LastCreatedEngine", {
  12851. /**
  12852. * Gets the latest created engine
  12853. */
  12854. get: function () {
  12855. if (Engine.Instances.length === 0) {
  12856. return null;
  12857. }
  12858. return Engine.Instances[Engine.Instances.length - 1];
  12859. },
  12860. enumerable: true,
  12861. configurable: true
  12862. });
  12863. Object.defineProperty(Engine, "LastCreatedScene", {
  12864. /**
  12865. * Gets the latest created scene
  12866. */
  12867. get: function () {
  12868. var lastCreatedEngine = Engine.LastCreatedEngine;
  12869. if (!lastCreatedEngine) {
  12870. return null;
  12871. }
  12872. if (lastCreatedEngine.scenes.length === 0) {
  12873. return null;
  12874. }
  12875. return lastCreatedEngine.scenes[lastCreatedEngine.scenes.length - 1];
  12876. },
  12877. enumerable: true,
  12878. configurable: true
  12879. });
  12880. /**
  12881. * Will flag all materials in all scenes in all engines as dirty to trigger new shader compilation
  12882. * @param flag defines which part of the materials must be marked as dirty
  12883. * @param predicate defines a predicate used to filter which materials should be affected
  12884. */
  12885. Engine.MarkAllMaterialsAsDirty = function (flag, predicate) {
  12886. for (var engineIndex = 0; engineIndex < Engine.Instances.length; engineIndex++) {
  12887. var engine = Engine.Instances[engineIndex];
  12888. for (var sceneIndex = 0; sceneIndex < engine.scenes.length; sceneIndex++) {
  12889. engine.scenes[sceneIndex].markAllMaterialsAsDirty(flag, predicate);
  12890. }
  12891. }
  12892. };
  12893. Object.defineProperty(Engine, "Version", {
  12894. /**
  12895. * Returns the current version of the framework
  12896. */
  12897. get: function () {
  12898. return "4.0.0-alpha.7";
  12899. },
  12900. enumerable: true,
  12901. configurable: true
  12902. });
  12903. Object.defineProperty(Engine.prototype, "description", {
  12904. /**
  12905. * Returns a string describing the current engine
  12906. */
  12907. get: function () {
  12908. var description = "WebGL" + this.webGLVersion;
  12909. if (this._caps.parallelShaderCompile) {
  12910. description += " - Parallel shader compilation";
  12911. }
  12912. return description;
  12913. },
  12914. enumerable: true,
  12915. configurable: true
  12916. });
  12917. Object.defineProperty(Engine.prototype, "isInVRExclusivePointerMode", {
  12918. /**
  12919. * Gets a boolean indicating that the engine is currently in VR exclusive mode for the pointers
  12920. * @see https://docs.microsoft.com/en-us/microsoft-edge/webvr/essentials#mouse-input
  12921. */
  12922. get: function () {
  12923. return this._vrExclusivePointerMode;
  12924. },
  12925. enumerable: true,
  12926. configurable: true
  12927. });
  12928. Object.defineProperty(Engine.prototype, "supportsUniformBuffers", {
  12929. /**
  12930. * Gets a boolean indicating that the engine supports uniform buffers
  12931. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  12932. */
  12933. get: function () {
  12934. return this.webGLVersion > 1 && !this.disableUniformBuffers;
  12935. },
  12936. enumerable: true,
  12937. configurable: true
  12938. });
  12939. Object.defineProperty(Engine.prototype, "needPOTTextures", {
  12940. /**
  12941. * Gets a boolean indicating that only power of 2 textures are supported
  12942. * Please note that you can still use non power of 2 textures but in this case the engine will forcefully convert them
  12943. */
  12944. get: function () {
  12945. return this._webGLVersion < 2 || this.forcePOTTextures;
  12946. },
  12947. enumerable: true,
  12948. configurable: true
  12949. });
  12950. Object.defineProperty(Engine.prototype, "doNotHandleContextLost", {
  12951. /**
  12952. * Gets or sets a boolean indicating if resources should be retained to be able to handle context lost events
  12953. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#handling-webgl-context-lost
  12954. */
  12955. get: function () {
  12956. return this._doNotHandleContextLost;
  12957. },
  12958. set: function (value) {
  12959. this._doNotHandleContextLost = value;
  12960. },
  12961. enumerable: true,
  12962. configurable: true
  12963. });
  12964. Object.defineProperty(Engine.prototype, "performanceMonitor", {
  12965. /**
  12966. * Gets the performance monitor attached to this engine
  12967. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  12968. */
  12969. get: function () {
  12970. return this._performanceMonitor;
  12971. },
  12972. enumerable: true,
  12973. configurable: true
  12974. });
  12975. Object.defineProperty(Engine.prototype, "texturesSupported", {
  12976. /**
  12977. * Gets the list of texture formats supported
  12978. */
  12979. get: function () {
  12980. return this._texturesSupported;
  12981. },
  12982. enumerable: true,
  12983. configurable: true
  12984. });
  12985. Object.defineProperty(Engine.prototype, "textureFormatInUse", {
  12986. /**
  12987. * Gets the list of texture formats in use
  12988. */
  12989. get: function () {
  12990. return this._textureFormatInUse;
  12991. },
  12992. enumerable: true,
  12993. configurable: true
  12994. });
  12995. Object.defineProperty(Engine.prototype, "currentViewport", {
  12996. /**
  12997. * Gets the current viewport
  12998. */
  12999. get: function () {
  13000. return this._cachedViewport;
  13001. },
  13002. enumerable: true,
  13003. configurable: true
  13004. });
  13005. Object.defineProperty(Engine.prototype, "emptyTexture", {
  13006. /**
  13007. * Gets the default empty texture
  13008. */
  13009. get: function () {
  13010. if (!this._emptyTexture) {
  13011. this._emptyTexture = this.createRawTexture(new Uint8Array(4), 1, 1, Engine.TEXTUREFORMAT_RGBA, false, false, Engine.TEXTURE_NEAREST_SAMPLINGMODE);
  13012. }
  13013. return this._emptyTexture;
  13014. },
  13015. enumerable: true,
  13016. configurable: true
  13017. });
  13018. Object.defineProperty(Engine.prototype, "emptyTexture3D", {
  13019. /**
  13020. * Gets the default empty 3D texture
  13021. */
  13022. get: function () {
  13023. if (!this._emptyTexture3D) {
  13024. this._emptyTexture3D = this.createRawTexture3D(new Uint8Array(4), 1, 1, 1, Engine.TEXTUREFORMAT_RGBA, false, false, Engine.TEXTURE_NEAREST_SAMPLINGMODE);
  13025. }
  13026. return this._emptyTexture3D;
  13027. },
  13028. enumerable: true,
  13029. configurable: true
  13030. });
  13031. Object.defineProperty(Engine.prototype, "emptyCubeTexture", {
  13032. /**
  13033. * Gets the default empty cube texture
  13034. */
  13035. get: function () {
  13036. if (!this._emptyCubeTexture) {
  13037. var faceData = new Uint8Array(4);
  13038. var cubeData = [faceData, faceData, faceData, faceData, faceData, faceData];
  13039. this._emptyCubeTexture = this.createRawCubeTexture(cubeData, 1, Engine.TEXTUREFORMAT_RGBA, Engine.TEXTURETYPE_UNSIGNED_INT, false, false, Engine.TEXTURE_NEAREST_SAMPLINGMODE);
  13040. }
  13041. return this._emptyCubeTexture;
  13042. },
  13043. enumerable: true,
  13044. configurable: true
  13045. });
  13046. Engine.prototype._rebuildInternalTextures = function () {
  13047. var currentState = this._internalTexturesCache.slice(); // Do a copy because the rebuild will add proxies
  13048. for (var _i = 0, currentState_1 = currentState; _i < currentState_1.length; _i++) {
  13049. var internalTexture = currentState_1[_i];
  13050. internalTexture._rebuild();
  13051. }
  13052. };
  13053. Engine.prototype._rebuildEffects = function () {
  13054. for (var key in this._compiledEffects) {
  13055. var effect = this._compiledEffects[key];
  13056. effect._prepareEffect();
  13057. }
  13058. BABYLON.Effect.ResetCache();
  13059. };
  13060. /**
  13061. * Gets a boolean indicating if all created effects are ready
  13062. * @returns true if all effects are ready
  13063. */
  13064. Engine.prototype.areAllEffectsReady = function () {
  13065. for (var key in this._compiledEffects) {
  13066. var effect = this._compiledEffects[key];
  13067. if (!effect.isReady()) {
  13068. return false;
  13069. }
  13070. }
  13071. return true;
  13072. };
  13073. Engine.prototype._rebuildBuffers = function () {
  13074. // Index / Vertex
  13075. for (var _i = 0, _a = this.scenes; _i < _a.length; _i++) {
  13076. var scene = _a[_i];
  13077. scene.resetCachedMaterial();
  13078. scene._rebuildGeometries();
  13079. scene._rebuildTextures();
  13080. }
  13081. // Uniforms
  13082. for (var _b = 0, _c = this._uniformBuffers; _b < _c.length; _b++) {
  13083. var uniformBuffer = _c[_b];
  13084. uniformBuffer._rebuild();
  13085. }
  13086. };
  13087. Engine.prototype._initGLContext = function () {
  13088. // Caps
  13089. this._caps = new EngineCapabilities();
  13090. this._caps.maxTexturesImageUnits = this._gl.getParameter(this._gl.MAX_TEXTURE_IMAGE_UNITS);
  13091. this._caps.maxCombinedTexturesImageUnits = this._gl.getParameter(this._gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS);
  13092. this._caps.maxVertexTextureImageUnits = this._gl.getParameter(this._gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS);
  13093. this._caps.maxTextureSize = this._gl.getParameter(this._gl.MAX_TEXTURE_SIZE);
  13094. this._caps.maxCubemapTextureSize = this._gl.getParameter(this._gl.MAX_CUBE_MAP_TEXTURE_SIZE);
  13095. this._caps.maxRenderTextureSize = this._gl.getParameter(this._gl.MAX_RENDERBUFFER_SIZE);
  13096. this._caps.maxVertexAttribs = this._gl.getParameter(this._gl.MAX_VERTEX_ATTRIBS);
  13097. this._caps.maxVaryingVectors = this._gl.getParameter(this._gl.MAX_VARYING_VECTORS);
  13098. this._caps.maxFragmentUniformVectors = this._gl.getParameter(this._gl.MAX_FRAGMENT_UNIFORM_VECTORS);
  13099. this._caps.maxVertexUniformVectors = this._gl.getParameter(this._gl.MAX_VERTEX_UNIFORM_VECTORS);
  13100. // Infos
  13101. this._glVersion = this._gl.getParameter(this._gl.VERSION);
  13102. var rendererInfo = this._gl.getExtension("WEBGL_debug_renderer_info");
  13103. if (rendererInfo != null) {
  13104. this._glRenderer = this._gl.getParameter(rendererInfo.UNMASKED_RENDERER_WEBGL);
  13105. this._glVendor = this._gl.getParameter(rendererInfo.UNMASKED_VENDOR_WEBGL);
  13106. }
  13107. if (!this._glVendor) {
  13108. this._glVendor = "Unknown vendor";
  13109. }
  13110. if (!this._glRenderer) {
  13111. this._glRenderer = "Unknown renderer";
  13112. }
  13113. // Constants
  13114. this._gl.HALF_FLOAT_OES = 0x8D61; // Half floating-point type (16-bit).
  13115. if (this._gl.RGBA16F !== 0x881A) {
  13116. this._gl.RGBA16F = 0x881A; // RGBA 16-bit floating-point color-renderable internal sized format.
  13117. }
  13118. if (this._gl.RGBA32F !== 0x8814) {
  13119. this._gl.RGBA32F = 0x8814; // RGBA 32-bit floating-point color-renderable internal sized format.
  13120. }
  13121. if (this._gl.DEPTH24_STENCIL8 !== 35056) {
  13122. this._gl.DEPTH24_STENCIL8 = 35056;
  13123. }
  13124. // Extensions
  13125. this._caps.standardDerivatives = this._webGLVersion > 1 || (this._gl.getExtension('OES_standard_derivatives') !== null);
  13126. this._caps.astc = this._gl.getExtension('WEBGL_compressed_texture_astc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_astc');
  13127. this._caps.s3tc = this._gl.getExtension('WEBGL_compressed_texture_s3tc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_s3tc');
  13128. this._caps.pvrtc = this._gl.getExtension('WEBGL_compressed_texture_pvrtc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_pvrtc');
  13129. this._caps.etc1 = this._gl.getExtension('WEBGL_compressed_texture_etc1') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_etc1');
  13130. this._caps.etc2 = this._gl.getExtension('WEBGL_compressed_texture_etc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_etc') ||
  13131. this._gl.getExtension('WEBGL_compressed_texture_es3_0'); // also a requirement of OpenGL ES 3
  13132. 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');
  13133. this._caps.maxAnisotropy = this._caps.textureAnisotropicFilterExtension ? this._gl.getParameter(this._caps.textureAnisotropicFilterExtension.MAX_TEXTURE_MAX_ANISOTROPY_EXT) : 0;
  13134. this._caps.uintIndices = this._webGLVersion > 1 || this._gl.getExtension('OES_element_index_uint') !== null;
  13135. this._caps.fragmentDepthSupported = this._webGLVersion > 1 || this._gl.getExtension('EXT_frag_depth') !== null;
  13136. this._caps.highPrecisionShaderSupported = false;
  13137. this._caps.timerQuery = this._gl.getExtension('EXT_disjoint_timer_query_webgl2') || this._gl.getExtension("EXT_disjoint_timer_query");
  13138. if (this._caps.timerQuery) {
  13139. if (this._webGLVersion === 1) {
  13140. this._gl.getQuery = this._caps.timerQuery.getQueryEXT.bind(this._caps.timerQuery);
  13141. }
  13142. this._caps.canUseTimestampForTimerQuery = this._gl.getQuery(this._caps.timerQuery.TIMESTAMP_EXT, this._caps.timerQuery.QUERY_COUNTER_BITS_EXT) > 0;
  13143. }
  13144. // Checks if some of the format renders first to allow the use of webgl inspector.
  13145. this._caps.colorBufferFloat = this._webGLVersion > 1 && this._gl.getExtension('EXT_color_buffer_float');
  13146. this._caps.textureFloat = (this._webGLVersion > 1 || this._gl.getExtension('OES_texture_float')) ? true : false;
  13147. this._caps.textureFloatLinearFiltering = this._caps.textureFloat && this._gl.getExtension('OES_texture_float_linear') ? true : false;
  13148. this._caps.textureFloatRender = this._caps.textureFloat && this._canRenderToFloatFramebuffer() ? true : false;
  13149. this._caps.textureHalfFloat = (this._webGLVersion > 1 || this._gl.getExtension('OES_texture_half_float')) ? true : false;
  13150. this._caps.textureHalfFloatLinearFiltering = (this._webGLVersion > 1 || (this._caps.textureHalfFloat && this._gl.getExtension('OES_texture_half_float_linear'))) ? true : false;
  13151. if (this._webGLVersion > 1) {
  13152. this._gl.HALF_FLOAT_OES = 0x140B;
  13153. }
  13154. this._caps.textureHalfFloatRender = this._caps.textureHalfFloat && this._canRenderToHalfFloatFramebuffer();
  13155. this._caps.textureLOD = (this._webGLVersion > 1 || this._gl.getExtension('EXT_shader_texture_lod')) ? true : false;
  13156. // Draw buffers
  13157. if (this._webGLVersion > 1) {
  13158. this._caps.drawBuffersExtension = true;
  13159. }
  13160. else {
  13161. var drawBuffersExtension = this._gl.getExtension('WEBGL_draw_buffers');
  13162. if (drawBuffersExtension !== null) {
  13163. this._caps.drawBuffersExtension = true;
  13164. this._gl.drawBuffers = drawBuffersExtension.drawBuffersWEBGL.bind(drawBuffersExtension);
  13165. this._gl.DRAW_FRAMEBUFFER = this._gl.FRAMEBUFFER;
  13166. for (var i = 0; i < 16; i++) {
  13167. this._gl["COLOR_ATTACHMENT" + i + "_WEBGL"] = drawBuffersExtension["COLOR_ATTACHMENT" + i + "_WEBGL"];
  13168. }
  13169. }
  13170. else {
  13171. this._caps.drawBuffersExtension = false;
  13172. }
  13173. }
  13174. // Shader compiler threads
  13175. this._caps.parallelShaderCompile = this._gl.getExtension('KHR_parallel_shader_compile');
  13176. if (this._caps.parallelShaderCompile) {
  13177. var threads = this._gl.getParameter(this._caps.parallelShaderCompile.MAX_SHADER_COMPILER_THREADS_KHR);
  13178. this._caps.parallelShaderCompile.maxShaderCompilerThreadsKHR(threads);
  13179. }
  13180. // Depth Texture
  13181. if (this._webGLVersion > 1) {
  13182. this._caps.depthTextureExtension = true;
  13183. }
  13184. else {
  13185. var depthTextureExtension = this._gl.getExtension('WEBGL_depth_texture');
  13186. if (depthTextureExtension != null) {
  13187. this._caps.depthTextureExtension = true;
  13188. this._gl.UNSIGNED_INT_24_8 = depthTextureExtension.UNSIGNED_INT_24_8_WEBGL;
  13189. }
  13190. }
  13191. // Vertex array object
  13192. if (this._webGLVersion > 1) {
  13193. this._caps.vertexArrayObject = true;
  13194. }
  13195. else {
  13196. var vertexArrayObjectExtension = this._gl.getExtension('OES_vertex_array_object');
  13197. if (vertexArrayObjectExtension != null) {
  13198. this._caps.vertexArrayObject = true;
  13199. this._gl.createVertexArray = vertexArrayObjectExtension.createVertexArrayOES.bind(vertexArrayObjectExtension);
  13200. this._gl.bindVertexArray = vertexArrayObjectExtension.bindVertexArrayOES.bind(vertexArrayObjectExtension);
  13201. this._gl.deleteVertexArray = vertexArrayObjectExtension.deleteVertexArrayOES.bind(vertexArrayObjectExtension);
  13202. }
  13203. else {
  13204. this._caps.vertexArrayObject = false;
  13205. }
  13206. }
  13207. // Instances count
  13208. if (this._webGLVersion > 1) {
  13209. this._caps.instancedArrays = true;
  13210. }
  13211. else {
  13212. var instanceExtension = this._gl.getExtension('ANGLE_instanced_arrays');
  13213. if (instanceExtension != null) {
  13214. this._caps.instancedArrays = true;
  13215. this._gl.drawArraysInstanced = instanceExtension.drawArraysInstancedANGLE.bind(instanceExtension);
  13216. this._gl.drawElementsInstanced = instanceExtension.drawElementsInstancedANGLE.bind(instanceExtension);
  13217. this._gl.vertexAttribDivisor = instanceExtension.vertexAttribDivisorANGLE.bind(instanceExtension);
  13218. }
  13219. else {
  13220. this._caps.instancedArrays = false;
  13221. }
  13222. }
  13223. // Intelligently add supported compressed formats in order to check for.
  13224. // Check for ASTC support first as it is most powerful and to be very cross platform.
  13225. // Next PVRTC & DXT, which are probably superior to ETC1/2.
  13226. // Likely no hardware which supports both PVR & DXT, so order matters little.
  13227. // ETC2 is newer and handles ETC1 (no alpha capability), so check for first.
  13228. if (this._caps.astc) {
  13229. this.texturesSupported.push('-astc.ktx');
  13230. }
  13231. if (this._caps.s3tc) {
  13232. this.texturesSupported.push('-dxt.ktx');
  13233. }
  13234. if (this._caps.pvrtc) {
  13235. this.texturesSupported.push('-pvrtc.ktx');
  13236. }
  13237. if (this._caps.etc2) {
  13238. this.texturesSupported.push('-etc2.ktx');
  13239. }
  13240. if (this._caps.etc1) {
  13241. this.texturesSupported.push('-etc1.ktx');
  13242. }
  13243. if (this._gl.getShaderPrecisionFormat) {
  13244. var vertex_highp = this._gl.getShaderPrecisionFormat(this._gl.VERTEX_SHADER, this._gl.HIGH_FLOAT);
  13245. var fragment_highp = this._gl.getShaderPrecisionFormat(this._gl.FRAGMENT_SHADER, this._gl.HIGH_FLOAT);
  13246. if (vertex_highp && fragment_highp) {
  13247. this._caps.highPrecisionShaderSupported = vertex_highp.precision !== 0 && fragment_highp.precision !== 0;
  13248. }
  13249. }
  13250. // Depth buffer
  13251. this.setDepthBuffer(true);
  13252. this.setDepthFunctionToLessOrEqual();
  13253. this.setDepthWrite(true);
  13254. // Texture maps
  13255. this._maxSimultaneousTextures = this._caps.maxCombinedTexturesImageUnits;
  13256. for (var slot = 0; slot < this._maxSimultaneousTextures; slot++) {
  13257. this._nextFreeTextureSlots.push(slot);
  13258. }
  13259. };
  13260. Object.defineProperty(Engine.prototype, "webGLVersion", {
  13261. /**
  13262. * Gets version of the current webGL context
  13263. */
  13264. get: function () {
  13265. return this._webGLVersion;
  13266. },
  13267. enumerable: true,
  13268. configurable: true
  13269. });
  13270. Object.defineProperty(Engine.prototype, "isStencilEnable", {
  13271. /**
  13272. * Returns true if the stencil buffer has been enabled through the creation option of the context.
  13273. */
  13274. get: function () {
  13275. return this._isStencilEnable;
  13276. },
  13277. enumerable: true,
  13278. configurable: true
  13279. });
  13280. Engine.prototype._prepareWorkingCanvas = function () {
  13281. if (this._workingCanvas) {
  13282. return;
  13283. }
  13284. this._workingCanvas = document.createElement("canvas");
  13285. var context = this._workingCanvas.getContext("2d");
  13286. if (context) {
  13287. this._workingContext = context;
  13288. }
  13289. };
  13290. /**
  13291. * Reset the texture cache to empty state
  13292. */
  13293. Engine.prototype.resetTextureCache = function () {
  13294. for (var key in this._boundTexturesCache) {
  13295. if (!this._boundTexturesCache.hasOwnProperty(key)) {
  13296. continue;
  13297. }
  13298. var boundTexture = this._boundTexturesCache[key];
  13299. if (boundTexture) {
  13300. this._removeDesignatedSlot(boundTexture);
  13301. }
  13302. this._boundTexturesCache[key] = null;
  13303. }
  13304. if (!this.disableTextureBindingOptimization) {
  13305. this._nextFreeTextureSlots = [];
  13306. for (var slot = 0; slot < this._maxSimultaneousTextures; slot++) {
  13307. this._nextFreeTextureSlots.push(slot);
  13308. }
  13309. }
  13310. this._currentTextureChannel = -1;
  13311. };
  13312. /**
  13313. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  13314. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  13315. * @returns true if engine is in deterministic lock step mode
  13316. */
  13317. Engine.prototype.isDeterministicLockStep = function () {
  13318. return this._deterministicLockstep;
  13319. };
  13320. /**
  13321. * Gets the max steps when engine is running in deterministic lock step
  13322. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  13323. * @returns the max steps
  13324. */
  13325. Engine.prototype.getLockstepMaxSteps = function () {
  13326. return this._lockstepMaxSteps;
  13327. };
  13328. /**
  13329. * Gets an object containing information about the current webGL context
  13330. * @returns an object containing the vender, the renderer and the version of the current webGL context
  13331. */
  13332. Engine.prototype.getGlInfo = function () {
  13333. return {
  13334. vendor: this._glVendor,
  13335. renderer: this._glRenderer,
  13336. version: this._glVersion
  13337. };
  13338. };
  13339. /**
  13340. * Gets current aspect ratio
  13341. * @param camera defines the camera to use to get the aspect ratio
  13342. * @param useScreen defines if screen size must be used (or the current render target if any)
  13343. * @returns a number defining the aspect ratio
  13344. */
  13345. Engine.prototype.getAspectRatio = function (camera, useScreen) {
  13346. if (useScreen === void 0) { useScreen = false; }
  13347. var viewport = camera.viewport;
  13348. return (this.getRenderWidth(useScreen) * viewport.width) / (this.getRenderHeight(useScreen) * viewport.height);
  13349. };
  13350. /**
  13351. * Gets current screen aspect ratio
  13352. * @returns a number defining the aspect ratio
  13353. */
  13354. Engine.prototype.getScreenAspectRatio = function () {
  13355. return (this.getRenderWidth(true)) / (this.getRenderHeight(true));
  13356. };
  13357. /**
  13358. * Gets the current render width
  13359. * @param useScreen defines if screen size must be used (or the current render target if any)
  13360. * @returns a number defining the current render width
  13361. */
  13362. Engine.prototype.getRenderWidth = function (useScreen) {
  13363. if (useScreen === void 0) { useScreen = false; }
  13364. if (!useScreen && this._currentRenderTarget) {
  13365. return this._currentRenderTarget.width;
  13366. }
  13367. return this._gl.drawingBufferWidth;
  13368. };
  13369. /**
  13370. * Gets the current render height
  13371. * @param useScreen defines if screen size must be used (or the current render target if any)
  13372. * @returns a number defining the current render height
  13373. */
  13374. Engine.prototype.getRenderHeight = function (useScreen) {
  13375. if (useScreen === void 0) { useScreen = false; }
  13376. if (!useScreen && this._currentRenderTarget) {
  13377. return this._currentRenderTarget.height;
  13378. }
  13379. return this._gl.drawingBufferHeight;
  13380. };
  13381. /**
  13382. * Gets the HTML canvas attached with the current webGL context
  13383. * @returns a HTML canvas
  13384. */
  13385. Engine.prototype.getRenderingCanvas = function () {
  13386. return this._renderingCanvas;
  13387. };
  13388. /**
  13389. * Gets the client rect of the HTML canvas attached with the current webGL context
  13390. * @returns a client rectanglee
  13391. */
  13392. Engine.prototype.getRenderingCanvasClientRect = function () {
  13393. if (!this._renderingCanvas) {
  13394. return null;
  13395. }
  13396. return this._renderingCanvas.getBoundingClientRect();
  13397. };
  13398. /**
  13399. * Defines the hardware scaling level.
  13400. * By default the hardware scaling level is computed from the window device ratio.
  13401. * 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.
  13402. * @param level defines the level to use
  13403. */
  13404. Engine.prototype.setHardwareScalingLevel = function (level) {
  13405. this._hardwareScalingLevel = level;
  13406. this.resize();
  13407. };
  13408. /**
  13409. * Gets the current hardware scaling level.
  13410. * By default the hardware scaling level is computed from the window device ratio.
  13411. * 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.
  13412. * @returns a number indicating the current hardware scaling level
  13413. */
  13414. Engine.prototype.getHardwareScalingLevel = function () {
  13415. return this._hardwareScalingLevel;
  13416. };
  13417. /**
  13418. * Gets the list of loaded textures
  13419. * @returns an array containing all loaded textures
  13420. */
  13421. Engine.prototype.getLoadedTexturesCache = function () {
  13422. return this._internalTexturesCache;
  13423. };
  13424. /**
  13425. * Gets the object containing all engine capabilities
  13426. * @returns the EngineCapabilities object
  13427. */
  13428. Engine.prototype.getCaps = function () {
  13429. return this._caps;
  13430. };
  13431. /**
  13432. * Gets the current depth function
  13433. * @returns a number defining the depth function
  13434. */
  13435. Engine.prototype.getDepthFunction = function () {
  13436. return this._depthCullingState.depthFunc;
  13437. };
  13438. /**
  13439. * Sets the current depth function
  13440. * @param depthFunc defines the function to use
  13441. */
  13442. Engine.prototype.setDepthFunction = function (depthFunc) {
  13443. this._depthCullingState.depthFunc = depthFunc;
  13444. };
  13445. /**
  13446. * Sets the current depth function to GREATER
  13447. */
  13448. Engine.prototype.setDepthFunctionToGreater = function () {
  13449. this._depthCullingState.depthFunc = this._gl.GREATER;
  13450. };
  13451. /**
  13452. * Sets the current depth function to GEQUAL
  13453. */
  13454. Engine.prototype.setDepthFunctionToGreaterOrEqual = function () {
  13455. this._depthCullingState.depthFunc = this._gl.GEQUAL;
  13456. };
  13457. /**
  13458. * Sets the current depth function to LESS
  13459. */
  13460. Engine.prototype.setDepthFunctionToLess = function () {
  13461. this._depthCullingState.depthFunc = this._gl.LESS;
  13462. };
  13463. /**
  13464. * Sets the current depth function to LEQUAL
  13465. */
  13466. Engine.prototype.setDepthFunctionToLessOrEqual = function () {
  13467. this._depthCullingState.depthFunc = this._gl.LEQUAL;
  13468. };
  13469. /**
  13470. * Gets a boolean indicating if stencil buffer is enabled
  13471. * @returns the current stencil buffer state
  13472. */
  13473. Engine.prototype.getStencilBuffer = function () {
  13474. return this._stencilState.stencilTest;
  13475. };
  13476. /**
  13477. * Enable or disable the stencil buffer
  13478. * @param enable defines if the stencil buffer must be enabled or disabled
  13479. */
  13480. Engine.prototype.setStencilBuffer = function (enable) {
  13481. this._stencilState.stencilTest = enable;
  13482. };
  13483. /**
  13484. * Gets the current stencil mask
  13485. * @returns a number defining the new stencil mask to use
  13486. */
  13487. Engine.prototype.getStencilMask = function () {
  13488. return this._stencilState.stencilMask;
  13489. };
  13490. /**
  13491. * Sets the current stencil mask
  13492. * @param mask defines the new stencil mask to use
  13493. */
  13494. Engine.prototype.setStencilMask = function (mask) {
  13495. this._stencilState.stencilMask = mask;
  13496. };
  13497. /**
  13498. * Gets the current stencil function
  13499. * @returns a number defining the stencil function to use
  13500. */
  13501. Engine.prototype.getStencilFunction = function () {
  13502. return this._stencilState.stencilFunc;
  13503. };
  13504. /**
  13505. * Gets the current stencil reference value
  13506. * @returns a number defining the stencil reference value to use
  13507. */
  13508. Engine.prototype.getStencilFunctionReference = function () {
  13509. return this._stencilState.stencilFuncRef;
  13510. };
  13511. /**
  13512. * Gets the current stencil mask
  13513. * @returns a number defining the stencil mask to use
  13514. */
  13515. Engine.prototype.getStencilFunctionMask = function () {
  13516. return this._stencilState.stencilFuncMask;
  13517. };
  13518. /**
  13519. * Sets the current stencil function
  13520. * @param stencilFunc defines the new stencil function to use
  13521. */
  13522. Engine.prototype.setStencilFunction = function (stencilFunc) {
  13523. this._stencilState.stencilFunc = stencilFunc;
  13524. };
  13525. /**
  13526. * Sets the current stencil reference
  13527. * @param reference defines the new stencil reference to use
  13528. */
  13529. Engine.prototype.setStencilFunctionReference = function (reference) {
  13530. this._stencilState.stencilFuncRef = reference;
  13531. };
  13532. /**
  13533. * Sets the current stencil mask
  13534. * @param mask defines the new stencil mask to use
  13535. */
  13536. Engine.prototype.setStencilFunctionMask = function (mask) {
  13537. this._stencilState.stencilFuncMask = mask;
  13538. };
  13539. /**
  13540. * Gets the current stencil operation when stencil fails
  13541. * @returns a number defining stencil operation to use when stencil fails
  13542. */
  13543. Engine.prototype.getStencilOperationFail = function () {
  13544. return this._stencilState.stencilOpStencilFail;
  13545. };
  13546. /**
  13547. * Gets the current stencil operation when depth fails
  13548. * @returns a number defining stencil operation to use when depth fails
  13549. */
  13550. Engine.prototype.getStencilOperationDepthFail = function () {
  13551. return this._stencilState.stencilOpDepthFail;
  13552. };
  13553. /**
  13554. * Gets the current stencil operation when stencil passes
  13555. * @returns a number defining stencil operation to use when stencil passes
  13556. */
  13557. Engine.prototype.getStencilOperationPass = function () {
  13558. return this._stencilState.stencilOpStencilDepthPass;
  13559. };
  13560. /**
  13561. * Sets the stencil operation to use when stencil fails
  13562. * @param operation defines the stencil operation to use when stencil fails
  13563. */
  13564. Engine.prototype.setStencilOperationFail = function (operation) {
  13565. this._stencilState.stencilOpStencilFail = operation;
  13566. };
  13567. /**
  13568. * Sets the stencil operation to use when depth fails
  13569. * @param operation defines the stencil operation to use when depth fails
  13570. */
  13571. Engine.prototype.setStencilOperationDepthFail = function (operation) {
  13572. this._stencilState.stencilOpDepthFail = operation;
  13573. };
  13574. /**
  13575. * Sets the stencil operation to use when stencil passes
  13576. * @param operation defines the stencil operation to use when stencil passes
  13577. */
  13578. Engine.prototype.setStencilOperationPass = function (operation) {
  13579. this._stencilState.stencilOpStencilDepthPass = operation;
  13580. };
  13581. /**
  13582. * Sets a boolean indicating if the dithering state is enabled or disabled
  13583. * @param value defines the dithering state
  13584. */
  13585. Engine.prototype.setDitheringState = function (value) {
  13586. if (value) {
  13587. this._gl.enable(this._gl.DITHER);
  13588. }
  13589. else {
  13590. this._gl.disable(this._gl.DITHER);
  13591. }
  13592. };
  13593. /**
  13594. * Sets a boolean indicating if the rasterizer state is enabled or disabled
  13595. * @param value defines the rasterizer state
  13596. */
  13597. Engine.prototype.setRasterizerState = function (value) {
  13598. if (value) {
  13599. this._gl.disable(this._gl.RASTERIZER_DISCARD);
  13600. }
  13601. else {
  13602. this._gl.enable(this._gl.RASTERIZER_DISCARD);
  13603. }
  13604. };
  13605. /**
  13606. * stop executing a render loop function and remove it from the execution array
  13607. * @param renderFunction defines the function to be removed. If not provided all functions will be removed.
  13608. */
  13609. Engine.prototype.stopRenderLoop = function (renderFunction) {
  13610. if (!renderFunction) {
  13611. this._activeRenderLoops = [];
  13612. return;
  13613. }
  13614. var index = this._activeRenderLoops.indexOf(renderFunction);
  13615. if (index >= 0) {
  13616. this._activeRenderLoops.splice(index, 1);
  13617. }
  13618. };
  13619. /** @hidden */
  13620. Engine.prototype._renderLoop = function () {
  13621. if (!this._contextWasLost) {
  13622. var shouldRender = true;
  13623. if (!this.renderEvenInBackground && this._windowIsBackground) {
  13624. shouldRender = false;
  13625. }
  13626. if (shouldRender) {
  13627. // Start new frame
  13628. this.beginFrame();
  13629. for (var index = 0; index < this._activeRenderLoops.length; index++) {
  13630. var renderFunction = this._activeRenderLoops[index];
  13631. renderFunction();
  13632. }
  13633. // Present
  13634. this.endFrame();
  13635. }
  13636. }
  13637. if (this._activeRenderLoops.length > 0) {
  13638. // Register new frame
  13639. if (this.customAnimationFrameRequester) {
  13640. this.customAnimationFrameRequester.requestID = BABYLON.Tools.QueueNewFrame(this.customAnimationFrameRequester.renderFunction || this._bindedRenderFunction, this.customAnimationFrameRequester);
  13641. this._frameHandler = this.customAnimationFrameRequester.requestID;
  13642. }
  13643. else if (this._vrDisplay && this._vrDisplay.isPresenting) {
  13644. this._frameHandler = BABYLON.Tools.QueueNewFrame(this._bindedRenderFunction, this._vrDisplay);
  13645. }
  13646. else {
  13647. this._frameHandler = BABYLON.Tools.QueueNewFrame(this._bindedRenderFunction);
  13648. }
  13649. }
  13650. else {
  13651. this._renderingQueueLaunched = false;
  13652. }
  13653. };
  13654. /**
  13655. * Register and execute a render loop. The engine can have more than one render function
  13656. * @param renderFunction defines the function to continuously execute
  13657. */
  13658. Engine.prototype.runRenderLoop = function (renderFunction) {
  13659. if (this._activeRenderLoops.indexOf(renderFunction) !== -1) {
  13660. return;
  13661. }
  13662. this._activeRenderLoops.push(renderFunction);
  13663. if (!this._renderingQueueLaunched) {
  13664. this._renderingQueueLaunched = true;
  13665. this._bindedRenderFunction = this._renderLoop.bind(this);
  13666. this._frameHandler = BABYLON.Tools.QueueNewFrame(this._bindedRenderFunction);
  13667. }
  13668. };
  13669. /**
  13670. * Toggle full screen mode
  13671. * @param requestPointerLock defines if a pointer lock should be requested from the user
  13672. */
  13673. Engine.prototype.switchFullscreen = function (requestPointerLock) {
  13674. if (this.isFullscreen) {
  13675. BABYLON.Tools.ExitFullscreen();
  13676. }
  13677. else {
  13678. this._pointerLockRequested = requestPointerLock;
  13679. if (this._renderingCanvas) {
  13680. BABYLON.Tools.RequestFullscreen(this._renderingCanvas);
  13681. }
  13682. }
  13683. };
  13684. /**
  13685. * Clear the current render buffer or the current render target (if any is set up)
  13686. * @param color defines the color to use
  13687. * @param backBuffer defines if the back buffer must be cleared
  13688. * @param depth defines if the depth buffer must be cleared
  13689. * @param stencil defines if the stencil buffer must be cleared
  13690. */
  13691. Engine.prototype.clear = function (color, backBuffer, depth, stencil) {
  13692. if (stencil === void 0) { stencil = false; }
  13693. this.applyStates();
  13694. var mode = 0;
  13695. if (backBuffer && color) {
  13696. this._gl.clearColor(color.r, color.g, color.b, color.a !== undefined ? color.a : 1.0);
  13697. mode |= this._gl.COLOR_BUFFER_BIT;
  13698. }
  13699. if (depth) {
  13700. this._gl.clearDepth(1.0);
  13701. mode |= this._gl.DEPTH_BUFFER_BIT;
  13702. }
  13703. if (stencil) {
  13704. this._gl.clearStencil(0);
  13705. mode |= this._gl.STENCIL_BUFFER_BIT;
  13706. }
  13707. this._gl.clear(mode);
  13708. };
  13709. /**
  13710. * Executes a scissor clear (ie. a clear on a specific portion of the screen)
  13711. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  13712. * @param y defines the y-coordinate of the corner of the clear rectangle
  13713. * @param width defines the width of the clear rectangle
  13714. * @param height defines the height of the clear rectangle
  13715. * @param clearColor defines the clear color
  13716. */
  13717. Engine.prototype.scissorClear = function (x, y, width, height, clearColor) {
  13718. var gl = this._gl;
  13719. // Save state
  13720. var curScissor = gl.getParameter(gl.SCISSOR_TEST);
  13721. var curScissorBox = gl.getParameter(gl.SCISSOR_BOX);
  13722. // Change state
  13723. gl.enable(gl.SCISSOR_TEST);
  13724. gl.scissor(x, y, width, height);
  13725. // Clear
  13726. this.clear(clearColor, true, true, true);
  13727. // Restore state
  13728. gl.scissor(curScissorBox[0], curScissorBox[1], curScissorBox[2], curScissorBox[3]);
  13729. if (curScissor === true) {
  13730. gl.enable(gl.SCISSOR_TEST);
  13731. }
  13732. else {
  13733. gl.disable(gl.SCISSOR_TEST);
  13734. }
  13735. };
  13736. /** @hidden */
  13737. Engine.prototype._viewport = function (x, y, width, height) {
  13738. if (x !== this._viewportCached.x ||
  13739. y !== this._viewportCached.y ||
  13740. width !== this._viewportCached.z ||
  13741. height !== this._viewportCached.w) {
  13742. this._viewportCached.x = x;
  13743. this._viewportCached.y = y;
  13744. this._viewportCached.z = width;
  13745. this._viewportCached.w = height;
  13746. this._gl.viewport(x, y, width, height);
  13747. }
  13748. };
  13749. /**
  13750. * Set the WebGL's viewport
  13751. * @param viewport defines the viewport element to be used
  13752. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  13753. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  13754. */
  13755. Engine.prototype.setViewport = function (viewport, requiredWidth, requiredHeight) {
  13756. var width = requiredWidth || this.getRenderWidth();
  13757. var height = requiredHeight || this.getRenderHeight();
  13758. var x = viewport.x || 0;
  13759. var y = viewport.y || 0;
  13760. this._cachedViewport = viewport;
  13761. this._viewport(x * width, y * height, width * viewport.width, height * viewport.height);
  13762. };
  13763. /**
  13764. * Directly set the WebGL Viewport
  13765. * @param x defines the x coordinate of the viewport (in screen space)
  13766. * @param y defines the y coordinate of the viewport (in screen space)
  13767. * @param width defines the width of the viewport (in screen space)
  13768. * @param height defines the height of the viewport (in screen space)
  13769. * @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
  13770. */
  13771. Engine.prototype.setDirectViewport = function (x, y, width, height) {
  13772. var currentViewport = this._cachedViewport;
  13773. this._cachedViewport = null;
  13774. this._viewport(x, y, width, height);
  13775. return currentViewport;
  13776. };
  13777. /**
  13778. * Begin a new frame
  13779. */
  13780. Engine.prototype.beginFrame = function () {
  13781. this.onBeginFrameObservable.notifyObservers(this);
  13782. this._measureFps();
  13783. };
  13784. /**
  13785. * Enf the current frame
  13786. */
  13787. Engine.prototype.endFrame = function () {
  13788. // Force a flush in case we are using a bad OS.
  13789. if (this._badOS) {
  13790. this.flushFramebuffer();
  13791. }
  13792. // Submit frame to the vr device, if enabled
  13793. if (this._vrDisplay && this._vrDisplay.isPresenting) {
  13794. // TODO: We should only submit the frame if we read frameData successfully.
  13795. this._vrDisplay.submitFrame();
  13796. }
  13797. this.onEndFrameObservable.notifyObservers(this);
  13798. };
  13799. /**
  13800. * Resize the view according to the canvas' size
  13801. */
  13802. Engine.prototype.resize = function () {
  13803. // We're not resizing the size of the canvas while in VR mode & presenting
  13804. if (!(this._vrDisplay && this._vrDisplay.isPresenting)) {
  13805. var width = this._renderingCanvas ? this._renderingCanvas.clientWidth : window.innerWidth;
  13806. var height = this._renderingCanvas ? this._renderingCanvas.clientHeight : window.innerHeight;
  13807. this.setSize(width / this._hardwareScalingLevel, height / this._hardwareScalingLevel);
  13808. }
  13809. };
  13810. /**
  13811. * Force a specific size of the canvas
  13812. * @param width defines the new canvas' width
  13813. * @param height defines the new canvas' height
  13814. */
  13815. Engine.prototype.setSize = function (width, height) {
  13816. if (!this._renderingCanvas) {
  13817. return;
  13818. }
  13819. if (this._renderingCanvas.width === width && this._renderingCanvas.height === height) {
  13820. return;
  13821. }
  13822. this._renderingCanvas.width = width;
  13823. this._renderingCanvas.height = height;
  13824. for (var index = 0; index < this.scenes.length; index++) {
  13825. var scene = this.scenes[index];
  13826. for (var camIndex = 0; camIndex < scene.cameras.length; camIndex++) {
  13827. var cam = scene.cameras[camIndex];
  13828. cam._currentRenderId = 0;
  13829. }
  13830. }
  13831. if (this.onResizeObservable.hasObservers) {
  13832. this.onResizeObservable.notifyObservers(this);
  13833. }
  13834. };
  13835. // WebVR functions
  13836. /**
  13837. * Gets a boolean indicating if a webVR device was detected
  13838. * @returns true if a webVR device was detected
  13839. */
  13840. Engine.prototype.isVRDevicePresent = function () {
  13841. return !!this._vrDisplay;
  13842. };
  13843. /**
  13844. * Gets the current webVR device
  13845. * @returns the current webVR device (or null)
  13846. */
  13847. Engine.prototype.getVRDevice = function () {
  13848. return this._vrDisplay;
  13849. };
  13850. /**
  13851. * Initializes a webVR display and starts listening to display change events
  13852. * The onVRDisplayChangedObservable will be notified upon these changes
  13853. * @returns The onVRDisplayChangedObservable
  13854. */
  13855. Engine.prototype.initWebVR = function () {
  13856. this.initWebVRAsync();
  13857. return this.onVRDisplayChangedObservable;
  13858. };
  13859. /**
  13860. * Initializes a webVR display and starts listening to display change events
  13861. * The onVRDisplayChangedObservable will be notified upon these changes
  13862. * @returns A promise containing a VRDisplay and if vr is supported
  13863. */
  13864. Engine.prototype.initWebVRAsync = function () {
  13865. var _this = this;
  13866. var notifyObservers = function () {
  13867. var eventArgs = {
  13868. vrDisplay: _this._vrDisplay,
  13869. vrSupported: _this._vrSupported
  13870. };
  13871. _this.onVRDisplayChangedObservable.notifyObservers(eventArgs);
  13872. _this._webVRInitPromise = new Promise(function (res) { res(eventArgs); });
  13873. };
  13874. if (!this._onVrDisplayConnect) {
  13875. this._onVrDisplayConnect = function (event) {
  13876. _this._vrDisplay = event.display;
  13877. notifyObservers();
  13878. };
  13879. this._onVrDisplayDisconnect = function () {
  13880. _this._vrDisplay.cancelAnimationFrame(_this._frameHandler);
  13881. _this._vrDisplay = undefined;
  13882. _this._frameHandler = BABYLON.Tools.QueueNewFrame(_this._bindedRenderFunction);
  13883. notifyObservers();
  13884. };
  13885. this._onVrDisplayPresentChange = function () {
  13886. _this._vrExclusivePointerMode = _this._vrDisplay && _this._vrDisplay.isPresenting;
  13887. };
  13888. window.addEventListener('vrdisplayconnect', this._onVrDisplayConnect);
  13889. window.addEventListener('vrdisplaydisconnect', this._onVrDisplayDisconnect);
  13890. window.addEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  13891. }
  13892. this._webVRInitPromise = this._webVRInitPromise || this._getVRDisplaysAsync();
  13893. this._webVRInitPromise.then(notifyObservers);
  13894. return this._webVRInitPromise;
  13895. };
  13896. /**
  13897. * Call this function to switch to webVR mode
  13898. * Will do nothing if webVR is not supported or if there is no webVR device
  13899. * @see http://doc.babylonjs.com/how_to/webvr_camera
  13900. */
  13901. Engine.prototype.enableVR = function () {
  13902. var _this = this;
  13903. if (this._vrDisplay && !this._vrDisplay.isPresenting) {
  13904. var onResolved = function () {
  13905. _this.onVRRequestPresentComplete.notifyObservers(true);
  13906. _this._onVRFullScreenTriggered();
  13907. };
  13908. var onRejected = function () {
  13909. _this.onVRRequestPresentComplete.notifyObservers(false);
  13910. };
  13911. this.onVRRequestPresentStart.notifyObservers(this);
  13912. this._vrDisplay.requestPresent([{ source: this.getRenderingCanvas() }]).then(onResolved).catch(onRejected);
  13913. }
  13914. };
  13915. /**
  13916. * Call this function to leave webVR mode
  13917. * Will do nothing if webVR is not supported or if there is no webVR device
  13918. * @see http://doc.babylonjs.com/how_to/webvr_camera
  13919. */
  13920. Engine.prototype.disableVR = function () {
  13921. if (this._vrDisplay && this._vrDisplay.isPresenting) {
  13922. this._vrDisplay.exitPresent().then(this._onVRFullScreenTriggered).catch(this._onVRFullScreenTriggered);
  13923. }
  13924. };
  13925. Engine.prototype._getVRDisplaysAsync = function () {
  13926. var _this = this;
  13927. return new Promise(function (res, rej) {
  13928. if (navigator.getVRDisplays) {
  13929. navigator.getVRDisplays().then(function (devices) {
  13930. _this._vrSupported = true;
  13931. // note that devices may actually be an empty array. This is fine;
  13932. // we expect this._vrDisplay to be undefined in this case.
  13933. _this._vrDisplay = devices[0];
  13934. res({
  13935. vrDisplay: _this._vrDisplay,
  13936. vrSupported: _this._vrSupported
  13937. });
  13938. });
  13939. }
  13940. else {
  13941. _this._vrDisplay = undefined;
  13942. _this._vrSupported = false;
  13943. res({
  13944. vrDisplay: _this._vrDisplay,
  13945. vrSupported: _this._vrSupported
  13946. });
  13947. }
  13948. });
  13949. };
  13950. /**
  13951. * Binds the frame buffer to the specified texture.
  13952. * @param texture The texture to render to or null for the default canvas
  13953. * @param faceIndex The face of the texture to render to in case of cube texture
  13954. * @param requiredWidth The width of the target to render to
  13955. * @param requiredHeight The height of the target to render to
  13956. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  13957. * @param depthStencilTexture The depth stencil texture to use to render
  13958. * @param lodLevel defines le lod level to bind to the frame buffer
  13959. */
  13960. Engine.prototype.bindFramebuffer = function (texture, faceIndex, requiredWidth, requiredHeight, forceFullscreenViewport, depthStencilTexture, lodLevel) {
  13961. if (lodLevel === void 0) { lodLevel = 0; }
  13962. if (this._currentRenderTarget) {
  13963. this.unBindFramebuffer(this._currentRenderTarget);
  13964. }
  13965. this._currentRenderTarget = texture;
  13966. this.bindUnboundFramebuffer(texture._MSAAFramebuffer ? texture._MSAAFramebuffer : texture._framebuffer);
  13967. var gl = this._gl;
  13968. if (texture.isCube) {
  13969. if (faceIndex === undefined) {
  13970. faceIndex = 0;
  13971. }
  13972. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, texture._webGLTexture, lodLevel);
  13973. if (depthStencilTexture) {
  13974. if (depthStencilTexture._generateStencilBuffer) {
  13975. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, depthStencilTexture._webGLTexture, lodLevel);
  13976. }
  13977. else {
  13978. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, depthStencilTexture._webGLTexture, lodLevel);
  13979. }
  13980. }
  13981. }
  13982. if (this._cachedViewport && !forceFullscreenViewport) {
  13983. this.setViewport(this._cachedViewport, requiredWidth, requiredHeight);
  13984. }
  13985. else {
  13986. if (!requiredWidth) {
  13987. requiredWidth = texture.width;
  13988. if (lodLevel) {
  13989. requiredWidth = requiredWidth / Math.pow(2, lodLevel);
  13990. }
  13991. }
  13992. if (!requiredHeight) {
  13993. requiredHeight = texture.height;
  13994. if (lodLevel) {
  13995. requiredHeight = requiredHeight / Math.pow(2, lodLevel);
  13996. }
  13997. }
  13998. this._viewport(0, 0, requiredWidth, requiredHeight);
  13999. }
  14000. this.wipeCaches();
  14001. };
  14002. Engine.prototype.bindUnboundFramebuffer = function (framebuffer) {
  14003. if (this._currentFramebuffer !== framebuffer) {
  14004. this._gl.bindFramebuffer(this._gl.FRAMEBUFFER, framebuffer);
  14005. this._currentFramebuffer = framebuffer;
  14006. }
  14007. };
  14008. /**
  14009. * Unbind the current render target texture from the webGL context
  14010. * @param texture defines the render target texture to unbind
  14011. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  14012. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  14013. */
  14014. Engine.prototype.unBindFramebuffer = function (texture, disableGenerateMipMaps, onBeforeUnbind) {
  14015. if (disableGenerateMipMaps === void 0) { disableGenerateMipMaps = false; }
  14016. this._currentRenderTarget = null;
  14017. // If MSAA, we need to bitblt back to main texture
  14018. var gl = this._gl;
  14019. if (texture._MSAAFramebuffer) {
  14020. gl.bindFramebuffer(gl.READ_FRAMEBUFFER, texture._MSAAFramebuffer);
  14021. gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, texture._framebuffer);
  14022. gl.blitFramebuffer(0, 0, texture.width, texture.height, 0, 0, texture.width, texture.height, gl.COLOR_BUFFER_BIT, gl.NEAREST);
  14023. }
  14024. if (texture.generateMipMaps && !disableGenerateMipMaps && !texture.isCube) {
  14025. this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);
  14026. gl.generateMipmap(gl.TEXTURE_2D);
  14027. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  14028. }
  14029. if (onBeforeUnbind) {
  14030. if (texture._MSAAFramebuffer) {
  14031. // Bind the correct framebuffer
  14032. this.bindUnboundFramebuffer(texture._framebuffer);
  14033. }
  14034. onBeforeUnbind();
  14035. }
  14036. this.bindUnboundFramebuffer(null);
  14037. };
  14038. /**
  14039. * Unbind a list of render target textures from the webGL context
  14040. * This is used only when drawBuffer extension or webGL2 are active
  14041. * @param textures defines the render target textures to unbind
  14042. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  14043. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  14044. */
  14045. Engine.prototype.unBindMultiColorAttachmentFramebuffer = function (textures, disableGenerateMipMaps, onBeforeUnbind) {
  14046. if (disableGenerateMipMaps === void 0) { disableGenerateMipMaps = false; }
  14047. this._currentRenderTarget = null;
  14048. // If MSAA, we need to bitblt back to main texture
  14049. var gl = this._gl;
  14050. if (textures[0]._MSAAFramebuffer) {
  14051. gl.bindFramebuffer(gl.READ_FRAMEBUFFER, textures[0]._MSAAFramebuffer);
  14052. gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, textures[0]._framebuffer);
  14053. var attachments = textures[0]._attachments;
  14054. if (!attachments) {
  14055. attachments = new Array(textures.length);
  14056. textures[0]._attachments = attachments;
  14057. }
  14058. for (var i = 0; i < textures.length; i++) {
  14059. var texture = textures[i];
  14060. for (var j = 0; j < attachments.length; j++) {
  14061. attachments[j] = gl.NONE;
  14062. }
  14063. attachments[i] = gl[this.webGLVersion > 1 ? "COLOR_ATTACHMENT" + i : "COLOR_ATTACHMENT" + i + "_WEBGL"];
  14064. gl.readBuffer(attachments[i]);
  14065. gl.drawBuffers(attachments);
  14066. gl.blitFramebuffer(0, 0, texture.width, texture.height, 0, 0, texture.width, texture.height, gl.COLOR_BUFFER_BIT, gl.NEAREST);
  14067. }
  14068. for (var i = 0; i < attachments.length; i++) {
  14069. attachments[i] = gl[this.webGLVersion > 1 ? "COLOR_ATTACHMENT" + i : "COLOR_ATTACHMENT" + i + "_WEBGL"];
  14070. }
  14071. gl.drawBuffers(attachments);
  14072. }
  14073. for (var i = 0; i < textures.length; i++) {
  14074. var texture = textures[i];
  14075. if (texture.generateMipMaps && !disableGenerateMipMaps && !texture.isCube) {
  14076. this._bindTextureDirectly(gl.TEXTURE_2D, texture);
  14077. gl.generateMipmap(gl.TEXTURE_2D);
  14078. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  14079. }
  14080. }
  14081. if (onBeforeUnbind) {
  14082. if (textures[0]._MSAAFramebuffer) {
  14083. // Bind the correct framebuffer
  14084. this.bindUnboundFramebuffer(textures[0]._framebuffer);
  14085. }
  14086. onBeforeUnbind();
  14087. }
  14088. this.bindUnboundFramebuffer(null);
  14089. };
  14090. /**
  14091. * Force the mipmap generation for the given render target texture
  14092. * @param texture defines the render target texture to use
  14093. */
  14094. Engine.prototype.generateMipMapsForCubemap = function (texture) {
  14095. if (texture.generateMipMaps) {
  14096. var gl = this._gl;
  14097. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  14098. gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
  14099. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  14100. }
  14101. };
  14102. /**
  14103. * Force a webGL flush (ie. a flush of all waiting webGL commands)
  14104. */
  14105. Engine.prototype.flushFramebuffer = function () {
  14106. this._gl.flush();
  14107. };
  14108. /**
  14109. * Unbind the current render target and bind the default framebuffer
  14110. */
  14111. Engine.prototype.restoreDefaultFramebuffer = function () {
  14112. if (this._currentRenderTarget) {
  14113. this.unBindFramebuffer(this._currentRenderTarget);
  14114. }
  14115. else {
  14116. this.bindUnboundFramebuffer(null);
  14117. }
  14118. if (this._cachedViewport) {
  14119. this.setViewport(this._cachedViewport);
  14120. }
  14121. this.wipeCaches();
  14122. };
  14123. // UBOs
  14124. /**
  14125. * Create an uniform buffer
  14126. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  14127. * @param elements defines the content of the uniform buffer
  14128. * @returns the webGL uniform buffer
  14129. */
  14130. Engine.prototype.createUniformBuffer = function (elements) {
  14131. var ubo = this._gl.createBuffer();
  14132. if (!ubo) {
  14133. throw new Error("Unable to create uniform buffer");
  14134. }
  14135. this.bindUniformBuffer(ubo);
  14136. if (elements instanceof Float32Array) {
  14137. this._gl.bufferData(this._gl.UNIFORM_BUFFER, elements, this._gl.STATIC_DRAW);
  14138. }
  14139. else {
  14140. this._gl.bufferData(this._gl.UNIFORM_BUFFER, new Float32Array(elements), this._gl.STATIC_DRAW);
  14141. }
  14142. this.bindUniformBuffer(null);
  14143. ubo.references = 1;
  14144. return ubo;
  14145. };
  14146. /**
  14147. * Create a dynamic uniform buffer
  14148. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  14149. * @param elements defines the content of the uniform buffer
  14150. * @returns the webGL uniform buffer
  14151. */
  14152. Engine.prototype.createDynamicUniformBuffer = function (elements) {
  14153. var ubo = this._gl.createBuffer();
  14154. if (!ubo) {
  14155. throw new Error("Unable to create dynamic uniform buffer");
  14156. }
  14157. this.bindUniformBuffer(ubo);
  14158. if (elements instanceof Float32Array) {
  14159. this._gl.bufferData(this._gl.UNIFORM_BUFFER, elements, this._gl.DYNAMIC_DRAW);
  14160. }
  14161. else {
  14162. this._gl.bufferData(this._gl.UNIFORM_BUFFER, new Float32Array(elements), this._gl.DYNAMIC_DRAW);
  14163. }
  14164. this.bindUniformBuffer(null);
  14165. ubo.references = 1;
  14166. return ubo;
  14167. };
  14168. /**
  14169. * Update an existing uniform buffer
  14170. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  14171. * @param uniformBuffer defines the target uniform buffer
  14172. * @param elements defines the content to update
  14173. * @param offset defines the offset in the uniform buffer where update should start
  14174. * @param count defines the size of the data to update
  14175. */
  14176. Engine.prototype.updateUniformBuffer = function (uniformBuffer, elements, offset, count) {
  14177. this.bindUniformBuffer(uniformBuffer);
  14178. if (offset === undefined) {
  14179. offset = 0;
  14180. }
  14181. if (count === undefined) {
  14182. if (elements instanceof Float32Array) {
  14183. this._gl.bufferSubData(this._gl.UNIFORM_BUFFER, offset, elements);
  14184. }
  14185. else {
  14186. this._gl.bufferSubData(this._gl.UNIFORM_BUFFER, offset, new Float32Array(elements));
  14187. }
  14188. }
  14189. else {
  14190. if (elements instanceof Float32Array) {
  14191. this._gl.bufferSubData(this._gl.UNIFORM_BUFFER, 0, elements.subarray(offset, offset + count));
  14192. }
  14193. else {
  14194. this._gl.bufferSubData(this._gl.UNIFORM_BUFFER, 0, new Float32Array(elements).subarray(offset, offset + count));
  14195. }
  14196. }
  14197. this.bindUniformBuffer(null);
  14198. };
  14199. // VBOs
  14200. Engine.prototype._resetVertexBufferBinding = function () {
  14201. this.bindArrayBuffer(null);
  14202. this._cachedVertexBuffers = null;
  14203. };
  14204. /**
  14205. * Creates a vertex buffer
  14206. * @param data the data for the vertex buffer
  14207. * @returns the new WebGL static buffer
  14208. */
  14209. Engine.prototype.createVertexBuffer = function (data) {
  14210. var vbo = this._gl.createBuffer();
  14211. if (!vbo) {
  14212. throw new Error("Unable to create vertex buffer");
  14213. }
  14214. this.bindArrayBuffer(vbo);
  14215. if (data instanceof Array) {
  14216. this._gl.bufferData(this._gl.ARRAY_BUFFER, new Float32Array(data), this._gl.STATIC_DRAW);
  14217. }
  14218. else {
  14219. this._gl.bufferData(this._gl.ARRAY_BUFFER, data, this._gl.STATIC_DRAW);
  14220. }
  14221. this._resetVertexBufferBinding();
  14222. vbo.references = 1;
  14223. return vbo;
  14224. };
  14225. /**
  14226. * Creates a dynamic vertex buffer
  14227. * @param data the data for the dynamic vertex buffer
  14228. * @returns the new WebGL dynamic buffer
  14229. */
  14230. Engine.prototype.createDynamicVertexBuffer = function (data) {
  14231. var vbo = this._gl.createBuffer();
  14232. if (!vbo) {
  14233. throw new Error("Unable to create dynamic vertex buffer");
  14234. }
  14235. this.bindArrayBuffer(vbo);
  14236. if (data instanceof Array) {
  14237. this._gl.bufferData(this._gl.ARRAY_BUFFER, new Float32Array(data), this._gl.DYNAMIC_DRAW);
  14238. }
  14239. else {
  14240. this._gl.bufferData(this._gl.ARRAY_BUFFER, data, this._gl.DYNAMIC_DRAW);
  14241. }
  14242. this._resetVertexBufferBinding();
  14243. vbo.references = 1;
  14244. return vbo;
  14245. };
  14246. /**
  14247. * Update a dynamic index buffer
  14248. * @param indexBuffer defines the target index buffer
  14249. * @param indices defines the data to update
  14250. * @param offset defines the offset in the target index buffer where update should start
  14251. */
  14252. Engine.prototype.updateDynamicIndexBuffer = function (indexBuffer, indices, offset) {
  14253. if (offset === void 0) { offset = 0; }
  14254. // Force cache update
  14255. this._currentBoundBuffer[this._gl.ELEMENT_ARRAY_BUFFER] = null;
  14256. this.bindIndexBuffer(indexBuffer);
  14257. var arrayBuffer;
  14258. if (indices instanceof Uint16Array || indices instanceof Uint32Array) {
  14259. arrayBuffer = indices;
  14260. }
  14261. else {
  14262. arrayBuffer = indexBuffer.is32Bits ? new Uint32Array(indices) : new Uint16Array(indices);
  14263. }
  14264. this._gl.bufferData(this._gl.ELEMENT_ARRAY_BUFFER, arrayBuffer, this._gl.DYNAMIC_DRAW);
  14265. this._resetIndexBufferBinding();
  14266. };
  14267. /**
  14268. * Updates a dynamic vertex buffer.
  14269. * @param vertexBuffer the vertex buffer to update
  14270. * @param data the data used to update the vertex buffer
  14271. * @param byteOffset the byte offset of the data
  14272. * @param byteLength the byte length of the data
  14273. */
  14274. Engine.prototype.updateDynamicVertexBuffer = function (vertexBuffer, data, byteOffset, byteLength) {
  14275. this.bindArrayBuffer(vertexBuffer);
  14276. if (byteOffset === undefined) {
  14277. byteOffset = 0;
  14278. }
  14279. if (byteLength === undefined) {
  14280. if (data instanceof Array) {
  14281. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, byteOffset, new Float32Array(data));
  14282. }
  14283. else {
  14284. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, byteOffset, data);
  14285. }
  14286. }
  14287. else {
  14288. if (data instanceof Array) {
  14289. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, new Float32Array(data).subarray(byteOffset, byteOffset + byteLength));
  14290. }
  14291. else {
  14292. if (data instanceof ArrayBuffer) {
  14293. data = new Uint8Array(data, byteOffset, byteLength);
  14294. }
  14295. else {
  14296. data = new Uint8Array(data.buffer, data.byteOffset + byteOffset, byteLength);
  14297. }
  14298. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, data);
  14299. }
  14300. }
  14301. this._resetVertexBufferBinding();
  14302. };
  14303. Engine.prototype._resetIndexBufferBinding = function () {
  14304. this.bindIndexBuffer(null);
  14305. this._cachedIndexBuffer = null;
  14306. };
  14307. /**
  14308. * Creates a new index buffer
  14309. * @param indices defines the content of the index buffer
  14310. * @param updatable defines if the index buffer must be updatable
  14311. * @returns a new webGL buffer
  14312. */
  14313. Engine.prototype.createIndexBuffer = function (indices, updatable) {
  14314. var vbo = this._gl.createBuffer();
  14315. if (!vbo) {
  14316. throw new Error("Unable to create index buffer");
  14317. }
  14318. this.bindIndexBuffer(vbo);
  14319. // Check for 32 bits indices
  14320. var arrayBuffer;
  14321. var need32Bits = false;
  14322. if (indices instanceof Uint16Array) {
  14323. arrayBuffer = indices;
  14324. }
  14325. else {
  14326. //check 32 bit support
  14327. if (this._caps.uintIndices) {
  14328. if (indices instanceof Uint32Array) {
  14329. arrayBuffer = indices;
  14330. need32Bits = true;
  14331. }
  14332. else {
  14333. //number[] or Int32Array, check if 32 bit is necessary
  14334. for (var index = 0; index < indices.length; index++) {
  14335. if (indices[index] > 65535) {
  14336. need32Bits = true;
  14337. break;
  14338. }
  14339. }
  14340. arrayBuffer = need32Bits ? new Uint32Array(indices) : new Uint16Array(indices);
  14341. }
  14342. }
  14343. else {
  14344. //no 32 bit support, force conversion to 16 bit (values greater 16 bit are lost)
  14345. arrayBuffer = new Uint16Array(indices);
  14346. }
  14347. }
  14348. this._gl.bufferData(this._gl.ELEMENT_ARRAY_BUFFER, arrayBuffer, updatable ? this._gl.DYNAMIC_DRAW : this._gl.STATIC_DRAW);
  14349. this._resetIndexBufferBinding();
  14350. vbo.references = 1;
  14351. vbo.is32Bits = need32Bits;
  14352. return vbo;
  14353. };
  14354. /**
  14355. * Bind a webGL buffer to the webGL context
  14356. * @param buffer defines the buffer to bind
  14357. */
  14358. Engine.prototype.bindArrayBuffer = function (buffer) {
  14359. if (!this._vaoRecordInProgress) {
  14360. this._unbindVertexArrayObject();
  14361. }
  14362. this.bindBuffer(buffer, this._gl.ARRAY_BUFFER);
  14363. };
  14364. /**
  14365. * Bind an uniform buffer to the current webGL context
  14366. * @param buffer defines the buffer to bind
  14367. */
  14368. Engine.prototype.bindUniformBuffer = function (buffer) {
  14369. this._gl.bindBuffer(this._gl.UNIFORM_BUFFER, buffer);
  14370. };
  14371. /**
  14372. * Bind a buffer to the current webGL context at a given location
  14373. * @param buffer defines the buffer to bind
  14374. * @param location defines the index where to bind the buffer
  14375. */
  14376. Engine.prototype.bindUniformBufferBase = function (buffer, location) {
  14377. this._gl.bindBufferBase(this._gl.UNIFORM_BUFFER, location, buffer);
  14378. };
  14379. /**
  14380. * Bind a specific block at a given index in a specific shader program
  14381. * @param shaderProgram defines the shader program
  14382. * @param blockName defines the block name
  14383. * @param index defines the index where to bind the block
  14384. */
  14385. Engine.prototype.bindUniformBlock = function (shaderProgram, blockName, index) {
  14386. var uniformLocation = this._gl.getUniformBlockIndex(shaderProgram, blockName);
  14387. this._gl.uniformBlockBinding(shaderProgram, uniformLocation, index);
  14388. };
  14389. Engine.prototype.bindIndexBuffer = function (buffer) {
  14390. if (!this._vaoRecordInProgress) {
  14391. this._unbindVertexArrayObject();
  14392. }
  14393. this.bindBuffer(buffer, this._gl.ELEMENT_ARRAY_BUFFER);
  14394. };
  14395. Engine.prototype.bindBuffer = function (buffer, target) {
  14396. if (this._vaoRecordInProgress || this._currentBoundBuffer[target] !== buffer) {
  14397. this._gl.bindBuffer(target, buffer);
  14398. this._currentBoundBuffer[target] = buffer;
  14399. }
  14400. };
  14401. /**
  14402. * update the bound buffer with the given data
  14403. * @param data defines the data to update
  14404. */
  14405. Engine.prototype.updateArrayBuffer = function (data) {
  14406. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, data);
  14407. };
  14408. Engine.prototype._vertexAttribPointer = function (buffer, indx, size, type, normalized, stride, offset) {
  14409. var pointer = this._currentBufferPointers[indx];
  14410. var changed = false;
  14411. if (!pointer.active) {
  14412. changed = true;
  14413. pointer.active = true;
  14414. pointer.index = indx;
  14415. pointer.size = size;
  14416. pointer.type = type;
  14417. pointer.normalized = normalized;
  14418. pointer.stride = stride;
  14419. pointer.offset = offset;
  14420. pointer.buffer = buffer;
  14421. }
  14422. else {
  14423. if (pointer.buffer !== buffer) {
  14424. pointer.buffer = buffer;
  14425. changed = true;
  14426. }
  14427. if (pointer.size !== size) {
  14428. pointer.size = size;
  14429. changed = true;
  14430. }
  14431. if (pointer.type !== type) {
  14432. pointer.type = type;
  14433. changed = true;
  14434. }
  14435. if (pointer.normalized !== normalized) {
  14436. pointer.normalized = normalized;
  14437. changed = true;
  14438. }
  14439. if (pointer.stride !== stride) {
  14440. pointer.stride = stride;
  14441. changed = true;
  14442. }
  14443. if (pointer.offset !== offset) {
  14444. pointer.offset = offset;
  14445. changed = true;
  14446. }
  14447. }
  14448. if (changed || this._vaoRecordInProgress) {
  14449. this.bindArrayBuffer(buffer);
  14450. this._gl.vertexAttribPointer(indx, size, type, normalized, stride, offset);
  14451. }
  14452. };
  14453. Engine.prototype._bindIndexBufferWithCache = function (indexBuffer) {
  14454. if (indexBuffer == null) {
  14455. return;
  14456. }
  14457. if (this._cachedIndexBuffer !== indexBuffer) {
  14458. this._cachedIndexBuffer = indexBuffer;
  14459. this.bindIndexBuffer(indexBuffer);
  14460. this._uintIndicesCurrentlySet = indexBuffer.is32Bits;
  14461. }
  14462. };
  14463. Engine.prototype._bindVertexBuffersAttributes = function (vertexBuffers, effect) {
  14464. var attributes = effect.getAttributesNames();
  14465. if (!this._vaoRecordInProgress) {
  14466. this._unbindVertexArrayObject();
  14467. }
  14468. this.unbindAllAttributes();
  14469. for (var index = 0; index < attributes.length; index++) {
  14470. var order = effect.getAttributeLocation(index);
  14471. if (order >= 0) {
  14472. var vertexBuffer = vertexBuffers[attributes[index]];
  14473. if (!vertexBuffer) {
  14474. continue;
  14475. }
  14476. this._gl.enableVertexAttribArray(order);
  14477. if (!this._vaoRecordInProgress) {
  14478. this._vertexAttribArraysEnabled[order] = true;
  14479. }
  14480. var buffer = vertexBuffer.getBuffer();
  14481. if (buffer) {
  14482. this._vertexAttribPointer(buffer, order, vertexBuffer.getSize(), vertexBuffer.type, vertexBuffer.normalized, vertexBuffer.byteStride, vertexBuffer.byteOffset);
  14483. if (vertexBuffer.getIsInstanced()) {
  14484. this._gl.vertexAttribDivisor(order, vertexBuffer.getInstanceDivisor());
  14485. if (!this._vaoRecordInProgress) {
  14486. this._currentInstanceLocations.push(order);
  14487. this._currentInstanceBuffers.push(buffer);
  14488. }
  14489. }
  14490. }
  14491. }
  14492. }
  14493. };
  14494. /**
  14495. * Records a vertex array object
  14496. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  14497. * @param vertexBuffers defines the list of vertex buffers to store
  14498. * @param indexBuffer defines the index buffer to store
  14499. * @param effect defines the effect to store
  14500. * @returns the new vertex array object
  14501. */
  14502. Engine.prototype.recordVertexArrayObject = function (vertexBuffers, indexBuffer, effect) {
  14503. var vao = this._gl.createVertexArray();
  14504. this._vaoRecordInProgress = true;
  14505. this._gl.bindVertexArray(vao);
  14506. this._mustWipeVertexAttributes = true;
  14507. this._bindVertexBuffersAttributes(vertexBuffers, effect);
  14508. this.bindIndexBuffer(indexBuffer);
  14509. this._vaoRecordInProgress = false;
  14510. this._gl.bindVertexArray(null);
  14511. return vao;
  14512. };
  14513. /**
  14514. * Bind a specific vertex array object
  14515. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  14516. * @param vertexArrayObject defines the vertex array object to bind
  14517. * @param indexBuffer defines the index buffer to bind
  14518. */
  14519. Engine.prototype.bindVertexArrayObject = function (vertexArrayObject, indexBuffer) {
  14520. if (this._cachedVertexArrayObject !== vertexArrayObject) {
  14521. this._cachedVertexArrayObject = vertexArrayObject;
  14522. this._gl.bindVertexArray(vertexArrayObject);
  14523. this._cachedVertexBuffers = null;
  14524. this._cachedIndexBuffer = null;
  14525. this._uintIndicesCurrentlySet = indexBuffer != null && indexBuffer.is32Bits;
  14526. this._mustWipeVertexAttributes = true;
  14527. }
  14528. };
  14529. /**
  14530. * Bind webGl buffers directly to the webGL context
  14531. * @param vertexBuffer defines the vertex buffer to bind
  14532. * @param indexBuffer defines the index buffer to bind
  14533. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  14534. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  14535. * @param effect defines the effect associated with the vertex buffer
  14536. */
  14537. Engine.prototype.bindBuffersDirectly = function (vertexBuffer, indexBuffer, vertexDeclaration, vertexStrideSize, effect) {
  14538. if (this._cachedVertexBuffers !== vertexBuffer || this._cachedEffectForVertexBuffers !== effect) {
  14539. this._cachedVertexBuffers = vertexBuffer;
  14540. this._cachedEffectForVertexBuffers = effect;
  14541. var attributesCount = effect.getAttributesCount();
  14542. this._unbindVertexArrayObject();
  14543. this.unbindAllAttributes();
  14544. var offset = 0;
  14545. for (var index = 0; index < attributesCount; index++) {
  14546. if (index < vertexDeclaration.length) {
  14547. var order = effect.getAttributeLocation(index);
  14548. if (order >= 0) {
  14549. this._gl.enableVertexAttribArray(order);
  14550. this._vertexAttribArraysEnabled[order] = true;
  14551. this._vertexAttribPointer(vertexBuffer, order, vertexDeclaration[index], this._gl.FLOAT, false, vertexStrideSize, offset);
  14552. }
  14553. offset += vertexDeclaration[index] * 4;
  14554. }
  14555. }
  14556. }
  14557. this._bindIndexBufferWithCache(indexBuffer);
  14558. };
  14559. Engine.prototype._unbindVertexArrayObject = function () {
  14560. if (!this._cachedVertexArrayObject) {
  14561. return;
  14562. }
  14563. this._cachedVertexArrayObject = null;
  14564. this._gl.bindVertexArray(null);
  14565. };
  14566. /**
  14567. * Bind a list of vertex buffers to the webGL context
  14568. * @param vertexBuffers defines the list of vertex buffers to bind
  14569. * @param indexBuffer defines the index buffer to bind
  14570. * @param effect defines the effect associated with the vertex buffers
  14571. */
  14572. Engine.prototype.bindBuffers = function (vertexBuffers, indexBuffer, effect) {
  14573. if (this._cachedVertexBuffers !== vertexBuffers || this._cachedEffectForVertexBuffers !== effect) {
  14574. this._cachedVertexBuffers = vertexBuffers;
  14575. this._cachedEffectForVertexBuffers = effect;
  14576. this._bindVertexBuffersAttributes(vertexBuffers, effect);
  14577. }
  14578. this._bindIndexBufferWithCache(indexBuffer);
  14579. };
  14580. /**
  14581. * Unbind all instance attributes
  14582. */
  14583. Engine.prototype.unbindInstanceAttributes = function () {
  14584. var boundBuffer;
  14585. for (var i = 0, ul = this._currentInstanceLocations.length; i < ul; i++) {
  14586. var instancesBuffer = this._currentInstanceBuffers[i];
  14587. if (boundBuffer != instancesBuffer && instancesBuffer.references) {
  14588. boundBuffer = instancesBuffer;
  14589. this.bindArrayBuffer(instancesBuffer);
  14590. }
  14591. var offsetLocation = this._currentInstanceLocations[i];
  14592. this._gl.vertexAttribDivisor(offsetLocation, 0);
  14593. }
  14594. this._currentInstanceBuffers.length = 0;
  14595. this._currentInstanceLocations.length = 0;
  14596. };
  14597. /**
  14598. * Release and free the memory of a vertex array object
  14599. * @param vao defines the vertex array object to delete
  14600. */
  14601. Engine.prototype.releaseVertexArrayObject = function (vao) {
  14602. this._gl.deleteVertexArray(vao);
  14603. };
  14604. /** @hidden */
  14605. Engine.prototype._releaseBuffer = function (buffer) {
  14606. buffer.references--;
  14607. if (buffer.references === 0) {
  14608. this._gl.deleteBuffer(buffer);
  14609. return true;
  14610. }
  14611. return false;
  14612. };
  14613. /**
  14614. * Creates a webGL buffer to use with instanciation
  14615. * @param capacity defines the size of the buffer
  14616. * @returns the webGL buffer
  14617. */
  14618. Engine.prototype.createInstancesBuffer = function (capacity) {
  14619. var buffer = this._gl.createBuffer();
  14620. if (!buffer) {
  14621. throw new Error("Unable to create instance buffer");
  14622. }
  14623. buffer.capacity = capacity;
  14624. this.bindArrayBuffer(buffer);
  14625. this._gl.bufferData(this._gl.ARRAY_BUFFER, capacity, this._gl.DYNAMIC_DRAW);
  14626. return buffer;
  14627. };
  14628. /**
  14629. * Delete a webGL buffer used with instanciation
  14630. * @param buffer defines the webGL buffer to delete
  14631. */
  14632. Engine.prototype.deleteInstancesBuffer = function (buffer) {
  14633. this._gl.deleteBuffer(buffer);
  14634. };
  14635. /**
  14636. * Update the content of a webGL buffer used with instanciation and bind it to the webGL context
  14637. * @param instancesBuffer defines the webGL buffer to update and bind
  14638. * @param data defines the data to store in the buffer
  14639. * @param offsetLocations defines the offsets or attributes information used to determine where data must be stored in the buffer
  14640. */
  14641. Engine.prototype.updateAndBindInstancesBuffer = function (instancesBuffer, data, offsetLocations) {
  14642. this.bindArrayBuffer(instancesBuffer);
  14643. if (data) {
  14644. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, data);
  14645. }
  14646. if (offsetLocations[0].index !== undefined) {
  14647. var stride = 0;
  14648. for (var i = 0; i < offsetLocations.length; i++) {
  14649. var ai = offsetLocations[i];
  14650. stride += ai.attributeSize * 4;
  14651. }
  14652. for (var i = 0; i < offsetLocations.length; i++) {
  14653. var ai = offsetLocations[i];
  14654. if (!this._vertexAttribArraysEnabled[ai.index]) {
  14655. this._gl.enableVertexAttribArray(ai.index);
  14656. this._vertexAttribArraysEnabled[ai.index] = true;
  14657. }
  14658. this._vertexAttribPointer(instancesBuffer, ai.index, ai.attributeSize, ai.attribyteType || this._gl.FLOAT, ai.normalized || false, stride, ai.offset);
  14659. this._gl.vertexAttribDivisor(ai.index, 1);
  14660. this._currentInstanceLocations.push(ai.index);
  14661. this._currentInstanceBuffers.push(instancesBuffer);
  14662. }
  14663. }
  14664. else {
  14665. for (var index = 0; index < 4; index++) {
  14666. var offsetLocation = offsetLocations[index];
  14667. if (!this._vertexAttribArraysEnabled[offsetLocation]) {
  14668. this._gl.enableVertexAttribArray(offsetLocation);
  14669. this._vertexAttribArraysEnabled[offsetLocation] = true;
  14670. }
  14671. this._vertexAttribPointer(instancesBuffer, offsetLocation, 4, this._gl.FLOAT, false, 64, index * 16);
  14672. this._gl.vertexAttribDivisor(offsetLocation, 1);
  14673. this._currentInstanceLocations.push(offsetLocation);
  14674. this._currentInstanceBuffers.push(instancesBuffer);
  14675. }
  14676. }
  14677. };
  14678. /**
  14679. * Apply all cached states (depth, culling, stencil and alpha)
  14680. */
  14681. Engine.prototype.applyStates = function () {
  14682. this._depthCullingState.apply(this._gl);
  14683. this._stencilState.apply(this._gl);
  14684. this._alphaState.apply(this._gl);
  14685. };
  14686. /**
  14687. * Send a draw order
  14688. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  14689. * @param indexStart defines the starting index
  14690. * @param indexCount defines the number of index to draw
  14691. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  14692. */
  14693. Engine.prototype.draw = function (useTriangles, indexStart, indexCount, instancesCount) {
  14694. this.drawElementsType(useTriangles ? BABYLON.Material.TriangleFillMode : BABYLON.Material.WireFrameFillMode, indexStart, indexCount, instancesCount);
  14695. };
  14696. /**
  14697. * Draw a list of points
  14698. * @param verticesStart defines the index of first vertex to draw
  14699. * @param verticesCount defines the count of vertices to draw
  14700. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  14701. */
  14702. Engine.prototype.drawPointClouds = function (verticesStart, verticesCount, instancesCount) {
  14703. this.drawArraysType(BABYLON.Material.PointFillMode, verticesStart, verticesCount, instancesCount);
  14704. };
  14705. /**
  14706. * Draw a list of unindexed primitives
  14707. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  14708. * @param verticesStart defines the index of first vertex to draw
  14709. * @param verticesCount defines the count of vertices to draw
  14710. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  14711. */
  14712. Engine.prototype.drawUnIndexed = function (useTriangles, verticesStart, verticesCount, instancesCount) {
  14713. this.drawArraysType(useTriangles ? BABYLON.Material.TriangleFillMode : BABYLON.Material.WireFrameFillMode, verticesStart, verticesCount, instancesCount);
  14714. };
  14715. /**
  14716. * Draw a list of indexed primitives
  14717. * @param fillMode defines the primitive to use
  14718. * @param indexStart defines the starting index
  14719. * @param indexCount defines the number of index to draw
  14720. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  14721. */
  14722. Engine.prototype.drawElementsType = function (fillMode, indexStart, indexCount, instancesCount) {
  14723. // Apply states
  14724. this.applyStates();
  14725. this._drawCalls.addCount(1, false);
  14726. // Render
  14727. var drawMode = this._drawMode(fillMode);
  14728. var indexFormat = this._uintIndicesCurrentlySet ? this._gl.UNSIGNED_INT : this._gl.UNSIGNED_SHORT;
  14729. var mult = this._uintIndicesCurrentlySet ? 4 : 2;
  14730. if (instancesCount) {
  14731. this._gl.drawElementsInstanced(drawMode, indexCount, indexFormat, indexStart * mult, instancesCount);
  14732. }
  14733. else {
  14734. this._gl.drawElements(drawMode, indexCount, indexFormat, indexStart * mult);
  14735. }
  14736. };
  14737. /**
  14738. * Draw a list of unindexed primitives
  14739. * @param fillMode defines the primitive to use
  14740. * @param verticesStart defines the index of first vertex to draw
  14741. * @param verticesCount defines the count of vertices to draw
  14742. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  14743. */
  14744. Engine.prototype.drawArraysType = function (fillMode, verticesStart, verticesCount, instancesCount) {
  14745. // Apply states
  14746. this.applyStates();
  14747. this._drawCalls.addCount(1, false);
  14748. var drawMode = this._drawMode(fillMode);
  14749. if (instancesCount) {
  14750. this._gl.drawArraysInstanced(drawMode, verticesStart, verticesCount, instancesCount);
  14751. }
  14752. else {
  14753. this._gl.drawArrays(drawMode, verticesStart, verticesCount);
  14754. }
  14755. };
  14756. Engine.prototype._drawMode = function (fillMode) {
  14757. switch (fillMode) {
  14758. // Triangle views
  14759. case BABYLON.Material.TriangleFillMode:
  14760. return this._gl.TRIANGLES;
  14761. case BABYLON.Material.PointFillMode:
  14762. return this._gl.POINTS;
  14763. case BABYLON.Material.WireFrameFillMode:
  14764. return this._gl.LINES;
  14765. // Draw modes
  14766. case BABYLON.Material.PointListDrawMode:
  14767. return this._gl.POINTS;
  14768. case BABYLON.Material.LineListDrawMode:
  14769. return this._gl.LINES;
  14770. case BABYLON.Material.LineLoopDrawMode:
  14771. return this._gl.LINE_LOOP;
  14772. case BABYLON.Material.LineStripDrawMode:
  14773. return this._gl.LINE_STRIP;
  14774. case BABYLON.Material.TriangleStripDrawMode:
  14775. return this._gl.TRIANGLE_STRIP;
  14776. case BABYLON.Material.TriangleFanDrawMode:
  14777. return this._gl.TRIANGLE_FAN;
  14778. default:
  14779. return this._gl.TRIANGLES;
  14780. }
  14781. };
  14782. // Shaders
  14783. /** @hidden */
  14784. Engine.prototype._releaseEffect = function (effect) {
  14785. if (this._compiledEffects[effect._key]) {
  14786. delete this._compiledEffects[effect._key];
  14787. this._deleteProgram(effect.getProgram());
  14788. }
  14789. };
  14790. /** @hidden */
  14791. Engine.prototype._deleteProgram = function (program) {
  14792. if (program) {
  14793. program.__SPECTOR_rebuildProgram = null;
  14794. if (program.transformFeedback) {
  14795. this.deleteTransformFeedback(program.transformFeedback);
  14796. program.transformFeedback = null;
  14797. }
  14798. this._gl.deleteProgram(program);
  14799. }
  14800. };
  14801. /**
  14802. * Create a new effect (used to store vertex/fragment shaders)
  14803. * @param baseName defines the base name of the effect (The name of file without .fragment.fx or .vertex.fx)
  14804. * @param attributesNamesOrOptions defines either a list of attribute names or an EffectCreationOptions object
  14805. * @param uniformsNamesOrEngine defines either a list of uniform names or the engine to use
  14806. * @param samplers defines an array of string used to represent textures
  14807. * @param defines defines the string containing the defines to use to compile the shaders
  14808. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  14809. * @param onCompiled defines a function to call when the effect creation is successful
  14810. * @param onError defines a function to call when the effect creation has failed
  14811. * @param indexParameters defines an object containing the index values to use to compile shaders (like the maximum number of simultaneous lights)
  14812. * @returns the new Effect
  14813. */
  14814. Engine.prototype.createEffect = function (baseName, attributesNamesOrOptions, uniformsNamesOrEngine, samplers, defines, fallbacks, onCompiled, onError, indexParameters) {
  14815. var vertex = baseName.vertexElement || baseName.vertex || baseName;
  14816. var fragment = baseName.fragmentElement || baseName.fragment || baseName;
  14817. var name = vertex + "+" + fragment + "@" + (defines ? defines : attributesNamesOrOptions.defines);
  14818. if (this._compiledEffects[name]) {
  14819. var compiledEffect = this._compiledEffects[name];
  14820. if (onCompiled && compiledEffect.isReady()) {
  14821. onCompiled(compiledEffect);
  14822. }
  14823. return compiledEffect;
  14824. }
  14825. var effect = new BABYLON.Effect(baseName, attributesNamesOrOptions, uniformsNamesOrEngine, samplers, this, defines, fallbacks, onCompiled, onError, indexParameters);
  14826. effect._key = name;
  14827. this._compiledEffects[name] = effect;
  14828. return effect;
  14829. };
  14830. Engine.prototype._compileShader = function (source, type, defines, shaderVersion) {
  14831. return this._compileRawShader(shaderVersion + (defines ? defines + "\n" : "") + source, type);
  14832. };
  14833. Engine.prototype._compileRawShader = function (source, type) {
  14834. var gl = this._gl;
  14835. var shader = gl.createShader(type === "vertex" ? gl.VERTEX_SHADER : gl.FRAGMENT_SHADER);
  14836. if (!shader) {
  14837. throw new Error("Something went wrong while compile the shader.");
  14838. }
  14839. gl.shaderSource(shader, source);
  14840. gl.compileShader(shader);
  14841. if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
  14842. var log = gl.getShaderInfoLog(shader);
  14843. if (log) {
  14844. throw new Error(log);
  14845. }
  14846. }
  14847. return shader;
  14848. };
  14849. /**
  14850. * Directly creates a webGL program
  14851. * @param vertexCode defines the vertex shader code to use
  14852. * @param fragmentCode defines the fragment shader code to use
  14853. * @param context defines the webGL context to use (if not set, the current one will be used)
  14854. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  14855. * @returns the new webGL program
  14856. */
  14857. Engine.prototype.createRawShaderProgram = function (vertexCode, fragmentCode, context, transformFeedbackVaryings) {
  14858. if (transformFeedbackVaryings === void 0) { transformFeedbackVaryings = null; }
  14859. context = context || this._gl;
  14860. var vertexShader = this._compileRawShader(vertexCode, "vertex");
  14861. var fragmentShader = this._compileRawShader(fragmentCode, "fragment");
  14862. return this._createShaderProgram(vertexShader, fragmentShader, context, transformFeedbackVaryings);
  14863. };
  14864. /**
  14865. * Creates a webGL program
  14866. * @param vertexCode defines the vertex shader code to use
  14867. * @param fragmentCode defines the fragment shader code to use
  14868. * @param defines defines the string containing the defines to use to compile the shaders
  14869. * @param context defines the webGL context to use (if not set, the current one will be used)
  14870. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  14871. * @returns the new webGL program
  14872. */
  14873. Engine.prototype.createShaderProgram = function (vertexCode, fragmentCode, defines, context, transformFeedbackVaryings) {
  14874. if (transformFeedbackVaryings === void 0) { transformFeedbackVaryings = null; }
  14875. context = context || this._gl;
  14876. this.onBeforeShaderCompilationObservable.notifyObservers(this);
  14877. var shaderVersion = (this._webGLVersion > 1) ? "#version 300 es\n#define WEBGL2 \n" : "";
  14878. var vertexShader = this._compileShader(vertexCode, "vertex", defines, shaderVersion);
  14879. var fragmentShader = this._compileShader(fragmentCode, "fragment", defines, shaderVersion);
  14880. var program = this._createShaderProgram(vertexShader, fragmentShader, context, transformFeedbackVaryings);
  14881. this.onAfterShaderCompilationObservable.notifyObservers(this);
  14882. return program;
  14883. };
  14884. Engine.prototype._createShaderProgram = function (vertexShader, fragmentShader, context, transformFeedbackVaryings) {
  14885. if (transformFeedbackVaryings === void 0) { transformFeedbackVaryings = null; }
  14886. var shaderProgram = context.createProgram();
  14887. if (!shaderProgram) {
  14888. throw new Error("Unable to create program");
  14889. }
  14890. context.attachShader(shaderProgram, vertexShader);
  14891. context.attachShader(shaderProgram, fragmentShader);
  14892. if (this.webGLVersion > 1 && transformFeedbackVaryings) {
  14893. var transformFeedback = this.createTransformFeedback();
  14894. this.bindTransformFeedback(transformFeedback);
  14895. this.setTranformFeedbackVaryings(shaderProgram, transformFeedbackVaryings);
  14896. shaderProgram.transformFeedback = transformFeedback;
  14897. }
  14898. context.linkProgram(shaderProgram);
  14899. if (this.webGLVersion > 1 && transformFeedbackVaryings) {
  14900. this.bindTransformFeedback(null);
  14901. }
  14902. shaderProgram.context = context;
  14903. shaderProgram.vertexShader = vertexShader;
  14904. shaderProgram.fragmentShader = fragmentShader;
  14905. if (!this._caps.parallelShaderCompile) {
  14906. this._finalizeProgram(shaderProgram);
  14907. }
  14908. else {
  14909. shaderProgram.isParallelCompiled = true;
  14910. }
  14911. return shaderProgram;
  14912. };
  14913. Engine.prototype._finalizeProgram = function (shaderProgram) {
  14914. var context = shaderProgram.context;
  14915. var vertexShader = shaderProgram.vertexShader;
  14916. var fragmentShader = shaderProgram.fragmentShader;
  14917. var linked = context.getProgramParameter(shaderProgram, context.LINK_STATUS);
  14918. if (!linked) {
  14919. var error = context.getProgramInfoLog(shaderProgram);
  14920. if (error) {
  14921. throw new Error(error);
  14922. }
  14923. }
  14924. if (this.validateShaderPrograms) {
  14925. context.validateProgram(shaderProgram);
  14926. var validated = context.getProgramParameter(shaderProgram, context.VALIDATE_STATUS);
  14927. if (!validated) {
  14928. var error = context.getProgramInfoLog(shaderProgram);
  14929. if (error) {
  14930. throw new Error(error);
  14931. }
  14932. }
  14933. }
  14934. context.deleteShader(vertexShader);
  14935. context.deleteShader(fragmentShader);
  14936. shaderProgram.context = undefined;
  14937. shaderProgram.vertexShader = undefined;
  14938. shaderProgram.fragmentShader = undefined;
  14939. if (shaderProgram.onCompiled) {
  14940. shaderProgram.onCompiled();
  14941. shaderProgram.onCompiled = undefined;
  14942. }
  14943. };
  14944. /** @hidden */
  14945. Engine.prototype._isProgramCompiled = function (shaderProgram) {
  14946. if (!shaderProgram.isParallelCompiled) {
  14947. return true;
  14948. }
  14949. if (this._gl.getProgramParameter(shaderProgram, this._caps.parallelShaderCompile.COMPLETION_STATUS_KHR)) {
  14950. this._finalizeProgram(shaderProgram);
  14951. return true;
  14952. }
  14953. return false;
  14954. };
  14955. /** @hidden */
  14956. Engine.prototype._executeWhenProgramIsCompiled = function (shaderProgram, action) {
  14957. if (!shaderProgram.isParallelCompiled) {
  14958. action();
  14959. return;
  14960. }
  14961. shaderProgram.onCompiled = action;
  14962. };
  14963. /**
  14964. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  14965. * @param shaderProgram defines the webGL program to use
  14966. * @param uniformsNames defines the list of uniform names
  14967. * @returns an array of webGL uniform locations
  14968. */
  14969. Engine.prototype.getUniforms = function (shaderProgram, uniformsNames) {
  14970. var results = new Array();
  14971. for (var index = 0; index < uniformsNames.length; index++) {
  14972. results.push(this._gl.getUniformLocation(shaderProgram, uniformsNames[index]));
  14973. }
  14974. return results;
  14975. };
  14976. /**
  14977. * Gets the lsit of active attributes for a given webGL program
  14978. * @param shaderProgram defines the webGL program to use
  14979. * @param attributesNames defines the list of attribute names to get
  14980. * @returns an array of indices indicating the offset of each attribute
  14981. */
  14982. Engine.prototype.getAttributes = function (shaderProgram, attributesNames) {
  14983. var results = [];
  14984. for (var index = 0; index < attributesNames.length; index++) {
  14985. try {
  14986. results.push(this._gl.getAttribLocation(shaderProgram, attributesNames[index]));
  14987. }
  14988. catch (e) {
  14989. results.push(-1);
  14990. }
  14991. }
  14992. return results;
  14993. };
  14994. /**
  14995. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  14996. * @param effect defines the effect to activate
  14997. */
  14998. Engine.prototype.enableEffect = function (effect) {
  14999. if (!effect || effect === this._currentEffect) {
  15000. return;
  15001. }
  15002. // Use program
  15003. this.bindSamplers(effect);
  15004. this._currentEffect = effect;
  15005. if (effect.onBind) {
  15006. effect.onBind(effect);
  15007. }
  15008. if (effect._onBindObservable) {
  15009. effect._onBindObservable.notifyObservers(effect);
  15010. }
  15011. };
  15012. /**
  15013. * Set the value of an uniform to an array of int32
  15014. * @param uniform defines the webGL uniform location where to store the value
  15015. * @param array defines the array of int32 to store
  15016. */
  15017. Engine.prototype.setIntArray = function (uniform, array) {
  15018. if (!uniform) {
  15019. return;
  15020. }
  15021. this._gl.uniform1iv(uniform, array);
  15022. };
  15023. /**
  15024. * Set the value of an uniform to an array of int32 (stored as vec2)
  15025. * @param uniform defines the webGL uniform location where to store the value
  15026. * @param array defines the array of int32 to store
  15027. */
  15028. Engine.prototype.setIntArray2 = function (uniform, array) {
  15029. if (!uniform || array.length % 2 !== 0) {
  15030. return;
  15031. }
  15032. this._gl.uniform2iv(uniform, array);
  15033. };
  15034. /**
  15035. * Set the value of an uniform to an array of int32 (stored as vec3)
  15036. * @param uniform defines the webGL uniform location where to store the value
  15037. * @param array defines the array of int32 to store
  15038. */
  15039. Engine.prototype.setIntArray3 = function (uniform, array) {
  15040. if (!uniform || array.length % 3 !== 0) {
  15041. return;
  15042. }
  15043. this._gl.uniform3iv(uniform, array);
  15044. };
  15045. /**
  15046. * Set the value of an uniform to an array of int32 (stored as vec4)
  15047. * @param uniform defines the webGL uniform location where to store the value
  15048. * @param array defines the array of int32 to store
  15049. */
  15050. Engine.prototype.setIntArray4 = function (uniform, array) {
  15051. if (!uniform || array.length % 4 !== 0) {
  15052. return;
  15053. }
  15054. this._gl.uniform4iv(uniform, array);
  15055. };
  15056. /**
  15057. * Set the value of an uniform to an array of float32
  15058. * @param uniform defines the webGL uniform location where to store the value
  15059. * @param array defines the array of float32 to store
  15060. */
  15061. Engine.prototype.setFloatArray = function (uniform, array) {
  15062. if (!uniform) {
  15063. return;
  15064. }
  15065. this._gl.uniform1fv(uniform, array);
  15066. };
  15067. /**
  15068. * Set the value of an uniform to an array of float32 (stored as vec2)
  15069. * @param uniform defines the webGL uniform location where to store the value
  15070. * @param array defines the array of float32 to store
  15071. */
  15072. Engine.prototype.setFloatArray2 = function (uniform, array) {
  15073. if (!uniform || array.length % 2 !== 0) {
  15074. return;
  15075. }
  15076. this._gl.uniform2fv(uniform, array);
  15077. };
  15078. /**
  15079. * Set the value of an uniform to an array of float32 (stored as vec3)
  15080. * @param uniform defines the webGL uniform location where to store the value
  15081. * @param array defines the array of float32 to store
  15082. */
  15083. Engine.prototype.setFloatArray3 = function (uniform, array) {
  15084. if (!uniform || array.length % 3 !== 0) {
  15085. return;
  15086. }
  15087. this._gl.uniform3fv(uniform, array);
  15088. };
  15089. /**
  15090. * Set the value of an uniform to an array of float32 (stored as vec4)
  15091. * @param uniform defines the webGL uniform location where to store the value
  15092. * @param array defines the array of float32 to store
  15093. */
  15094. Engine.prototype.setFloatArray4 = function (uniform, array) {
  15095. if (!uniform || array.length % 4 !== 0) {
  15096. return;
  15097. }
  15098. this._gl.uniform4fv(uniform, array);
  15099. };
  15100. /**
  15101. * Set the value of an uniform to an array of number
  15102. * @param uniform defines the webGL uniform location where to store the value
  15103. * @param array defines the array of number to store
  15104. */
  15105. Engine.prototype.setArray = function (uniform, array) {
  15106. if (!uniform) {
  15107. return;
  15108. }
  15109. this._gl.uniform1fv(uniform, array);
  15110. };
  15111. /**
  15112. * Set the value of an uniform to an array of number (stored as vec2)
  15113. * @param uniform defines the webGL uniform location where to store the value
  15114. * @param array defines the array of number to store
  15115. */
  15116. Engine.prototype.setArray2 = function (uniform, array) {
  15117. if (!uniform || array.length % 2 !== 0) {
  15118. return;
  15119. }
  15120. this._gl.uniform2fv(uniform, array);
  15121. };
  15122. /**
  15123. * Set the value of an uniform to an array of number (stored as vec3)
  15124. * @param uniform defines the webGL uniform location where to store the value
  15125. * @param array defines the array of number to store
  15126. */
  15127. Engine.prototype.setArray3 = function (uniform, array) {
  15128. if (!uniform || array.length % 3 !== 0) {
  15129. return;
  15130. }
  15131. this._gl.uniform3fv(uniform, array);
  15132. };
  15133. /**
  15134. * Set the value of an uniform to an array of number (stored as vec4)
  15135. * @param uniform defines the webGL uniform location where to store the value
  15136. * @param array defines the array of number to store
  15137. */
  15138. Engine.prototype.setArray4 = function (uniform, array) {
  15139. if (!uniform || array.length % 4 !== 0) {
  15140. return;
  15141. }
  15142. this._gl.uniform4fv(uniform, array);
  15143. };
  15144. /**
  15145. * Set the value of an uniform to an array of float32 (stored as matrices)
  15146. * @param uniform defines the webGL uniform location where to store the value
  15147. * @param matrices defines the array of float32 to store
  15148. */
  15149. Engine.prototype.setMatrices = function (uniform, matrices) {
  15150. if (!uniform) {
  15151. return;
  15152. }
  15153. this._gl.uniformMatrix4fv(uniform, false, matrices);
  15154. };
  15155. /**
  15156. * Set the value of an uniform to a matrix
  15157. * @param uniform defines the webGL uniform location where to store the value
  15158. * @param matrix defines the matrix to store
  15159. */
  15160. Engine.prototype.setMatrix = function (uniform, matrix) {
  15161. if (!uniform) {
  15162. return;
  15163. }
  15164. this._gl.uniformMatrix4fv(uniform, false, matrix.toArray());
  15165. };
  15166. /**
  15167. * Set the value of an uniform to a matrix (3x3)
  15168. * @param uniform defines the webGL uniform location where to store the value
  15169. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  15170. */
  15171. Engine.prototype.setMatrix3x3 = function (uniform, matrix) {
  15172. if (!uniform) {
  15173. return;
  15174. }
  15175. this._gl.uniformMatrix3fv(uniform, false, matrix);
  15176. };
  15177. /**
  15178. * Set the value of an uniform to a matrix (2x2)
  15179. * @param uniform defines the webGL uniform location where to store the value
  15180. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  15181. */
  15182. Engine.prototype.setMatrix2x2 = function (uniform, matrix) {
  15183. if (!uniform) {
  15184. return;
  15185. }
  15186. this._gl.uniformMatrix2fv(uniform, false, matrix);
  15187. };
  15188. /**
  15189. * Set the value of an uniform to a number (int)
  15190. * @param uniform defines the webGL uniform location where to store the value
  15191. * @param value defines the int number to store
  15192. */
  15193. Engine.prototype.setInt = function (uniform, value) {
  15194. if (!uniform) {
  15195. return;
  15196. }
  15197. this._gl.uniform1i(uniform, value);
  15198. };
  15199. /**
  15200. * Set the value of an uniform to a number (float)
  15201. * @param uniform defines the webGL uniform location where to store the value
  15202. * @param value defines the float number to store
  15203. */
  15204. Engine.prototype.setFloat = function (uniform, value) {
  15205. if (!uniform) {
  15206. return;
  15207. }
  15208. this._gl.uniform1f(uniform, value);
  15209. };
  15210. /**
  15211. * Set the value of an uniform to a vec2
  15212. * @param uniform defines the webGL uniform location where to store the value
  15213. * @param x defines the 1st component of the value
  15214. * @param y defines the 2nd component of the value
  15215. */
  15216. Engine.prototype.setFloat2 = function (uniform, x, y) {
  15217. if (!uniform) {
  15218. return;
  15219. }
  15220. this._gl.uniform2f(uniform, x, y);
  15221. };
  15222. /**
  15223. * Set the value of an uniform to a vec3
  15224. * @param uniform defines the webGL uniform location where to store the value
  15225. * @param x defines the 1st component of the value
  15226. * @param y defines the 2nd component of the value
  15227. * @param z defines the 3rd component of the value
  15228. */
  15229. Engine.prototype.setFloat3 = function (uniform, x, y, z) {
  15230. if (!uniform) {
  15231. return;
  15232. }
  15233. this._gl.uniform3f(uniform, x, y, z);
  15234. };
  15235. /**
  15236. * Set the value of an uniform to a boolean
  15237. * @param uniform defines the webGL uniform location where to store the value
  15238. * @param bool defines the boolean to store
  15239. */
  15240. Engine.prototype.setBool = function (uniform, bool) {
  15241. if (!uniform) {
  15242. return;
  15243. }
  15244. this._gl.uniform1i(uniform, bool);
  15245. };
  15246. /**
  15247. * Set the value of an uniform to a vec4
  15248. * @param uniform defines the webGL uniform location where to store the value
  15249. * @param x defines the 1st component of the value
  15250. * @param y defines the 2nd component of the value
  15251. * @param z defines the 3rd component of the value
  15252. * @param w defines the 4th component of the value
  15253. */
  15254. Engine.prototype.setFloat4 = function (uniform, x, y, z, w) {
  15255. if (!uniform) {
  15256. return;
  15257. }
  15258. this._gl.uniform4f(uniform, x, y, z, w);
  15259. };
  15260. /**
  15261. * Set the value of an uniform to a Color3
  15262. * @param uniform defines the webGL uniform location where to store the value
  15263. * @param color3 defines the color to store
  15264. */
  15265. Engine.prototype.setColor3 = function (uniform, color3) {
  15266. if (!uniform) {
  15267. return;
  15268. }
  15269. this._gl.uniform3f(uniform, color3.r, color3.g, color3.b);
  15270. };
  15271. /**
  15272. * Set the value of an uniform to a Color3 and an alpha value
  15273. * @param uniform defines the webGL uniform location where to store the value
  15274. * @param color3 defines the color to store
  15275. * @param alpha defines the alpha component to store
  15276. */
  15277. Engine.prototype.setColor4 = function (uniform, color3, alpha) {
  15278. if (!uniform) {
  15279. return;
  15280. }
  15281. this._gl.uniform4f(uniform, color3.r, color3.g, color3.b, alpha);
  15282. };
  15283. /**
  15284. * Sets a Color4 on a uniform variable
  15285. * @param uniform defines the uniform location
  15286. * @param color4 defines the value to be set
  15287. */
  15288. Engine.prototype.setDirectColor4 = function (uniform, color4) {
  15289. if (!uniform) {
  15290. return;
  15291. }
  15292. this._gl.uniform4f(uniform, color4.r, color4.g, color4.b, color4.a);
  15293. };
  15294. // States
  15295. /**
  15296. * Set various states to the webGL context
  15297. * @param culling defines backface culling state
  15298. * @param zOffset defines the value to apply to zOffset (0 by default)
  15299. * @param force defines if states must be applied even if cache is up to date
  15300. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  15301. */
  15302. Engine.prototype.setState = function (culling, zOffset, force, reverseSide) {
  15303. if (zOffset === void 0) { zOffset = 0; }
  15304. if (reverseSide === void 0) { reverseSide = false; }
  15305. // Culling
  15306. if (this._depthCullingState.cull !== culling || force) {
  15307. this._depthCullingState.cull = culling;
  15308. }
  15309. // Cull face
  15310. var cullFace = this.cullBackFaces ? this._gl.BACK : this._gl.FRONT;
  15311. if (this._depthCullingState.cullFace !== cullFace || force) {
  15312. this._depthCullingState.cullFace = cullFace;
  15313. }
  15314. // Z offset
  15315. this.setZOffset(zOffset);
  15316. // Front face
  15317. var frontFace = reverseSide ? this._gl.CW : this._gl.CCW;
  15318. if (this._depthCullingState.frontFace !== frontFace || force) {
  15319. this._depthCullingState.frontFace = frontFace;
  15320. }
  15321. };
  15322. /**
  15323. * Set the z offset to apply to current rendering
  15324. * @param value defines the offset to apply
  15325. */
  15326. Engine.prototype.setZOffset = function (value) {
  15327. this._depthCullingState.zOffset = value;
  15328. };
  15329. /**
  15330. * Gets the current value of the zOffset
  15331. * @returns the current zOffset state
  15332. */
  15333. Engine.prototype.getZOffset = function () {
  15334. return this._depthCullingState.zOffset;
  15335. };
  15336. /**
  15337. * Enable or disable depth buffering
  15338. * @param enable defines the state to set
  15339. */
  15340. Engine.prototype.setDepthBuffer = function (enable) {
  15341. this._depthCullingState.depthTest = enable;
  15342. };
  15343. /**
  15344. * Gets a boolean indicating if depth writing is enabled
  15345. * @returns the current depth writing state
  15346. */
  15347. Engine.prototype.getDepthWrite = function () {
  15348. return this._depthCullingState.depthMask;
  15349. };
  15350. /**
  15351. * Enable or disable depth writing
  15352. * @param enable defines the state to set
  15353. */
  15354. Engine.prototype.setDepthWrite = function (enable) {
  15355. this._depthCullingState.depthMask = enable;
  15356. };
  15357. /**
  15358. * Enable or disable color writing
  15359. * @param enable defines the state to set
  15360. */
  15361. Engine.prototype.setColorWrite = function (enable) {
  15362. this._gl.colorMask(enable, enable, enable, enable);
  15363. this._colorWrite = enable;
  15364. };
  15365. /**
  15366. * Gets a boolean indicating if color writing is enabled
  15367. * @returns the current color writing state
  15368. */
  15369. Engine.prototype.getColorWrite = function () {
  15370. return this._colorWrite;
  15371. };
  15372. /**
  15373. * Sets alpha constants used by some alpha blending modes
  15374. * @param r defines the red component
  15375. * @param g defines the green component
  15376. * @param b defines the blue component
  15377. * @param a defines the alpha component
  15378. */
  15379. Engine.prototype.setAlphaConstants = function (r, g, b, a) {
  15380. this._alphaState.setAlphaBlendConstants(r, g, b, a);
  15381. };
  15382. /**
  15383. * Sets the current alpha mode
  15384. * @param mode defines the mode to use (one of the BABYLON.Engine.ALPHA_XXX)
  15385. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  15386. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  15387. */
  15388. Engine.prototype.setAlphaMode = function (mode, noDepthWriteChange) {
  15389. if (noDepthWriteChange === void 0) { noDepthWriteChange = false; }
  15390. if (this._alphaMode === mode) {
  15391. return;
  15392. }
  15393. switch (mode) {
  15394. case Engine.ALPHA_DISABLE:
  15395. this._alphaState.alphaBlend = false;
  15396. break;
  15397. case Engine.ALPHA_PREMULTIPLIED:
  15398. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE);
  15399. this._alphaState.alphaBlend = true;
  15400. break;
  15401. case Engine.ALPHA_PREMULTIPLIED_PORTERDUFF:
  15402. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA);
  15403. this._alphaState.alphaBlend = true;
  15404. break;
  15405. case Engine.ALPHA_COMBINE:
  15406. this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE);
  15407. this._alphaState.alphaBlend = true;
  15408. break;
  15409. case Engine.ALPHA_ONEONE:
  15410. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE, this._gl.ZERO, this._gl.ONE);
  15411. this._alphaState.alphaBlend = true;
  15412. break;
  15413. case Engine.ALPHA_ADD:
  15414. this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE, this._gl.ZERO, this._gl.ONE);
  15415. this._alphaState.alphaBlend = true;
  15416. break;
  15417. case Engine.ALPHA_SUBTRACT:
  15418. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ZERO, this._gl.ONE_MINUS_SRC_COLOR, this._gl.ONE, this._gl.ONE);
  15419. this._alphaState.alphaBlend = true;
  15420. break;
  15421. case Engine.ALPHA_MULTIPLY:
  15422. this._alphaState.setAlphaBlendFunctionParameters(this._gl.DST_COLOR, this._gl.ZERO, this._gl.ONE, this._gl.ONE);
  15423. this._alphaState.alphaBlend = true;
  15424. break;
  15425. case Engine.ALPHA_MAXIMIZED:
  15426. this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE_MINUS_SRC_COLOR, this._gl.ONE, this._gl.ONE);
  15427. this._alphaState.alphaBlend = true;
  15428. break;
  15429. case Engine.ALPHA_INTERPOLATE:
  15430. this._alphaState.setAlphaBlendFunctionParameters(this._gl.CONSTANT_COLOR, this._gl.ONE_MINUS_CONSTANT_COLOR, this._gl.CONSTANT_ALPHA, this._gl.ONE_MINUS_CONSTANT_ALPHA);
  15431. this._alphaState.alphaBlend = true;
  15432. break;
  15433. case Engine.ALPHA_SCREENMODE:
  15434. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE_MINUS_SRC_COLOR, this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA);
  15435. this._alphaState.alphaBlend = true;
  15436. break;
  15437. }
  15438. if (!noDepthWriteChange) {
  15439. this.setDepthWrite(mode === Engine.ALPHA_DISABLE);
  15440. }
  15441. this._alphaMode = mode;
  15442. };
  15443. /**
  15444. * Gets the current alpha mode
  15445. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  15446. * @returns the current alpha mode
  15447. */
  15448. Engine.prototype.getAlphaMode = function () {
  15449. return this._alphaMode;
  15450. };
  15451. // Textures
  15452. /**
  15453. * Clears the list of texture accessible through engine.
  15454. * This can help preventing texture load conflict due to name collision.
  15455. */
  15456. Engine.prototype.clearInternalTexturesCache = function () {
  15457. this._internalTexturesCache = [];
  15458. };
  15459. /**
  15460. * Force the entire cache to be cleared
  15461. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  15462. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  15463. */
  15464. Engine.prototype.wipeCaches = function (bruteForce) {
  15465. if (this.preventCacheWipeBetweenFrames && !bruteForce) {
  15466. return;
  15467. }
  15468. this._currentEffect = null;
  15469. this._viewportCached.x = 0;
  15470. this._viewportCached.y = 0;
  15471. this._viewportCached.z = 0;
  15472. this._viewportCached.w = 0;
  15473. if (bruteForce) {
  15474. this.resetTextureCache();
  15475. this._currentProgram = null;
  15476. this._stencilState.reset();
  15477. this._depthCullingState.reset();
  15478. this.setDepthFunctionToLessOrEqual();
  15479. this._alphaState.reset();
  15480. this._unpackFlipYCached = null;
  15481. }
  15482. this._resetVertexBufferBinding();
  15483. this._cachedIndexBuffer = null;
  15484. this._cachedEffectForVertexBuffers = null;
  15485. this._unbindVertexArrayObject();
  15486. this.bindIndexBuffer(null);
  15487. };
  15488. /**
  15489. * Set the compressed texture format to use, based on the formats you have, and the formats
  15490. * supported by the hardware / browser.
  15491. *
  15492. * Khronos Texture Container (.ktx) files are used to support this. This format has the
  15493. * advantage of being specifically designed for OpenGL. Header elements directly correspond
  15494. * to API arguments needed to compressed textures. This puts the burden on the container
  15495. * generator to house the arcane code for determining these for current & future formats.
  15496. *
  15497. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  15498. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  15499. *
  15500. * Note: The result of this call is not taken into account when a texture is base64.
  15501. *
  15502. * @param formatsAvailable defines the list of those format families you have created
  15503. * on your server. Syntax: '-' + format family + '.ktx'. (Case and order do not matter.)
  15504. *
  15505. * Current families are astc, dxt, pvrtc, etc2, & etc1.
  15506. * @returns The extension selected.
  15507. */
  15508. Engine.prototype.setTextureFormatToUse = function (formatsAvailable) {
  15509. for (var i = 0, len1 = this.texturesSupported.length; i < len1; i++) {
  15510. for (var j = 0, len2 = formatsAvailable.length; j < len2; j++) {
  15511. if (this._texturesSupported[i] === formatsAvailable[j].toLowerCase()) {
  15512. return this._textureFormatInUse = this._texturesSupported[i];
  15513. }
  15514. }
  15515. }
  15516. // actively set format to nothing, to allow this to be called more than once
  15517. // and possibly fail the 2nd time
  15518. this._textureFormatInUse = null;
  15519. return null;
  15520. };
  15521. Engine.prototype._getSamplingParameters = function (samplingMode, generateMipMaps) {
  15522. var gl = this._gl;
  15523. var magFilter = gl.NEAREST;
  15524. var minFilter = gl.NEAREST;
  15525. switch (samplingMode) {
  15526. case Engine.TEXTURE_BILINEAR_SAMPLINGMODE:
  15527. magFilter = gl.LINEAR;
  15528. if (generateMipMaps) {
  15529. minFilter = gl.LINEAR_MIPMAP_NEAREST;
  15530. }
  15531. else {
  15532. minFilter = gl.LINEAR;
  15533. }
  15534. break;
  15535. case Engine.TEXTURE_TRILINEAR_SAMPLINGMODE:
  15536. magFilter = gl.LINEAR;
  15537. if (generateMipMaps) {
  15538. minFilter = gl.LINEAR_MIPMAP_LINEAR;
  15539. }
  15540. else {
  15541. minFilter = gl.LINEAR;
  15542. }
  15543. break;
  15544. case Engine.TEXTURE_NEAREST_SAMPLINGMODE:
  15545. magFilter = gl.NEAREST;
  15546. if (generateMipMaps) {
  15547. minFilter = gl.NEAREST_MIPMAP_LINEAR;
  15548. }
  15549. else {
  15550. minFilter = gl.NEAREST;
  15551. }
  15552. break;
  15553. case Engine.TEXTURE_NEAREST_NEAREST_MIPNEAREST:
  15554. magFilter = gl.NEAREST;
  15555. if (generateMipMaps) {
  15556. minFilter = gl.NEAREST_MIPMAP_NEAREST;
  15557. }
  15558. else {
  15559. minFilter = gl.NEAREST;
  15560. }
  15561. break;
  15562. case Engine.TEXTURE_NEAREST_LINEAR_MIPNEAREST:
  15563. magFilter = gl.NEAREST;
  15564. if (generateMipMaps) {
  15565. minFilter = gl.LINEAR_MIPMAP_NEAREST;
  15566. }
  15567. else {
  15568. minFilter = gl.LINEAR;
  15569. }
  15570. break;
  15571. case Engine.TEXTURE_NEAREST_LINEAR_MIPLINEAR:
  15572. magFilter = gl.NEAREST;
  15573. if (generateMipMaps) {
  15574. minFilter = gl.LINEAR_MIPMAP_LINEAR;
  15575. }
  15576. else {
  15577. minFilter = gl.LINEAR;
  15578. }
  15579. break;
  15580. case Engine.TEXTURE_NEAREST_LINEAR:
  15581. magFilter = gl.NEAREST;
  15582. minFilter = gl.LINEAR;
  15583. break;
  15584. case Engine.TEXTURE_NEAREST_NEAREST:
  15585. magFilter = gl.NEAREST;
  15586. minFilter = gl.NEAREST;
  15587. break;
  15588. case Engine.TEXTURE_LINEAR_NEAREST_MIPNEAREST:
  15589. magFilter = gl.LINEAR;
  15590. if (generateMipMaps) {
  15591. minFilter = gl.NEAREST_MIPMAP_NEAREST;
  15592. }
  15593. else {
  15594. minFilter = gl.NEAREST;
  15595. }
  15596. break;
  15597. case Engine.TEXTURE_LINEAR_NEAREST_MIPLINEAR:
  15598. magFilter = gl.LINEAR;
  15599. if (generateMipMaps) {
  15600. minFilter = gl.NEAREST_MIPMAP_LINEAR;
  15601. }
  15602. else {
  15603. minFilter = gl.NEAREST;
  15604. }
  15605. break;
  15606. case Engine.TEXTURE_LINEAR_LINEAR:
  15607. magFilter = gl.LINEAR;
  15608. minFilter = gl.LINEAR;
  15609. break;
  15610. case Engine.TEXTURE_LINEAR_NEAREST:
  15611. magFilter = gl.LINEAR;
  15612. minFilter = gl.NEAREST;
  15613. break;
  15614. }
  15615. return {
  15616. min: minFilter,
  15617. mag: magFilter
  15618. };
  15619. };
  15620. Engine.prototype._partialLoadImg = function (url, index, loadedImages, scene, onfinish, onErrorCallBack) {
  15621. if (onErrorCallBack === void 0) { onErrorCallBack = null; }
  15622. var img;
  15623. var onload = function () {
  15624. loadedImages[index] = img;
  15625. loadedImages._internalCount++;
  15626. if (scene) {
  15627. scene._removePendingData(img);
  15628. }
  15629. if (loadedImages._internalCount === 6) {
  15630. onfinish(loadedImages);
  15631. }
  15632. };
  15633. var onerror = function (message, exception) {
  15634. if (scene) {
  15635. scene._removePendingData(img);
  15636. }
  15637. if (onErrorCallBack) {
  15638. onErrorCallBack(message, exception);
  15639. }
  15640. };
  15641. img = BABYLON.Tools.LoadImage(url, onload, onerror, scene ? scene.offlineProvider : null);
  15642. if (scene) {
  15643. scene._addPendingData(img);
  15644. }
  15645. };
  15646. Engine.prototype._cascadeLoadImgs = function (rootUrl, scene, onfinish, files, onError) {
  15647. if (onError === void 0) { onError = null; }
  15648. var loadedImages = [];
  15649. loadedImages._internalCount = 0;
  15650. for (var index = 0; index < 6; index++) {
  15651. this._partialLoadImg(files[index], index, loadedImages, scene, onfinish, onError);
  15652. }
  15653. };
  15654. /** @hidden */
  15655. Engine.prototype._createTexture = function () {
  15656. var texture = this._gl.createTexture();
  15657. if (!texture) {
  15658. throw new Error("Unable to create texture");
  15659. }
  15660. return texture;
  15661. };
  15662. /**
  15663. * Usually called from BABYLON.Texture.ts.
  15664. * Passed information to create a WebGLTexture
  15665. * @param urlArg defines a value which contains one of the following:
  15666. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  15667. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  15668. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  15669. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  15670. * @param invertY when true, image is flipped when loaded. You probably want true. Ignored for compressed textures. Must be flipped in the file
  15671. * @param scene needed for loading to the correct scene
  15672. * @param samplingMode mode with should be used sample / access the texture (Default: BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  15673. * @param onLoad optional callback to be called upon successful completion
  15674. * @param onError optional callback to be called upon failure
  15675. * @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
  15676. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  15677. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  15678. * @param forcedExtension defines the extension to use to pick the right loader
  15679. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  15680. * @returns a InternalTexture for assignment back into BABYLON.Texture
  15681. */
  15682. Engine.prototype.createTexture = function (urlArg, noMipmap, invertY, scene, samplingMode, onLoad, onError, buffer, fallback, format, forcedExtension, excludeLoaders) {
  15683. var _this = this;
  15684. if (samplingMode === void 0) { samplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE; }
  15685. if (onLoad === void 0) { onLoad = null; }
  15686. if (onError === void 0) { onError = null; }
  15687. if (buffer === void 0) { buffer = null; }
  15688. if (fallback === void 0) { fallback = null; }
  15689. if (format === void 0) { format = null; }
  15690. if (forcedExtension === void 0) { forcedExtension = null; }
  15691. if (excludeLoaders === void 0) { excludeLoaders = []; }
  15692. var url = String(urlArg); // assign a new string, so that the original is still available in case of fallback
  15693. var fromData = url.substr(0, 5) === "data:";
  15694. var fromBlob = url.substr(0, 5) === "blob:";
  15695. var isBase64 = fromData && url.indexOf(";base64,") !== -1;
  15696. var texture = fallback ? fallback : new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_URL);
  15697. // establish the file extension, if possible
  15698. var lastDot = url.lastIndexOf('.');
  15699. var extension = forcedExtension ? forcedExtension : (lastDot > -1 ? url.substring(lastDot).toLowerCase() : "");
  15700. var loader = null;
  15701. for (var _i = 0, _a = Engine._TextureLoaders; _i < _a.length; _i++) {
  15702. var availableLoader = _a[_i];
  15703. if (excludeLoaders.indexOf(availableLoader) === -1 && availableLoader.canLoad(extension, this._textureFormatInUse, fallback, isBase64, buffer ? true : false)) {
  15704. loader = availableLoader;
  15705. break;
  15706. }
  15707. }
  15708. if (loader) {
  15709. url = loader.transformUrl(url, this._textureFormatInUse);
  15710. }
  15711. if (scene) {
  15712. scene._addPendingData(texture);
  15713. }
  15714. texture.url = url;
  15715. texture.generateMipMaps = !noMipmap;
  15716. texture.samplingMode = samplingMode;
  15717. texture.invertY = invertY;
  15718. if (!this._doNotHandleContextLost) {
  15719. // Keep a link to the buffer only if we plan to handle context lost
  15720. texture._buffer = buffer;
  15721. }
  15722. var onLoadObserver = null;
  15723. if (onLoad && !fallback) {
  15724. onLoadObserver = texture.onLoadedObservable.add(onLoad);
  15725. }
  15726. if (!fallback) {
  15727. this._internalTexturesCache.push(texture);
  15728. }
  15729. var onInternalError = function (message, exception) {
  15730. if (scene) {
  15731. scene._removePendingData(texture);
  15732. }
  15733. var customFallback = false;
  15734. if (loader) {
  15735. var fallbackUrl = loader.getFallbackTextureUrl(url, _this._textureFormatInUse);
  15736. if (fallbackUrl) {
  15737. // Add Back
  15738. customFallback = true;
  15739. excludeLoaders.push(loader);
  15740. BABYLON.Tools.Warn(loader.constructor.name + " failed when trying to load " + texture.url + ", falling back to the next supported loader");
  15741. _this.createTexture(urlArg, noMipmap, invertY, scene, samplingMode, null, onError, buffer, texture, undefined, undefined, excludeLoaders);
  15742. }
  15743. }
  15744. if (!customFallback) {
  15745. if (onLoadObserver) {
  15746. texture.onLoadedObservable.remove(onLoadObserver);
  15747. }
  15748. if (BABYLON.Tools.UseFallbackTexture) {
  15749. _this.createTexture(BABYLON.Tools.fallbackTexture, noMipmap, invertY, scene, samplingMode, null, onError, buffer, texture);
  15750. }
  15751. }
  15752. if (onError) {
  15753. onError(message || "Unknown error", exception);
  15754. }
  15755. };
  15756. // processing for non-image formats
  15757. if (loader) {
  15758. var callback = function (data) {
  15759. loader.loadData(data, texture, function (width, height, loadMipmap, isCompressed, done, loadFailed) {
  15760. if (loadFailed) {
  15761. onInternalError("TextureLoader failed to load data");
  15762. }
  15763. else {
  15764. _this._prepareWebGLTexture(texture, scene, width, height, invertY, !loadMipmap, isCompressed, function () {
  15765. done();
  15766. return false;
  15767. }, samplingMode);
  15768. }
  15769. });
  15770. };
  15771. if (!buffer) {
  15772. this._loadFile(url, callback, undefined, scene ? scene.offlineProvider : undefined, true, function (request, exception) {
  15773. onInternalError("Unable to load " + (request ? request.responseURL : url, exception));
  15774. });
  15775. }
  15776. else {
  15777. callback(buffer);
  15778. }
  15779. }
  15780. else {
  15781. var onload = function (img) {
  15782. if (fromBlob && !_this._doNotHandleContextLost) {
  15783. // We need to store the image if we need to rebuild the texture
  15784. // in case of a webgl context lost
  15785. texture._buffer = img;
  15786. }
  15787. _this._prepareWebGLTexture(texture, scene, img.width, img.height, invertY, noMipmap, false, function (potWidth, potHeight, continuationCallback) {
  15788. var gl = _this._gl;
  15789. var isPot = (img.width === potWidth && img.height === potHeight);
  15790. var internalFormat = format ? _this._getInternalFormat(format) : ((extension === ".jpg") ? gl.RGB : gl.RGBA);
  15791. if (isPot) {
  15792. gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, img);
  15793. return false;
  15794. }
  15795. var maxTextureSize = _this._caps.maxTextureSize;
  15796. if (img.width > maxTextureSize || img.height > maxTextureSize) {
  15797. _this._prepareWorkingCanvas();
  15798. if (!_this._workingCanvas || !_this._workingContext) {
  15799. return false;
  15800. }
  15801. _this._workingCanvas.width = potWidth;
  15802. _this._workingCanvas.height = potHeight;
  15803. _this._workingContext.drawImage(img, 0, 0, img.width, img.height, 0, 0, potWidth, potHeight);
  15804. gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, _this._workingCanvas);
  15805. texture.width = potWidth;
  15806. texture.height = potHeight;
  15807. return false;
  15808. }
  15809. else {
  15810. // Using shaders when possible to rescale because canvas.drawImage is lossy
  15811. var source_1 = new BABYLON.InternalTexture(_this, BABYLON.InternalTexture.DATASOURCE_TEMP);
  15812. _this._bindTextureDirectly(gl.TEXTURE_2D, source_1, true);
  15813. gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, img);
  15814. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
  15815. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
  15816. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  15817. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  15818. _this._rescaleTexture(source_1, texture, scene, internalFormat, function () {
  15819. _this._releaseTexture(source_1);
  15820. _this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);
  15821. continuationCallback();
  15822. });
  15823. }
  15824. return true;
  15825. }, samplingMode);
  15826. };
  15827. if (!fromData || isBase64) {
  15828. if (buffer instanceof HTMLImageElement) {
  15829. onload(buffer);
  15830. }
  15831. else {
  15832. BABYLON.Tools.LoadImage(url, onload, onInternalError, scene ? scene.offlineProvider : null);
  15833. }
  15834. }
  15835. else if (typeof buffer === "string" || buffer instanceof ArrayBuffer || buffer instanceof Blob) {
  15836. BABYLON.Tools.LoadImage(buffer, onload, onInternalError, scene ? scene.offlineProvider : null);
  15837. }
  15838. else {
  15839. onload(buffer);
  15840. }
  15841. }
  15842. return texture;
  15843. };
  15844. Engine.prototype._rescaleTexture = function (source, destination, scene, internalFormat, onComplete) {
  15845. var _this = this;
  15846. var rtt = this.createRenderTargetTexture({
  15847. width: destination.width,
  15848. height: destination.height,
  15849. }, {
  15850. generateMipMaps: false,
  15851. type: Engine.TEXTURETYPE_UNSIGNED_INT,
  15852. samplingMode: Engine.TEXTURE_BILINEAR_SAMPLINGMODE,
  15853. generateDepthBuffer: false,
  15854. generateStencilBuffer: false
  15855. });
  15856. if (!this._rescalePostProcess) {
  15857. this._rescalePostProcess = new BABYLON.PassPostProcess("rescale", 1, null, Engine.TEXTURE_BILINEAR_SAMPLINGMODE, this, false, Engine.TEXTURETYPE_UNSIGNED_INT);
  15858. }
  15859. this._rescalePostProcess.getEffect().executeWhenCompiled(function () {
  15860. _this._rescalePostProcess.onApply = function (effect) {
  15861. effect._bindTexture("textureSampler", source);
  15862. };
  15863. var hostingScene = scene;
  15864. if (!hostingScene) {
  15865. hostingScene = _this.scenes[_this.scenes.length - 1];
  15866. }
  15867. hostingScene.postProcessManager.directRender([_this._rescalePostProcess], rtt, true);
  15868. _this._bindTextureDirectly(_this._gl.TEXTURE_2D, destination, true);
  15869. _this._gl.copyTexImage2D(_this._gl.TEXTURE_2D, 0, internalFormat, 0, 0, destination.width, destination.height, 0);
  15870. _this.unBindFramebuffer(rtt);
  15871. _this._releaseTexture(rtt);
  15872. if (onComplete) {
  15873. onComplete();
  15874. }
  15875. });
  15876. };
  15877. /**
  15878. * Update a raw texture
  15879. * @param texture defines the texture to update
  15880. * @param data defines the data to store in the texture
  15881. * @param format defines the format of the data
  15882. * @param invertY defines if data must be stored with Y axis inverted
  15883. * @param compression defines the compression used (null by default)
  15884. * @param type defines the type fo the data (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  15885. */
  15886. Engine.prototype.updateRawTexture = function (texture, data, format, invertY, compression, type) {
  15887. if (compression === void 0) { compression = null; }
  15888. if (type === void 0) { type = Engine.TEXTURETYPE_UNSIGNED_INT; }
  15889. if (!texture) {
  15890. return;
  15891. }
  15892. // babylon's internalSizedFomat but gl's texImage2D internalFormat
  15893. var internalSizedFomat = this._getRGBABufferInternalSizedFormat(type, format);
  15894. // babylon's internalFormat but gl's texImage2D format
  15895. var internalFormat = this._getInternalFormat(format);
  15896. var textureType = this._getWebGLTextureType(type);
  15897. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);
  15898. this._unpackFlipY(invertY === undefined ? true : (invertY ? true : false));
  15899. if (!this._doNotHandleContextLost) {
  15900. texture._bufferView = data;
  15901. texture.format = format;
  15902. texture.type = type;
  15903. texture.invertY = invertY;
  15904. texture._compression = compression;
  15905. }
  15906. if (texture.width % 4 !== 0) {
  15907. this._gl.pixelStorei(this._gl.UNPACK_ALIGNMENT, 1);
  15908. }
  15909. if (compression && data) {
  15910. this._gl.compressedTexImage2D(this._gl.TEXTURE_2D, 0, this.getCaps().s3tc[compression], texture.width, texture.height, 0, data);
  15911. }
  15912. else {
  15913. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, internalSizedFomat, texture.width, texture.height, 0, internalFormat, textureType, data);
  15914. }
  15915. if (texture.generateMipMaps) {
  15916. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  15917. }
  15918. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  15919. // this.resetTextureCache();
  15920. texture.isReady = true;
  15921. };
  15922. /**
  15923. * Creates a raw texture
  15924. * @param data defines the data to store in the texture
  15925. * @param width defines the width of the texture
  15926. * @param height defines the height of the texture
  15927. * @param format defines the format of the data
  15928. * @param generateMipMaps defines if the engine should generate the mip levels
  15929. * @param invertY defines if data must be stored with Y axis inverted
  15930. * @param samplingMode defines the required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  15931. * @param compression defines the compression used (null by default)
  15932. * @param type defines the type fo the data (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  15933. * @returns the raw texture inside an InternalTexture
  15934. */
  15935. Engine.prototype.createRawTexture = function (data, width, height, format, generateMipMaps, invertY, samplingMode, compression, type) {
  15936. if (compression === void 0) { compression = null; }
  15937. if (type === void 0) { type = Engine.TEXTURETYPE_UNSIGNED_INT; }
  15938. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_RAW);
  15939. texture.baseWidth = width;
  15940. texture.baseHeight = height;
  15941. texture.width = width;
  15942. texture.height = height;
  15943. texture.format = format;
  15944. texture.generateMipMaps = generateMipMaps;
  15945. texture.samplingMode = samplingMode;
  15946. texture.invertY = invertY;
  15947. texture._compression = compression;
  15948. texture.type = type;
  15949. if (!this._doNotHandleContextLost) {
  15950. texture._bufferView = data;
  15951. }
  15952. this.updateRawTexture(texture, data, format, invertY, compression, type);
  15953. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);
  15954. // Filters
  15955. var filters = this._getSamplingParameters(samplingMode, generateMipMaps);
  15956. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MAG_FILTER, filters.mag);
  15957. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MIN_FILTER, filters.min);
  15958. if (generateMipMaps) {
  15959. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  15960. }
  15961. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  15962. this._internalTexturesCache.push(texture);
  15963. return texture;
  15964. };
  15965. /** @hidden */
  15966. Engine.prototype._unpackFlipY = function (value) {
  15967. if (this._unpackFlipYCached !== value) {
  15968. this._gl.pixelStorei(this._gl.UNPACK_FLIP_Y_WEBGL, value ? 1 : 0);
  15969. if (this.enableUnpackFlipYCached) {
  15970. this._unpackFlipYCached = value;
  15971. }
  15972. }
  15973. };
  15974. /** @hidden */
  15975. Engine.prototype._getUnpackAlignement = function () {
  15976. return this._gl.getParameter(this._gl.UNPACK_ALIGNMENT);
  15977. };
  15978. /**
  15979. * Creates a dynamic texture
  15980. * @param width defines the width of the texture
  15981. * @param height defines the height of the texture
  15982. * @param generateMipMaps defines if the engine should generate the mip levels
  15983. * @param samplingMode defines the required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  15984. * @returns the dynamic texture inside an InternalTexture
  15985. */
  15986. Engine.prototype.createDynamicTexture = function (width, height, generateMipMaps, samplingMode) {
  15987. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_DYNAMIC);
  15988. texture.baseWidth = width;
  15989. texture.baseHeight = height;
  15990. if (generateMipMaps) {
  15991. width = this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(width, this._caps.maxTextureSize) : width;
  15992. height = this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(height, this._caps.maxTextureSize) : height;
  15993. }
  15994. // this.resetTextureCache();
  15995. texture.width = width;
  15996. texture.height = height;
  15997. texture.isReady = false;
  15998. texture.generateMipMaps = generateMipMaps;
  15999. texture.samplingMode = samplingMode;
  16000. this.updateTextureSamplingMode(samplingMode, texture);
  16001. this._internalTexturesCache.push(texture);
  16002. return texture;
  16003. };
  16004. /**
  16005. * Update the sampling mode of a given texture
  16006. * @param samplingMode defines the required sampling mode
  16007. * @param texture defines the texture to update
  16008. */
  16009. Engine.prototype.updateTextureSamplingMode = function (samplingMode, texture) {
  16010. var filters = this._getSamplingParameters(samplingMode, texture.generateMipMaps);
  16011. if (texture.isCube) {
  16012. this._setTextureParameterInteger(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_MAG_FILTER, filters.mag, texture);
  16013. this._setTextureParameterInteger(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_MIN_FILTER, filters.min);
  16014. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  16015. }
  16016. else if (texture.is3D) {
  16017. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_MAG_FILTER, filters.mag, texture);
  16018. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_MIN_FILTER, filters.min);
  16019. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  16020. }
  16021. else {
  16022. this._setTextureParameterInteger(this._gl.TEXTURE_2D, this._gl.TEXTURE_MAG_FILTER, filters.mag, texture);
  16023. this._setTextureParameterInteger(this._gl.TEXTURE_2D, this._gl.TEXTURE_MIN_FILTER, filters.min);
  16024. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  16025. }
  16026. texture.samplingMode = samplingMode;
  16027. };
  16028. /**
  16029. * Update the content of a dynamic texture
  16030. * @param texture defines the texture to update
  16031. * @param canvas defines the canvas containing the source
  16032. * @param invertY defines if data must be stored with Y axis inverted
  16033. * @param premulAlpha defines if alpha is stored as premultiplied
  16034. * @param format defines the format of the data
  16035. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  16036. */
  16037. Engine.prototype.updateDynamicTexture = function (texture, canvas, invertY, premulAlpha, format, forceBindTexture) {
  16038. if (premulAlpha === void 0) { premulAlpha = false; }
  16039. if (forceBindTexture === void 0) { forceBindTexture = false; }
  16040. if (!texture) {
  16041. return;
  16042. }
  16043. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true, forceBindTexture);
  16044. this._unpackFlipY(invertY);
  16045. if (premulAlpha) {
  16046. this._gl.pixelStorei(this._gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, 1);
  16047. }
  16048. var internalFormat = format ? this._getInternalFormat(format) : this._gl.RGBA;
  16049. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, internalFormat, internalFormat, this._gl.UNSIGNED_BYTE, canvas);
  16050. if (texture.generateMipMaps) {
  16051. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  16052. }
  16053. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  16054. if (premulAlpha) {
  16055. this._gl.pixelStorei(this._gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, 0);
  16056. }
  16057. texture.isReady = true;
  16058. };
  16059. /**
  16060. * Update a video texture
  16061. * @param texture defines the texture to update
  16062. * @param video defines the video element to use
  16063. * @param invertY defines if data must be stored with Y axis inverted
  16064. */
  16065. Engine.prototype.updateVideoTexture = function (texture, video, invertY) {
  16066. if (!texture || texture._isDisabled) {
  16067. return;
  16068. }
  16069. var wasPreviouslyBound = this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);
  16070. this._unpackFlipY(!invertY); // Video are upside down by default
  16071. try {
  16072. // Testing video texture support
  16073. if (this._videoTextureSupported === undefined) {
  16074. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, video);
  16075. if (this._gl.getError() !== 0) {
  16076. this._videoTextureSupported = false;
  16077. }
  16078. else {
  16079. this._videoTextureSupported = true;
  16080. }
  16081. }
  16082. // Copy video through the current working canvas if video texture is not supported
  16083. if (!this._videoTextureSupported) {
  16084. if (!texture._workingCanvas) {
  16085. texture._workingCanvas = document.createElement("canvas");
  16086. var context = texture._workingCanvas.getContext("2d");
  16087. if (!context) {
  16088. throw new Error("Unable to get 2d context");
  16089. }
  16090. texture._workingContext = context;
  16091. texture._workingCanvas.width = texture.width;
  16092. texture._workingCanvas.height = texture.height;
  16093. }
  16094. texture._workingContext.drawImage(video, 0, 0, video.videoWidth, video.videoHeight, 0, 0, texture.width, texture.height);
  16095. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, texture._workingCanvas);
  16096. }
  16097. else {
  16098. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, video);
  16099. }
  16100. if (texture.generateMipMaps) {
  16101. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  16102. }
  16103. if (!wasPreviouslyBound) {
  16104. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  16105. }
  16106. // this.resetTextureCache();
  16107. texture.isReady = true;
  16108. }
  16109. catch (ex) {
  16110. // Something unexpected
  16111. // Let's disable the texture
  16112. texture._isDisabled = true;
  16113. }
  16114. };
  16115. /**
  16116. * Updates a depth texture Comparison Mode and Function.
  16117. * If the comparison Function is equal to 0, the mode will be set to none.
  16118. * Otherwise, this only works in webgl 2 and requires a shadow sampler in the shader.
  16119. * @param texture The texture to set the comparison function for
  16120. * @param comparisonFunction The comparison function to set, 0 if no comparison required
  16121. */
  16122. Engine.prototype.updateTextureComparisonFunction = function (texture, comparisonFunction) {
  16123. if (this.webGLVersion === 1) {
  16124. BABYLON.Tools.Error("WebGL 1 does not support texture comparison.");
  16125. return;
  16126. }
  16127. var gl = this._gl;
  16128. if (texture.isCube) {
  16129. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, texture, true);
  16130. if (comparisonFunction === 0) {
  16131. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_COMPARE_FUNC, Engine.LEQUAL);
  16132. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_COMPARE_MODE, gl.NONE);
  16133. }
  16134. else {
  16135. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_COMPARE_FUNC, comparisonFunction);
  16136. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_COMPARE_MODE, gl.COMPARE_REF_TO_TEXTURE);
  16137. }
  16138. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  16139. }
  16140. else {
  16141. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);
  16142. if (comparisonFunction === 0) {
  16143. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_FUNC, Engine.LEQUAL);
  16144. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_MODE, gl.NONE);
  16145. }
  16146. else {
  16147. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_FUNC, comparisonFunction);
  16148. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_MODE, gl.COMPARE_REF_TO_TEXTURE);
  16149. }
  16150. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  16151. }
  16152. texture._comparisonFunction = comparisonFunction;
  16153. };
  16154. Engine.prototype._setupDepthStencilTexture = function (internalTexture, size, generateStencil, bilinearFiltering, comparisonFunction) {
  16155. var width = size.width || size;
  16156. var height = size.height || size;
  16157. internalTexture.baseWidth = width;
  16158. internalTexture.baseHeight = height;
  16159. internalTexture.width = width;
  16160. internalTexture.height = height;
  16161. internalTexture.isReady = true;
  16162. internalTexture.samples = 1;
  16163. internalTexture.generateMipMaps = false;
  16164. internalTexture._generateDepthBuffer = true;
  16165. internalTexture._generateStencilBuffer = generateStencil;
  16166. internalTexture.samplingMode = bilinearFiltering ? Engine.TEXTURE_BILINEAR_SAMPLINGMODE : Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16167. internalTexture.type = Engine.TEXTURETYPE_UNSIGNED_INT;
  16168. internalTexture._comparisonFunction = comparisonFunction;
  16169. var gl = this._gl;
  16170. var target = internalTexture.isCube ? gl.TEXTURE_CUBE_MAP : gl.TEXTURE_2D;
  16171. var samplingParameters = this._getSamplingParameters(internalTexture.samplingMode, false);
  16172. gl.texParameteri(target, gl.TEXTURE_MAG_FILTER, samplingParameters.mag);
  16173. gl.texParameteri(target, gl.TEXTURE_MIN_FILTER, samplingParameters.min);
  16174. gl.texParameteri(target, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16175. gl.texParameteri(target, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16176. if (comparisonFunction === 0) {
  16177. gl.texParameteri(target, gl.TEXTURE_COMPARE_FUNC, Engine.LEQUAL);
  16178. gl.texParameteri(target, gl.TEXTURE_COMPARE_MODE, gl.NONE);
  16179. }
  16180. else {
  16181. gl.texParameteri(target, gl.TEXTURE_COMPARE_FUNC, comparisonFunction);
  16182. gl.texParameteri(target, gl.TEXTURE_COMPARE_MODE, gl.COMPARE_REF_TO_TEXTURE);
  16183. }
  16184. };
  16185. /**
  16186. * Creates a depth stencil texture.
  16187. * This is only available in WebGL 2 or with the depth texture extension available.
  16188. * @param size The size of face edge in the texture.
  16189. * @param options The options defining the texture.
  16190. * @returns The texture
  16191. */
  16192. Engine.prototype.createDepthStencilTexture = function (size, options) {
  16193. if (options.isCube) {
  16194. var width = size.width || size;
  16195. return this._createDepthStencilCubeTexture(width, options);
  16196. }
  16197. else {
  16198. return this._createDepthStencilTexture(size, options);
  16199. }
  16200. };
  16201. /**
  16202. * Creates a depth stencil texture.
  16203. * This is only available in WebGL 2 or with the depth texture extension available.
  16204. * @param size The size of face edge in the texture.
  16205. * @param options The options defining the texture.
  16206. * @returns The texture
  16207. */
  16208. Engine.prototype._createDepthStencilTexture = function (size, options) {
  16209. var internalTexture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_DEPTHTEXTURE);
  16210. if (!this._caps.depthTextureExtension) {
  16211. BABYLON.Tools.Error("Depth texture is not supported by your browser or hardware.");
  16212. return internalTexture;
  16213. }
  16214. var internalOptions = __assign({ bilinearFiltering: false, comparisonFunction: 0, generateStencil: false }, options);
  16215. var gl = this._gl;
  16216. this._bindTextureDirectly(gl.TEXTURE_2D, internalTexture, true);
  16217. this._setupDepthStencilTexture(internalTexture, size, internalOptions.generateStencil, internalOptions.bilinearFiltering, internalOptions.comparisonFunction);
  16218. if (this.webGLVersion > 1) {
  16219. if (internalOptions.generateStencil) {
  16220. gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH24_STENCIL8, internalTexture.width, internalTexture.height, 0, gl.DEPTH_STENCIL, gl.UNSIGNED_INT_24_8, null);
  16221. }
  16222. else {
  16223. gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_COMPONENT24, internalTexture.width, internalTexture.height, 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_INT, null);
  16224. }
  16225. }
  16226. else {
  16227. if (internalOptions.generateStencil) {
  16228. gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_STENCIL, internalTexture.width, internalTexture.height, 0, gl.DEPTH_STENCIL, gl.UNSIGNED_INT_24_8, null);
  16229. }
  16230. else {
  16231. gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_COMPONENT, internalTexture.width, internalTexture.height, 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_INT, null);
  16232. }
  16233. }
  16234. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  16235. return internalTexture;
  16236. };
  16237. /**
  16238. * Creates a depth stencil cube texture.
  16239. * This is only available in WebGL 2.
  16240. * @param size The size of face edge in the cube texture.
  16241. * @param options The options defining the cube texture.
  16242. * @returns The cube texture
  16243. */
  16244. Engine.prototype._createDepthStencilCubeTexture = function (size, options) {
  16245. var internalTexture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_UNKNOWN);
  16246. internalTexture.isCube = true;
  16247. if (this.webGLVersion === 1) {
  16248. BABYLON.Tools.Error("Depth cube texture is not supported by WebGL 1.");
  16249. return internalTexture;
  16250. }
  16251. var internalOptions = __assign({ bilinearFiltering: false, comparisonFunction: 0, generateStencil: false }, options);
  16252. var gl = this._gl;
  16253. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, internalTexture, true);
  16254. this._setupDepthStencilTexture(internalTexture, size, internalOptions.generateStencil, internalOptions.bilinearFiltering, internalOptions.comparisonFunction);
  16255. // Create the depth/stencil buffer
  16256. for (var face = 0; face < 6; face++) {
  16257. if (internalOptions.generateStencil) {
  16258. 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);
  16259. }
  16260. else {
  16261. gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + face, 0, gl.DEPTH_COMPONENT24, size, size, 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_INT, null);
  16262. }
  16263. }
  16264. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  16265. return internalTexture;
  16266. };
  16267. /**
  16268. * Sets the frame buffer Depth / Stencil attachement of the render target to the defined depth stencil texture.
  16269. * @param renderTarget The render target to set the frame buffer for
  16270. */
  16271. Engine.prototype.setFrameBufferDepthStencilTexture = function (renderTarget) {
  16272. // Create the framebuffer
  16273. var internalTexture = renderTarget.getInternalTexture();
  16274. if (!internalTexture || !internalTexture._framebuffer || !renderTarget.depthStencilTexture) {
  16275. return;
  16276. }
  16277. var gl = this._gl;
  16278. var depthStencilTexture = renderTarget.depthStencilTexture;
  16279. this.bindUnboundFramebuffer(internalTexture._framebuffer);
  16280. if (depthStencilTexture.isCube) {
  16281. if (depthStencilTexture._generateStencilBuffer) {
  16282. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.TEXTURE_CUBE_MAP_POSITIVE_X, depthStencilTexture._webGLTexture, 0);
  16283. }
  16284. else {
  16285. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_CUBE_MAP_POSITIVE_X, depthStencilTexture._webGLTexture, 0);
  16286. }
  16287. }
  16288. else {
  16289. if (depthStencilTexture._generateStencilBuffer) {
  16290. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.TEXTURE_2D, depthStencilTexture._webGLTexture, 0);
  16291. }
  16292. else {
  16293. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, depthStencilTexture._webGLTexture, 0);
  16294. }
  16295. }
  16296. this.bindUnboundFramebuffer(null);
  16297. };
  16298. /**
  16299. * Creates a new render target texture
  16300. * @param size defines the size of the texture
  16301. * @param options defines the options used to create the texture
  16302. * @returns a new render target texture stored in an InternalTexture
  16303. */
  16304. Engine.prototype.createRenderTargetTexture = function (size, options) {
  16305. var fullOptions = new RenderTargetCreationOptions();
  16306. if (options !== undefined && typeof options === "object") {
  16307. fullOptions.generateMipMaps = options.generateMipMaps;
  16308. fullOptions.generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
  16309. fullOptions.generateStencilBuffer = fullOptions.generateDepthBuffer && options.generateStencilBuffer;
  16310. fullOptions.type = options.type === undefined ? Engine.TEXTURETYPE_UNSIGNED_INT : options.type;
  16311. fullOptions.samplingMode = options.samplingMode === undefined ? Engine.TEXTURE_TRILINEAR_SAMPLINGMODE : options.samplingMode;
  16312. fullOptions.format = options.format === undefined ? Engine.TEXTUREFORMAT_RGBA : options.format;
  16313. }
  16314. else {
  16315. fullOptions.generateMipMaps = options;
  16316. fullOptions.generateDepthBuffer = true;
  16317. fullOptions.generateStencilBuffer = false;
  16318. fullOptions.type = Engine.TEXTURETYPE_UNSIGNED_INT;
  16319. fullOptions.samplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE;
  16320. fullOptions.format = Engine.TEXTUREFORMAT_RGBA;
  16321. }
  16322. if (fullOptions.type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {
  16323. // if floating point linear (gl.FLOAT) then force to NEAREST_SAMPLINGMODE
  16324. fullOptions.samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16325. }
  16326. else if (fullOptions.type === Engine.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {
  16327. // if floating point linear (HALF_FLOAT) then force to NEAREST_SAMPLINGMODE
  16328. fullOptions.samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16329. }
  16330. var gl = this._gl;
  16331. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_RENDERTARGET);
  16332. this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);
  16333. var width = size.width || size;
  16334. var height = size.height || size;
  16335. var filters = this._getSamplingParameters(fullOptions.samplingMode, fullOptions.generateMipMaps ? true : false);
  16336. if (fullOptions.type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloat) {
  16337. fullOptions.type = Engine.TEXTURETYPE_UNSIGNED_INT;
  16338. BABYLON.Tools.Warn("Float textures are not supported. Render target forced to TEXTURETYPE_UNSIGNED_BYTE type");
  16339. }
  16340. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag);
  16341. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min);
  16342. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16343. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16344. gl.texImage2D(gl.TEXTURE_2D, 0, this._getRGBABufferInternalSizedFormat(fullOptions.type, fullOptions.format), width, height, 0, this._getInternalFormat(fullOptions.format), this._getWebGLTextureType(fullOptions.type), null);
  16345. // Create the framebuffer
  16346. var currentFrameBuffer = this._currentFramebuffer;
  16347. var framebuffer = gl.createFramebuffer();
  16348. this.bindUnboundFramebuffer(framebuffer);
  16349. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture._webGLTexture, 0);
  16350. texture._depthStencilBuffer = this._setupFramebufferDepthAttachments(fullOptions.generateStencilBuffer ? true : false, fullOptions.generateDepthBuffer, width, height);
  16351. if (fullOptions.generateMipMaps) {
  16352. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  16353. }
  16354. // Unbind
  16355. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  16356. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  16357. this.bindUnboundFramebuffer(currentFrameBuffer);
  16358. texture._framebuffer = framebuffer;
  16359. texture.baseWidth = width;
  16360. texture.baseHeight = height;
  16361. texture.width = width;
  16362. texture.height = height;
  16363. texture.isReady = true;
  16364. texture.samples = 1;
  16365. texture.generateMipMaps = fullOptions.generateMipMaps ? true : false;
  16366. texture.samplingMode = fullOptions.samplingMode;
  16367. texture.type = fullOptions.type;
  16368. texture.format = fullOptions.format;
  16369. texture._generateDepthBuffer = fullOptions.generateDepthBuffer;
  16370. texture._generateStencilBuffer = fullOptions.generateStencilBuffer ? true : false;
  16371. // this.resetTextureCache();
  16372. this._internalTexturesCache.push(texture);
  16373. return texture;
  16374. };
  16375. /**
  16376. * Create a multi render target texture
  16377. * @see http://doc.babylonjs.com/features/webgl2#multiple-render-target
  16378. * @param size defines the size of the texture
  16379. * @param options defines the creation options
  16380. * @returns the cube texture as an InternalTexture
  16381. */
  16382. Engine.prototype.createMultipleRenderTarget = function (size, options) {
  16383. var generateMipMaps = false;
  16384. var generateDepthBuffer = true;
  16385. var generateStencilBuffer = false;
  16386. var generateDepthTexture = false;
  16387. var textureCount = 1;
  16388. var defaultType = Engine.TEXTURETYPE_UNSIGNED_INT;
  16389. var defaultSamplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE;
  16390. var types = new Array();
  16391. var samplingModes = new Array();
  16392. if (options !== undefined) {
  16393. generateMipMaps = options.generateMipMaps === undefined ? false : options.generateMipMaps;
  16394. generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
  16395. generateStencilBuffer = options.generateStencilBuffer === undefined ? false : options.generateStencilBuffer;
  16396. generateDepthTexture = options.generateDepthTexture === undefined ? false : options.generateDepthTexture;
  16397. textureCount = options.textureCount || 1;
  16398. if (options.types) {
  16399. types = options.types;
  16400. }
  16401. if (options.samplingModes) {
  16402. samplingModes = options.samplingModes;
  16403. }
  16404. }
  16405. var gl = this._gl;
  16406. // Create the framebuffer
  16407. var framebuffer = gl.createFramebuffer();
  16408. this.bindUnboundFramebuffer(framebuffer);
  16409. var width = size.width || size;
  16410. var height = size.height || size;
  16411. var textures = [];
  16412. var attachments = [];
  16413. var depthStencilBuffer = this._setupFramebufferDepthAttachments(generateStencilBuffer, generateDepthBuffer, width, height);
  16414. for (var i = 0; i < textureCount; i++) {
  16415. var samplingMode = samplingModes[i] || defaultSamplingMode;
  16416. var type = types[i] || defaultType;
  16417. if (type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {
  16418. // if floating point linear (gl.FLOAT) then force to NEAREST_SAMPLINGMODE
  16419. samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16420. }
  16421. else if (type === Engine.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {
  16422. // if floating point linear (HALF_FLOAT) then force to NEAREST_SAMPLINGMODE
  16423. samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16424. }
  16425. var filters = this._getSamplingParameters(samplingMode, generateMipMaps);
  16426. if (type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloat) {
  16427. type = Engine.TEXTURETYPE_UNSIGNED_INT;
  16428. BABYLON.Tools.Warn("Float textures are not supported. Render target forced to TEXTURETYPE_UNSIGNED_BYTE type");
  16429. }
  16430. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_MULTIRENDERTARGET);
  16431. var attachment = gl[this.webGLVersion > 1 ? "COLOR_ATTACHMENT" + i : "COLOR_ATTACHMENT" + i + "_WEBGL"];
  16432. textures.push(texture);
  16433. attachments.push(attachment);
  16434. gl.activeTexture(gl["TEXTURE" + i]);
  16435. gl.bindTexture(gl.TEXTURE_2D, texture._webGLTexture);
  16436. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag);
  16437. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min);
  16438. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16439. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16440. gl.texImage2D(gl.TEXTURE_2D, 0, this._getRGBABufferInternalSizedFormat(type), width, height, 0, gl.RGBA, this._getWebGLTextureType(type), null);
  16441. gl.framebufferTexture2D(gl.DRAW_FRAMEBUFFER, attachment, gl.TEXTURE_2D, texture._webGLTexture, 0);
  16442. if (generateMipMaps) {
  16443. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  16444. }
  16445. // Unbind
  16446. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  16447. texture._framebuffer = framebuffer;
  16448. texture._depthStencilBuffer = depthStencilBuffer;
  16449. texture.baseWidth = width;
  16450. texture.baseHeight = height;
  16451. texture.width = width;
  16452. texture.height = height;
  16453. texture.isReady = true;
  16454. texture.samples = 1;
  16455. texture.generateMipMaps = generateMipMaps;
  16456. texture.samplingMode = samplingMode;
  16457. texture.type = type;
  16458. texture._generateDepthBuffer = generateDepthBuffer;
  16459. texture._generateStencilBuffer = generateStencilBuffer;
  16460. texture._attachments = attachments;
  16461. this._internalTexturesCache.push(texture);
  16462. }
  16463. if (generateDepthTexture && this._caps.depthTextureExtension) {
  16464. // Depth texture
  16465. var depthTexture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_MULTIRENDERTARGET);
  16466. gl.activeTexture(gl.TEXTURE0);
  16467. gl.bindTexture(gl.TEXTURE_2D, depthTexture._webGLTexture);
  16468. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
  16469. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
  16470. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16471. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16472. 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);
  16473. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, depthTexture._webGLTexture, 0);
  16474. depthTexture._framebuffer = framebuffer;
  16475. depthTexture.baseWidth = width;
  16476. depthTexture.baseHeight = height;
  16477. depthTexture.width = width;
  16478. depthTexture.height = height;
  16479. depthTexture.isReady = true;
  16480. depthTexture.samples = 1;
  16481. depthTexture.generateMipMaps = generateMipMaps;
  16482. depthTexture.samplingMode = gl.NEAREST;
  16483. depthTexture._generateDepthBuffer = generateDepthBuffer;
  16484. depthTexture._generateStencilBuffer = generateStencilBuffer;
  16485. textures.push(depthTexture);
  16486. this._internalTexturesCache.push(depthTexture);
  16487. }
  16488. gl.drawBuffers(attachments);
  16489. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  16490. this.bindUnboundFramebuffer(null);
  16491. this.resetTextureCache();
  16492. return textures;
  16493. };
  16494. Engine.prototype._setupFramebufferDepthAttachments = function (generateStencilBuffer, generateDepthBuffer, width, height, samples) {
  16495. if (samples === void 0) { samples = 1; }
  16496. var depthStencilBuffer = null;
  16497. var gl = this._gl;
  16498. // Create the depth/stencil buffer
  16499. if (generateStencilBuffer) {
  16500. depthStencilBuffer = gl.createRenderbuffer();
  16501. gl.bindRenderbuffer(gl.RENDERBUFFER, depthStencilBuffer);
  16502. if (samples > 1) {
  16503. gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples, gl.DEPTH24_STENCIL8, width, height);
  16504. }
  16505. else {
  16506. gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, width, height);
  16507. }
  16508. gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, depthStencilBuffer);
  16509. }
  16510. else if (generateDepthBuffer) {
  16511. depthStencilBuffer = gl.createRenderbuffer();
  16512. gl.bindRenderbuffer(gl.RENDERBUFFER, depthStencilBuffer);
  16513. if (samples > 1) {
  16514. gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples, gl.DEPTH_COMPONENT16, width, height);
  16515. }
  16516. else {
  16517. gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, width, height);
  16518. }
  16519. gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, depthStencilBuffer);
  16520. }
  16521. return depthStencilBuffer;
  16522. };
  16523. /**
  16524. * Updates the sample count of a render target texture
  16525. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  16526. * @param texture defines the texture to update
  16527. * @param samples defines the sample count to set
  16528. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  16529. */
  16530. Engine.prototype.updateRenderTargetTextureSampleCount = function (texture, samples) {
  16531. if (this.webGLVersion < 2 || !texture) {
  16532. return 1;
  16533. }
  16534. if (texture.samples === samples) {
  16535. return samples;
  16536. }
  16537. var gl = this._gl;
  16538. samples = Math.min(samples, gl.getParameter(gl.MAX_SAMPLES));
  16539. // Dispose previous render buffers
  16540. if (texture._depthStencilBuffer) {
  16541. gl.deleteRenderbuffer(texture._depthStencilBuffer);
  16542. texture._depthStencilBuffer = null;
  16543. }
  16544. if (texture._MSAAFramebuffer) {
  16545. gl.deleteFramebuffer(texture._MSAAFramebuffer);
  16546. texture._MSAAFramebuffer = null;
  16547. }
  16548. if (texture._MSAARenderBuffer) {
  16549. gl.deleteRenderbuffer(texture._MSAARenderBuffer);
  16550. texture._MSAARenderBuffer = null;
  16551. }
  16552. if (samples > 1) {
  16553. var framebuffer = gl.createFramebuffer();
  16554. if (!framebuffer) {
  16555. throw new Error("Unable to create multi sampled framebuffer");
  16556. }
  16557. texture._MSAAFramebuffer = framebuffer;
  16558. this.bindUnboundFramebuffer(texture._MSAAFramebuffer);
  16559. var colorRenderbuffer = gl.createRenderbuffer();
  16560. if (!colorRenderbuffer) {
  16561. throw new Error("Unable to create multi sampled framebuffer");
  16562. }
  16563. gl.bindRenderbuffer(gl.RENDERBUFFER, colorRenderbuffer);
  16564. gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples, this._getRGBAMultiSampleBufferFormat(texture.type), texture.width, texture.height);
  16565. gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, colorRenderbuffer);
  16566. texture._MSAARenderBuffer = colorRenderbuffer;
  16567. }
  16568. else {
  16569. this.bindUnboundFramebuffer(texture._framebuffer);
  16570. }
  16571. texture.samples = samples;
  16572. texture._depthStencilBuffer = this._setupFramebufferDepthAttachments(texture._generateStencilBuffer, texture._generateDepthBuffer, texture.width, texture.height, samples);
  16573. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  16574. this.bindUnboundFramebuffer(null);
  16575. return samples;
  16576. };
  16577. /**
  16578. * Update the sample count for a given multiple render target texture
  16579. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  16580. * @param textures defines the textures to update
  16581. * @param samples defines the sample count to set
  16582. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  16583. */
  16584. Engine.prototype.updateMultipleRenderTargetTextureSampleCount = function (textures, samples) {
  16585. if (this.webGLVersion < 2 || !textures || textures.length == 0) {
  16586. return 1;
  16587. }
  16588. if (textures[0].samples === samples) {
  16589. return samples;
  16590. }
  16591. var gl = this._gl;
  16592. samples = Math.min(samples, gl.getParameter(gl.MAX_SAMPLES));
  16593. // Dispose previous render buffers
  16594. if (textures[0]._depthStencilBuffer) {
  16595. gl.deleteRenderbuffer(textures[0]._depthStencilBuffer);
  16596. textures[0]._depthStencilBuffer = null;
  16597. }
  16598. if (textures[0]._MSAAFramebuffer) {
  16599. gl.deleteFramebuffer(textures[0]._MSAAFramebuffer);
  16600. textures[0]._MSAAFramebuffer = null;
  16601. }
  16602. for (var i = 0; i < textures.length; i++) {
  16603. if (textures[i]._MSAARenderBuffer) {
  16604. gl.deleteRenderbuffer(textures[i]._MSAARenderBuffer);
  16605. textures[i]._MSAARenderBuffer = null;
  16606. }
  16607. }
  16608. if (samples > 1) {
  16609. var framebuffer = gl.createFramebuffer();
  16610. if (!framebuffer) {
  16611. throw new Error("Unable to create multi sampled framebuffer");
  16612. }
  16613. this.bindUnboundFramebuffer(framebuffer);
  16614. var depthStencilBuffer = this._setupFramebufferDepthAttachments(textures[0]._generateStencilBuffer, textures[0]._generateDepthBuffer, textures[0].width, textures[0].height, samples);
  16615. var attachments = [];
  16616. for (var i = 0; i < textures.length; i++) {
  16617. var texture = textures[i];
  16618. var attachment = gl[this.webGLVersion > 1 ? "COLOR_ATTACHMENT" + i : "COLOR_ATTACHMENT" + i + "_WEBGL"];
  16619. var colorRenderbuffer = gl.createRenderbuffer();
  16620. if (!colorRenderbuffer) {
  16621. throw new Error("Unable to create multi sampled framebuffer");
  16622. }
  16623. gl.bindRenderbuffer(gl.RENDERBUFFER, colorRenderbuffer);
  16624. gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples, this._getRGBAMultiSampleBufferFormat(texture.type), texture.width, texture.height);
  16625. gl.framebufferRenderbuffer(gl.FRAMEBUFFER, attachment, gl.RENDERBUFFER, colorRenderbuffer);
  16626. texture._MSAAFramebuffer = framebuffer;
  16627. texture._MSAARenderBuffer = colorRenderbuffer;
  16628. texture.samples = samples;
  16629. texture._depthStencilBuffer = depthStencilBuffer;
  16630. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  16631. attachments.push(attachment);
  16632. }
  16633. gl.drawBuffers(attachments);
  16634. }
  16635. else {
  16636. this.bindUnboundFramebuffer(textures[0]._framebuffer);
  16637. }
  16638. this.bindUnboundFramebuffer(null);
  16639. return samples;
  16640. };
  16641. /** @hidden */
  16642. Engine.prototype._uploadCompressedDataToTextureDirectly = function (texture, internalFormat, width, height, data, faceIndex, lod) {
  16643. if (faceIndex === void 0) { faceIndex = 0; }
  16644. if (lod === void 0) { lod = 0; }
  16645. var gl = this._gl;
  16646. var target = gl.TEXTURE_2D;
  16647. if (texture.isCube) {
  16648. target = gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex;
  16649. }
  16650. this._gl.compressedTexImage2D(target, lod, internalFormat, width, height, 0, data);
  16651. };
  16652. /** @hidden */
  16653. Engine.prototype._uploadDataToTextureDirectly = function (texture, imageData, faceIndex, lod) {
  16654. if (faceIndex === void 0) { faceIndex = 0; }
  16655. if (lod === void 0) { lod = 0; }
  16656. var gl = this._gl;
  16657. var textureType = this._getWebGLTextureType(texture.type);
  16658. var format = this._getInternalFormat(texture.format);
  16659. var internalFormat = this._getRGBABufferInternalSizedFormat(texture.type, format);
  16660. this._unpackFlipY(texture.invertY);
  16661. var target = gl.TEXTURE_2D;
  16662. if (texture.isCube) {
  16663. target = gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex;
  16664. }
  16665. var lodMaxWidth = Math.round(BABYLON.Scalar.Log2(texture.width));
  16666. var lodMaxHeight = Math.round(BABYLON.Scalar.Log2(texture.height));
  16667. var width = Math.pow(2, Math.max(lodMaxWidth - lod, 0));
  16668. var height = Math.pow(2, Math.max(lodMaxHeight - lod, 0));
  16669. gl.texImage2D(target, lod, internalFormat, width, height, 0, format, textureType, imageData);
  16670. };
  16671. /** @hidden */
  16672. Engine.prototype._uploadArrayBufferViewToTexture = function (texture, imageData, faceIndex, lod) {
  16673. if (faceIndex === void 0) { faceIndex = 0; }
  16674. if (lod === void 0) { lod = 0; }
  16675. var gl = this._gl;
  16676. var bindTarget = texture.isCube ? gl.TEXTURE_CUBE_MAP : gl.TEXTURE_2D;
  16677. this._bindTextureDirectly(bindTarget, texture, true);
  16678. this._uploadDataToTextureDirectly(texture, imageData, faceIndex, lod);
  16679. this._bindTextureDirectly(bindTarget, null, true);
  16680. };
  16681. /** @hidden */
  16682. Engine.prototype._uploadImageToTexture = function (texture, image, faceIndex, lod) {
  16683. if (faceIndex === void 0) { faceIndex = 0; }
  16684. if (lod === void 0) { lod = 0; }
  16685. var gl = this._gl;
  16686. var textureType = this._getWebGLTextureType(texture.type);
  16687. var format = this._getInternalFormat(texture.format);
  16688. var internalFormat = this._getRGBABufferInternalSizedFormat(texture.type, format);
  16689. var bindTarget = texture.isCube ? gl.TEXTURE_CUBE_MAP : gl.TEXTURE_2D;
  16690. this._bindTextureDirectly(bindTarget, texture, true);
  16691. this._unpackFlipY(texture.invertY);
  16692. var target = gl.TEXTURE_2D;
  16693. if (texture.isCube) {
  16694. target = gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex;
  16695. }
  16696. gl.texImage2D(target, lod, internalFormat, format, textureType, image);
  16697. this._bindTextureDirectly(bindTarget, null, true);
  16698. };
  16699. /**
  16700. * Creates a new render target cube texture
  16701. * @param size defines the size of the texture
  16702. * @param options defines the options used to create the texture
  16703. * @returns a new render target cube texture stored in an InternalTexture
  16704. */
  16705. Engine.prototype.createRenderTargetCubeTexture = function (size, options) {
  16706. var fullOptions = __assign({ generateMipMaps: true, generateDepthBuffer: true, generateStencilBuffer: false, type: Engine.TEXTURETYPE_UNSIGNED_INT, samplingMode: Engine.TEXTURE_TRILINEAR_SAMPLINGMODE, format: Engine.TEXTUREFORMAT_RGBA }, options);
  16707. fullOptions.generateStencilBuffer = fullOptions.generateDepthBuffer && fullOptions.generateStencilBuffer;
  16708. if (fullOptions.type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {
  16709. // if floating point linear (gl.FLOAT) then force to NEAREST_SAMPLINGMODE
  16710. fullOptions.samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16711. }
  16712. else if (fullOptions.type === Engine.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {
  16713. // if floating point linear (HALF_FLOAT) then force to NEAREST_SAMPLINGMODE
  16714. fullOptions.samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16715. }
  16716. var gl = this._gl;
  16717. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_RENDERTARGET);
  16718. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  16719. var filters = this._getSamplingParameters(fullOptions.samplingMode, fullOptions.generateMipMaps);
  16720. if (fullOptions.type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloat) {
  16721. fullOptions.type = Engine.TEXTURETYPE_UNSIGNED_INT;
  16722. BABYLON.Tools.Warn("Float textures are not supported. Cube render target forced to TEXTURETYPE_UNESIGNED_BYTE type");
  16723. }
  16724. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, filters.mag);
  16725. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, filters.min);
  16726. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16727. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16728. for (var face = 0; face < 6; face++) {
  16729. 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);
  16730. }
  16731. // Create the framebuffer
  16732. var framebuffer = gl.createFramebuffer();
  16733. this.bindUnboundFramebuffer(framebuffer);
  16734. texture._depthStencilBuffer = this._setupFramebufferDepthAttachments(fullOptions.generateStencilBuffer, fullOptions.generateDepthBuffer, size, size);
  16735. // MipMaps
  16736. if (fullOptions.generateMipMaps) {
  16737. gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
  16738. }
  16739. // Unbind
  16740. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  16741. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  16742. this.bindUnboundFramebuffer(null);
  16743. texture._framebuffer = framebuffer;
  16744. texture.width = size;
  16745. texture.height = size;
  16746. texture.isReady = true;
  16747. texture.isCube = true;
  16748. texture.samples = 1;
  16749. texture.generateMipMaps = fullOptions.generateMipMaps;
  16750. texture.samplingMode = fullOptions.samplingMode;
  16751. texture.type = fullOptions.type;
  16752. texture.format = fullOptions.format;
  16753. texture._generateDepthBuffer = fullOptions.generateDepthBuffer;
  16754. texture._generateStencilBuffer = fullOptions.generateStencilBuffer;
  16755. this._internalTexturesCache.push(texture);
  16756. return texture;
  16757. };
  16758. /**
  16759. * Create a cube texture from prefiltered data (ie. the mipmaps contain ready to use data for PBR reflection)
  16760. * @param rootUrl defines the url where the file to load is located
  16761. * @param scene defines the current scene
  16762. * @param lodScale defines scale to apply to the mip map selection
  16763. * @param lodOffset defines offset to apply to the mip map selection
  16764. * @param onLoad defines an optional callback raised when the texture is loaded
  16765. * @param onError defines an optional callback raised if there is an issue to load the texture
  16766. * @param format defines the format of the data
  16767. * @param forcedExtension defines the extension to use to pick the right loader
  16768. * @param createPolynomials defines wheter or not to create polynomails harmonics for the texture
  16769. * @returns the cube texture as an InternalTexture
  16770. */
  16771. Engine.prototype.createPrefilteredCubeTexture = function (rootUrl, scene, lodScale, lodOffset, onLoad, onError, format, forcedExtension, createPolynomials) {
  16772. var _this = this;
  16773. if (onLoad === void 0) { onLoad = null; }
  16774. if (onError === void 0) { onError = null; }
  16775. if (forcedExtension === void 0) { forcedExtension = null; }
  16776. if (createPolynomials === void 0) { createPolynomials = true; }
  16777. var callback = function (loadData) {
  16778. if (!loadData) {
  16779. if (onLoad) {
  16780. onLoad(null);
  16781. }
  16782. return;
  16783. }
  16784. var texture = loadData.texture;
  16785. if (!createPolynomials) {
  16786. texture._sphericalPolynomial = new BABYLON.SphericalPolynomial();
  16787. }
  16788. else if (loadData.info.sphericalPolynomial) {
  16789. texture._sphericalPolynomial = loadData.info.sphericalPolynomial;
  16790. }
  16791. texture._dataSource = BABYLON.InternalTexture.DATASOURCE_CUBEPREFILTERED;
  16792. if (_this._caps.textureLOD) {
  16793. // Do not add extra process if texture lod is supported.
  16794. if (onLoad) {
  16795. onLoad(texture);
  16796. }
  16797. return;
  16798. }
  16799. var mipSlices = 3;
  16800. var gl = _this._gl;
  16801. var width = loadData.width;
  16802. if (!width) {
  16803. return;
  16804. }
  16805. var textures = [];
  16806. for (var i = 0; i < mipSlices; i++) {
  16807. //compute LOD from even spacing in smoothness (matching shader calculation)
  16808. var smoothness = i / (mipSlices - 1);
  16809. var roughness = 1 - smoothness;
  16810. var minLODIndex = lodOffset; // roughness = 0
  16811. var maxLODIndex = BABYLON.Scalar.Log2(width) * lodScale + lodOffset; // roughness = 1
  16812. var lodIndex = minLODIndex + (maxLODIndex - minLODIndex) * roughness;
  16813. var mipmapIndex = Math.round(Math.min(Math.max(lodIndex, 0), maxLODIndex));
  16814. var glTextureFromLod = new BABYLON.InternalTexture(_this, BABYLON.InternalTexture.DATASOURCE_TEMP);
  16815. glTextureFromLod.type = texture.type;
  16816. glTextureFromLod.format = texture.format;
  16817. glTextureFromLod.width = Math.pow(2, Math.max(BABYLON.Scalar.Log2(width) - mipmapIndex, 0));
  16818. glTextureFromLod.height = glTextureFromLod.width;
  16819. glTextureFromLod.isCube = true;
  16820. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, glTextureFromLod, true);
  16821. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
  16822. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
  16823. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16824. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16825. if (loadData.isDDS) {
  16826. var info = loadData.info;
  16827. var data = loadData.data;
  16828. _this._unpackFlipY(info.isCompressed);
  16829. BABYLON.DDSTools.UploadDDSLevels(_this, glTextureFromLod, data, info, true, 6, mipmapIndex);
  16830. }
  16831. else {
  16832. BABYLON.Tools.Warn("DDS is the only prefiltered cube map supported so far.");
  16833. }
  16834. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  16835. // Wrap in a base texture for easy binding.
  16836. var lodTexture = new BABYLON.BaseTexture(scene);
  16837. lodTexture.isCube = true;
  16838. lodTexture._texture = glTextureFromLod;
  16839. glTextureFromLod.isReady = true;
  16840. textures.push(lodTexture);
  16841. }
  16842. texture._lodTextureHigh = textures[2];
  16843. texture._lodTextureMid = textures[1];
  16844. texture._lodTextureLow = textures[0];
  16845. if (onLoad) {
  16846. onLoad(texture);
  16847. }
  16848. };
  16849. return this.createCubeTexture(rootUrl, scene, null, false, callback, onError, format, forcedExtension, createPolynomials, lodScale, lodOffset);
  16850. };
  16851. /**
  16852. * Creates a cube texture
  16853. * @param rootUrl defines the url where the files to load is located
  16854. * @param scene defines the current scene
  16855. * @param files defines the list of files to load (1 per face)
  16856. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  16857. * @param onLoad defines an optional callback raised when the texture is loaded
  16858. * @param onError defines an optional callback raised if there is an issue to load the texture
  16859. * @param format defines the format of the data
  16860. * @param forcedExtension defines the extension to use to pick the right loader
  16861. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  16862. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  16863. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  16864. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  16865. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (defualt: empty array)
  16866. * @returns the cube texture as an InternalTexture
  16867. */
  16868. Engine.prototype.createCubeTexture = function (rootUrl, scene, files, noMipmap, onLoad, onError, format, forcedExtension, createPolynomials, lodScale, lodOffset, fallback, excludeLoaders) {
  16869. var _this = this;
  16870. if (onLoad === void 0) { onLoad = null; }
  16871. if (onError === void 0) { onError = null; }
  16872. if (forcedExtension === void 0) { forcedExtension = null; }
  16873. if (createPolynomials === void 0) { createPolynomials = false; }
  16874. if (lodScale === void 0) { lodScale = 0; }
  16875. if (lodOffset === void 0) { lodOffset = 0; }
  16876. if (fallback === void 0) { fallback = null; }
  16877. if (excludeLoaders === void 0) { excludeLoaders = []; }
  16878. var gl = this._gl;
  16879. var texture = fallback ? fallback : new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_CUBE);
  16880. texture.isCube = true;
  16881. texture.url = rootUrl;
  16882. texture.generateMipMaps = !noMipmap;
  16883. texture._lodGenerationScale = lodScale;
  16884. texture._lodGenerationOffset = lodOffset;
  16885. if (!this._doNotHandleContextLost) {
  16886. texture._extension = forcedExtension;
  16887. texture._files = files;
  16888. }
  16889. var lastDot = rootUrl.lastIndexOf('.');
  16890. var extension = forcedExtension ? forcedExtension : (lastDot > -1 ? rootUrl.substring(lastDot).toLowerCase() : "");
  16891. var loader = null;
  16892. for (var _i = 0, _a = Engine._TextureLoaders; _i < _a.length; _i++) {
  16893. var availableLoader = _a[_i];
  16894. if (excludeLoaders.indexOf(availableLoader) === -1 && availableLoader.canLoad(extension, this._textureFormatInUse, fallback, false, false)) {
  16895. loader = availableLoader;
  16896. break;
  16897. }
  16898. }
  16899. var onInternalError = function (request, exception) {
  16900. if (loader) {
  16901. var fallbackUrl = loader.getFallbackTextureUrl(texture.url, _this._textureFormatInUse);
  16902. BABYLON.Tools.Warn(loader.constructor.name + " failed when trying to load " + texture.url + ", falling back to the next supported loader");
  16903. if (fallbackUrl) {
  16904. excludeLoaders.push(loader);
  16905. _this.createCubeTexture(fallbackUrl, scene, files, noMipmap, onLoad, onError, format, extension, createPolynomials, lodScale, lodOffset, texture, excludeLoaders);
  16906. }
  16907. }
  16908. if (onError && request) {
  16909. onError(request.status + " " + request.statusText, exception);
  16910. }
  16911. };
  16912. if (loader) {
  16913. rootUrl = loader.transformUrl(rootUrl, this._textureFormatInUse);
  16914. var onloaddata = function (data) {
  16915. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  16916. loader.loadCubeData(data, texture, createPolynomials, onLoad, onError);
  16917. };
  16918. if (files && files.length === 6) {
  16919. if (loader.supportCascades) {
  16920. this._cascadeLoadFiles(scene, onloaddata, files, onError);
  16921. }
  16922. else if (onError) {
  16923. onError("Textures type does not support cascades.");
  16924. }
  16925. }
  16926. else {
  16927. this._loadFile(rootUrl, onloaddata, undefined, undefined, true, onInternalError);
  16928. }
  16929. }
  16930. else {
  16931. if (!files) {
  16932. throw new Error("Cannot load cubemap because files were not defined");
  16933. }
  16934. this._cascadeLoadImgs(rootUrl, scene, function (imgs) {
  16935. var width = _this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(imgs[0].width, _this._caps.maxCubemapTextureSize) : imgs[0].width;
  16936. var height = width;
  16937. _this._prepareWorkingCanvas();
  16938. if (!_this._workingCanvas || !_this._workingContext) {
  16939. return;
  16940. }
  16941. _this._workingCanvas.width = width;
  16942. _this._workingCanvas.height = height;
  16943. var faces = [
  16944. gl.TEXTURE_CUBE_MAP_POSITIVE_X, gl.TEXTURE_CUBE_MAP_POSITIVE_Y, gl.TEXTURE_CUBE_MAP_POSITIVE_Z,
  16945. gl.TEXTURE_CUBE_MAP_NEGATIVE_X, gl.TEXTURE_CUBE_MAP_NEGATIVE_Y, gl.TEXTURE_CUBE_MAP_NEGATIVE_Z
  16946. ];
  16947. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  16948. _this._unpackFlipY(false);
  16949. var internalFormat = format ? _this._getInternalFormat(format) : _this._gl.RGBA;
  16950. for (var index = 0; index < faces.length; index++) {
  16951. _this._workingContext.drawImage(imgs[index], 0, 0, imgs[index].width, imgs[index].height, 0, 0, width, height);
  16952. gl.texImage2D(faces[index], 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, _this._workingCanvas);
  16953. }
  16954. if (!noMipmap) {
  16955. gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
  16956. }
  16957. _this._setCubeMapTextureParams(!noMipmap);
  16958. texture.width = width;
  16959. texture.height = height;
  16960. texture.isReady = true;
  16961. if (format) {
  16962. texture.format = format;
  16963. }
  16964. texture.onLoadedObservable.notifyObservers(texture);
  16965. texture.onLoadedObservable.clear();
  16966. if (onLoad) {
  16967. onLoad();
  16968. }
  16969. }, files, onError);
  16970. }
  16971. this._internalTexturesCache.push(texture);
  16972. return texture;
  16973. };
  16974. /**
  16975. * @hidden
  16976. */
  16977. Engine.prototype._setCubeMapTextureParams = function (loadMipmap) {
  16978. var gl = this._gl;
  16979. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
  16980. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, loadMipmap ? gl.LINEAR_MIPMAP_LINEAR : gl.LINEAR);
  16981. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16982. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16983. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  16984. // this.resetTextureCache();
  16985. };
  16986. /**
  16987. * Update a raw cube texture
  16988. * @param texture defines the texture to udpdate
  16989. * @param data defines the data to store
  16990. * @param format defines the data format
  16991. * @param type defines the type fo the data (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  16992. * @param invertY defines if data must be stored with Y axis inverted
  16993. * @param compression defines the compression used (null by default)
  16994. * @param level defines which level of the texture to update
  16995. */
  16996. Engine.prototype.updateRawCubeTexture = function (texture, data, format, type, invertY, compression, level) {
  16997. if (compression === void 0) { compression = null; }
  16998. if (level === void 0) { level = 0; }
  16999. texture._bufferViewArray = data;
  17000. texture.format = format;
  17001. texture.type = type;
  17002. texture.invertY = invertY;
  17003. texture._compression = compression;
  17004. var gl = this._gl;
  17005. var textureType = this._getWebGLTextureType(type);
  17006. var internalFormat = this._getInternalFormat(format);
  17007. var internalSizedFomat = this._getRGBABufferInternalSizedFormat(type);
  17008. var needConversion = false;
  17009. if (internalFormat === gl.RGB) {
  17010. internalFormat = gl.RGBA;
  17011. needConversion = true;
  17012. }
  17013. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  17014. this._unpackFlipY(invertY === undefined ? true : (invertY ? true : false));
  17015. if (texture.width % 4 !== 0) {
  17016. gl.pixelStorei(gl.UNPACK_ALIGNMENT, 1);
  17017. }
  17018. // Data are known to be in +X +Y +Z -X -Y -Z
  17019. for (var faceIndex = 0; faceIndex < 6; faceIndex++) {
  17020. var faceData = data[faceIndex];
  17021. if (compression) {
  17022. gl.compressedTexImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, level, (this.getCaps().s3tc)[compression], texture.width, texture.height, 0, faceData);
  17023. }
  17024. else {
  17025. if (needConversion) {
  17026. faceData = this._convertRGBtoRGBATextureData(faceData, texture.width, texture.height, type);
  17027. }
  17028. gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, level, internalSizedFomat, texture.width, texture.height, 0, internalFormat, textureType, faceData);
  17029. }
  17030. }
  17031. var isPot = !this.needPOTTextures || (BABYLON.Tools.IsExponentOfTwo(texture.width) && BABYLON.Tools.IsExponentOfTwo(texture.height));
  17032. if (isPot && texture.generateMipMaps && level === 0) {
  17033. this._gl.generateMipmap(this._gl.TEXTURE_CUBE_MAP);
  17034. }
  17035. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  17036. // this.resetTextureCache();
  17037. texture.isReady = true;
  17038. };
  17039. /**
  17040. * Creates a new raw cube texture
  17041. * @param data defines the array of data to use to create each face
  17042. * @param size defines the size of the textures
  17043. * @param format defines the format of the data
  17044. * @param type defines the type of the data (like BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT)
  17045. * @param generateMipMaps defines if the engine should generate the mip levels
  17046. * @param invertY defines if data must be stored with Y axis inverted
  17047. * @param samplingMode defines the required sampling mode (like BABYLON.Texture.NEAREST_SAMPLINGMODE)
  17048. * @param compression defines the compression used (null by default)
  17049. * @returns the cube texture as an InternalTexture
  17050. */
  17051. Engine.prototype.createRawCubeTexture = function (data, size, format, type, generateMipMaps, invertY, samplingMode, compression) {
  17052. if (compression === void 0) { compression = null; }
  17053. var gl = this._gl;
  17054. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_CUBERAW);
  17055. texture.isCube = true;
  17056. texture.format = format;
  17057. texture.type = type;
  17058. if (!this._doNotHandleContextLost) {
  17059. texture._bufferViewArray = data;
  17060. }
  17061. var textureType = this._getWebGLTextureType(type);
  17062. var internalFormat = this._getInternalFormat(format);
  17063. if (internalFormat === gl.RGB) {
  17064. internalFormat = gl.RGBA;
  17065. }
  17066. // Mipmap generation needs a sized internal format that is both color-renderable and texture-filterable
  17067. if (textureType === gl.FLOAT && !this._caps.textureFloatLinearFiltering) {
  17068. generateMipMaps = false;
  17069. samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  17070. BABYLON.Tools.Warn("Float texture filtering is not supported. Mipmap generation and sampling mode are forced to false and TEXTURE_NEAREST_SAMPLINGMODE, respectively.");
  17071. }
  17072. else if (textureType === this._gl.HALF_FLOAT_OES && !this._caps.textureHalfFloatLinearFiltering) {
  17073. generateMipMaps = false;
  17074. samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  17075. BABYLON.Tools.Warn("Half float texture filtering is not supported. Mipmap generation and sampling mode are forced to false and TEXTURE_NEAREST_SAMPLINGMODE, respectively.");
  17076. }
  17077. else if (textureType === gl.FLOAT && !this._caps.textureFloatRender) {
  17078. generateMipMaps = false;
  17079. BABYLON.Tools.Warn("Render to float textures is not supported. Mipmap generation forced to false.");
  17080. }
  17081. else if (textureType === gl.HALF_FLOAT && !this._caps.colorBufferFloat) {
  17082. generateMipMaps = false;
  17083. BABYLON.Tools.Warn("Render to half float textures is not supported. Mipmap generation forced to false.");
  17084. }
  17085. var width = size;
  17086. var height = width;
  17087. texture.width = width;
  17088. texture.height = height;
  17089. // Double check on POT to generate Mips.
  17090. var isPot = !this.needPOTTextures || (BABYLON.Tools.IsExponentOfTwo(texture.width) && BABYLON.Tools.IsExponentOfTwo(texture.height));
  17091. if (!isPot) {
  17092. generateMipMaps = false;
  17093. }
  17094. // Upload data if needed. The texture won't be ready until then.
  17095. if (data) {
  17096. this.updateRawCubeTexture(texture, data, format, type, invertY, compression);
  17097. }
  17098. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, texture, true);
  17099. // Filters
  17100. if (data && generateMipMaps) {
  17101. this._gl.generateMipmap(this._gl.TEXTURE_CUBE_MAP);
  17102. }
  17103. var filters = this._getSamplingParameters(samplingMode, generateMipMaps);
  17104. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, filters.mag);
  17105. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, filters.min);
  17106. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  17107. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  17108. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  17109. texture.generateMipMaps = generateMipMaps;
  17110. return texture;
  17111. };
  17112. /**
  17113. * Creates a new raw cube texture from a specified url
  17114. * @param url defines the url where the data is located
  17115. * @param scene defines the current scene
  17116. * @param size defines the size of the textures
  17117. * @param format defines the format of the data
  17118. * @param type defines the type fo the data (like BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT)
  17119. * @param noMipmap defines if the engine should avoid generating the mip levels
  17120. * @param callback defines a callback used to extract texture data from loaded data
  17121. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  17122. * @param onLoad defines a callback called when texture is loaded
  17123. * @param onError defines a callback called if there is an error
  17124. * @param samplingMode defines the required sampling mode (like BABYLON.Texture.NEAREST_SAMPLINGMODE)
  17125. * @param invertY defines if data must be stored with Y axis inverted
  17126. * @returns the cube texture as an InternalTexture
  17127. */
  17128. Engine.prototype.createRawCubeTextureFromUrl = function (url, scene, size, format, type, noMipmap, callback, mipmapGenerator, onLoad, onError, samplingMode, invertY) {
  17129. var _this = this;
  17130. if (onLoad === void 0) { onLoad = null; }
  17131. if (onError === void 0) { onError = null; }
  17132. if (samplingMode === void 0) { samplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE; }
  17133. if (invertY === void 0) { invertY = false; }
  17134. var gl = this._gl;
  17135. var texture = this.createRawCubeTexture(null, size, format, type, !noMipmap, invertY, samplingMode);
  17136. scene._addPendingData(texture);
  17137. texture.url = url;
  17138. this._internalTexturesCache.push(texture);
  17139. var onerror = function (request, exception) {
  17140. scene._removePendingData(texture);
  17141. if (onError && request) {
  17142. onError(request.status + " " + request.statusText, exception);
  17143. }
  17144. };
  17145. var internalCallback = function (data) {
  17146. var width = texture.width;
  17147. var faceDataArrays = callback(data);
  17148. if (!faceDataArrays) {
  17149. return;
  17150. }
  17151. if (mipmapGenerator) {
  17152. var textureType = _this._getWebGLTextureType(type);
  17153. var internalFormat = _this._getInternalFormat(format);
  17154. var internalSizedFomat = _this._getRGBABufferInternalSizedFormat(type);
  17155. var needConversion = false;
  17156. if (internalFormat === gl.RGB) {
  17157. internalFormat = gl.RGBA;
  17158. needConversion = true;
  17159. }
  17160. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  17161. _this._unpackFlipY(false);
  17162. var mipData = mipmapGenerator(faceDataArrays);
  17163. for (var level = 0; level < mipData.length; level++) {
  17164. var mipSize = width >> level;
  17165. for (var faceIndex = 0; faceIndex < 6; faceIndex++) {
  17166. var mipFaceData = mipData[level][faceIndex];
  17167. if (needConversion) {
  17168. mipFaceData = _this._convertRGBtoRGBATextureData(mipFaceData, mipSize, mipSize, type);
  17169. }
  17170. gl.texImage2D(faceIndex, level, internalSizedFomat, mipSize, mipSize, 0, internalFormat, textureType, mipFaceData);
  17171. }
  17172. }
  17173. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  17174. }
  17175. else {
  17176. _this.updateRawCubeTexture(texture, faceDataArrays, format, type, invertY);
  17177. }
  17178. texture.isReady = true;
  17179. // this.resetTextureCache();
  17180. scene._removePendingData(texture);
  17181. if (onLoad) {
  17182. onLoad();
  17183. }
  17184. };
  17185. this._loadFile(url, function (data) {
  17186. internalCallback(data);
  17187. }, undefined, scene.offlineProvider, true, onerror);
  17188. return texture;
  17189. };
  17190. /**
  17191. * Update a raw 3D texture
  17192. * @param texture defines the texture to update
  17193. * @param data defines the data to store
  17194. * @param format defines the data format
  17195. * @param invertY defines if data must be stored with Y axis inverted
  17196. * @param compression defines the used compression (can be null)
  17197. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  17198. */
  17199. Engine.prototype.updateRawTexture3D = function (texture, data, format, invertY, compression, textureType) {
  17200. if (compression === void 0) { compression = null; }
  17201. if (textureType === void 0) { textureType = Engine.TEXTURETYPE_UNSIGNED_INT; }
  17202. var internalType = this._getWebGLTextureType(textureType);
  17203. var internalFormat = this._getInternalFormat(format);
  17204. var internalSizedFomat = this._getRGBABufferInternalSizedFormat(textureType, format);
  17205. this._bindTextureDirectly(this._gl.TEXTURE_3D, texture, true);
  17206. this._unpackFlipY(invertY === undefined ? true : (invertY ? true : false));
  17207. if (!this._doNotHandleContextLost) {
  17208. texture._bufferView = data;
  17209. texture.format = format;
  17210. texture.invertY = invertY;
  17211. texture._compression = compression;
  17212. }
  17213. if (texture.width % 4 !== 0) {
  17214. this._gl.pixelStorei(this._gl.UNPACK_ALIGNMENT, 1);
  17215. }
  17216. if (compression && data) {
  17217. this._gl.compressedTexImage3D(this._gl.TEXTURE_3D, 0, this.getCaps().s3tc[compression], texture.width, texture.height, texture.depth, 0, data);
  17218. }
  17219. else {
  17220. this._gl.texImage3D(this._gl.TEXTURE_3D, 0, internalSizedFomat, texture.width, texture.height, texture.depth, 0, internalFormat, internalType, data);
  17221. }
  17222. if (texture.generateMipMaps) {
  17223. this._gl.generateMipmap(this._gl.TEXTURE_3D);
  17224. }
  17225. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  17226. // this.resetTextureCache();
  17227. texture.isReady = true;
  17228. };
  17229. /**
  17230. * Creates a new raw 3D texture
  17231. * @param data defines the data used to create the texture
  17232. * @param width defines the width of the texture
  17233. * @param height defines the height of the texture
  17234. * @param depth defines the depth of the texture
  17235. * @param format defines the format of the texture
  17236. * @param generateMipMaps defines if the engine must generate mip levels
  17237. * @param invertY defines if data must be stored with Y axis inverted
  17238. * @param samplingMode defines the required sampling mode (like BABYLON.Texture.NEAREST_SAMPLINGMODE)
  17239. * @param compression defines the compressed used (can be null)
  17240. * @param textureType defines the compressed used (can be null)
  17241. * @returns a new raw 3D texture (stored in an InternalTexture)
  17242. */
  17243. Engine.prototype.createRawTexture3D = function (data, width, height, depth, format, generateMipMaps, invertY, samplingMode, compression, textureType) {
  17244. if (compression === void 0) { compression = null; }
  17245. if (textureType === void 0) { textureType = Engine.TEXTURETYPE_UNSIGNED_INT; }
  17246. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_RAW3D);
  17247. texture.baseWidth = width;
  17248. texture.baseHeight = height;
  17249. texture.baseDepth = depth;
  17250. texture.width = width;
  17251. texture.height = height;
  17252. texture.depth = depth;
  17253. texture.format = format;
  17254. texture.type = textureType;
  17255. texture.generateMipMaps = generateMipMaps;
  17256. texture.samplingMode = samplingMode;
  17257. texture.is3D = true;
  17258. if (!this._doNotHandleContextLost) {
  17259. texture._bufferView = data;
  17260. }
  17261. this.updateRawTexture3D(texture, data, format, invertY, compression, textureType);
  17262. this._bindTextureDirectly(this._gl.TEXTURE_3D, texture, true);
  17263. // Filters
  17264. var filters = this._getSamplingParameters(samplingMode, generateMipMaps);
  17265. this._gl.texParameteri(this._gl.TEXTURE_3D, this._gl.TEXTURE_MAG_FILTER, filters.mag);
  17266. this._gl.texParameteri(this._gl.TEXTURE_3D, this._gl.TEXTURE_MIN_FILTER, filters.min);
  17267. if (generateMipMaps) {
  17268. this._gl.generateMipmap(this._gl.TEXTURE_3D);
  17269. }
  17270. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  17271. this._internalTexturesCache.push(texture);
  17272. return texture;
  17273. };
  17274. Engine.prototype._prepareWebGLTextureContinuation = function (texture, scene, noMipmap, isCompressed, samplingMode) {
  17275. var gl = this._gl;
  17276. if (!gl) {
  17277. return;
  17278. }
  17279. var filters = this._getSamplingParameters(samplingMode, !noMipmap);
  17280. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag);
  17281. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min);
  17282. if (!noMipmap && !isCompressed) {
  17283. gl.generateMipmap(gl.TEXTURE_2D);
  17284. }
  17285. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  17286. // this.resetTextureCache();
  17287. if (scene) {
  17288. scene._removePendingData(texture);
  17289. }
  17290. texture.onLoadedObservable.notifyObservers(texture);
  17291. texture.onLoadedObservable.clear();
  17292. };
  17293. Engine.prototype._prepareWebGLTexture = function (texture, scene, width, height, invertY, noMipmap, isCompressed, processFunction, samplingMode) {
  17294. var _this = this;
  17295. if (samplingMode === void 0) { samplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE; }
  17296. var maxTextureSize = this.getCaps().maxTextureSize;
  17297. var potWidth = Math.min(maxTextureSize, this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(width, maxTextureSize) : width);
  17298. var potHeight = Math.min(maxTextureSize, this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(height, maxTextureSize) : height);
  17299. var gl = this._gl;
  17300. if (!gl) {
  17301. return;
  17302. }
  17303. if (!texture._webGLTexture) {
  17304. // this.resetTextureCache();
  17305. if (scene) {
  17306. scene._removePendingData(texture);
  17307. }
  17308. return;
  17309. }
  17310. this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);
  17311. this._unpackFlipY(invertY === undefined ? true : (invertY ? true : false));
  17312. texture.baseWidth = width;
  17313. texture.baseHeight = height;
  17314. texture.width = potWidth;
  17315. texture.height = potHeight;
  17316. texture.isReady = true;
  17317. if (processFunction(potWidth, potHeight, function () {
  17318. _this._prepareWebGLTextureContinuation(texture, scene, noMipmap, isCompressed, samplingMode);
  17319. })) {
  17320. // Returning as texture needs extra async steps
  17321. return;
  17322. }
  17323. this._prepareWebGLTextureContinuation(texture, scene, noMipmap, isCompressed, samplingMode);
  17324. };
  17325. Engine.prototype._convertRGBtoRGBATextureData = function (rgbData, width, height, textureType) {
  17326. // Create new RGBA data container.
  17327. var rgbaData;
  17328. if (textureType === Engine.TEXTURETYPE_FLOAT) {
  17329. rgbaData = new Float32Array(width * height * 4);
  17330. }
  17331. else {
  17332. rgbaData = new Uint32Array(width * height * 4);
  17333. }
  17334. // Convert each pixel.
  17335. for (var x = 0; x < width; x++) {
  17336. for (var y = 0; y < height; y++) {
  17337. var index = (y * width + x) * 3;
  17338. var newIndex = (y * width + x) * 4;
  17339. // Map Old Value to new value.
  17340. rgbaData[newIndex + 0] = rgbData[index + 0];
  17341. rgbaData[newIndex + 1] = rgbData[index + 1];
  17342. rgbaData[newIndex + 2] = rgbData[index + 2];
  17343. // Add fully opaque alpha channel.
  17344. rgbaData[newIndex + 3] = 1;
  17345. }
  17346. }
  17347. return rgbaData;
  17348. };
  17349. /** @hidden */
  17350. Engine.prototype._releaseFramebufferObjects = function (texture) {
  17351. var gl = this._gl;
  17352. if (texture._framebuffer) {
  17353. gl.deleteFramebuffer(texture._framebuffer);
  17354. texture._framebuffer = null;
  17355. }
  17356. if (texture._depthStencilBuffer) {
  17357. gl.deleteRenderbuffer(texture._depthStencilBuffer);
  17358. texture._depthStencilBuffer = null;
  17359. }
  17360. if (texture._MSAAFramebuffer) {
  17361. gl.deleteFramebuffer(texture._MSAAFramebuffer);
  17362. texture._MSAAFramebuffer = null;
  17363. }
  17364. if (texture._MSAARenderBuffer) {
  17365. gl.deleteRenderbuffer(texture._MSAARenderBuffer);
  17366. texture._MSAARenderBuffer = null;
  17367. }
  17368. };
  17369. /** @hidden */
  17370. Engine.prototype._releaseTexture = function (texture) {
  17371. var gl = this._gl;
  17372. this._releaseFramebufferObjects(texture);
  17373. gl.deleteTexture(texture._webGLTexture);
  17374. // Unbind channels
  17375. this.unbindAllTextures();
  17376. var index = this._internalTexturesCache.indexOf(texture);
  17377. if (index !== -1) {
  17378. this._internalTexturesCache.splice(index, 1);
  17379. }
  17380. // Integrated fixed lod samplers.
  17381. if (texture._lodTextureHigh) {
  17382. texture._lodTextureHigh.dispose();
  17383. }
  17384. if (texture._lodTextureMid) {
  17385. texture._lodTextureMid.dispose();
  17386. }
  17387. if (texture._lodTextureLow) {
  17388. texture._lodTextureLow.dispose();
  17389. }
  17390. // Set output texture of post process to null if the texture has been released/disposed
  17391. this.scenes.forEach(function (scene) {
  17392. scene.postProcesses.forEach(function (postProcess) {
  17393. if (postProcess._outputTexture == texture) {
  17394. postProcess._outputTexture = null;
  17395. }
  17396. });
  17397. scene.cameras.forEach(function (camera) {
  17398. camera._postProcesses.forEach(function (postProcess) {
  17399. if (postProcess) {
  17400. if (postProcess._outputTexture == texture) {
  17401. postProcess._outputTexture = null;
  17402. }
  17403. }
  17404. });
  17405. });
  17406. });
  17407. };
  17408. Engine.prototype.setProgram = function (program) {
  17409. if (this._currentProgram !== program) {
  17410. this._gl.useProgram(program);
  17411. this._currentProgram = program;
  17412. }
  17413. };
  17414. /**
  17415. * Binds an effect to the webGL context
  17416. * @param effect defines the effect to bind
  17417. */
  17418. Engine.prototype.bindSamplers = function (effect) {
  17419. this.setProgram(effect.getProgram());
  17420. var samplers = effect.getSamplers();
  17421. for (var index = 0; index < samplers.length; index++) {
  17422. var uniform = effect.getUniform(samplers[index]);
  17423. if (uniform) {
  17424. this._boundUniforms[index] = uniform;
  17425. }
  17426. }
  17427. this._currentEffect = null;
  17428. };
  17429. Engine.prototype._moveBoundTextureOnTop = function (internalTexture) {
  17430. if (this.disableTextureBindingOptimization || this._lastBoundInternalTextureTracker.previous === internalTexture) {
  17431. return;
  17432. }
  17433. // Remove
  17434. this._linkTrackers(internalTexture.previous, internalTexture.next);
  17435. // Bind last to it
  17436. this._linkTrackers(this._lastBoundInternalTextureTracker.previous, internalTexture);
  17437. // Bind to dummy
  17438. this._linkTrackers(internalTexture, this._lastBoundInternalTextureTracker);
  17439. };
  17440. Engine.prototype._getCorrectTextureChannel = function (channel, internalTexture) {
  17441. if (!internalTexture) {
  17442. return -1;
  17443. }
  17444. internalTexture._initialSlot = channel;
  17445. if (this.disableTextureBindingOptimization) { // We want texture sampler ID === texture channel
  17446. if (channel !== internalTexture._designatedSlot) {
  17447. this._textureCollisions.addCount(1, false);
  17448. }
  17449. }
  17450. else {
  17451. if (channel !== internalTexture._designatedSlot) {
  17452. if (internalTexture._designatedSlot > -1) { // Texture is already assigned to a slot
  17453. return internalTexture._designatedSlot;
  17454. }
  17455. else {
  17456. // No slot for this texture, let's pick a new one (if we find a free slot)
  17457. if (this._nextFreeTextureSlots.length) {
  17458. return this._nextFreeTextureSlots[0];
  17459. }
  17460. // We need to recycle the oldest bound texture, sorry.
  17461. this._textureCollisions.addCount(1, false);
  17462. return this._removeDesignatedSlot(this._firstBoundInternalTextureTracker.next);
  17463. }
  17464. }
  17465. }
  17466. return channel;
  17467. };
  17468. Engine.prototype._linkTrackers = function (previous, next) {
  17469. previous.next = next;
  17470. next.previous = previous;
  17471. };
  17472. Engine.prototype._removeDesignatedSlot = function (internalTexture) {
  17473. var currentSlot = internalTexture._designatedSlot;
  17474. if (currentSlot === -1) {
  17475. return -1;
  17476. }
  17477. internalTexture._designatedSlot = -1;
  17478. if (this.disableTextureBindingOptimization) {
  17479. return -1;
  17480. }
  17481. // Remove from bound list
  17482. this._linkTrackers(internalTexture.previous, internalTexture.next);
  17483. // Free the slot
  17484. this._boundTexturesCache[currentSlot] = null;
  17485. this._nextFreeTextureSlots.push(currentSlot);
  17486. return currentSlot;
  17487. };
  17488. Engine.prototype._activateCurrentTexture = function () {
  17489. if (this._currentTextureChannel !== this._activeChannel) {
  17490. this._gl.activeTexture(this._gl.TEXTURE0 + this._activeChannel);
  17491. this._currentTextureChannel = this._activeChannel;
  17492. }
  17493. };
  17494. /** @hidden */
  17495. Engine.prototype._bindTextureDirectly = function (target, texture, forTextureDataUpdate, force) {
  17496. if (forTextureDataUpdate === void 0) { forTextureDataUpdate = false; }
  17497. if (force === void 0) { force = false; }
  17498. var wasPreviouslyBound = false;
  17499. if (forTextureDataUpdate && texture && texture._designatedSlot > -1) {
  17500. this._activeChannel = texture._designatedSlot;
  17501. }
  17502. var currentTextureBound = this._boundTexturesCache[this._activeChannel];
  17503. var isTextureForRendering = texture && texture._initialSlot > -1;
  17504. if (currentTextureBound !== texture || force) {
  17505. if (currentTextureBound) {
  17506. this._removeDesignatedSlot(currentTextureBound);
  17507. }
  17508. this._activateCurrentTexture();
  17509. this._gl.bindTexture(target, texture ? texture._webGLTexture : null);
  17510. this._boundTexturesCache[this._activeChannel] = texture;
  17511. if (texture) {
  17512. if (!this.disableTextureBindingOptimization) {
  17513. var slotIndex = this._nextFreeTextureSlots.indexOf(this._activeChannel);
  17514. if (slotIndex > -1) {
  17515. this._nextFreeTextureSlots.splice(slotIndex, 1);
  17516. }
  17517. this._linkTrackers(this._lastBoundInternalTextureTracker.previous, texture);
  17518. this._linkTrackers(texture, this._lastBoundInternalTextureTracker);
  17519. }
  17520. texture._designatedSlot = this._activeChannel;
  17521. }
  17522. }
  17523. else if (forTextureDataUpdate) {
  17524. wasPreviouslyBound = true;
  17525. this._activateCurrentTexture();
  17526. }
  17527. if (isTextureForRendering && !forTextureDataUpdate) {
  17528. this._bindSamplerUniformToChannel(texture._initialSlot, this._activeChannel);
  17529. }
  17530. return wasPreviouslyBound;
  17531. };
  17532. /** @hidden */
  17533. Engine.prototype._bindTexture = function (channel, texture) {
  17534. if (channel < 0) {
  17535. return;
  17536. }
  17537. if (texture) {
  17538. channel = this._getCorrectTextureChannel(channel, texture);
  17539. }
  17540. this._activeChannel = channel;
  17541. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture);
  17542. };
  17543. /**
  17544. * Sets a texture to the webGL context from a postprocess
  17545. * @param channel defines the channel to use
  17546. * @param postProcess defines the source postprocess
  17547. */
  17548. Engine.prototype.setTextureFromPostProcess = function (channel, postProcess) {
  17549. this._bindTexture(channel, postProcess ? postProcess._textures.data[postProcess._currentRenderTextureInd] : null);
  17550. };
  17551. /**
  17552. * Binds the output of the passed in post process to the texture channel specified
  17553. * @param channel The channel the texture should be bound to
  17554. * @param postProcess The post process which's output should be bound
  17555. */
  17556. Engine.prototype.setTextureFromPostProcessOutput = function (channel, postProcess) {
  17557. this._bindTexture(channel, postProcess ? postProcess._outputTexture : null);
  17558. };
  17559. /**
  17560. * Unbind all textures from the webGL context
  17561. */
  17562. Engine.prototype.unbindAllTextures = function () {
  17563. for (var channel = 0; channel < this._maxSimultaneousTextures; channel++) {
  17564. this._activeChannel = channel;
  17565. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  17566. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  17567. if (this.webGLVersion > 1) {
  17568. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  17569. }
  17570. }
  17571. };
  17572. /**
  17573. * Sets a texture to the according uniform.
  17574. * @param channel The texture channel
  17575. * @param uniform The uniform to set
  17576. * @param texture The texture to apply
  17577. */
  17578. Engine.prototype.setTexture = function (channel, uniform, texture) {
  17579. if (channel < 0) {
  17580. return;
  17581. }
  17582. if (uniform) {
  17583. this._boundUniforms[channel] = uniform;
  17584. }
  17585. this._setTexture(channel, texture);
  17586. };
  17587. /**
  17588. * Sets a depth stencil texture from a render target to the according uniform.
  17589. * @param channel The texture channel
  17590. * @param uniform The uniform to set
  17591. * @param texture The render target texture containing the depth stencil texture to apply
  17592. */
  17593. Engine.prototype.setDepthStencilTexture = function (channel, uniform, texture) {
  17594. if (channel < 0) {
  17595. return;
  17596. }
  17597. if (uniform) {
  17598. this._boundUniforms[channel] = uniform;
  17599. }
  17600. if (!texture || !texture.depthStencilTexture) {
  17601. this._setTexture(channel, null);
  17602. }
  17603. else {
  17604. this._setTexture(channel, texture, false, true);
  17605. }
  17606. };
  17607. Engine.prototype._bindSamplerUniformToChannel = function (sourceSlot, destination) {
  17608. var uniform = this._boundUniforms[sourceSlot];
  17609. if (uniform._currentState === destination) {
  17610. return;
  17611. }
  17612. this._gl.uniform1i(uniform, destination);
  17613. uniform._currentState = destination;
  17614. };
  17615. Engine.prototype._getTextureWrapMode = function (mode) {
  17616. switch (mode) {
  17617. case Engine.TEXTURE_WRAP_ADDRESSMODE:
  17618. return this._gl.REPEAT;
  17619. case Engine.TEXTURE_CLAMP_ADDRESSMODE:
  17620. return this._gl.CLAMP_TO_EDGE;
  17621. case Engine.TEXTURE_MIRROR_ADDRESSMODE:
  17622. return this._gl.MIRRORED_REPEAT;
  17623. }
  17624. return this._gl.REPEAT;
  17625. };
  17626. Engine.prototype._setTexture = function (channel, texture, isPartOfTextureArray, depthStencilTexture) {
  17627. if (isPartOfTextureArray === void 0) { isPartOfTextureArray = false; }
  17628. if (depthStencilTexture === void 0) { depthStencilTexture = false; }
  17629. // Not ready?
  17630. if (!texture) {
  17631. if (this._boundTexturesCache[channel] != null) {
  17632. this._activeChannel = channel;
  17633. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  17634. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  17635. if (this.webGLVersion > 1) {
  17636. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  17637. }
  17638. }
  17639. return false;
  17640. }
  17641. // Video
  17642. if (texture.video) {
  17643. this._activeChannel = channel;
  17644. texture.update();
  17645. }
  17646. else if (texture.delayLoadState === Engine.DELAYLOADSTATE_NOTLOADED) { // Delay loading
  17647. texture.delayLoad();
  17648. return false;
  17649. }
  17650. var internalTexture;
  17651. if (depthStencilTexture) {
  17652. internalTexture = texture.depthStencilTexture;
  17653. }
  17654. else if (texture.isReady()) {
  17655. internalTexture = texture.getInternalTexture();
  17656. }
  17657. else if (texture.isCube) {
  17658. internalTexture = this.emptyCubeTexture;
  17659. }
  17660. else if (texture.is3D) {
  17661. internalTexture = this.emptyTexture3D;
  17662. }
  17663. else {
  17664. internalTexture = this.emptyTexture;
  17665. }
  17666. if (!isPartOfTextureArray) {
  17667. channel = this._getCorrectTextureChannel(channel, internalTexture);
  17668. }
  17669. var needToBind = true;
  17670. if (this._boundTexturesCache[channel] === internalTexture) {
  17671. this._moveBoundTextureOnTop(internalTexture);
  17672. if (!isPartOfTextureArray) {
  17673. this._bindSamplerUniformToChannel(internalTexture._initialSlot, channel);
  17674. }
  17675. needToBind = false;
  17676. }
  17677. this._activeChannel = channel;
  17678. if (internalTexture && internalTexture.is3D) {
  17679. if (needToBind) {
  17680. this._bindTextureDirectly(this._gl.TEXTURE_3D, internalTexture, isPartOfTextureArray);
  17681. }
  17682. if (internalTexture && internalTexture._cachedWrapU !== texture.wrapU) {
  17683. internalTexture._cachedWrapU = texture.wrapU;
  17684. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_WRAP_S, this._getTextureWrapMode(texture.wrapU), internalTexture);
  17685. }
  17686. if (internalTexture && internalTexture._cachedWrapV !== texture.wrapV) {
  17687. internalTexture._cachedWrapV = texture.wrapV;
  17688. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_WRAP_T, this._getTextureWrapMode(texture.wrapV), internalTexture);
  17689. }
  17690. if (internalTexture && internalTexture._cachedWrapR !== texture.wrapR) {
  17691. internalTexture._cachedWrapR = texture.wrapR;
  17692. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_WRAP_R, this._getTextureWrapMode(texture.wrapR), internalTexture);
  17693. }
  17694. this._setAnisotropicLevel(this._gl.TEXTURE_3D, texture);
  17695. }
  17696. else if (internalTexture && internalTexture.isCube) {
  17697. if (needToBind) {
  17698. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, internalTexture, isPartOfTextureArray);
  17699. }
  17700. if (internalTexture._cachedCoordinatesMode !== texture.coordinatesMode) {
  17701. internalTexture._cachedCoordinatesMode = texture.coordinatesMode;
  17702. // CUBIC_MODE and SKYBOX_MODE both require CLAMP_TO_EDGE. All other modes use REPEAT.
  17703. var textureWrapMode = (texture.coordinatesMode !== Engine.TEXTURE_CUBIC_MODE && texture.coordinatesMode !== Engine.TEXTURE_SKYBOX_MODE) ? this._gl.REPEAT : this._gl.CLAMP_TO_EDGE;
  17704. this._setTextureParameterInteger(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_WRAP_S, textureWrapMode, internalTexture);
  17705. this._setTextureParameterInteger(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_WRAP_T, textureWrapMode);
  17706. }
  17707. this._setAnisotropicLevel(this._gl.TEXTURE_CUBE_MAP, texture);
  17708. }
  17709. else {
  17710. if (needToBind) {
  17711. this._bindTextureDirectly(this._gl.TEXTURE_2D, internalTexture, isPartOfTextureArray);
  17712. }
  17713. if (internalTexture && internalTexture._cachedWrapU !== texture.wrapU) {
  17714. internalTexture._cachedWrapU = texture.wrapU;
  17715. this._setTextureParameterInteger(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_S, this._getTextureWrapMode(texture.wrapU), internalTexture);
  17716. }
  17717. if (internalTexture && internalTexture._cachedWrapV !== texture.wrapV) {
  17718. internalTexture._cachedWrapV = texture.wrapV;
  17719. this._setTextureParameterInteger(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_T, this._getTextureWrapMode(texture.wrapV), internalTexture);
  17720. }
  17721. this._setAnisotropicLevel(this._gl.TEXTURE_2D, texture);
  17722. }
  17723. return true;
  17724. };
  17725. /**
  17726. * Sets an array of texture to the webGL context
  17727. * @param channel defines the channel where the texture array must be set
  17728. * @param uniform defines the associated uniform location
  17729. * @param textures defines the array of textures to bind
  17730. */
  17731. Engine.prototype.setTextureArray = function (channel, uniform, textures) {
  17732. if (channel < 0 || !uniform) {
  17733. return;
  17734. }
  17735. if (!this._textureUnits || this._textureUnits.length !== textures.length) {
  17736. this._textureUnits = new Int32Array(textures.length);
  17737. }
  17738. for (var i = 0; i < textures.length; i++) {
  17739. this._textureUnits[i] = this._getCorrectTextureChannel(channel + i, textures[i].getInternalTexture());
  17740. }
  17741. this._gl.uniform1iv(uniform, this._textureUnits);
  17742. for (var index = 0; index < textures.length; index++) {
  17743. this._setTexture(this._textureUnits[index], textures[index], true);
  17744. }
  17745. };
  17746. /** @hidden */
  17747. Engine.prototype._setAnisotropicLevel = function (target, texture) {
  17748. var internalTexture = texture.getInternalTexture();
  17749. if (!internalTexture) {
  17750. return;
  17751. }
  17752. var anisotropicFilterExtension = this._caps.textureAnisotropicFilterExtension;
  17753. var value = texture.anisotropicFilteringLevel;
  17754. if (internalTexture.samplingMode !== Engine.TEXTURE_LINEAR_LINEAR_MIPNEAREST
  17755. && internalTexture.samplingMode !== Engine.TEXTURE_LINEAR_LINEAR_MIPLINEAR
  17756. && internalTexture.samplingMode !== Engine.TEXTURE_LINEAR_LINEAR) {
  17757. value = 1; // Forcing the anisotropic to 1 because else webgl will force filters to linear
  17758. }
  17759. if (anisotropicFilterExtension && internalTexture._cachedAnisotropicFilteringLevel !== value) {
  17760. this._setTextureParameterFloat(target, anisotropicFilterExtension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min(value, this._caps.maxAnisotropy), internalTexture);
  17761. internalTexture._cachedAnisotropicFilteringLevel = value;
  17762. }
  17763. };
  17764. Engine.prototype._setTextureParameterFloat = function (target, parameter, value, texture) {
  17765. this._bindTextureDirectly(target, texture, true, true);
  17766. this._gl.texParameterf(target, parameter, value);
  17767. };
  17768. Engine.prototype._setTextureParameterInteger = function (target, parameter, value, texture) {
  17769. if (texture) {
  17770. this._bindTextureDirectly(target, texture, true, true);
  17771. }
  17772. this._gl.texParameteri(target, parameter, value);
  17773. };
  17774. /**
  17775. * Reads pixels from the current frame buffer. Please note that this function can be slow
  17776. * @param x defines the x coordinate of the rectangle where pixels must be read
  17777. * @param y defines the y coordinate of the rectangle where pixels must be read
  17778. * @param width defines the width of the rectangle where pixels must be read
  17779. * @param height defines the height of the rectangle where pixels must be read
  17780. * @returns a Uint8Array containing RGBA colors
  17781. */
  17782. Engine.prototype.readPixels = function (x, y, width, height) {
  17783. var data = new Uint8Array(height * width * 4);
  17784. this._gl.readPixels(x, y, width, height, this._gl.RGBA, this._gl.UNSIGNED_BYTE, data);
  17785. return data;
  17786. };
  17787. /**
  17788. * Add an externaly attached data from its key.
  17789. * This method call will fail and return false, if such key already exists.
  17790. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  17791. * @param key the unique key that identifies the data
  17792. * @param data the data object to associate to the key for this Engine instance
  17793. * @return true if no such key were already present and the data was added successfully, false otherwise
  17794. */
  17795. Engine.prototype.addExternalData = function (key, data) {
  17796. if (!this._externalData) {
  17797. this._externalData = new BABYLON.StringDictionary();
  17798. }
  17799. return this._externalData.add(key, data);
  17800. };
  17801. /**
  17802. * Get an externaly attached data from its key
  17803. * @param key the unique key that identifies the data
  17804. * @return the associated data, if present (can be null), or undefined if not present
  17805. */
  17806. Engine.prototype.getExternalData = function (key) {
  17807. if (!this._externalData) {
  17808. this._externalData = new BABYLON.StringDictionary();
  17809. }
  17810. return this._externalData.get(key);
  17811. };
  17812. /**
  17813. * Get an externaly attached data from its key, create it using a factory if it's not already present
  17814. * @param key the unique key that identifies the data
  17815. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  17816. * @return the associated data, can be null if the factory returned null.
  17817. */
  17818. Engine.prototype.getOrAddExternalDataWithFactory = function (key, factory) {
  17819. if (!this._externalData) {
  17820. this._externalData = new BABYLON.StringDictionary();
  17821. }
  17822. return this._externalData.getOrAddWithFactory(key, factory);
  17823. };
  17824. /**
  17825. * Remove an externaly attached data from the Engine instance
  17826. * @param key the unique key that identifies the data
  17827. * @return true if the data was successfully removed, false if it doesn't exist
  17828. */
  17829. Engine.prototype.removeExternalData = function (key) {
  17830. if (!this._externalData) {
  17831. this._externalData = new BABYLON.StringDictionary();
  17832. }
  17833. return this._externalData.remove(key);
  17834. };
  17835. /**
  17836. * Unbind all vertex attributes from the webGL context
  17837. */
  17838. Engine.prototype.unbindAllAttributes = function () {
  17839. if (this._mustWipeVertexAttributes) {
  17840. this._mustWipeVertexAttributes = false;
  17841. for (var i = 0; i < this._caps.maxVertexAttribs; i++) {
  17842. this._gl.disableVertexAttribArray(i);
  17843. this._vertexAttribArraysEnabled[i] = false;
  17844. this._currentBufferPointers[i].active = false;
  17845. }
  17846. return;
  17847. }
  17848. for (var i = 0, ul = this._vertexAttribArraysEnabled.length; i < ul; i++) {
  17849. if (i >= this._caps.maxVertexAttribs || !this._vertexAttribArraysEnabled[i]) {
  17850. continue;
  17851. }
  17852. this._gl.disableVertexAttribArray(i);
  17853. this._vertexAttribArraysEnabled[i] = false;
  17854. this._currentBufferPointers[i].active = false;
  17855. }
  17856. };
  17857. /**
  17858. * 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
  17859. */
  17860. Engine.prototype.releaseEffects = function () {
  17861. for (var name in this._compiledEffects) {
  17862. this._deleteProgram(this._compiledEffects[name]._program);
  17863. }
  17864. this._compiledEffects = {};
  17865. };
  17866. /**
  17867. * Dispose and release all associated resources
  17868. */
  17869. Engine.prototype.dispose = function () {
  17870. this.hideLoadingUI();
  17871. this.stopRenderLoop();
  17872. this.onNewSceneAddedObservable.clear();
  17873. // Release postProcesses
  17874. while (this.postProcesses.length) {
  17875. this.postProcesses[0].dispose();
  17876. }
  17877. // Empty texture
  17878. if (this._emptyTexture) {
  17879. this._releaseTexture(this._emptyTexture);
  17880. this._emptyTexture = null;
  17881. }
  17882. if (this._emptyCubeTexture) {
  17883. this._releaseTexture(this._emptyCubeTexture);
  17884. this._emptyCubeTexture = null;
  17885. }
  17886. // Rescale PP
  17887. if (this._rescalePostProcess) {
  17888. this._rescalePostProcess.dispose();
  17889. }
  17890. // Release scenes
  17891. while (this.scenes.length) {
  17892. this.scenes[0].dispose();
  17893. }
  17894. // Release audio engine
  17895. if (Engine.Instances.length === 1 && Engine.audioEngine) {
  17896. Engine.audioEngine.dispose();
  17897. }
  17898. // Release effects
  17899. this.releaseEffects();
  17900. // Unbind
  17901. this.unbindAllAttributes();
  17902. this._boundUniforms = [];
  17903. if (this._dummyFramebuffer) {
  17904. this._gl.deleteFramebuffer(this._dummyFramebuffer);
  17905. }
  17906. //WebVR
  17907. this.disableVR();
  17908. // Events
  17909. if (BABYLON.Tools.IsWindowObjectExist()) {
  17910. window.removeEventListener("blur", this._onBlur);
  17911. window.removeEventListener("focus", this._onFocus);
  17912. window.removeEventListener('vrdisplaypointerrestricted', this._onVRDisplayPointerRestricted);
  17913. window.removeEventListener('vrdisplaypointerunrestricted', this._onVRDisplayPointerUnrestricted);
  17914. if (this._renderingCanvas) {
  17915. this._renderingCanvas.removeEventListener("focus", this._onCanvasFocus);
  17916. this._renderingCanvas.removeEventListener("blur", this._onCanvasBlur);
  17917. this._renderingCanvas.removeEventListener("pointerout", this._onCanvasPointerOut);
  17918. if (!this._doNotHandleContextLost) {
  17919. this._renderingCanvas.removeEventListener("webglcontextlost", this._onContextLost);
  17920. this._renderingCanvas.removeEventListener("webglcontextrestored", this._onContextRestored);
  17921. }
  17922. }
  17923. document.removeEventListener("fullscreenchange", this._onFullscreenChange);
  17924. document.removeEventListener("mozfullscreenchange", this._onFullscreenChange);
  17925. document.removeEventListener("webkitfullscreenchange", this._onFullscreenChange);
  17926. document.removeEventListener("msfullscreenchange", this._onFullscreenChange);
  17927. document.removeEventListener("pointerlockchange", this._onPointerLockChange);
  17928. document.removeEventListener("mspointerlockchange", this._onPointerLockChange);
  17929. document.removeEventListener("mozpointerlockchange", this._onPointerLockChange);
  17930. document.removeEventListener("webkitpointerlockchange", this._onPointerLockChange);
  17931. if (this._onVrDisplayConnect) {
  17932. window.removeEventListener('vrdisplayconnect', this._onVrDisplayConnect);
  17933. if (this._onVrDisplayDisconnect) {
  17934. window.removeEventListener('vrdisplaydisconnect', this._onVrDisplayDisconnect);
  17935. }
  17936. if (this._onVrDisplayPresentChange) {
  17937. window.removeEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  17938. }
  17939. this._onVrDisplayConnect = null;
  17940. this._onVrDisplayDisconnect = null;
  17941. }
  17942. }
  17943. // Remove from Instances
  17944. var index = Engine.Instances.indexOf(this);
  17945. if (index >= 0) {
  17946. Engine.Instances.splice(index, 1);
  17947. }
  17948. this._workingCanvas = null;
  17949. this._workingContext = null;
  17950. this._currentBufferPointers = [];
  17951. this._renderingCanvas = null;
  17952. this._currentProgram = null;
  17953. this._bindedRenderFunction = null;
  17954. this.onResizeObservable.clear();
  17955. this.onCanvasBlurObservable.clear();
  17956. this.onCanvasFocusObservable.clear();
  17957. this.onCanvasPointerOutObservable.clear();
  17958. this.onBeginFrameObservable.clear();
  17959. this.onEndFrameObservable.clear();
  17960. BABYLON.Effect.ResetCache();
  17961. // Abort active requests
  17962. for (var _i = 0, _a = this._activeRequests; _i < _a.length; _i++) {
  17963. var request = _a[_i];
  17964. request.abort();
  17965. }
  17966. };
  17967. // Loading screen
  17968. /**
  17969. * Display the loading screen
  17970. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  17971. */
  17972. Engine.prototype.displayLoadingUI = function () {
  17973. if (!BABYLON.Tools.IsWindowObjectExist()) {
  17974. return;
  17975. }
  17976. var loadingScreen = this.loadingScreen;
  17977. if (loadingScreen) {
  17978. loadingScreen.displayLoadingUI();
  17979. }
  17980. };
  17981. /**
  17982. * Hide the loading screen
  17983. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  17984. */
  17985. Engine.prototype.hideLoadingUI = function () {
  17986. if (!BABYLON.Tools.IsWindowObjectExist()) {
  17987. return;
  17988. }
  17989. var loadingScreen = this.loadingScreen;
  17990. if (loadingScreen) {
  17991. loadingScreen.hideLoadingUI();
  17992. }
  17993. };
  17994. Object.defineProperty(Engine.prototype, "loadingScreen", {
  17995. /**
  17996. * Gets the current loading screen object
  17997. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  17998. */
  17999. get: function () {
  18000. if (!this._loadingScreen && BABYLON.DefaultLoadingScreen && this._renderingCanvas) {
  18001. this._loadingScreen = new BABYLON.DefaultLoadingScreen(this._renderingCanvas);
  18002. }
  18003. return this._loadingScreen;
  18004. },
  18005. /**
  18006. * Sets the current loading screen object
  18007. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  18008. */
  18009. set: function (loadingScreen) {
  18010. this._loadingScreen = loadingScreen;
  18011. },
  18012. enumerable: true,
  18013. configurable: true
  18014. });
  18015. Object.defineProperty(Engine.prototype, "loadingUIText", {
  18016. /**
  18017. * Sets the current loading screen text
  18018. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  18019. */
  18020. set: function (text) {
  18021. this.loadingScreen.loadingUIText = text;
  18022. },
  18023. enumerable: true,
  18024. configurable: true
  18025. });
  18026. Object.defineProperty(Engine.prototype, "loadingUIBackgroundColor", {
  18027. /**
  18028. * Sets the current loading screen background color
  18029. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  18030. */
  18031. set: function (color) {
  18032. this.loadingScreen.loadingUIBackgroundColor = color;
  18033. },
  18034. enumerable: true,
  18035. configurable: true
  18036. });
  18037. /**
  18038. * Attach a new callback raised when context lost event is fired
  18039. * @param callback defines the callback to call
  18040. */
  18041. Engine.prototype.attachContextLostEvent = function (callback) {
  18042. if (this._renderingCanvas) {
  18043. this._renderingCanvas.addEventListener("webglcontextlost", callback, false);
  18044. }
  18045. };
  18046. /**
  18047. * Attach a new callback raised when context restored event is fired
  18048. * @param callback defines the callback to call
  18049. */
  18050. Engine.prototype.attachContextRestoredEvent = function (callback) {
  18051. if (this._renderingCanvas) {
  18052. this._renderingCanvas.addEventListener("webglcontextrestored", callback, false);
  18053. }
  18054. };
  18055. /**
  18056. * Gets the source code of the vertex shader associated with a specific webGL program
  18057. * @param program defines the program to use
  18058. * @returns a string containing the source code of the vertex shader associated with the program
  18059. */
  18060. Engine.prototype.getVertexShaderSource = function (program) {
  18061. var shaders = this._gl.getAttachedShaders(program);
  18062. if (!shaders) {
  18063. return null;
  18064. }
  18065. return this._gl.getShaderSource(shaders[0]);
  18066. };
  18067. /**
  18068. * Gets the source code of the fragment shader associated with a specific webGL program
  18069. * @param program defines the program to use
  18070. * @returns a string containing the source code of the fragment shader associated with the program
  18071. */
  18072. Engine.prototype.getFragmentShaderSource = function (program) {
  18073. var shaders = this._gl.getAttachedShaders(program);
  18074. if (!shaders) {
  18075. return null;
  18076. }
  18077. return this._gl.getShaderSource(shaders[1]);
  18078. };
  18079. /**
  18080. * Get the current error code of the webGL context
  18081. * @returns the error code
  18082. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  18083. */
  18084. Engine.prototype.getError = function () {
  18085. return this._gl.getError();
  18086. };
  18087. // FPS
  18088. /**
  18089. * Gets the current framerate
  18090. * @returns a number representing the framerate
  18091. */
  18092. Engine.prototype.getFps = function () {
  18093. return this._fps;
  18094. };
  18095. /**
  18096. * Gets the time spent between current and previous frame
  18097. * @returns a number representing the delta time in ms
  18098. */
  18099. Engine.prototype.getDeltaTime = function () {
  18100. return this._deltaTime;
  18101. };
  18102. Engine.prototype._measureFps = function () {
  18103. this._performanceMonitor.sampleFrame();
  18104. this._fps = this._performanceMonitor.averageFPS;
  18105. this._deltaTime = this._performanceMonitor.instantaneousFrameTime || 0;
  18106. };
  18107. /** @hidden */
  18108. Engine.prototype._readTexturePixels = function (texture, width, height, faceIndex, level, buffer) {
  18109. if (faceIndex === void 0) { faceIndex = -1; }
  18110. if (level === void 0) { level = 0; }
  18111. if (buffer === void 0) { buffer = null; }
  18112. var gl = this._gl;
  18113. if (!this._dummyFramebuffer) {
  18114. var dummy = gl.createFramebuffer();
  18115. if (!dummy) {
  18116. throw new Error("Unable to create dummy framebuffer");
  18117. }
  18118. this._dummyFramebuffer = dummy;
  18119. }
  18120. gl.bindFramebuffer(gl.FRAMEBUFFER, this._dummyFramebuffer);
  18121. if (faceIndex > -1) {
  18122. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, texture._webGLTexture, level);
  18123. }
  18124. else {
  18125. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture._webGLTexture, level);
  18126. }
  18127. var readType = (texture.type !== undefined) ? this._getWebGLTextureType(texture.type) : gl.UNSIGNED_BYTE;
  18128. switch (readType) {
  18129. case gl.UNSIGNED_BYTE:
  18130. if (!buffer) {
  18131. buffer = new Uint8Array(4 * width * height);
  18132. }
  18133. readType = gl.UNSIGNED_BYTE;
  18134. break;
  18135. default:
  18136. if (!buffer) {
  18137. buffer = new Float32Array(4 * width * height);
  18138. }
  18139. readType = gl.FLOAT;
  18140. break;
  18141. }
  18142. gl.readPixels(0, 0, width, height, gl.RGBA, readType, buffer);
  18143. gl.bindFramebuffer(gl.FRAMEBUFFER, this._currentFramebuffer);
  18144. return buffer;
  18145. };
  18146. Engine.prototype._canRenderToFloatFramebuffer = function () {
  18147. if (this._webGLVersion > 1) {
  18148. return this._caps.colorBufferFloat;
  18149. }
  18150. return this._canRenderToFramebuffer(Engine.TEXTURETYPE_FLOAT);
  18151. };
  18152. Engine.prototype._canRenderToHalfFloatFramebuffer = function () {
  18153. if (this._webGLVersion > 1) {
  18154. return this._caps.colorBufferFloat;
  18155. }
  18156. return this._canRenderToFramebuffer(Engine.TEXTURETYPE_HALF_FLOAT);
  18157. };
  18158. // Thank you : http://stackoverflow.com/questions/28827511/webgl-ios-render-to-floating-point-texture
  18159. Engine.prototype._canRenderToFramebuffer = function (type) {
  18160. var gl = this._gl;
  18161. //clear existing errors
  18162. while (gl.getError() !== gl.NO_ERROR) { }
  18163. var successful = true;
  18164. var texture = gl.createTexture();
  18165. gl.bindTexture(gl.TEXTURE_2D, texture);
  18166. gl.texImage2D(gl.TEXTURE_2D, 0, this._getRGBABufferInternalSizedFormat(type), 1, 1, 0, gl.RGBA, this._getWebGLTextureType(type), null);
  18167. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
  18168. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
  18169. var fb = gl.createFramebuffer();
  18170. gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
  18171. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
  18172. var status = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
  18173. successful = successful && (status === gl.FRAMEBUFFER_COMPLETE);
  18174. successful = successful && (gl.getError() === gl.NO_ERROR);
  18175. //try render by clearing frame buffer's color buffer
  18176. if (successful) {
  18177. gl.clear(gl.COLOR_BUFFER_BIT);
  18178. successful = successful && (gl.getError() === gl.NO_ERROR);
  18179. }
  18180. //try reading from frame to ensure render occurs (just creating the FBO is not sufficient to determine if rendering is supported)
  18181. if (successful) {
  18182. //in practice it's sufficient to just read from the backbuffer rather than handle potentially issues reading from the texture
  18183. gl.bindFramebuffer(gl.FRAMEBUFFER, null);
  18184. var readFormat = gl.RGBA;
  18185. var readType = gl.UNSIGNED_BYTE;
  18186. var buffer = new Uint8Array(4);
  18187. gl.readPixels(0, 0, 1, 1, readFormat, readType, buffer);
  18188. successful = successful && (gl.getError() === gl.NO_ERROR);
  18189. }
  18190. //clean up
  18191. gl.deleteTexture(texture);
  18192. gl.deleteFramebuffer(fb);
  18193. gl.bindFramebuffer(gl.FRAMEBUFFER, null);
  18194. //clear accumulated errors
  18195. while (!successful && (gl.getError() !== gl.NO_ERROR)) { }
  18196. return successful;
  18197. };
  18198. /** @hidden */
  18199. Engine.prototype._getWebGLTextureType = function (type) {
  18200. if (this._webGLVersion === 1) {
  18201. switch (type) {
  18202. case Engine.TEXTURETYPE_FLOAT:
  18203. return this._gl.FLOAT;
  18204. case Engine.TEXTURETYPE_HALF_FLOAT:
  18205. return this._gl.HALF_FLOAT_OES;
  18206. case Engine.TEXTURETYPE_UNSIGNED_BYTE:
  18207. return this._gl.UNSIGNED_BYTE;
  18208. }
  18209. return this._gl.UNSIGNED_BYTE;
  18210. }
  18211. switch (type) {
  18212. case Engine.TEXTURETYPE_BYTE:
  18213. return this._gl.BYTE;
  18214. case Engine.TEXTURETYPE_UNSIGNED_BYTE:
  18215. return this._gl.UNSIGNED_BYTE;
  18216. case Engine.TEXTURETYPE_SHORT:
  18217. return this._gl.SHORT;
  18218. case Engine.TEXTURETYPE_UNSIGNED_SHORT:
  18219. return this._gl.UNSIGNED_SHORT;
  18220. case Engine.TEXTURETYPE_INT:
  18221. return this._gl.INT;
  18222. case Engine.TEXTURETYPE_UNSIGNED_INTEGER: // Refers to UNSIGNED_INT
  18223. return this._gl.UNSIGNED_INT;
  18224. case Engine.TEXTURETYPE_FLOAT:
  18225. return this._gl.FLOAT;
  18226. case Engine.TEXTURETYPE_HALF_FLOAT:
  18227. return this._gl.HALF_FLOAT;
  18228. case Engine.TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4:
  18229. return this._gl.UNSIGNED_SHORT_4_4_4_4;
  18230. case Engine.TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1:
  18231. return this._gl.UNSIGNED_SHORT_5_5_5_1;
  18232. case Engine.TEXTURETYPE_UNSIGNED_SHORT_5_6_5:
  18233. return this._gl.UNSIGNED_SHORT_5_6_5;
  18234. case Engine.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV:
  18235. return this._gl.UNSIGNED_INT_2_10_10_10_REV;
  18236. case Engine.TEXTURETYPE_UNSIGNED_INT_24_8:
  18237. return this._gl.UNSIGNED_INT_24_8;
  18238. case Engine.TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV:
  18239. return this._gl.UNSIGNED_INT_10F_11F_11F_REV;
  18240. case Engine.TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV:
  18241. return this._gl.UNSIGNED_INT_5_9_9_9_REV;
  18242. case Engine.TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV:
  18243. return this._gl.FLOAT_32_UNSIGNED_INT_24_8_REV;
  18244. }
  18245. return this._gl.UNSIGNED_BYTE;
  18246. };
  18247. Engine.prototype._getInternalFormat = function (format) {
  18248. var internalFormat = this._gl.RGBA;
  18249. switch (format) {
  18250. case Engine.TEXTUREFORMAT_ALPHA:
  18251. internalFormat = this._gl.ALPHA;
  18252. break;
  18253. case Engine.TEXTUREFORMAT_LUMINANCE:
  18254. internalFormat = this._gl.LUMINANCE;
  18255. break;
  18256. case Engine.TEXTUREFORMAT_LUMINANCE_ALPHA:
  18257. internalFormat = this._gl.LUMINANCE_ALPHA;
  18258. break;
  18259. case Engine.TEXTUREFORMAT_RED:
  18260. internalFormat = this._gl.RED;
  18261. break;
  18262. case Engine.TEXTUREFORMAT_RG:
  18263. internalFormat = this._gl.RG;
  18264. break;
  18265. case Engine.TEXTUREFORMAT_RGB:
  18266. internalFormat = this._gl.RGB;
  18267. break;
  18268. case Engine.TEXTUREFORMAT_RGBA:
  18269. internalFormat = this._gl.RGBA;
  18270. break;
  18271. }
  18272. if (this._webGLVersion > 1) {
  18273. switch (format) {
  18274. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18275. internalFormat = this._gl.RED_INTEGER;
  18276. break;
  18277. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18278. internalFormat = this._gl.RG_INTEGER;
  18279. break;
  18280. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18281. internalFormat = this._gl.RGB_INTEGER;
  18282. break;
  18283. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18284. internalFormat = this._gl.RGBA_INTEGER;
  18285. break;
  18286. }
  18287. }
  18288. return internalFormat;
  18289. };
  18290. /** @hidden */
  18291. Engine.prototype._getRGBABufferInternalSizedFormat = function (type, format) {
  18292. if (this._webGLVersion === 1) {
  18293. if (format !== undefined) {
  18294. switch (format) {
  18295. case Engine.TEXTUREFORMAT_ALPHA:
  18296. return this._gl.ALPHA;
  18297. case Engine.TEXTUREFORMAT_LUMINANCE:
  18298. return this._gl.LUMINANCE;
  18299. case Engine.TEXTUREFORMAT_LUMINANCE_ALPHA:
  18300. return this._gl.LUMINANCE_ALPHA;
  18301. }
  18302. }
  18303. return this._gl.RGBA;
  18304. }
  18305. switch (type) {
  18306. case Engine.TEXTURETYPE_BYTE:
  18307. switch (format) {
  18308. case Engine.TEXTUREFORMAT_RED:
  18309. return this._gl.R8_SNORM;
  18310. case Engine.TEXTUREFORMAT_RG:
  18311. return this._gl.RG8_SNORM;
  18312. case Engine.TEXTUREFORMAT_RGB:
  18313. return this._gl.RGB8_SNORM;
  18314. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18315. return this._gl.R8I;
  18316. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18317. return this._gl.RG8I;
  18318. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18319. return this._gl.RGB8I;
  18320. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18321. return this._gl.RGBA8I;
  18322. default:
  18323. return this._gl.RGBA8_SNORM;
  18324. }
  18325. case Engine.TEXTURETYPE_UNSIGNED_BYTE:
  18326. switch (format) {
  18327. case Engine.TEXTUREFORMAT_RED:
  18328. return this._gl.R8;
  18329. case Engine.TEXTUREFORMAT_RG:
  18330. return this._gl.RG8;
  18331. case Engine.TEXTUREFORMAT_RGB:
  18332. return this._gl.RGB8; // By default. Other possibilities are RGB565, SRGB8.
  18333. case Engine.TEXTUREFORMAT_RGBA:
  18334. return this._gl.RGBA8; // By default. Other possibilities are RGB5_A1, RGBA4, SRGB8_ALPHA8.
  18335. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18336. return this._gl.R8UI;
  18337. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18338. return this._gl.RG8UI;
  18339. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18340. return this._gl.RGB8UI;
  18341. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18342. return this._gl.RGBA8UI;
  18343. default:
  18344. return this._gl.RGBA8;
  18345. }
  18346. case Engine.TEXTURETYPE_SHORT:
  18347. switch (format) {
  18348. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18349. return this._gl.R16I;
  18350. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18351. return this._gl.RG16I;
  18352. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18353. return this._gl.RGB16I;
  18354. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18355. return this._gl.RGBA16I;
  18356. default:
  18357. return this._gl.RGBA16I;
  18358. }
  18359. case Engine.TEXTURETYPE_UNSIGNED_SHORT:
  18360. switch (format) {
  18361. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18362. return this._gl.R16UI;
  18363. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18364. return this._gl.RG16UI;
  18365. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18366. return this._gl.RGB16UI;
  18367. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18368. return this._gl.RGBA16UI;
  18369. default:
  18370. return this._gl.RGBA16UI;
  18371. }
  18372. case Engine.TEXTURETYPE_INT:
  18373. switch (format) {
  18374. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18375. return this._gl.R32I;
  18376. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18377. return this._gl.RG32I;
  18378. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18379. return this._gl.RGB32I;
  18380. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18381. return this._gl.RGBA32I;
  18382. default:
  18383. return this._gl.RGBA32I;
  18384. }
  18385. case Engine.TEXTURETYPE_UNSIGNED_INTEGER: // Refers to UNSIGNED_INT
  18386. switch (format) {
  18387. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18388. return this._gl.R32UI;
  18389. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18390. return this._gl.RG32UI;
  18391. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18392. return this._gl.RGB32UI;
  18393. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18394. return this._gl.RGBA32UI;
  18395. default:
  18396. return this._gl.RGBA32UI;
  18397. }
  18398. case Engine.TEXTURETYPE_FLOAT:
  18399. switch (format) {
  18400. case Engine.TEXTUREFORMAT_RED:
  18401. return this._gl.R32F; // By default. Other possibility is R16F.
  18402. case Engine.TEXTUREFORMAT_RG:
  18403. return this._gl.RG32F; // By default. Other possibility is RG16F.
  18404. case Engine.TEXTUREFORMAT_RGB:
  18405. return this._gl.RGB32F; // By default. Other possibilities are RGB16F, R11F_G11F_B10F, RGB9_E5.
  18406. case Engine.TEXTUREFORMAT_RGBA:
  18407. return this._gl.RGBA32F; // By default. Other possibility is RGBA16F.
  18408. default:
  18409. return this._gl.RGBA32F;
  18410. }
  18411. case Engine.TEXTURETYPE_HALF_FLOAT:
  18412. switch (format) {
  18413. case Engine.TEXTUREFORMAT_RED:
  18414. return this._gl.R16F;
  18415. case Engine.TEXTUREFORMAT_RG:
  18416. return this._gl.RG16F;
  18417. case Engine.TEXTUREFORMAT_RGB:
  18418. return this._gl.RGB16F; // By default. Other possibilities are R11F_G11F_B10F, RGB9_E5.
  18419. case Engine.TEXTUREFORMAT_RGBA:
  18420. return this._gl.RGBA16F;
  18421. default:
  18422. return this._gl.RGBA16F;
  18423. }
  18424. case Engine.TEXTURETYPE_UNSIGNED_SHORT_5_6_5:
  18425. return this._gl.RGB565;
  18426. case Engine.TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV:
  18427. return this._gl.R11F_G11F_B10F;
  18428. case Engine.TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV:
  18429. return this._gl.RGB9_E5;
  18430. case Engine.TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4:
  18431. return this._gl.RGBA4;
  18432. case Engine.TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1:
  18433. return this._gl.RGB5_A1;
  18434. case Engine.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV:
  18435. switch (format) {
  18436. case Engine.TEXTUREFORMAT_RGBA:
  18437. return this._gl.RGB10_A2; // By default. Other possibility is RGB5_A1.
  18438. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18439. return this._gl.RGB10_A2UI;
  18440. default:
  18441. return this._gl.RGB10_A2;
  18442. }
  18443. }
  18444. return this._gl.RGBA8;
  18445. };
  18446. /** @hidden */
  18447. Engine.prototype._getRGBAMultiSampleBufferFormat = function (type) {
  18448. if (type === Engine.TEXTURETYPE_FLOAT) {
  18449. return this._gl.RGBA32F;
  18450. }
  18451. else if (type === Engine.TEXTURETYPE_HALF_FLOAT) {
  18452. return this._gl.RGBA16F;
  18453. }
  18454. return this._gl.RGBA8;
  18455. };
  18456. /** @hidden */
  18457. Engine.prototype._loadFile = function (url, onSuccess, onProgress, offlineProvider, useArrayBuffer, onError) {
  18458. var _this = this;
  18459. var request = BABYLON.Tools.LoadFile(url, onSuccess, onProgress, offlineProvider, useArrayBuffer, onError);
  18460. this._activeRequests.push(request);
  18461. request.onCompleteObservable.add(function (request) {
  18462. _this._activeRequests.splice(_this._activeRequests.indexOf(request), 1);
  18463. });
  18464. return request;
  18465. };
  18466. /** @hidden */
  18467. Engine.prototype._loadFileAsync = function (url, offlineProvider, useArrayBuffer) {
  18468. var _this = this;
  18469. return new Promise(function (resolve, reject) {
  18470. _this._loadFile(url, function (data) {
  18471. resolve(data);
  18472. }, undefined, offlineProvider, useArrayBuffer, function (request, exception) {
  18473. reject(exception);
  18474. });
  18475. });
  18476. };
  18477. Engine.prototype._partialLoadFile = function (url, index, loadedFiles, scene, onfinish, onErrorCallBack) {
  18478. if (onErrorCallBack === void 0) { onErrorCallBack = null; }
  18479. var onload = function (data) {
  18480. loadedFiles[index] = data;
  18481. loadedFiles._internalCount++;
  18482. if (loadedFiles._internalCount === 6) {
  18483. onfinish(loadedFiles);
  18484. }
  18485. };
  18486. var onerror = function (request, exception) {
  18487. if (onErrorCallBack && request) {
  18488. onErrorCallBack(request.status + " " + request.statusText, exception);
  18489. }
  18490. };
  18491. this._loadFile(url, onload, undefined, undefined, true, onerror);
  18492. };
  18493. Engine.prototype._cascadeLoadFiles = function (scene, onfinish, files, onError) {
  18494. if (onError === void 0) { onError = null; }
  18495. var loadedFiles = [];
  18496. loadedFiles._internalCount = 0;
  18497. for (var index = 0; index < 6; index++) {
  18498. this._partialLoadFile(files[index], index, loadedFiles, scene, onfinish, onError);
  18499. }
  18500. };
  18501. // Statics
  18502. /**
  18503. * Gets a boolean indicating if the engine can be instanciated (ie. if a webGL context can be found)
  18504. * @returns true if the engine can be created
  18505. * @ignorenaming
  18506. */
  18507. Engine.isSupported = function () {
  18508. try {
  18509. var tempcanvas = document.createElement("canvas");
  18510. var gl = tempcanvas.getContext("webgl") || tempcanvas.getContext("experimental-webgl");
  18511. return gl != null && !!window.WebGLRenderingContext;
  18512. }
  18513. catch (e) {
  18514. return false;
  18515. }
  18516. };
  18517. /** Use this array to turn off some WebGL2 features on known buggy browsers version */
  18518. Engine.ExceptionList = [
  18519. { key: "Chrome/63.0", capture: "63\\.0\\.3239\\.(\\d+)", captureConstraint: 108, targets: ["uniformBuffer"] },
  18520. { key: "Firefox/58", capture: null, captureConstraint: null, targets: ["uniformBuffer"] },
  18521. { key: "Firefox/59", capture: null, captureConstraint: null, targets: ["uniformBuffer"] },
  18522. { key: "Macintosh", capture: null, captureConstraint: null, targets: ["textureBindingOptimization"] },
  18523. { key: "iPhone", capture: null, captureConstraint: null, targets: ["textureBindingOptimization"] },
  18524. { key: "iPad", capture: null, captureConstraint: null, targets: ["textureBindingOptimization"] }
  18525. ];
  18526. /** Gets the list of created engines */
  18527. Engine.Instances = new Array();
  18528. /**
  18529. * Hidden
  18530. */
  18531. Engine._TextureLoaders = [];
  18532. // Const statics
  18533. /** Defines that alpha blending is disabled */
  18534. Engine.ALPHA_DISABLE = 0;
  18535. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  18536. Engine.ALPHA_ADD = 1;
  18537. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  18538. Engine.ALPHA_COMBINE = 2;
  18539. /** Defines that alpha blending to DEST - SRC * DEST */
  18540. Engine.ALPHA_SUBTRACT = 3;
  18541. /** Defines that alpha blending to SRC * DEST */
  18542. Engine.ALPHA_MULTIPLY = 4;
  18543. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  18544. Engine.ALPHA_MAXIMIZED = 5;
  18545. /** Defines that alpha blending to SRC + DEST */
  18546. Engine.ALPHA_ONEONE = 6;
  18547. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  18548. Engine.ALPHA_PREMULTIPLIED = 7;
  18549. /**
  18550. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  18551. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  18552. */
  18553. Engine.ALPHA_PREMULTIPLIED_PORTERDUFF = 8;
  18554. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  18555. Engine.ALPHA_INTERPOLATE = 9;
  18556. /**
  18557. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  18558. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  18559. */
  18560. Engine.ALPHA_SCREENMODE = 10;
  18561. /** Defines that the ressource is not delayed*/
  18562. Engine.DELAYLOADSTATE_NONE = 0;
  18563. /** Defines that the ressource was successfully delay loaded */
  18564. Engine.DELAYLOADSTATE_LOADED = 1;
  18565. /** Defines that the ressource is currently delay loading */
  18566. Engine.DELAYLOADSTATE_LOADING = 2;
  18567. /** Defines that the ressource is delayed and has not started loading */
  18568. Engine.DELAYLOADSTATE_NOTLOADED = 4;
  18569. // Depht or Stencil test Constants.
  18570. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  18571. Engine.NEVER = 0x0200;
  18572. /** 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 */
  18573. Engine.ALWAYS = 0x0207;
  18574. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  18575. Engine.LESS = 0x0201;
  18576. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  18577. Engine.EQUAL = 0x0202;
  18578. /** 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 */
  18579. Engine.LEQUAL = 0x0203;
  18580. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  18581. Engine.GREATER = 0x0204;
  18582. /** 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 */
  18583. Engine.GEQUAL = 0x0206;
  18584. /** 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 */
  18585. Engine.NOTEQUAL = 0x0205;
  18586. // Stencil Actions Constants.
  18587. /** Passed to stencilOperation to specify that stencil value must be kept */
  18588. Engine.KEEP = 0x1E00;
  18589. /** Passed to stencilOperation to specify that stencil value must be replaced */
  18590. Engine.REPLACE = 0x1E01;
  18591. /** Passed to stencilOperation to specify that stencil value must be incremented */
  18592. Engine.INCR = 0x1E02;
  18593. /** Passed to stencilOperation to specify that stencil value must be decremented */
  18594. Engine.DECR = 0x1E03;
  18595. /** Passed to stencilOperation to specify that stencil value must be inverted */
  18596. Engine.INVERT = 0x150A;
  18597. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  18598. Engine.INCR_WRAP = 0x8507;
  18599. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  18600. Engine.DECR_WRAP = 0x8508;
  18601. /** Texture is not repeating outside of 0..1 UVs */
  18602. Engine.TEXTURE_CLAMP_ADDRESSMODE = 0;
  18603. /** Texture is repeating outside of 0..1 UVs */
  18604. Engine.TEXTURE_WRAP_ADDRESSMODE = 1;
  18605. /** Texture is repeating and mirrored */
  18606. Engine.TEXTURE_MIRROR_ADDRESSMODE = 2;
  18607. /** ALPHA */
  18608. Engine.TEXTUREFORMAT_ALPHA = 0;
  18609. /** LUMINANCE */
  18610. Engine.TEXTUREFORMAT_LUMINANCE = 1;
  18611. /** LUMINANCE_ALPHA */
  18612. Engine.TEXTUREFORMAT_LUMINANCE_ALPHA = 2;
  18613. /** RGB */
  18614. Engine.TEXTUREFORMAT_RGB = 4;
  18615. /** RGBA */
  18616. Engine.TEXTUREFORMAT_RGBA = 5;
  18617. /** RED */
  18618. Engine.TEXTUREFORMAT_RED = 6;
  18619. /** RED (2nd reference) */
  18620. Engine.TEXTUREFORMAT_R = 6;
  18621. /** RG */
  18622. Engine.TEXTUREFORMAT_RG = 7;
  18623. /** RED_INTEGER */
  18624. Engine.TEXTUREFORMAT_RED_INTEGER = 8;
  18625. /** RED_INTEGER (2nd reference) */
  18626. Engine.TEXTUREFORMAT_R_INTEGER = 8;
  18627. /** RG_INTEGER */
  18628. Engine.TEXTUREFORMAT_RG_INTEGER = 9;
  18629. /** RGB_INTEGER */
  18630. Engine.TEXTUREFORMAT_RGB_INTEGER = 10;
  18631. /** RGBA_INTEGER */
  18632. Engine.TEXTUREFORMAT_RGBA_INTEGER = 11;
  18633. /** UNSIGNED_BYTE */
  18634. Engine.TEXTURETYPE_UNSIGNED_BYTE = 0;
  18635. /** UNSIGNED_BYTE (2nd reference) */
  18636. Engine.TEXTURETYPE_UNSIGNED_INT = 0;
  18637. /** FLOAT */
  18638. Engine.TEXTURETYPE_FLOAT = 1;
  18639. /** HALF_FLOAT */
  18640. Engine.TEXTURETYPE_HALF_FLOAT = 2;
  18641. /** BYTE */
  18642. Engine.TEXTURETYPE_BYTE = 3;
  18643. /** SHORT */
  18644. Engine.TEXTURETYPE_SHORT = 4;
  18645. /** UNSIGNED_SHORT */
  18646. Engine.TEXTURETYPE_UNSIGNED_SHORT = 5;
  18647. /** INT */
  18648. Engine.TEXTURETYPE_INT = 6;
  18649. /** UNSIGNED_INT */
  18650. Engine.TEXTURETYPE_UNSIGNED_INTEGER = 7;
  18651. /** UNSIGNED_SHORT_4_4_4_4 */
  18652. Engine.TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4 = 8;
  18653. /** UNSIGNED_SHORT_5_5_5_1 */
  18654. Engine.TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1 = 9;
  18655. /** UNSIGNED_SHORT_5_6_5 */
  18656. Engine.TEXTURETYPE_UNSIGNED_SHORT_5_6_5 = 10;
  18657. /** UNSIGNED_INT_2_10_10_10_REV */
  18658. Engine.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV = 11;
  18659. /** UNSIGNED_INT_24_8 */
  18660. Engine.TEXTURETYPE_UNSIGNED_INT_24_8 = 12;
  18661. /** UNSIGNED_INT_10F_11F_11F_REV */
  18662. Engine.TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV = 13;
  18663. /** UNSIGNED_INT_5_9_9_9_REV */
  18664. Engine.TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV = 14;
  18665. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  18666. Engine.TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV = 15;
  18667. /** nearest is mag = nearest and min = nearest and mip = linear */
  18668. Engine.TEXTURE_NEAREST_SAMPLINGMODE = 1;
  18669. /** Bilinear is mag = linear and min = linear and mip = nearest */
  18670. Engine.TEXTURE_BILINEAR_SAMPLINGMODE = 2;
  18671. /** Trilinear is mag = linear and min = linear and mip = linear */
  18672. Engine.TEXTURE_TRILINEAR_SAMPLINGMODE = 3;
  18673. /** nearest is mag = nearest and min = nearest and mip = linear */
  18674. Engine.TEXTURE_NEAREST_NEAREST_MIPLINEAR = 1;
  18675. /** Bilinear is mag = linear and min = linear and mip = nearest */
  18676. Engine.TEXTURE_LINEAR_LINEAR_MIPNEAREST = 2;
  18677. /** Trilinear is mag = linear and min = linear and mip = linear */
  18678. Engine.TEXTURE_LINEAR_LINEAR_MIPLINEAR = 3;
  18679. /** mag = nearest and min = nearest and mip = nearest */
  18680. Engine.TEXTURE_NEAREST_NEAREST_MIPNEAREST = 4;
  18681. /** mag = nearest and min = linear and mip = nearest */
  18682. Engine.TEXTURE_NEAREST_LINEAR_MIPNEAREST = 5;
  18683. /** mag = nearest and min = linear and mip = linear */
  18684. Engine.TEXTURE_NEAREST_LINEAR_MIPLINEAR = 6;
  18685. /** mag = nearest and min = linear and mip = none */
  18686. Engine.TEXTURE_NEAREST_LINEAR = 7;
  18687. /** mag = nearest and min = nearest and mip = none */
  18688. Engine.TEXTURE_NEAREST_NEAREST = 8;
  18689. /** mag = linear and min = nearest and mip = nearest */
  18690. Engine.TEXTURE_LINEAR_NEAREST_MIPNEAREST = 9;
  18691. /** mag = linear and min = nearest and mip = linear */
  18692. Engine.TEXTURE_LINEAR_NEAREST_MIPLINEAR = 10;
  18693. /** mag = linear and min = linear and mip = none */
  18694. Engine.TEXTURE_LINEAR_LINEAR = 11;
  18695. /** mag = linear and min = nearest and mip = none */
  18696. Engine.TEXTURE_LINEAR_NEAREST = 12;
  18697. /** Explicit coordinates mode */
  18698. Engine.TEXTURE_EXPLICIT_MODE = 0;
  18699. /** Spherical coordinates mode */
  18700. Engine.TEXTURE_SPHERICAL_MODE = 1;
  18701. /** Planar coordinates mode */
  18702. Engine.TEXTURE_PLANAR_MODE = 2;
  18703. /** Cubic coordinates mode */
  18704. Engine.TEXTURE_CUBIC_MODE = 3;
  18705. /** Projection coordinates mode */
  18706. Engine.TEXTURE_PROJECTION_MODE = 4;
  18707. /** Skybox coordinates mode */
  18708. Engine.TEXTURE_SKYBOX_MODE = 5;
  18709. /** Inverse Cubic coordinates mode */
  18710. Engine.TEXTURE_INVCUBIC_MODE = 6;
  18711. /** Equirectangular coordinates mode */
  18712. Engine.TEXTURE_EQUIRECTANGULAR_MODE = 7;
  18713. /** Equirectangular Fixed coordinates mode */
  18714. Engine.TEXTURE_FIXED_EQUIRECTANGULAR_MODE = 8;
  18715. /** Equirectangular Fixed Mirrored coordinates mode */
  18716. Engine.TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE = 9;
  18717. // Texture rescaling mode
  18718. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  18719. Engine.SCALEMODE_FLOOR = 1;
  18720. /** Defines that texture rescaling will look for the nearest power of 2 size */
  18721. Engine.SCALEMODE_NEAREST = 2;
  18722. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  18723. Engine.SCALEMODE_CEILING = 3;
  18724. // Updatable statics so stick with vars here
  18725. /**
  18726. * Gets or sets the epsilon value used by collision engine
  18727. */
  18728. Engine.CollisionsEpsilon = 0.001;
  18729. /**
  18730. * Gets or sets the relative url used to load code if using the engine in non-minified mode
  18731. */
  18732. Engine.CodeRepository = "src/";
  18733. /**
  18734. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  18735. */
  18736. Engine.ShadersRepository = "src/Shaders/";
  18737. return Engine;
  18738. }());
  18739. BABYLON.Engine = Engine;
  18740. })(BABYLON || (BABYLON = {}));
  18741. //# sourceMappingURL=babylon.engine.js.map
  18742. var BABYLON;
  18743. (function (BABYLON) {
  18744. /**
  18745. * Node is the basic class for all scene objects (Mesh, Light, Camera.)
  18746. */
  18747. var Node = /** @class */ (function () {
  18748. /**
  18749. * Creates a new Node
  18750. * @param name the name and id to be given to this node
  18751. * @param scene the scene this node will be added to
  18752. * @param addToRootNodes the node will be added to scene.rootNodes
  18753. */
  18754. function Node(name, scene, addToRootNodes) {
  18755. if (scene === void 0) { scene = null; }
  18756. if (addToRootNodes === void 0) { addToRootNodes = true; }
  18757. /**
  18758. * Gets or sets a string used to store user defined state for the node
  18759. */
  18760. this.state = "";
  18761. /**
  18762. * Gets or sets an object used to store user defined information for the node
  18763. */
  18764. this.metadata = null;
  18765. /**
  18766. * Gets or sets a boolean used to define if the node must be serialized
  18767. */
  18768. this.doNotSerialize = false;
  18769. /** @hidden */
  18770. this._isDisposed = false;
  18771. /**
  18772. * Gets a list of Animations associated with the node
  18773. */
  18774. this.animations = new Array();
  18775. this._ranges = {};
  18776. this._isEnabled = true;
  18777. this._isParentEnabled = true;
  18778. this._isReady = true;
  18779. /** @hidden */
  18780. this._currentRenderId = -1;
  18781. this._parentRenderId = -1;
  18782. this._childRenderId = -1;
  18783. /** @hidden */
  18784. this._worldMatrix = BABYLON.Matrix.Identity();
  18785. /** @hidden */
  18786. this._worldMatrixDeterminant = 0;
  18787. /** @hidden */
  18788. this._sceneRootNodesIndex = -1;
  18789. this._animationPropertiesOverride = null;
  18790. /**
  18791. * An event triggered when the mesh is disposed
  18792. */
  18793. this.onDisposeObservable = new BABYLON.Observable();
  18794. // Behaviors
  18795. this._behaviors = new Array();
  18796. this.name = name;
  18797. this.id = name;
  18798. this._scene = (scene || BABYLON.Engine.LastCreatedScene);
  18799. this.uniqueId = this._scene.getUniqueId();
  18800. this._initCache();
  18801. if (addToRootNodes) {
  18802. this.addToSceneRootNodes();
  18803. }
  18804. }
  18805. /**
  18806. * Add a new node constructor
  18807. * @param type defines the type name of the node to construct
  18808. * @param constructorFunc defines the constructor function
  18809. */
  18810. Node.AddNodeConstructor = function (type, constructorFunc) {
  18811. this._NodeConstructors[type] = constructorFunc;
  18812. };
  18813. /**
  18814. * Returns a node constructor based on type name
  18815. * @param type defines the type name
  18816. * @param name defines the new node name
  18817. * @param scene defines the hosting scene
  18818. * @param options defines optional options to transmit to constructors
  18819. * @returns the new constructor or null
  18820. */
  18821. Node.Construct = function (type, name, scene, options) {
  18822. var constructorFunc = this._NodeConstructors[type];
  18823. if (!constructorFunc) {
  18824. return null;
  18825. }
  18826. return constructorFunc(name, scene, options);
  18827. };
  18828. /**
  18829. * Gets a boolean indicating if the node has been disposed
  18830. * @returns true if the node was disposed
  18831. */
  18832. Node.prototype.isDisposed = function () {
  18833. return this._isDisposed;
  18834. };
  18835. Object.defineProperty(Node.prototype, "parent", {
  18836. get: function () {
  18837. return this._parentNode;
  18838. },
  18839. /**
  18840. * Gets or sets the parent of the node
  18841. */
  18842. set: function (parent) {
  18843. if (this._parentNode === parent) {
  18844. return;
  18845. }
  18846. var previousParentNode = this._parentNode;
  18847. // Remove self from list of children of parent
  18848. if (this._parentNode && this._parentNode._children !== undefined && this._parentNode._children !== null) {
  18849. var index = this._parentNode._children.indexOf(this);
  18850. if (index !== -1) {
  18851. this._parentNode._children.splice(index, 1);
  18852. }
  18853. if (!parent) {
  18854. this.addToSceneRootNodes();
  18855. }
  18856. }
  18857. // Store new parent
  18858. this._parentNode = parent;
  18859. // Add as child to new parent
  18860. if (this._parentNode) {
  18861. if (this._parentNode._children === undefined || this._parentNode._children === null) {
  18862. this._parentNode._children = new Array();
  18863. }
  18864. this._parentNode._children.push(this);
  18865. if (!previousParentNode) {
  18866. this.removeFromSceneRootNodes();
  18867. }
  18868. }
  18869. // Enabled state
  18870. this._syncParentEnabledState();
  18871. },
  18872. enumerable: true,
  18873. configurable: true
  18874. });
  18875. Node.prototype.addToSceneRootNodes = function () {
  18876. if (this._sceneRootNodesIndex === -1) {
  18877. this._sceneRootNodesIndex = this._scene.rootNodes.length;
  18878. this._scene.rootNodes.push(this);
  18879. }
  18880. };
  18881. Node.prototype.removeFromSceneRootNodes = function () {
  18882. if (this._sceneRootNodesIndex !== -1) {
  18883. var rootNodes = this._scene.rootNodes;
  18884. var lastIdx = rootNodes.length - 1;
  18885. rootNodes[this._sceneRootNodesIndex] = rootNodes[lastIdx];
  18886. rootNodes[this._sceneRootNodesIndex]._sceneRootNodesIndex = this._sceneRootNodesIndex;
  18887. this._scene.rootNodes.pop();
  18888. this._sceneRootNodesIndex = -1;
  18889. }
  18890. };
  18891. Object.defineProperty(Node.prototype, "animationPropertiesOverride", {
  18892. /**
  18893. * Gets or sets the animation properties override
  18894. */
  18895. get: function () {
  18896. if (!this._animationPropertiesOverride) {
  18897. return this._scene.animationPropertiesOverride;
  18898. }
  18899. return this._animationPropertiesOverride;
  18900. },
  18901. set: function (value) {
  18902. this._animationPropertiesOverride = value;
  18903. },
  18904. enumerable: true,
  18905. configurable: true
  18906. });
  18907. /**
  18908. * Gets a string idenfifying the name of the class
  18909. * @returns "Node" string
  18910. */
  18911. Node.prototype.getClassName = function () {
  18912. return "Node";
  18913. };
  18914. Object.defineProperty(Node.prototype, "onDispose", {
  18915. /**
  18916. * Sets a callback that will be raised when the node will be disposed
  18917. */
  18918. set: function (callback) {
  18919. if (this._onDisposeObserver) {
  18920. this.onDisposeObservable.remove(this._onDisposeObserver);
  18921. }
  18922. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  18923. },
  18924. enumerable: true,
  18925. configurable: true
  18926. });
  18927. /**
  18928. * Gets the scene of the node
  18929. * @returns a scene
  18930. */
  18931. Node.prototype.getScene = function () {
  18932. return this._scene;
  18933. };
  18934. /**
  18935. * Gets the engine of the node
  18936. * @returns a Engine
  18937. */
  18938. Node.prototype.getEngine = function () {
  18939. return this._scene.getEngine();
  18940. };
  18941. /**
  18942. * Attach a behavior to the node
  18943. * @see http://doc.babylonjs.com/features/behaviour
  18944. * @param behavior defines the behavior to attach
  18945. * @param attachImmediately defines that the behavior must be attached even if the scene is still loading
  18946. * @returns the current Node
  18947. */
  18948. Node.prototype.addBehavior = function (behavior, attachImmediately) {
  18949. var _this = this;
  18950. if (attachImmediately === void 0) { attachImmediately = false; }
  18951. var index = this._behaviors.indexOf(behavior);
  18952. if (index !== -1) {
  18953. return this;
  18954. }
  18955. behavior.init();
  18956. if (this._scene.isLoading && !attachImmediately) {
  18957. // We defer the attach when the scene will be loaded
  18958. this._scene.onDataLoadedObservable.addOnce(function () {
  18959. behavior.attach(_this);
  18960. });
  18961. }
  18962. else {
  18963. behavior.attach(this);
  18964. }
  18965. this._behaviors.push(behavior);
  18966. return this;
  18967. };
  18968. /**
  18969. * Remove an attached behavior
  18970. * @see http://doc.babylonjs.com/features/behaviour
  18971. * @param behavior defines the behavior to attach
  18972. * @returns the current Node
  18973. */
  18974. Node.prototype.removeBehavior = function (behavior) {
  18975. var index = this._behaviors.indexOf(behavior);
  18976. if (index === -1) {
  18977. return this;
  18978. }
  18979. this._behaviors[index].detach();
  18980. this._behaviors.splice(index, 1);
  18981. return this;
  18982. };
  18983. Object.defineProperty(Node.prototype, "behaviors", {
  18984. /**
  18985. * Gets the list of attached behaviors
  18986. * @see http://doc.babylonjs.com/features/behaviour
  18987. */
  18988. get: function () {
  18989. return this._behaviors;
  18990. },
  18991. enumerable: true,
  18992. configurable: true
  18993. });
  18994. /**
  18995. * Gets an attached behavior by name
  18996. * @param name defines the name of the behavior to look for
  18997. * @see http://doc.babylonjs.com/features/behaviour
  18998. * @returns null if behavior was not found else the requested behavior
  18999. */
  19000. Node.prototype.getBehaviorByName = function (name) {
  19001. for (var _i = 0, _a = this._behaviors; _i < _a.length; _i++) {
  19002. var behavior = _a[_i];
  19003. if (behavior.name === name) {
  19004. return behavior;
  19005. }
  19006. }
  19007. return null;
  19008. };
  19009. /**
  19010. * Returns the latest update of the World matrix
  19011. * @returns a Matrix
  19012. */
  19013. Node.prototype.getWorldMatrix = function () {
  19014. if (this._currentRenderId !== this._scene.getRenderId()) {
  19015. this.computeWorldMatrix();
  19016. }
  19017. return this._worldMatrix;
  19018. };
  19019. /** @hidden */
  19020. Node.prototype._getWorldMatrixDeterminant = function () {
  19021. return this._worldMatrixDeterminant;
  19022. };
  19023. Object.defineProperty(Node.prototype, "worldMatrixFromCache", {
  19024. /**
  19025. * Returns directly the latest state of the mesh World matrix.
  19026. * A Matrix is returned.
  19027. */
  19028. get: function () {
  19029. return this._worldMatrix;
  19030. },
  19031. enumerable: true,
  19032. configurable: true
  19033. });
  19034. // override it in derived class if you add new variables to the cache
  19035. // and call the parent class method
  19036. /** @hidden */
  19037. Node.prototype._initCache = function () {
  19038. this._cache = {};
  19039. this._cache.parent = undefined;
  19040. };
  19041. /** @hidden */
  19042. Node.prototype.updateCache = function (force) {
  19043. if (!force && this.isSynchronized()) {
  19044. return;
  19045. }
  19046. this._cache.parent = this.parent;
  19047. this._updateCache();
  19048. };
  19049. // override it in derived class if you add new variables to the cache
  19050. // and call the parent class method if !ignoreParentClass
  19051. /** @hidden */
  19052. Node.prototype._updateCache = function (ignoreParentClass) {
  19053. };
  19054. // override it in derived class if you add new variables to the cache
  19055. /** @hidden */
  19056. Node.prototype._isSynchronized = function () {
  19057. return true;
  19058. };
  19059. /** @hidden */
  19060. Node.prototype._markSyncedWithParent = function () {
  19061. if (this._parentNode) {
  19062. this._parentRenderId = this._parentNode._childRenderId;
  19063. }
  19064. };
  19065. /** @hidden */
  19066. Node.prototype.isSynchronizedWithParent = function () {
  19067. if (!this._parentNode) {
  19068. return true;
  19069. }
  19070. if (this._parentRenderId !== this._parentNode._childRenderId) {
  19071. return false;
  19072. }
  19073. return this._parentNode.isSynchronized();
  19074. };
  19075. /** @hidden */
  19076. Node.prototype.isSynchronized = function () {
  19077. if (this._cache.parent != this._parentNode) {
  19078. this._cache.parent = this._parentNode;
  19079. return false;
  19080. }
  19081. if (this._parentNode && !this.isSynchronizedWithParent()) {
  19082. return false;
  19083. }
  19084. return this._isSynchronized();
  19085. };
  19086. /**
  19087. * Is this node ready to be used/rendered
  19088. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  19089. * @return true if the node is ready
  19090. */
  19091. Node.prototype.isReady = function (completeCheck) {
  19092. if (completeCheck === void 0) { completeCheck = false; }
  19093. return this._isReady;
  19094. };
  19095. /**
  19096. * Is this node enabled?
  19097. * 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
  19098. * @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
  19099. * @return whether this node (and its parent) is enabled
  19100. */
  19101. Node.prototype.isEnabled = function (checkAncestors) {
  19102. if (checkAncestors === void 0) { checkAncestors = true; }
  19103. if (checkAncestors === false) {
  19104. return this._isEnabled;
  19105. }
  19106. if (!this._isEnabled) {
  19107. return false;
  19108. }
  19109. return this._isParentEnabled;
  19110. };
  19111. /** @hidden */
  19112. Node.prototype._syncParentEnabledState = function () {
  19113. this._isParentEnabled = this._parentNode ? this._parentNode.isEnabled() : true;
  19114. if (this._children) {
  19115. this._children.forEach(function (c) {
  19116. c._syncParentEnabledState(); // Force children to update accordingly
  19117. });
  19118. }
  19119. };
  19120. /**
  19121. * Set the enabled state of this node
  19122. * @param value defines the new enabled state
  19123. */
  19124. Node.prototype.setEnabled = function (value) {
  19125. this._isEnabled = value;
  19126. this._syncParentEnabledState();
  19127. };
  19128. /**
  19129. * Is this node a descendant of the given node?
  19130. * The function will iterate up the hierarchy until the ancestor was found or no more parents defined
  19131. * @param ancestor defines the parent node to inspect
  19132. * @returns a boolean indicating if this node is a descendant of the given node
  19133. */
  19134. Node.prototype.isDescendantOf = function (ancestor) {
  19135. if (this.parent) {
  19136. if (this.parent === ancestor) {
  19137. return true;
  19138. }
  19139. return this.parent.isDescendantOf(ancestor);
  19140. }
  19141. return false;
  19142. };
  19143. /** @hidden */
  19144. Node.prototype._getDescendants = function (results, directDescendantsOnly, predicate) {
  19145. if (directDescendantsOnly === void 0) { directDescendantsOnly = false; }
  19146. if (!this._children) {
  19147. return;
  19148. }
  19149. for (var index = 0; index < this._children.length; index++) {
  19150. var item = this._children[index];
  19151. if (!predicate || predicate(item)) {
  19152. results.push(item);
  19153. }
  19154. if (!directDescendantsOnly) {
  19155. item._getDescendants(results, false, predicate);
  19156. }
  19157. }
  19158. };
  19159. /**
  19160. * Will return all nodes that have this node as ascendant
  19161. * @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
  19162. * @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
  19163. * @return all children nodes of all types
  19164. */
  19165. Node.prototype.getDescendants = function (directDescendantsOnly, predicate) {
  19166. var results = new Array();
  19167. this._getDescendants(results, directDescendantsOnly, predicate);
  19168. return results;
  19169. };
  19170. /**
  19171. * Get all child-meshes of this node
  19172. * @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
  19173. * @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
  19174. * @returns an array of AbstractMesh
  19175. */
  19176. Node.prototype.getChildMeshes = function (directDescendantsOnly, predicate) {
  19177. var results = [];
  19178. this._getDescendants(results, directDescendantsOnly, function (node) {
  19179. return ((!predicate || predicate(node)) && (node instanceof BABYLON.AbstractMesh));
  19180. });
  19181. return results;
  19182. };
  19183. /**
  19184. * Get all child-transformNodes of this node
  19185. * @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
  19186. * @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
  19187. * @returns an array of TransformNode
  19188. */
  19189. Node.prototype.getChildTransformNodes = function (directDescendantsOnly, predicate) {
  19190. var results = [];
  19191. this._getDescendants(results, directDescendantsOnly, function (node) {
  19192. return ((!predicate || predicate(node)) && (node instanceof BABYLON.TransformNode));
  19193. });
  19194. return results;
  19195. };
  19196. /**
  19197. * Get all direct children of this node
  19198. * @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
  19199. * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered (Default: true)
  19200. * @returns an array of Node
  19201. */
  19202. Node.prototype.getChildren = function (predicate, directDescendantsOnly) {
  19203. if (directDescendantsOnly === void 0) { directDescendantsOnly = true; }
  19204. return this.getDescendants(directDescendantsOnly, predicate);
  19205. };
  19206. /** @hidden */
  19207. Node.prototype._setReady = function (state) {
  19208. if (state === this._isReady) {
  19209. return;
  19210. }
  19211. if (!state) {
  19212. this._isReady = false;
  19213. return;
  19214. }
  19215. if (this.onReady) {
  19216. this.onReady(this);
  19217. }
  19218. this._isReady = true;
  19219. };
  19220. /**
  19221. * Get an animation by name
  19222. * @param name defines the name of the animation to look for
  19223. * @returns null if not found else the requested animation
  19224. */
  19225. Node.prototype.getAnimationByName = function (name) {
  19226. for (var i = 0; i < this.animations.length; i++) {
  19227. var animation = this.animations[i];
  19228. if (animation.name === name) {
  19229. return animation;
  19230. }
  19231. }
  19232. return null;
  19233. };
  19234. /**
  19235. * Creates an animation range for this node
  19236. * @param name defines the name of the range
  19237. * @param from defines the starting key
  19238. * @param to defines the end key
  19239. */
  19240. Node.prototype.createAnimationRange = function (name, from, to) {
  19241. // check name not already in use
  19242. if (!this._ranges[name]) {
  19243. this._ranges[name] = new BABYLON.AnimationRange(name, from, to);
  19244. for (var i = 0, nAnimations = this.animations.length; i < nAnimations; i++) {
  19245. if (this.animations[i]) {
  19246. this.animations[i].createRange(name, from, to);
  19247. }
  19248. }
  19249. }
  19250. };
  19251. /**
  19252. * Delete a specific animation range
  19253. * @param name defines the name of the range to delete
  19254. * @param deleteFrames defines if animation frames from the range must be deleted as well
  19255. */
  19256. Node.prototype.deleteAnimationRange = function (name, deleteFrames) {
  19257. if (deleteFrames === void 0) { deleteFrames = true; }
  19258. for (var i = 0, nAnimations = this.animations.length; i < nAnimations; i++) {
  19259. if (this.animations[i]) {
  19260. this.animations[i].deleteRange(name, deleteFrames);
  19261. }
  19262. }
  19263. this._ranges[name] = null; // said much faster than 'delete this._range[name]'
  19264. };
  19265. /**
  19266. * Get an animation range by name
  19267. * @param name defines the name of the animation range to look for
  19268. * @returns null if not found else the requested animation range
  19269. */
  19270. Node.prototype.getAnimationRange = function (name) {
  19271. return this._ranges[name];
  19272. };
  19273. /**
  19274. * Will start the animation sequence
  19275. * @param name defines the range frames for animation sequence
  19276. * @param loop defines if the animation should loop (false by default)
  19277. * @param speedRatio defines the speed factor in which to run the animation (1 by default)
  19278. * @param onAnimationEnd defines a function to be executed when the animation ended (undefined by default)
  19279. * @returns the object created for this animation. If range does not exist, it will return null
  19280. */
  19281. Node.prototype.beginAnimation = function (name, loop, speedRatio, onAnimationEnd) {
  19282. var range = this.getAnimationRange(name);
  19283. if (!range) {
  19284. return null;
  19285. }
  19286. return this._scene.beginAnimation(this, range.from, range.to, loop, speedRatio, onAnimationEnd);
  19287. };
  19288. /**
  19289. * Serialize animation ranges into a JSON compatible object
  19290. * @returns serialization object
  19291. */
  19292. Node.prototype.serializeAnimationRanges = function () {
  19293. var serializationRanges = [];
  19294. for (var name in this._ranges) {
  19295. var localRange = this._ranges[name];
  19296. if (!localRange) {
  19297. continue;
  19298. }
  19299. var range = {};
  19300. range.name = name;
  19301. range.from = localRange.from;
  19302. range.to = localRange.to;
  19303. serializationRanges.push(range);
  19304. }
  19305. return serializationRanges;
  19306. };
  19307. /**
  19308. * Computes the world matrix of the node
  19309. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  19310. * @returns the world matrix
  19311. */
  19312. Node.prototype.computeWorldMatrix = function (force) {
  19313. if (!this._worldMatrix) {
  19314. this._worldMatrix = BABYLON.Matrix.Identity();
  19315. }
  19316. return this._worldMatrix;
  19317. };
  19318. /**
  19319. * Releases resources associated with this node.
  19320. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  19321. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  19322. */
  19323. Node.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  19324. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  19325. if (!doNotRecurse) {
  19326. var nodes = this.getDescendants(true);
  19327. for (var _i = 0, nodes_1 = nodes; _i < nodes_1.length; _i++) {
  19328. var node = nodes_1[_i];
  19329. node.dispose(doNotRecurse, disposeMaterialAndTextures);
  19330. }
  19331. }
  19332. else {
  19333. var transformNodes = this.getChildTransformNodes(true);
  19334. for (var _a = 0, transformNodes_1 = transformNodes; _a < transformNodes_1.length; _a++) {
  19335. var transformNode = transformNodes_1[_a];
  19336. transformNode.parent = null;
  19337. transformNode.computeWorldMatrix(true);
  19338. }
  19339. }
  19340. if (!this.parent) {
  19341. this.removeFromSceneRootNodes();
  19342. }
  19343. else {
  19344. this.parent = null;
  19345. }
  19346. // Callback
  19347. this.onDisposeObservable.notifyObservers(this);
  19348. this.onDisposeObservable.clear();
  19349. // Behaviors
  19350. for (var _b = 0, _c = this._behaviors; _b < _c.length; _b++) {
  19351. var behavior = _c[_b];
  19352. behavior.detach();
  19353. }
  19354. this._behaviors = [];
  19355. this._isDisposed = true;
  19356. };
  19357. /**
  19358. * Parse animation range data from a serialization object and store them into a given node
  19359. * @param node defines where to store the animation ranges
  19360. * @param parsedNode defines the serialization object to read data from
  19361. * @param scene defines the hosting scene
  19362. */
  19363. Node.ParseAnimationRanges = function (node, parsedNode, scene) {
  19364. if (parsedNode.ranges) {
  19365. for (var index = 0; index < parsedNode.ranges.length; index++) {
  19366. var data = parsedNode.ranges[index];
  19367. node.createAnimationRange(data.name, data.from, data.to);
  19368. }
  19369. }
  19370. };
  19371. Node._NodeConstructors = {};
  19372. __decorate([
  19373. BABYLON.serialize()
  19374. ], Node.prototype, "name", void 0);
  19375. __decorate([
  19376. BABYLON.serialize()
  19377. ], Node.prototype, "id", void 0);
  19378. __decorate([
  19379. BABYLON.serialize()
  19380. ], Node.prototype, "uniqueId", void 0);
  19381. __decorate([
  19382. BABYLON.serialize()
  19383. ], Node.prototype, "state", void 0);
  19384. __decorate([
  19385. BABYLON.serialize()
  19386. ], Node.prototype, "metadata", void 0);
  19387. return Node;
  19388. }());
  19389. BABYLON.Node = Node;
  19390. })(BABYLON || (BABYLON = {}));
  19391. //# sourceMappingURL=babylon.node.js.map
  19392. var BABYLON;
  19393. (function (BABYLON) {
  19394. /**
  19395. * Class used to store bounding sphere information
  19396. */
  19397. var BoundingSphere = /** @class */ (function () {
  19398. /**
  19399. * Creates a new bounding sphere
  19400. * @param min defines the minimum vector (in local space)
  19401. * @param max defines the maximum vector (in local space)
  19402. * @param worldMatrix defines the new world matrix
  19403. */
  19404. function BoundingSphere(min, max, worldMatrix) {
  19405. /**
  19406. * Gets the center of the bounding sphere in local space
  19407. */
  19408. this.center = BABYLON.Vector3.Zero();
  19409. /**
  19410. * Gets the center of the bounding sphere in world space
  19411. */
  19412. this.centerWorld = BABYLON.Vector3.Zero();
  19413. /**
  19414. * Gets the minimum vector in local space
  19415. */
  19416. this.minimum = BABYLON.Vector3.Zero();
  19417. /**
  19418. * Gets the maximum vector in local space
  19419. */
  19420. this.maximum = BABYLON.Vector3.Zero();
  19421. this.reConstruct(min, max, worldMatrix);
  19422. }
  19423. /**
  19424. * Recreates the entire bounding sphere from scratch as if we call the constructor in place
  19425. * @param min defines the new minimum vector (in local space)
  19426. * @param max defines the new maximum vector (in local space)
  19427. * @param worldMatrix defines the new world matrix
  19428. */
  19429. BoundingSphere.prototype.reConstruct = function (min, max, worldMatrix) {
  19430. this.minimum.copyFrom(min);
  19431. this.maximum.copyFrom(max);
  19432. var distance = BABYLON.Vector3.Distance(min, max);
  19433. max.addToRef(min, this.center).scaleInPlace(0.5);
  19434. this.radius = distance * 0.5;
  19435. this._update(worldMatrix || BABYLON.Matrix.IdentityReadOnly);
  19436. };
  19437. /**
  19438. * Scale the current bounding sphere by applying a scale factor
  19439. * @param factor defines the scale factor to apply
  19440. * @returns the current bounding box
  19441. */
  19442. BoundingSphere.prototype.scale = function (factor) {
  19443. var newRadius = this.radius * factor;
  19444. var tmpVectors = BoundingSphere.TmpVector3;
  19445. var tempRadiusVector = tmpVectors[0].setAll(newRadius);
  19446. var min = this.center.subtractToRef(tempRadiusVector, tmpVectors[1]);
  19447. var max = this.center.addToRef(tempRadiusVector, tmpVectors[2]);
  19448. this.reConstruct(min, max, this._worldMatrix);
  19449. return this;
  19450. };
  19451. /**
  19452. * Gets the world matrix of the bounding box
  19453. * @returns a matrix
  19454. */
  19455. BoundingSphere.prototype.getWorldMatrix = function () {
  19456. return this._worldMatrix;
  19457. };
  19458. // Methods
  19459. /** @hidden */
  19460. BoundingSphere.prototype._update = function (worldMatrix) {
  19461. if (!worldMatrix.isIdentity()) {
  19462. BABYLON.Vector3.TransformCoordinatesToRef(this.center, worldMatrix, this.centerWorld);
  19463. var tempVector = BoundingSphere.TmpVector3[0];
  19464. BABYLON.Vector3.TransformNormalFromFloatsToRef(1.0, 1.0, 1.0, worldMatrix, tempVector);
  19465. this.radiusWorld = Math.max(Math.abs(tempVector.x), Math.abs(tempVector.y), Math.abs(tempVector.z)) * this.radius;
  19466. }
  19467. else {
  19468. this.centerWorld.copyFrom(this.center);
  19469. this.radiusWorld = this.radius;
  19470. }
  19471. };
  19472. /**
  19473. * Tests if the bounding sphere is intersecting the frustum planes
  19474. * @param frustumPlanes defines the frustum planes to test
  19475. * @returns true if there is an intersection
  19476. */
  19477. BoundingSphere.prototype.isInFrustum = function (frustumPlanes) {
  19478. for (var i = 0; i < 6; i++) {
  19479. if (frustumPlanes[i].dotCoordinate(this.centerWorld) <= -this.radiusWorld) {
  19480. return false;
  19481. }
  19482. }
  19483. return true;
  19484. };
  19485. /**
  19486. * Tests if a point is inside the bounding sphere
  19487. * @param point defines the point to test
  19488. * @returns true if the point is inside the bounding sphere
  19489. */
  19490. BoundingSphere.prototype.intersectsPoint = function (point) {
  19491. var squareDistance = BABYLON.Vector3.DistanceSquared(this.centerWorld, point);
  19492. if (this.radiusWorld * this.radiusWorld < squareDistance) {
  19493. return false;
  19494. }
  19495. return true;
  19496. };
  19497. // Statics
  19498. /**
  19499. * Checks if two sphere intersct
  19500. * @param sphere0 sphere 0
  19501. * @param sphere1 sphere 1
  19502. * @returns true if the speres intersect
  19503. */
  19504. BoundingSphere.Intersects = function (sphere0, sphere1) {
  19505. var squareDistance = BABYLON.Vector3.DistanceSquared(sphere0.centerWorld, sphere1.centerWorld);
  19506. var radiusSum = sphere0.radiusWorld + sphere1.radiusWorld;
  19507. if (radiusSum * radiusSum < squareDistance) {
  19508. return false;
  19509. }
  19510. return true;
  19511. };
  19512. BoundingSphere.TmpVector3 = BABYLON.Tools.BuildArray(3, BABYLON.Vector3.Zero);
  19513. return BoundingSphere;
  19514. }());
  19515. BABYLON.BoundingSphere = BoundingSphere;
  19516. })(BABYLON || (BABYLON = {}));
  19517. //# sourceMappingURL=babylon.boundingSphere.js.map
  19518. var BABYLON;
  19519. (function (BABYLON) {
  19520. /**
  19521. * Class used to store bounding box information
  19522. */
  19523. var BoundingBox = /** @class */ (function () {
  19524. /**
  19525. * Creates a new bounding box
  19526. * @param min defines the minimum vector (in local space)
  19527. * @param max defines the maximum vector (in local space)
  19528. * @param worldMatrix defines the new world matrix
  19529. */
  19530. function BoundingBox(min, max, worldMatrix) {
  19531. /**
  19532. * Gets the 8 vectors representing the bounding box in local space
  19533. */
  19534. this.vectors = BABYLON.Tools.BuildArray(8, BABYLON.Vector3.Zero);
  19535. /**
  19536. * Gets the center of the bounding box in local space
  19537. */
  19538. this.center = BABYLON.Vector3.Zero();
  19539. /**
  19540. * Gets the center of the bounding box in world space
  19541. */
  19542. this.centerWorld = BABYLON.Vector3.Zero();
  19543. /**
  19544. * Gets the extend size in local space
  19545. */
  19546. this.extendSize = BABYLON.Vector3.Zero();
  19547. /**
  19548. * Gets the extend size in world space
  19549. */
  19550. this.extendSizeWorld = BABYLON.Vector3.Zero();
  19551. /**
  19552. * Gets the OBB (object bounding box) directions
  19553. */
  19554. this.directions = BABYLON.Tools.BuildArray(3, BABYLON.Vector3.Zero);
  19555. /**
  19556. * Gets the 8 vectors representing the bounding box in world space
  19557. */
  19558. this.vectorsWorld = BABYLON.Tools.BuildArray(8, BABYLON.Vector3.Zero);
  19559. /**
  19560. * Gets the minimum vector in world space
  19561. */
  19562. this.minimumWorld = BABYLON.Vector3.Zero();
  19563. /**
  19564. * Gets the maximum vector in world space
  19565. */
  19566. this.maximumWorld = BABYLON.Vector3.Zero();
  19567. /**
  19568. * Gets the minimum vector in local space
  19569. */
  19570. this.minimum = BABYLON.Vector3.Zero();
  19571. /**
  19572. * Gets the maximum vector in local space
  19573. */
  19574. this.maximum = BABYLON.Vector3.Zero();
  19575. this.reConstruct(min, max, worldMatrix);
  19576. }
  19577. // Methods
  19578. /**
  19579. * Recreates the entire bounding box from scratch as if we call the constructor in place
  19580. * @param min defines the new minimum vector (in local space)
  19581. * @param max defines the new maximum vector (in local space)
  19582. * @param worldMatrix defines the new world matrix
  19583. */
  19584. BoundingBox.prototype.reConstruct = function (min, max, worldMatrix) {
  19585. var minX = min.x, minY = min.y, minZ = min.z, maxX = max.x, maxY = max.y, maxZ = max.z;
  19586. var vectors = this.vectors;
  19587. this.minimum.copyFromFloats(minX, minY, minZ);
  19588. this.maximum.copyFromFloats(maxX, maxY, maxZ);
  19589. vectors[0].copyFromFloats(minX, minY, minZ);
  19590. vectors[1].copyFromFloats(maxX, maxY, maxZ);
  19591. vectors[2].copyFromFloats(maxX, minY, minZ);
  19592. vectors[3].copyFromFloats(minX, maxY, minZ);
  19593. vectors[4].copyFromFloats(minX, minY, maxZ);
  19594. vectors[5].copyFromFloats(maxX, maxY, minZ);
  19595. vectors[6].copyFromFloats(minX, maxY, maxZ);
  19596. vectors[7].copyFromFloats(maxX, minY, maxZ);
  19597. // OBB
  19598. max.addToRef(min, this.center).scaleInPlace(0.5);
  19599. max.subtractToRef(min, this.extendSize).scaleInPlace(0.5);
  19600. this._update(worldMatrix || BABYLON.Matrix.IdentityReadOnly);
  19601. };
  19602. /**
  19603. * Scale the current bounding box by applying a scale factor
  19604. * @param factor defines the scale factor to apply
  19605. * @returns the current bounding box
  19606. */
  19607. BoundingBox.prototype.scale = function (factor) {
  19608. var tmpVectors = BoundingBox.TmpVector3;
  19609. var diff = this.maximum.subtractToRef(this.minimum, tmpVectors[0]);
  19610. var len = diff.length();
  19611. diff.normalizeFromLength(len);
  19612. var distance = len * factor;
  19613. var newRadius = diff.scaleInPlace(distance * 0.5);
  19614. var min = this.center.subtractToRef(newRadius, tmpVectors[1]);
  19615. var max = this.center.addToRef(newRadius, tmpVectors[2]);
  19616. this.reConstruct(min, max, this._worldMatrix);
  19617. return this;
  19618. };
  19619. /**
  19620. * Gets the world matrix of the bounding box
  19621. * @returns a matrix
  19622. */
  19623. BoundingBox.prototype.getWorldMatrix = function () {
  19624. return this._worldMatrix;
  19625. };
  19626. /** @hidden */
  19627. BoundingBox.prototype._update = function (world) {
  19628. var minWorld = this.minimumWorld;
  19629. var maxWorld = this.maximumWorld;
  19630. var directions = this.directions;
  19631. var vectorsWorld = this.vectorsWorld;
  19632. var vectors = this.vectors;
  19633. if (!world.isIdentity()) {
  19634. minWorld.setAll(Number.MAX_VALUE);
  19635. maxWorld.setAll(-Number.MAX_VALUE);
  19636. for (var index = 0; index < 8; ++index) {
  19637. var v = vectorsWorld[index];
  19638. BABYLON.Vector3.TransformCoordinatesToRef(vectors[index], world, v);
  19639. minWorld.minimizeInPlace(v);
  19640. maxWorld.maximizeInPlace(v);
  19641. }
  19642. // Extend
  19643. maxWorld.subtractToRef(minWorld, this.extendSizeWorld).scaleInPlace(0.5);
  19644. maxWorld.addToRef(minWorld, this.centerWorld).scaleInPlace(0.5);
  19645. }
  19646. else {
  19647. minWorld.copyFrom(this.minimum);
  19648. maxWorld.copyFrom(this.maximum);
  19649. for (var index = 0; index < 8; ++index) {
  19650. vectorsWorld[index].copyFrom(vectors[index]);
  19651. }
  19652. // Extend
  19653. this.extendSizeWorld.copyFrom(this.extendSize);
  19654. this.centerWorld.copyFrom(this.center);
  19655. }
  19656. BABYLON.Vector3.FromArrayToRef(world.m, 0, directions[0]);
  19657. BABYLON.Vector3.FromArrayToRef(world.m, 4, directions[1]);
  19658. BABYLON.Vector3.FromArrayToRef(world.m, 8, directions[2]);
  19659. this._worldMatrix = world;
  19660. };
  19661. /**
  19662. * Tests if the bounding box is intersecting the frustum planes
  19663. * @param frustumPlanes defines the frustum planes to test
  19664. * @returns true if there is an intersection
  19665. */
  19666. BoundingBox.prototype.isInFrustum = function (frustumPlanes) {
  19667. return BoundingBox.IsInFrustum(this.vectorsWorld, frustumPlanes);
  19668. };
  19669. /**
  19670. * Tests if the bounding box is entirely inside the frustum planes
  19671. * @param frustumPlanes defines the frustum planes to test
  19672. * @returns true if there is an inclusion
  19673. */
  19674. BoundingBox.prototype.isCompletelyInFrustum = function (frustumPlanes) {
  19675. return BoundingBox.IsCompletelyInFrustum(this.vectorsWorld, frustumPlanes);
  19676. };
  19677. /**
  19678. * Tests if a point is inside the bounding box
  19679. * @param point defines the point to test
  19680. * @returns true if the point is inside the bounding box
  19681. */
  19682. BoundingBox.prototype.intersectsPoint = function (point) {
  19683. var min = this.minimumWorld;
  19684. var max = this.maximumWorld;
  19685. var minX = min.x, minY = min.y, minZ = min.z, maxX = max.x, maxY = max.y, maxZ = max.z;
  19686. var pointX = point.x, pointY = point.y, pointZ = point.z;
  19687. var delta = -BABYLON.Epsilon;
  19688. if (maxX - pointX < delta || delta > pointX - minX) {
  19689. return false;
  19690. }
  19691. if (maxY - pointY < delta || delta > pointY - minY) {
  19692. return false;
  19693. }
  19694. if (maxZ - pointZ < delta || delta > pointZ - minZ) {
  19695. return false;
  19696. }
  19697. return true;
  19698. };
  19699. /**
  19700. * Tests if the bounding box intersects with a bounding sphere
  19701. * @param sphere defines the sphere to test
  19702. * @returns true if there is an intersection
  19703. */
  19704. BoundingBox.prototype.intersectsSphere = function (sphere) {
  19705. return BoundingBox.IntersectsSphere(this.minimumWorld, this.maximumWorld, sphere.centerWorld, sphere.radiusWorld);
  19706. };
  19707. /**
  19708. * Tests if the bounding box intersects with a box defined by a min and max vectors
  19709. * @param min defines the min vector to use
  19710. * @param max defines the max vector to use
  19711. * @returns true if there is an intersection
  19712. */
  19713. BoundingBox.prototype.intersectsMinMax = function (min, max) {
  19714. var myMin = this.minimumWorld;
  19715. var myMax = this.maximumWorld;
  19716. var myMinX = myMin.x, myMinY = myMin.y, myMinZ = myMin.z, myMaxX = myMax.x, myMaxY = myMax.y, myMaxZ = myMax.z;
  19717. var minX = min.x, minY = min.y, minZ = min.z, maxX = max.x, maxY = max.y, maxZ = max.z;
  19718. if (myMaxX < minX || myMinX > maxX) {
  19719. return false;
  19720. }
  19721. if (myMaxY < minY || myMinY > maxY) {
  19722. return false;
  19723. }
  19724. if (myMaxZ < minZ || myMinZ > maxZ) {
  19725. return false;
  19726. }
  19727. return true;
  19728. };
  19729. // Statics
  19730. /**
  19731. * Tests if two bounding boxes are intersections
  19732. * @param box0 defines the first box to test
  19733. * @param box1 defines the second box to test
  19734. * @returns true if there is an intersection
  19735. */
  19736. BoundingBox.Intersects = function (box0, box1) {
  19737. return box0.intersectsMinMax(box1.minimumWorld, box1.maximumWorld);
  19738. };
  19739. /**
  19740. * Tests if a bounding box defines by a min/max vectors intersects a sphere
  19741. * @param minPoint defines the minimum vector of the bounding box
  19742. * @param maxPoint defines the maximum vector of the bounding box
  19743. * @param sphereCenter defines the sphere center
  19744. * @param sphereRadius defines the sphere radius
  19745. * @returns true if there is an intersection
  19746. */
  19747. BoundingBox.IntersectsSphere = function (minPoint, maxPoint, sphereCenter, sphereRadius) {
  19748. var vector = BoundingBox.TmpVector3[0];
  19749. BABYLON.Vector3.ClampToRef(sphereCenter, minPoint, maxPoint, vector);
  19750. var num = BABYLON.Vector3.DistanceSquared(sphereCenter, vector);
  19751. return (num <= (sphereRadius * sphereRadius));
  19752. };
  19753. /**
  19754. * Tests if a bounding box defined with 8 vectors is entirely inside frustum planes
  19755. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  19756. * @param frustumPlanes defines the frustum planes to test
  19757. * @return true if there is an inclusion
  19758. */
  19759. BoundingBox.IsCompletelyInFrustum = function (boundingVectors, frustumPlanes) {
  19760. for (var p = 0; p < 6; ++p) {
  19761. var frustumPlane = frustumPlanes[p];
  19762. for (var i = 0; i < 8; ++i) {
  19763. if (frustumPlane.dotCoordinate(boundingVectors[i]) < 0) {
  19764. return false;
  19765. }
  19766. }
  19767. }
  19768. return true;
  19769. };
  19770. /**
  19771. * Tests if a bounding box defined with 8 vectors intersects frustum planes
  19772. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  19773. * @param frustumPlanes defines the frustum planes to test
  19774. * @return true if there is an intersection
  19775. */
  19776. BoundingBox.IsInFrustum = function (boundingVectors, frustumPlanes) {
  19777. for (var p = 0; p < 6; ++p) {
  19778. var canReturnFalse = true;
  19779. var frustumPlane = frustumPlanes[p];
  19780. for (var i = 0; i < 8; ++i) {
  19781. if (frustumPlane.dotCoordinate(boundingVectors[i]) >= 0) {
  19782. canReturnFalse = false;
  19783. break;
  19784. }
  19785. }
  19786. if (canReturnFalse) {
  19787. return false;
  19788. }
  19789. }
  19790. return true;
  19791. };
  19792. BoundingBox.TmpVector3 = BABYLON.Tools.BuildArray(3, BABYLON.Vector3.Zero);
  19793. return BoundingBox;
  19794. }());
  19795. BABYLON.BoundingBox = BoundingBox;
  19796. })(BABYLON || (BABYLON = {}));
  19797. //# sourceMappingURL=babylon.boundingBox.js.map
  19798. var BABYLON;
  19799. (function (BABYLON) {
  19800. var _result0 = { min: 0, max: 0 };
  19801. var _result1 = { min: 0, max: 0 };
  19802. var computeBoxExtents = function (axis, box, result) {
  19803. var p = BABYLON.Vector3.Dot(box.centerWorld, axis);
  19804. var r0 = Math.abs(BABYLON.Vector3.Dot(box.directions[0], axis)) * box.extendSize.x;
  19805. var r1 = Math.abs(BABYLON.Vector3.Dot(box.directions[1], axis)) * box.extendSize.y;
  19806. var r2 = Math.abs(BABYLON.Vector3.Dot(box.directions[2], axis)) * box.extendSize.z;
  19807. var r = r0 + r1 + r2;
  19808. result.min = p - r;
  19809. result.max = p + r;
  19810. };
  19811. var axisOverlap = function (axis, box0, box1) {
  19812. computeBoxExtents(axis, box0, _result0);
  19813. computeBoxExtents(axis, box1, _result1);
  19814. return !(_result0.min > _result1.max || _result1.min > _result0.max);
  19815. };
  19816. /**
  19817. * Info for a bounding data of a mesh
  19818. */
  19819. var BoundingInfo = /** @class */ (function () {
  19820. /**
  19821. * Constructs bounding info
  19822. * @param minimum min vector of the bounding box/sphere
  19823. * @param maximum max vector of the bounding box/sphere
  19824. * @param worldMatrix defines the new world matrix
  19825. */
  19826. function BoundingInfo(minimum, maximum, worldMatrix) {
  19827. this._isLocked = false;
  19828. this.boundingBox = new BABYLON.BoundingBox(minimum, maximum, worldMatrix);
  19829. this.boundingSphere = new BABYLON.BoundingSphere(minimum, maximum, worldMatrix);
  19830. }
  19831. /**
  19832. * Recreates the entire bounding info from scratch as if we call the constructor in place
  19833. * @param min defines the new minimum vector (in local space)
  19834. * @param max defines the new maximum vector (in local space)
  19835. * @param worldMatrix defines the new world matrix
  19836. */
  19837. BoundingInfo.prototype.reConstruct = function (min, max, worldMatrix) {
  19838. this.boundingBox.reConstruct(min, max, worldMatrix);
  19839. this.boundingSphere.reConstruct(min, max, worldMatrix);
  19840. };
  19841. Object.defineProperty(BoundingInfo.prototype, "minimum", {
  19842. /**
  19843. * min vector of the bounding box/sphere
  19844. */
  19845. get: function () {
  19846. return this.boundingBox.minimum;
  19847. },
  19848. enumerable: true,
  19849. configurable: true
  19850. });
  19851. Object.defineProperty(BoundingInfo.prototype, "maximum", {
  19852. /**
  19853. * max vector of the bounding box/sphere
  19854. */
  19855. get: function () {
  19856. return this.boundingBox.maximum;
  19857. },
  19858. enumerable: true,
  19859. configurable: true
  19860. });
  19861. Object.defineProperty(BoundingInfo.prototype, "isLocked", {
  19862. /**
  19863. * If the info is locked and won't be updated to avoid perf overhead
  19864. */
  19865. get: function () {
  19866. return this._isLocked;
  19867. },
  19868. set: function (value) {
  19869. this._isLocked = value;
  19870. },
  19871. enumerable: true,
  19872. configurable: true
  19873. });
  19874. // Methods
  19875. /**
  19876. * Updates the bounding sphere and box
  19877. * @param world world matrix to be used to update
  19878. */
  19879. BoundingInfo.prototype.update = function (world) {
  19880. if (this._isLocked) {
  19881. return;
  19882. }
  19883. this.boundingBox._update(world);
  19884. this.boundingSphere._update(world);
  19885. };
  19886. /**
  19887. * Recreate the bounding info to be centered around a specific point given a specific extend.
  19888. * @param center New center of the bounding info
  19889. * @param extend New extend of the bounding info
  19890. * @returns the current bounding info
  19891. */
  19892. BoundingInfo.prototype.centerOn = function (center, extend) {
  19893. var minimum = BoundingInfo.TmpVector3[0].copyFrom(center).subtractInPlace(extend);
  19894. var maximum = BoundingInfo.TmpVector3[1].copyFrom(center).addInPlace(extend);
  19895. this.boundingBox.reConstruct(minimum, maximum, this.boundingBox.getWorldMatrix());
  19896. this.boundingSphere.reConstruct(minimum, maximum, this.boundingBox.getWorldMatrix());
  19897. return this;
  19898. };
  19899. /**
  19900. * Scale the current bounding info by applying a scale factor
  19901. * @param factor defines the scale factor to apply
  19902. * @returns the current bounding info
  19903. */
  19904. BoundingInfo.prototype.scale = function (factor) {
  19905. this.boundingBox.scale(factor);
  19906. this.boundingSphere.scale(factor);
  19907. return this;
  19908. };
  19909. /**
  19910. * Returns `true` if the bounding info is within the frustum defined by the passed array of planes.
  19911. * @param frustumPlanes defines the frustum to test
  19912. * @param strategy defines the strategy to use for the culling (default is BABYLON.Scene.CULLINGSTRATEGY_STANDARD)
  19913. * @returns true if the bounding info is in the frustum planes
  19914. */
  19915. BoundingInfo.prototype.isInFrustum = function (frustumPlanes, strategy) {
  19916. if (strategy === void 0) { strategy = BABYLON.AbstractMesh.CULLINGSTRATEGY_STANDARD; }
  19917. if (!this.boundingSphere.isInFrustum(frustumPlanes)) {
  19918. return false;
  19919. }
  19920. if (strategy === BABYLON.AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY) {
  19921. return true;
  19922. }
  19923. return this.boundingBox.isInFrustum(frustumPlanes);
  19924. };
  19925. Object.defineProperty(BoundingInfo.prototype, "diagonalLength", {
  19926. /**
  19927. * Gets the world distance between the min and max points of the bounding box
  19928. */
  19929. get: function () {
  19930. var boundingBox = this.boundingBox;
  19931. var diag = boundingBox.maximumWorld.subtractToRef(boundingBox.minimumWorld, BoundingInfo.TmpVector3[0]);
  19932. return diag.length();
  19933. },
  19934. enumerable: true,
  19935. configurable: true
  19936. });
  19937. /**
  19938. * Checks if a cullable object (mesh...) is in the camera frustum
  19939. * Unlike isInFrustum this cheks the full bounding box
  19940. * @param frustumPlanes Camera near/planes
  19941. * @returns true if the object is in frustum otherwise false
  19942. */
  19943. BoundingInfo.prototype.isCompletelyInFrustum = function (frustumPlanes) {
  19944. return this.boundingBox.isCompletelyInFrustum(frustumPlanes);
  19945. };
  19946. /** @hidden */
  19947. BoundingInfo.prototype._checkCollision = function (collider) {
  19948. return collider._canDoCollision(this.boundingSphere.centerWorld, this.boundingSphere.radiusWorld, this.boundingBox.minimumWorld, this.boundingBox.maximumWorld);
  19949. };
  19950. /**
  19951. * Checks if a point is inside the bounding box and bounding sphere or the mesh
  19952. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  19953. * @param point the point to check intersection with
  19954. * @returns if the point intersects
  19955. */
  19956. BoundingInfo.prototype.intersectsPoint = function (point) {
  19957. if (!this.boundingSphere.centerWorld) {
  19958. return false;
  19959. }
  19960. if (!this.boundingSphere.intersectsPoint(point)) {
  19961. return false;
  19962. }
  19963. if (!this.boundingBox.intersectsPoint(point)) {
  19964. return false;
  19965. }
  19966. return true;
  19967. };
  19968. /**
  19969. * Checks if another bounding info intersects the bounding box and bounding sphere or the mesh
  19970. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  19971. * @param boundingInfo the bounding info to check intersection with
  19972. * @param precise if the intersection should be done using OBB
  19973. * @returns if the bounding info intersects
  19974. */
  19975. BoundingInfo.prototype.intersects = function (boundingInfo, precise) {
  19976. if (!BABYLON.BoundingSphere.Intersects(this.boundingSphere, boundingInfo.boundingSphere)) {
  19977. return false;
  19978. }
  19979. if (!BABYLON.BoundingBox.Intersects(this.boundingBox, boundingInfo.boundingBox)) {
  19980. return false;
  19981. }
  19982. if (!precise) {
  19983. return true;
  19984. }
  19985. var box0 = this.boundingBox;
  19986. var box1 = boundingInfo.boundingBox;
  19987. if (!axisOverlap(box0.directions[0], box0, box1)) {
  19988. return false;
  19989. }
  19990. if (!axisOverlap(box0.directions[1], box0, box1)) {
  19991. return false;
  19992. }
  19993. if (!axisOverlap(box0.directions[2], box0, box1)) {
  19994. return false;
  19995. }
  19996. if (!axisOverlap(box1.directions[0], box0, box1)) {
  19997. return false;
  19998. }
  19999. if (!axisOverlap(box1.directions[1], box0, box1)) {
  20000. return false;
  20001. }
  20002. if (!axisOverlap(box1.directions[2], box0, box1)) {
  20003. return false;
  20004. }
  20005. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[0], box1.directions[0]), box0, box1)) {
  20006. return false;
  20007. }
  20008. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[0], box1.directions[1]), box0, box1)) {
  20009. return false;
  20010. }
  20011. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[0], box1.directions[2]), box0, box1)) {
  20012. return false;
  20013. }
  20014. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[1], box1.directions[0]), box0, box1)) {
  20015. return false;
  20016. }
  20017. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[1], box1.directions[1]), box0, box1)) {
  20018. return false;
  20019. }
  20020. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[1], box1.directions[2]), box0, box1)) {
  20021. return false;
  20022. }
  20023. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[2], box1.directions[0]), box0, box1)) {
  20024. return false;
  20025. }
  20026. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[2], box1.directions[1]), box0, box1)) {
  20027. return false;
  20028. }
  20029. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[2], box1.directions[2]), box0, box1)) {
  20030. return false;
  20031. }
  20032. return true;
  20033. };
  20034. BoundingInfo.TmpVector3 = BABYLON.Tools.BuildArray(2, BABYLON.Vector3.Zero);
  20035. return BoundingInfo;
  20036. }());
  20037. BABYLON.BoundingInfo = BoundingInfo;
  20038. })(BABYLON || (BABYLON = {}));
  20039. //# sourceMappingURL=babylon.boundingInfo.js.map
  20040. var BABYLON;
  20041. (function (BABYLON) {
  20042. /**
  20043. * 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.
  20044. * @see https://doc.babylonjs.com/how_to/transformnode
  20045. */
  20046. var TransformNode = /** @class */ (function (_super) {
  20047. __extends(TransformNode, _super);
  20048. function TransformNode(name, scene, isPure) {
  20049. if (scene === void 0) { scene = null; }
  20050. if (isPure === void 0) { isPure = true; }
  20051. var _this = _super.call(this, name, scene) || this;
  20052. _this._forward = new BABYLON.Vector3(0, 0, 1);
  20053. _this._forwardInverted = new BABYLON.Vector3(0, 0, -1);
  20054. _this._up = new BABYLON.Vector3(0, 1, 0);
  20055. _this._right = new BABYLON.Vector3(1, 0, 0);
  20056. _this._rightInverted = new BABYLON.Vector3(-1, 0, 0);
  20057. // Properties
  20058. _this._position = BABYLON.Vector3.Zero();
  20059. _this._rotation = BABYLON.Vector3.Zero();
  20060. _this._scaling = BABYLON.Vector3.One();
  20061. _this._isDirty = false;
  20062. /**
  20063. * Set the billboard mode. Default is 0.
  20064. *
  20065. * | Value | Type | Description |
  20066. * | --- | --- | --- |
  20067. * | 0 | BILLBOARDMODE_NONE | |
  20068. * | 1 | BILLBOARDMODE_X | |
  20069. * | 2 | BILLBOARDMODE_Y | |
  20070. * | 4 | BILLBOARDMODE_Z | |
  20071. * | 7 | BILLBOARDMODE_ALL | |
  20072. *
  20073. */
  20074. _this.billboardMode = TransformNode.BILLBOARDMODE_NONE;
  20075. /**
  20076. * 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
  20077. */
  20078. _this.scalingDeterminant = 1;
  20079. /**
  20080. * Sets the distance of the object to max, often used by skybox
  20081. */
  20082. _this.infiniteDistance = false;
  20083. /**
  20084. * Gets or sets a boolean indicating that non uniform scaling (when at least one component is different from others) should be ignored.
  20085. * By default the system will update normals to compensate
  20086. */
  20087. _this.ignoreNonUniformScaling = false;
  20088. _this._localWorld = BABYLON.Matrix.Zero();
  20089. _this._absolutePosition = BABYLON.Vector3.Zero();
  20090. _this._pivotMatrix = BABYLON.Matrix.Identity();
  20091. _this._postMultiplyPivotMatrix = false;
  20092. _this._isWorldMatrixFrozen = false;
  20093. /** @hidden */
  20094. _this._indexInSceneTransformNodesArray = -1;
  20095. /**
  20096. * An event triggered after the world matrix is updated
  20097. */
  20098. _this.onAfterWorldMatrixUpdateObservable = new BABYLON.Observable();
  20099. _this._nonUniformScaling = false;
  20100. if (isPure) {
  20101. _this.getScene().addTransformNode(_this);
  20102. }
  20103. return _this;
  20104. }
  20105. /**
  20106. * Gets a string identifying the name of the class
  20107. * @returns "TransformNode" string
  20108. */
  20109. TransformNode.prototype.getClassName = function () {
  20110. return "TransformNode";
  20111. };
  20112. Object.defineProperty(TransformNode.prototype, "position", {
  20113. /**
  20114. * Gets or set the node position (default is (0.0, 0.0, 0.0))
  20115. */
  20116. get: function () {
  20117. return this._position;
  20118. },
  20119. set: function (newPosition) {
  20120. this._position = newPosition;
  20121. this._isDirty = true;
  20122. },
  20123. enumerable: true,
  20124. configurable: true
  20125. });
  20126. Object.defineProperty(TransformNode.prototype, "rotation", {
  20127. /**
  20128. * 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)).
  20129. * If rotation quaternion is set, this Vector3 will be ignored and copy from the quaternion
  20130. */
  20131. get: function () {
  20132. return this._rotation;
  20133. },
  20134. set: function (newRotation) {
  20135. this._rotation = newRotation;
  20136. this._isDirty = true;
  20137. },
  20138. enumerable: true,
  20139. configurable: true
  20140. });
  20141. Object.defineProperty(TransformNode.prototype, "scaling", {
  20142. /**
  20143. * 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)).
  20144. */
  20145. get: function () {
  20146. return this._scaling;
  20147. },
  20148. set: function (newScaling) {
  20149. this._scaling = newScaling;
  20150. this._isDirty = true;
  20151. },
  20152. enumerable: true,
  20153. configurable: true
  20154. });
  20155. Object.defineProperty(TransformNode.prototype, "rotationQuaternion", {
  20156. /**
  20157. * Gets or sets the rotation Quaternion property : this a Quaternion object defining the node rotation by using a unit quaternion (null by default).
  20158. * If set, only the rotationQuaternion is then used to compute the node rotation (ie. node.rotation will be ignored)
  20159. */
  20160. get: function () {
  20161. return this._rotationQuaternion;
  20162. },
  20163. set: function (quaternion) {
  20164. this._rotationQuaternion = quaternion;
  20165. //reset the rotation vector.
  20166. if (quaternion) {
  20167. this.rotation.setAll(0.0);
  20168. }
  20169. },
  20170. enumerable: true,
  20171. configurable: true
  20172. });
  20173. Object.defineProperty(TransformNode.prototype, "forward", {
  20174. /**
  20175. * The forward direction of that transform in world space.
  20176. */
  20177. get: function () {
  20178. return BABYLON.Vector3.Normalize(BABYLON.Vector3.TransformNormal(this.getScene().useRightHandedSystem ? this._forwardInverted : this._forward, this.getWorldMatrix()));
  20179. },
  20180. enumerable: true,
  20181. configurable: true
  20182. });
  20183. Object.defineProperty(TransformNode.prototype, "up", {
  20184. /**
  20185. * The up direction of that transform in world space.
  20186. */
  20187. get: function () {
  20188. return BABYLON.Vector3.Normalize(BABYLON.Vector3.TransformNormal(this._up, this.getWorldMatrix()));
  20189. },
  20190. enumerable: true,
  20191. configurable: true
  20192. });
  20193. Object.defineProperty(TransformNode.prototype, "right", {
  20194. /**
  20195. * The right direction of that transform in world space.
  20196. */
  20197. get: function () {
  20198. return BABYLON.Vector3.Normalize(BABYLON.Vector3.TransformNormal(this.getScene().useRightHandedSystem ? this._rightInverted : this._right, this.getWorldMatrix()));
  20199. },
  20200. enumerable: true,
  20201. configurable: true
  20202. });
  20203. /**
  20204. * Copies the parameter passed Matrix into the mesh Pose matrix.
  20205. * @param matrix the matrix to copy the pose from
  20206. * @returns this TransformNode.
  20207. */
  20208. TransformNode.prototype.updatePoseMatrix = function (matrix) {
  20209. this._poseMatrix.copyFrom(matrix);
  20210. return this;
  20211. };
  20212. /**
  20213. * Returns the mesh Pose matrix.
  20214. * @returns the pose matrix
  20215. */
  20216. TransformNode.prototype.getPoseMatrix = function () {
  20217. return this._poseMatrix;
  20218. };
  20219. /** @hidden */
  20220. TransformNode.prototype._isSynchronized = function () {
  20221. if (this._isDirty) {
  20222. return false;
  20223. }
  20224. if (this.billboardMode !== this._cache.billboardMode || this.billboardMode !== TransformNode.BILLBOARDMODE_NONE) {
  20225. return false;
  20226. }
  20227. if (this._cache.pivotMatrixUpdated) {
  20228. return false;
  20229. }
  20230. if (this.infiniteDistance) {
  20231. return false;
  20232. }
  20233. if (!this._cache.position.equals(this._position)) {
  20234. return false;
  20235. }
  20236. if (this._rotationQuaternion) {
  20237. if (!this._cache.rotationQuaternion.equals(this._rotationQuaternion)) {
  20238. return false;
  20239. }
  20240. }
  20241. if (!this._cache.rotation.equals(this._rotation)) {
  20242. return false;
  20243. }
  20244. if (!this._cache.scaling.equals(this._scaling)) {
  20245. return false;
  20246. }
  20247. return true;
  20248. };
  20249. /** @hidden */
  20250. TransformNode.prototype._initCache = function () {
  20251. _super.prototype._initCache.call(this);
  20252. this._cache.localMatrixUpdated = false;
  20253. this._cache.position = BABYLON.Vector3.Zero();
  20254. this._cache.scaling = BABYLON.Vector3.Zero();
  20255. this._cache.rotation = BABYLON.Vector3.Zero();
  20256. this._cache.rotationQuaternion = new BABYLON.Quaternion(0, 0, 0, 0);
  20257. this._cache.billboardMode = -1;
  20258. };
  20259. /**
  20260. * Flag the transform node as dirty (Forcing it to update everything)
  20261. * @param property if set to "rotation" the objects rotationQuaternion will be set to null
  20262. * @returns this transform node
  20263. */
  20264. TransformNode.prototype.markAsDirty = function (property) {
  20265. if (property === "rotation") {
  20266. this.rotationQuaternion = null;
  20267. }
  20268. this._currentRenderId = Number.MAX_VALUE;
  20269. this._isDirty = true;
  20270. return this;
  20271. };
  20272. Object.defineProperty(TransformNode.prototype, "absolutePosition", {
  20273. /**
  20274. * Returns the current mesh absolute position.
  20275. * Returns a Vector3.
  20276. */
  20277. get: function () {
  20278. return this._absolutePosition;
  20279. },
  20280. enumerable: true,
  20281. configurable: true
  20282. });
  20283. /**
  20284. * Sets a new matrix to apply before all other transformation
  20285. * @param matrix defines the transform matrix
  20286. * @returns the current TransformNode
  20287. */
  20288. TransformNode.prototype.setPreTransformMatrix = function (matrix) {
  20289. return this.setPivotMatrix(matrix, false);
  20290. };
  20291. /**
  20292. * Sets a new pivot matrix to the current node
  20293. * @param matrix defines the new pivot matrix to use
  20294. * @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
  20295. * @returns the current TransformNode
  20296. */
  20297. TransformNode.prototype.setPivotMatrix = function (matrix, postMultiplyPivotMatrix) {
  20298. if (postMultiplyPivotMatrix === void 0) { postMultiplyPivotMatrix = true; }
  20299. this._pivotMatrix.copyFrom(matrix);
  20300. this._cache.pivotMatrixUpdated = true;
  20301. this._postMultiplyPivotMatrix = postMultiplyPivotMatrix;
  20302. if (this._postMultiplyPivotMatrix) {
  20303. if (!this._pivotMatrixInverse) {
  20304. this._pivotMatrixInverse = BABYLON.Matrix.Invert(this._pivotMatrix);
  20305. }
  20306. else {
  20307. this._pivotMatrix.invertToRef(this._pivotMatrixInverse);
  20308. }
  20309. }
  20310. return this;
  20311. };
  20312. /**
  20313. * Returns the mesh pivot matrix.
  20314. * Default : Identity.
  20315. * @returns the matrix
  20316. */
  20317. TransformNode.prototype.getPivotMatrix = function () {
  20318. return this._pivotMatrix;
  20319. };
  20320. /**
  20321. * Prevents the World matrix to be computed any longer.
  20322. * @returns the TransformNode.
  20323. */
  20324. TransformNode.prototype.freezeWorldMatrix = function () {
  20325. this._isWorldMatrixFrozen = false; // no guarantee world is not already frozen, switch off temporarily
  20326. this.computeWorldMatrix(true);
  20327. this._isWorldMatrixFrozen = true;
  20328. return this;
  20329. };
  20330. /**
  20331. * Allows back the World matrix computation.
  20332. * @returns the TransformNode.
  20333. */
  20334. TransformNode.prototype.unfreezeWorldMatrix = function () {
  20335. this._isWorldMatrixFrozen = false;
  20336. this.computeWorldMatrix(true);
  20337. return this;
  20338. };
  20339. Object.defineProperty(TransformNode.prototype, "isWorldMatrixFrozen", {
  20340. /**
  20341. * True if the World matrix has been frozen.
  20342. */
  20343. get: function () {
  20344. return this._isWorldMatrixFrozen;
  20345. },
  20346. enumerable: true,
  20347. configurable: true
  20348. });
  20349. /**
  20350. * Retuns the mesh absolute position in the World.
  20351. * @returns a Vector3.
  20352. */
  20353. TransformNode.prototype.getAbsolutePosition = function () {
  20354. this.computeWorldMatrix();
  20355. return this._absolutePosition;
  20356. };
  20357. /**
  20358. * Sets the mesh absolute position in the World from a Vector3 or an Array(3).
  20359. * @param absolutePosition the absolute position to set
  20360. * @returns the TransformNode.
  20361. */
  20362. TransformNode.prototype.setAbsolutePosition = function (absolutePosition) {
  20363. if (!absolutePosition) {
  20364. return this;
  20365. }
  20366. var absolutePositionX;
  20367. var absolutePositionY;
  20368. var absolutePositionZ;
  20369. if (absolutePosition.x === undefined) {
  20370. if (arguments.length < 3) {
  20371. return this;
  20372. }
  20373. absolutePositionX = arguments[0];
  20374. absolutePositionY = arguments[1];
  20375. absolutePositionZ = arguments[2];
  20376. }
  20377. else {
  20378. absolutePositionX = absolutePosition.x;
  20379. absolutePositionY = absolutePosition.y;
  20380. absolutePositionZ = absolutePosition.z;
  20381. }
  20382. if (this.parent) {
  20383. var invertParentWorldMatrix = BABYLON.Tmp.Matrix[0];
  20384. this.parent.getWorldMatrix().invertToRef(invertParentWorldMatrix);
  20385. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(absolutePositionX, absolutePositionY, absolutePositionZ, invertParentWorldMatrix, this.position);
  20386. }
  20387. else {
  20388. this.position.x = absolutePositionX;
  20389. this.position.y = absolutePositionY;
  20390. this.position.z = absolutePositionZ;
  20391. }
  20392. return this;
  20393. };
  20394. /**
  20395. * Sets the mesh position in its local space.
  20396. * @param vector3 the position to set in localspace
  20397. * @returns the TransformNode.
  20398. */
  20399. TransformNode.prototype.setPositionWithLocalVector = function (vector3) {
  20400. this.computeWorldMatrix();
  20401. this.position = BABYLON.Vector3.TransformNormal(vector3, this._localWorld);
  20402. return this;
  20403. };
  20404. /**
  20405. * Returns the mesh position in the local space from the current World matrix values.
  20406. * @returns a new Vector3.
  20407. */
  20408. TransformNode.prototype.getPositionExpressedInLocalSpace = function () {
  20409. this.computeWorldMatrix();
  20410. var invLocalWorldMatrix = BABYLON.Tmp.Matrix[0];
  20411. this._localWorld.invertToRef(invLocalWorldMatrix);
  20412. return BABYLON.Vector3.TransformNormal(this.position, invLocalWorldMatrix);
  20413. };
  20414. /**
  20415. * Translates the mesh along the passed Vector3 in its local space.
  20416. * @param vector3 the distance to translate in localspace
  20417. * @returns the TransformNode.
  20418. */
  20419. TransformNode.prototype.locallyTranslate = function (vector3) {
  20420. this.computeWorldMatrix(true);
  20421. this.position = BABYLON.Vector3.TransformCoordinates(vector3, this._localWorld);
  20422. return this;
  20423. };
  20424. /**
  20425. * Orients a mesh towards a target point. Mesh must be drawn facing user.
  20426. * @param targetPoint the position (must be in same space as current mesh) to look at
  20427. * @param yawCor optional yaw (y-axis) correction in radians
  20428. * @param pitchCor optional pitch (x-axis) correction in radians
  20429. * @param rollCor optional roll (z-axis) correction in radians
  20430. * @param space the choosen space of the target
  20431. * @returns the TransformNode.
  20432. */
  20433. TransformNode.prototype.lookAt = function (targetPoint, yawCor, pitchCor, rollCor, space) {
  20434. if (yawCor === void 0) { yawCor = 0; }
  20435. if (pitchCor === void 0) { pitchCor = 0; }
  20436. if (rollCor === void 0) { rollCor = 0; }
  20437. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  20438. var dv = TransformNode._lookAtVectorCache;
  20439. var pos = space === BABYLON.Space.LOCAL ? this.position : this.getAbsolutePosition();
  20440. targetPoint.subtractToRef(pos, dv);
  20441. var yaw = -Math.atan2(dv.z, dv.x) - Math.PI / 2;
  20442. var len = Math.sqrt(dv.x * dv.x + dv.z * dv.z);
  20443. var pitch = Math.atan2(dv.y, len);
  20444. if (this.rotationQuaternion) {
  20445. BABYLON.Quaternion.RotationYawPitchRollToRef(yaw + yawCor, pitch + pitchCor, rollCor, this.rotationQuaternion);
  20446. }
  20447. else {
  20448. this.rotation.x = pitch + pitchCor;
  20449. this.rotation.y = yaw + yawCor;
  20450. this.rotation.z = rollCor;
  20451. }
  20452. // Correct for parent's rotation offset
  20453. if (space === BABYLON.Space.WORLD && this.parent) {
  20454. if (this.rotationQuaternion) {
  20455. // Get local rotation matrix of the looking object
  20456. var rotationMatrix = BABYLON.Tmp.Matrix[0];
  20457. this.rotationQuaternion.toRotationMatrix(rotationMatrix);
  20458. // Offset rotation by parent's inverted rotation matrix to correct in world space
  20459. var parentRotationMatrix = BABYLON.Tmp.Matrix[1];
  20460. this.parent.getWorldMatrix().getRotationMatrixToRef(parentRotationMatrix);
  20461. parentRotationMatrix.invert();
  20462. rotationMatrix.multiplyToRef(parentRotationMatrix, rotationMatrix);
  20463. this.rotationQuaternion.fromRotationMatrix(rotationMatrix);
  20464. }
  20465. else {
  20466. // Get local rotation matrix of the looking object
  20467. var quaternionRotation = BABYLON.Tmp.Quaternion[0];
  20468. BABYLON.Quaternion.FromEulerVectorToRef(this.rotation, quaternionRotation);
  20469. var rotationMatrix = BABYLON.Tmp.Matrix[0];
  20470. quaternionRotation.toRotationMatrix(rotationMatrix);
  20471. // Offset rotation by parent's inverted rotation matrix to correct in world space
  20472. var parentRotationMatrix = BABYLON.Tmp.Matrix[1];
  20473. this.parent.getWorldMatrix().getRotationMatrixToRef(parentRotationMatrix);
  20474. parentRotationMatrix.invert();
  20475. rotationMatrix.multiplyToRef(parentRotationMatrix, rotationMatrix);
  20476. quaternionRotation.fromRotationMatrix(rotationMatrix);
  20477. quaternionRotation.toEulerAnglesToRef(this.rotation);
  20478. }
  20479. }
  20480. return this;
  20481. };
  20482. /**
  20483. * Returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  20484. * This Vector3 is expressed in the World space.
  20485. * @param localAxis axis to rotate
  20486. * @returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  20487. */
  20488. TransformNode.prototype.getDirection = function (localAxis) {
  20489. var result = BABYLON.Vector3.Zero();
  20490. this.getDirectionToRef(localAxis, result);
  20491. return result;
  20492. };
  20493. /**
  20494. * Sets the Vector3 "result" as the rotated Vector3 "localAxis" in the same rotation than the mesh.
  20495. * localAxis is expressed in the mesh local space.
  20496. * result is computed in the Wordl space from the mesh World matrix.
  20497. * @param localAxis axis to rotate
  20498. * @param result the resulting transformnode
  20499. * @returns this TransformNode.
  20500. */
  20501. TransformNode.prototype.getDirectionToRef = function (localAxis, result) {
  20502. BABYLON.Vector3.TransformNormalToRef(localAxis, this.getWorldMatrix(), result);
  20503. return this;
  20504. };
  20505. /**
  20506. * Sets a new pivot point to the current node
  20507. * @param point defines the new pivot point to use
  20508. * @param space defines if the point is in world or local space (local by default)
  20509. * @returns the current TransformNode
  20510. */
  20511. TransformNode.prototype.setPivotPoint = function (point, space) {
  20512. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  20513. if (this.getScene().getRenderId() == 0) {
  20514. this.computeWorldMatrix(true);
  20515. }
  20516. var wm = this.getWorldMatrix();
  20517. if (space == BABYLON.Space.WORLD) {
  20518. var tmat = BABYLON.Tmp.Matrix[0];
  20519. wm.invertToRef(tmat);
  20520. point = BABYLON.Vector3.TransformCoordinates(point, tmat);
  20521. }
  20522. return this.setPivotMatrix(BABYLON.Matrix.Translation(-point.x, -point.y, -point.z), true);
  20523. };
  20524. /**
  20525. * Returns a new Vector3 set with the mesh pivot point coordinates in the local space.
  20526. * @returns the pivot point
  20527. */
  20528. TransformNode.prototype.getPivotPoint = function () {
  20529. var point = BABYLON.Vector3.Zero();
  20530. this.getPivotPointToRef(point);
  20531. return point;
  20532. };
  20533. /**
  20534. * Sets the passed Vector3 "result" with the coordinates of the mesh pivot point in the local space.
  20535. * @param result the vector3 to store the result
  20536. * @returns this TransformNode.
  20537. */
  20538. TransformNode.prototype.getPivotPointToRef = function (result) {
  20539. result.x = -this._pivotMatrix.m[12];
  20540. result.y = -this._pivotMatrix.m[13];
  20541. result.z = -this._pivotMatrix.m[14];
  20542. return this;
  20543. };
  20544. /**
  20545. * Returns a new Vector3 set with the mesh pivot point World coordinates.
  20546. * @returns a new Vector3 set with the mesh pivot point World coordinates.
  20547. */
  20548. TransformNode.prototype.getAbsolutePivotPoint = function () {
  20549. var point = BABYLON.Vector3.Zero();
  20550. this.getAbsolutePivotPointToRef(point);
  20551. return point;
  20552. };
  20553. /**
  20554. * Sets the Vector3 "result" coordinates with the mesh pivot point World coordinates.
  20555. * @param result vector3 to store the result
  20556. * @returns this TransformNode.
  20557. */
  20558. TransformNode.prototype.getAbsolutePivotPointToRef = function (result) {
  20559. result.x = this._pivotMatrix.m[12];
  20560. result.y = this._pivotMatrix.m[13];
  20561. result.z = this._pivotMatrix.m[14];
  20562. this.getPivotPointToRef(result);
  20563. BABYLON.Vector3.TransformCoordinatesToRef(result, this.getWorldMatrix(), result);
  20564. return this;
  20565. };
  20566. /**
  20567. * Defines the passed node as the parent of the current node.
  20568. * The node will remain exactly where it is and its position / rotation will be updated accordingly
  20569. * @param node the node ot set as the parent
  20570. * @returns this TransformNode.
  20571. */
  20572. TransformNode.prototype.setParent = function (node) {
  20573. if (!node && !this.parent) {
  20574. return this;
  20575. }
  20576. var quatRotation = BABYLON.Tmp.Quaternion[0];
  20577. var position = BABYLON.Tmp.Vector3[0];
  20578. var scale = BABYLON.Tmp.Vector3[1];
  20579. if (!node) {
  20580. if (this.parent && this.parent.computeWorldMatrix) {
  20581. this.parent.computeWorldMatrix(true);
  20582. }
  20583. this.computeWorldMatrix(true);
  20584. this.getWorldMatrix().decompose(scale, quatRotation, position);
  20585. }
  20586. else {
  20587. var diffMatrix = BABYLON.Tmp.Matrix[0];
  20588. var invParentMatrix = BABYLON.Tmp.Matrix[1];
  20589. this.computeWorldMatrix(true);
  20590. node.computeWorldMatrix(true);
  20591. node.getWorldMatrix().invertToRef(invParentMatrix);
  20592. this.getWorldMatrix().multiplyToRef(invParentMatrix, diffMatrix);
  20593. diffMatrix.decompose(scale, quatRotation, position);
  20594. }
  20595. if (this.rotationQuaternion) {
  20596. this.rotationQuaternion.copyFrom(quatRotation);
  20597. }
  20598. else {
  20599. quatRotation.toEulerAnglesToRef(this.rotation);
  20600. }
  20601. this.scaling.copyFrom(scale);
  20602. this.position.copyFrom(position);
  20603. this.parent = node;
  20604. return this;
  20605. };
  20606. Object.defineProperty(TransformNode.prototype, "nonUniformScaling", {
  20607. /**
  20608. * True if the scaling property of this object is non uniform eg. (1,2,1)
  20609. */
  20610. get: function () {
  20611. return this._nonUniformScaling;
  20612. },
  20613. enumerable: true,
  20614. configurable: true
  20615. });
  20616. /** @hidden */
  20617. TransformNode.prototype._updateNonUniformScalingState = function (value) {
  20618. if (this._nonUniformScaling === value) {
  20619. return false;
  20620. }
  20621. this._nonUniformScaling = value;
  20622. return true;
  20623. };
  20624. /**
  20625. * Attach the current TransformNode to another TransformNode associated with a bone
  20626. * @param bone Bone affecting the TransformNode
  20627. * @param affectedTransformNode TransformNode associated with the bone
  20628. * @returns this object
  20629. */
  20630. TransformNode.prototype.attachToBone = function (bone, affectedTransformNode) {
  20631. this._transformToBoneReferal = affectedTransformNode;
  20632. this.parent = bone;
  20633. if (bone.getWorldMatrix().determinant() < 0) {
  20634. this.scalingDeterminant *= -1;
  20635. }
  20636. return this;
  20637. };
  20638. /**
  20639. * Detach the transform node if its associated with a bone
  20640. * @returns this object
  20641. */
  20642. TransformNode.prototype.detachFromBone = function () {
  20643. if (!this.parent) {
  20644. return this;
  20645. }
  20646. if (this.parent.getWorldMatrix().determinant() < 0) {
  20647. this.scalingDeterminant *= -1;
  20648. }
  20649. this._transformToBoneReferal = null;
  20650. this.parent = null;
  20651. return this;
  20652. };
  20653. /**
  20654. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in the given space.
  20655. * space (default LOCAL) can be either BABYLON.Space.LOCAL, either BABYLON.Space.WORLD.
  20656. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  20657. * The passed axis is also normalized.
  20658. * @param axis the axis to rotate around
  20659. * @param amount the amount to rotate in radians
  20660. * @param space Space to rotate in (Default: local)
  20661. * @returns the TransformNode.
  20662. */
  20663. TransformNode.prototype.rotate = function (axis, amount, space) {
  20664. axis.normalize();
  20665. if (!this.rotationQuaternion) {
  20666. this.rotationQuaternion = this.rotation.toQuaternion();
  20667. this.rotation.setAll(0);
  20668. }
  20669. var rotationQuaternion;
  20670. if (!space || space === BABYLON.Space.LOCAL) {
  20671. rotationQuaternion = BABYLON.Quaternion.RotationAxisToRef(axis, amount, TransformNode._rotationAxisCache);
  20672. this.rotationQuaternion.multiplyToRef(rotationQuaternion, this.rotationQuaternion);
  20673. }
  20674. else {
  20675. if (this.parent) {
  20676. var invertParentWorldMatrix = BABYLON.Tmp.Matrix[0];
  20677. this.parent.getWorldMatrix().invertToRef(invertParentWorldMatrix);
  20678. axis = BABYLON.Vector3.TransformNormal(axis, invertParentWorldMatrix);
  20679. }
  20680. rotationQuaternion = BABYLON.Quaternion.RotationAxisToRef(axis, amount, TransformNode._rotationAxisCache);
  20681. rotationQuaternion.multiplyToRef(this.rotationQuaternion, this.rotationQuaternion);
  20682. }
  20683. return this;
  20684. };
  20685. /**
  20686. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in world space.
  20687. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  20688. * The passed axis is also normalized. .
  20689. * Method is based on http://www.euclideanspace.com/maths/geometry/affine/aroundPoint/index.htm
  20690. * @param point the point to rotate around
  20691. * @param axis the axis to rotate around
  20692. * @param amount the amount to rotate in radians
  20693. * @returns the TransformNode
  20694. */
  20695. TransformNode.prototype.rotateAround = function (point, axis, amount) {
  20696. axis.normalize();
  20697. if (!this.rotationQuaternion) {
  20698. this.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this.rotation.y, this.rotation.x, this.rotation.z);
  20699. this.rotation.setAll(0);
  20700. }
  20701. var tmpVector = BABYLON.Tmp.Vector3[0];
  20702. var finalScale = BABYLON.Tmp.Vector3[1];
  20703. var finalTranslation = BABYLON.Tmp.Vector3[2];
  20704. var finalRotation = BABYLON.Tmp.Quaternion[0];
  20705. var translationMatrix = BABYLON.Tmp.Matrix[0]; // T
  20706. var translationMatrixInv = BABYLON.Tmp.Matrix[1]; // T'
  20707. var rotationMatrix = BABYLON.Tmp.Matrix[2]; // R
  20708. var finalMatrix = BABYLON.Tmp.Matrix[3]; // T' x R x T
  20709. point.subtractToRef(this.position, tmpVector);
  20710. BABYLON.Matrix.TranslationToRef(tmpVector.x, tmpVector.y, tmpVector.z, translationMatrix); // T
  20711. BABYLON.Matrix.TranslationToRef(-tmpVector.x, -tmpVector.y, -tmpVector.z, translationMatrixInv); // T'
  20712. BABYLON.Matrix.RotationAxisToRef(axis, amount, rotationMatrix); // R
  20713. translationMatrixInv.multiplyToRef(rotationMatrix, finalMatrix); // T' x R
  20714. finalMatrix.multiplyToRef(translationMatrix, finalMatrix); // T' x R x T
  20715. finalMatrix.decompose(finalScale, finalRotation, finalTranslation);
  20716. this.position.addInPlace(finalTranslation);
  20717. finalRotation.multiplyToRef(this.rotationQuaternion, this.rotationQuaternion);
  20718. return this;
  20719. };
  20720. /**
  20721. * Translates the mesh along the axis vector for the passed distance in the given space.
  20722. * space (default LOCAL) can be either BABYLON.Space.LOCAL, either BABYLON.Space.WORLD.
  20723. * @param axis the axis to translate in
  20724. * @param distance the distance to translate
  20725. * @param space Space to rotate in (Default: local)
  20726. * @returns the TransformNode.
  20727. */
  20728. TransformNode.prototype.translate = function (axis, distance, space) {
  20729. var displacementVector = axis.scale(distance);
  20730. if (!space || space === BABYLON.Space.LOCAL) {
  20731. var tempV3 = this.getPositionExpressedInLocalSpace().add(displacementVector);
  20732. this.setPositionWithLocalVector(tempV3);
  20733. }
  20734. else {
  20735. this.setAbsolutePosition(this.getAbsolutePosition().add(displacementVector));
  20736. }
  20737. return this;
  20738. };
  20739. /**
  20740. * Adds a rotation step to the mesh current rotation.
  20741. * x, y, z are Euler angles expressed in radians.
  20742. * This methods updates the current mesh rotation, either mesh.rotation, either mesh.rotationQuaternion if it's set.
  20743. * This means this rotation is made in the mesh local space only.
  20744. * It's useful to set a custom rotation order different from the BJS standard one YXZ.
  20745. * Example : this rotates the mesh first around its local X axis, then around its local Z axis, finally around its local Y axis.
  20746. * ```javascript
  20747. * mesh.addRotation(x1, 0, 0).addRotation(0, 0, z2).addRotation(0, 0, y3);
  20748. * ```
  20749. * Note that `addRotation()` accumulates the passed rotation values to the current ones and computes the .rotation or .rotationQuaternion updated values.
  20750. * 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.
  20751. * @param x Rotation to add
  20752. * @param y Rotation to add
  20753. * @param z Rotation to add
  20754. * @returns the TransformNode.
  20755. */
  20756. TransformNode.prototype.addRotation = function (x, y, z) {
  20757. var rotationQuaternion;
  20758. if (this.rotationQuaternion) {
  20759. rotationQuaternion = this.rotationQuaternion;
  20760. }
  20761. else {
  20762. rotationQuaternion = BABYLON.Tmp.Quaternion[1];
  20763. BABYLON.Quaternion.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, rotationQuaternion);
  20764. }
  20765. var accumulation = BABYLON.Tmp.Quaternion[0];
  20766. BABYLON.Quaternion.RotationYawPitchRollToRef(y, x, z, accumulation);
  20767. rotationQuaternion.multiplyInPlace(accumulation);
  20768. if (!this.rotationQuaternion) {
  20769. rotationQuaternion.toEulerAnglesToRef(this.rotation);
  20770. }
  20771. return this;
  20772. };
  20773. /**
  20774. * Computes the world matrix of the node
  20775. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  20776. * @returns the world matrix
  20777. */
  20778. TransformNode.prototype.computeWorldMatrix = function (force) {
  20779. if (this._isWorldMatrixFrozen) {
  20780. return this._worldMatrix;
  20781. }
  20782. if (!force && this.isSynchronized()) {
  20783. this._currentRenderId = this.getScene().getRenderId();
  20784. return this._worldMatrix;
  20785. }
  20786. this._updateCache();
  20787. this._cache.position.copyFrom(this.position);
  20788. this._cache.scaling.copyFrom(this.scaling);
  20789. this._cache.pivotMatrixUpdated = false;
  20790. this._cache.billboardMode = this.billboardMode;
  20791. this._currentRenderId = this.getScene().getRenderId();
  20792. this._childRenderId = this.getScene().getRenderId();
  20793. this._isDirty = false;
  20794. // Scaling
  20795. BABYLON.Matrix.ScalingToRef(this.scaling.x * this.scalingDeterminant, this.scaling.y * this.scalingDeterminant, this.scaling.z * this.scalingDeterminant, BABYLON.Tmp.Matrix[1]);
  20796. // Rotation
  20797. //rotate, if quaternion is set and rotation was used
  20798. if (this.rotationQuaternion) {
  20799. var len = this.rotation.length();
  20800. if (len) {
  20801. this.rotationQuaternion.multiplyInPlace(BABYLON.Quaternion.RotationYawPitchRoll(this.rotation.y, this.rotation.x, this.rotation.z));
  20802. this.rotation.copyFromFloats(0, 0, 0);
  20803. }
  20804. }
  20805. if (this.rotationQuaternion) {
  20806. this.rotationQuaternion.toRotationMatrix(BABYLON.Tmp.Matrix[0]);
  20807. this._cache.rotationQuaternion.copyFrom(this.rotationQuaternion);
  20808. }
  20809. else {
  20810. BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, BABYLON.Tmp.Matrix[0]);
  20811. this._cache.rotation.copyFrom(this.rotation);
  20812. }
  20813. // Translation
  20814. var camera = this.getScene().activeCamera;
  20815. if (this.infiniteDistance && !this.parent && camera) {
  20816. var cameraWorldMatrix = camera.getWorldMatrix();
  20817. var cameraGlobalPosition = new BABYLON.Vector3(cameraWorldMatrix.m[12], cameraWorldMatrix.m[13], cameraWorldMatrix.m[14]);
  20818. BABYLON.Matrix.TranslationToRef(this.position.x + cameraGlobalPosition.x, this.position.y + cameraGlobalPosition.y, this.position.z + cameraGlobalPosition.z, BABYLON.Tmp.Matrix[2]);
  20819. }
  20820. else {
  20821. BABYLON.Matrix.TranslationToRef(this.position.x, this.position.y, this.position.z, BABYLON.Tmp.Matrix[2]);
  20822. }
  20823. // Composing transformations
  20824. this._pivotMatrix.multiplyToRef(BABYLON.Tmp.Matrix[1], BABYLON.Tmp.Matrix[4]);
  20825. BABYLON.Tmp.Matrix[4].multiplyToRef(BABYLON.Tmp.Matrix[0], BABYLON.Tmp.Matrix[5]);
  20826. // Billboarding (testing PG:http://www.babylonjs-playground.com/#UJEIL#13)
  20827. if (this.billboardMode !== TransformNode.BILLBOARDMODE_NONE && camera) {
  20828. if ((this.billboardMode & TransformNode.BILLBOARDMODE_ALL) !== TransformNode.BILLBOARDMODE_ALL) {
  20829. // Need to decompose each rotation here
  20830. var currentPosition = BABYLON.Tmp.Vector3[3];
  20831. if (this.parent && this.parent.getWorldMatrix) {
  20832. if (this._transformToBoneReferal) {
  20833. this.parent.getWorldMatrix().multiplyToRef(this._transformToBoneReferal.getWorldMatrix(), BABYLON.Tmp.Matrix[6]);
  20834. BABYLON.Vector3.TransformCoordinatesToRef(this.position, BABYLON.Tmp.Matrix[6], currentPosition);
  20835. }
  20836. else {
  20837. BABYLON.Vector3.TransformCoordinatesToRef(this.position, this.parent.getWorldMatrix(), currentPosition);
  20838. }
  20839. }
  20840. else {
  20841. currentPosition.copyFrom(this.position);
  20842. }
  20843. currentPosition.subtractInPlace(camera.globalPosition);
  20844. var finalEuler = BABYLON.Tmp.Vector3[4].copyFromFloats(0, 0, 0);
  20845. if ((this.billboardMode & TransformNode.BILLBOARDMODE_X) === TransformNode.BILLBOARDMODE_X) {
  20846. finalEuler.x = Math.atan2(-currentPosition.y, currentPosition.z);
  20847. }
  20848. if ((this.billboardMode & TransformNode.BILLBOARDMODE_Y) === TransformNode.BILLBOARDMODE_Y) {
  20849. finalEuler.y = Math.atan2(currentPosition.x, currentPosition.z);
  20850. }
  20851. if ((this.billboardMode & TransformNode.BILLBOARDMODE_Z) === TransformNode.BILLBOARDMODE_Z) {
  20852. finalEuler.z = Math.atan2(currentPosition.y, currentPosition.x);
  20853. }
  20854. BABYLON.Matrix.RotationYawPitchRollToRef(finalEuler.y, finalEuler.x, finalEuler.z, BABYLON.Tmp.Matrix[0]);
  20855. }
  20856. else {
  20857. BABYLON.Tmp.Matrix[1].copyFrom(camera.getViewMatrix());
  20858. BABYLON.Tmp.Matrix[1].setTranslationFromFloats(0, 0, 0);
  20859. BABYLON.Tmp.Matrix[1].invertToRef(BABYLON.Tmp.Matrix[0]);
  20860. }
  20861. BABYLON.Tmp.Matrix[1].copyFrom(BABYLON.Tmp.Matrix[5]);
  20862. BABYLON.Tmp.Matrix[1].multiplyToRef(BABYLON.Tmp.Matrix[0], BABYLON.Tmp.Matrix[5]);
  20863. }
  20864. // Post multiply inverse of pivotMatrix
  20865. if (this._postMultiplyPivotMatrix) {
  20866. BABYLON.Tmp.Matrix[5].multiplyToRef(this._pivotMatrixInverse, BABYLON.Tmp.Matrix[5]);
  20867. }
  20868. // Local world
  20869. BABYLON.Tmp.Matrix[5].multiplyToRef(BABYLON.Tmp.Matrix[2], this._localWorld);
  20870. // Parent
  20871. if (this.parent && this.parent.getWorldMatrix) {
  20872. if (this.billboardMode !== TransformNode.BILLBOARDMODE_NONE) {
  20873. if (this._transformToBoneReferal) {
  20874. this.parent.getWorldMatrix().multiplyToRef(this._transformToBoneReferal.getWorldMatrix(), BABYLON.Tmp.Matrix[6]);
  20875. BABYLON.Tmp.Matrix[5].copyFrom(BABYLON.Tmp.Matrix[6]);
  20876. }
  20877. else {
  20878. BABYLON.Tmp.Matrix[5].copyFrom(this.parent.getWorldMatrix());
  20879. }
  20880. this._localWorld.getTranslationToRef(BABYLON.Tmp.Vector3[5]);
  20881. BABYLON.Vector3.TransformCoordinatesToRef(BABYLON.Tmp.Vector3[5], BABYLON.Tmp.Matrix[5], BABYLON.Tmp.Vector3[5]);
  20882. this._worldMatrix.copyFrom(this._localWorld);
  20883. this._worldMatrix.setTranslation(BABYLON.Tmp.Vector3[5]);
  20884. }
  20885. else {
  20886. if (this._transformToBoneReferal) {
  20887. this._localWorld.multiplyToRef(this.parent.getWorldMatrix(), BABYLON.Tmp.Matrix[6]);
  20888. BABYLON.Tmp.Matrix[6].multiplyToRef(this._transformToBoneReferal.getWorldMatrix(), this._worldMatrix);
  20889. }
  20890. else {
  20891. this._localWorld.multiplyToRef(this.parent.getWorldMatrix(), this._worldMatrix);
  20892. }
  20893. }
  20894. this._markSyncedWithParent();
  20895. }
  20896. else {
  20897. this._worldMatrix.copyFrom(this._localWorld);
  20898. }
  20899. // Normal matrix
  20900. if (!this.ignoreNonUniformScaling) {
  20901. if (this.scaling.isNonUniform) {
  20902. this._updateNonUniformScalingState(true);
  20903. }
  20904. else if (this.parent && this.parent._nonUniformScaling) {
  20905. this._updateNonUniformScalingState(this.parent._nonUniformScaling);
  20906. }
  20907. else {
  20908. this._updateNonUniformScalingState(false);
  20909. }
  20910. }
  20911. else {
  20912. this._updateNonUniformScalingState(false);
  20913. }
  20914. this._afterComputeWorldMatrix();
  20915. // Absolute position
  20916. this._absolutePosition.copyFromFloats(this._worldMatrix.m[12], this._worldMatrix.m[13], this._worldMatrix.m[14]);
  20917. // Callbacks
  20918. this.onAfterWorldMatrixUpdateObservable.notifyObservers(this);
  20919. if (!this._poseMatrix) {
  20920. this._poseMatrix = BABYLON.Matrix.Invert(this._worldMatrix);
  20921. }
  20922. // Cache the determinant
  20923. this._worldMatrixDeterminant = this._worldMatrix.determinant();
  20924. return this._worldMatrix;
  20925. };
  20926. TransformNode.prototype._afterComputeWorldMatrix = function () {
  20927. };
  20928. /**
  20929. * If you'd like to be called back after the mesh position, rotation or scaling has been updated.
  20930. * @param func callback function to add
  20931. *
  20932. * @returns the TransformNode.
  20933. */
  20934. TransformNode.prototype.registerAfterWorldMatrixUpdate = function (func) {
  20935. this.onAfterWorldMatrixUpdateObservable.add(func);
  20936. return this;
  20937. };
  20938. /**
  20939. * Removes a registered callback function.
  20940. * @param func callback function to remove
  20941. * @returns the TransformNode.
  20942. */
  20943. TransformNode.prototype.unregisterAfterWorldMatrixUpdate = function (func) {
  20944. this.onAfterWorldMatrixUpdateObservable.removeCallback(func);
  20945. return this;
  20946. };
  20947. /**
  20948. * Gets the position of the current mesh in camera space
  20949. * @param camera defines the camera to use
  20950. * @returns a position
  20951. */
  20952. TransformNode.prototype.getPositionInCameraSpace = function (camera) {
  20953. if (camera === void 0) { camera = null; }
  20954. if (!camera) {
  20955. camera = this.getScene().activeCamera;
  20956. }
  20957. return BABYLON.Vector3.TransformCoordinates(this.absolutePosition, camera.getViewMatrix());
  20958. };
  20959. /**
  20960. * Returns the distance from the mesh to the active camera
  20961. * @param camera defines the camera to use
  20962. * @returns the distance
  20963. */
  20964. TransformNode.prototype.getDistanceToCamera = function (camera) {
  20965. if (camera === void 0) { camera = null; }
  20966. if (!camera) {
  20967. camera = this.getScene().activeCamera;
  20968. }
  20969. return this.absolutePosition.subtract(camera.position).length();
  20970. };
  20971. /**
  20972. * Clone the current transform node
  20973. * @param name Name of the new clone
  20974. * @param newParent New parent for the clone
  20975. * @param doNotCloneChildren Do not clone children hierarchy
  20976. * @returns the new transform node
  20977. */
  20978. TransformNode.prototype.clone = function (name, newParent, doNotCloneChildren) {
  20979. var _this = this;
  20980. var result = BABYLON.SerializationHelper.Clone(function () { return new TransformNode(name, _this.getScene()); }, this);
  20981. result.name = name;
  20982. result.id = name;
  20983. if (newParent) {
  20984. result.parent = newParent;
  20985. }
  20986. if (!doNotCloneChildren) {
  20987. // Children
  20988. var directDescendants = this.getDescendants(true);
  20989. for (var index = 0; index < directDescendants.length; index++) {
  20990. var child = directDescendants[index];
  20991. if (child.clone) {
  20992. child.clone(name + "." + child.name, result);
  20993. }
  20994. }
  20995. }
  20996. return result;
  20997. };
  20998. /**
  20999. * Serializes the objects information.
  21000. * @param currentSerializationObject defines the object to serialize in
  21001. * @returns the serialized object
  21002. */
  21003. TransformNode.prototype.serialize = function (currentSerializationObject) {
  21004. var serializationObject = BABYLON.SerializationHelper.Serialize(this, currentSerializationObject);
  21005. serializationObject.type = this.getClassName();
  21006. // Parent
  21007. if (this.parent) {
  21008. serializationObject.parentId = this.parent.id;
  21009. }
  21010. if (BABYLON.Tags && BABYLON.Tags.HasTags(this)) {
  21011. serializationObject.tags = BABYLON.Tags.GetTags(this);
  21012. }
  21013. serializationObject.localMatrix = this.getPivotMatrix().asArray();
  21014. serializationObject.isEnabled = this.isEnabled();
  21015. // Parent
  21016. if (this.parent) {
  21017. serializationObject.parentId = this.parent.id;
  21018. }
  21019. return serializationObject;
  21020. };
  21021. // Statics
  21022. /**
  21023. * Returns a new TransformNode object parsed from the source provided.
  21024. * @param parsedTransformNode is the source.
  21025. * @param scene the scne the object belongs to
  21026. * @param rootUrl is a string, it's the root URL to prefix the `delayLoadingFile` property with
  21027. * @returns a new TransformNode object parsed from the source provided.
  21028. */
  21029. TransformNode.Parse = function (parsedTransformNode, scene, rootUrl) {
  21030. var transformNode = BABYLON.SerializationHelper.Parse(function () { return new TransformNode(parsedTransformNode.name, scene); }, parsedTransformNode, scene, rootUrl);
  21031. if (BABYLON.Tags) {
  21032. BABYLON.Tags.AddTagsTo(transformNode, parsedTransformNode.tags);
  21033. }
  21034. if (parsedTransformNode.localMatrix) {
  21035. transformNode.setPreTransformMatrix(BABYLON.Matrix.FromArray(parsedTransformNode.localMatrix));
  21036. }
  21037. else if (parsedTransformNode.pivotMatrix) {
  21038. transformNode.setPivotMatrix(BABYLON.Matrix.FromArray(parsedTransformNode.pivotMatrix));
  21039. }
  21040. transformNode.setEnabled(parsedTransformNode.isEnabled);
  21041. // Parent
  21042. if (parsedTransformNode.parentId) {
  21043. transformNode._waitingParentId = parsedTransformNode.parentId;
  21044. }
  21045. return transformNode;
  21046. };
  21047. /**
  21048. * Releases resources associated with this transform node.
  21049. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  21050. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  21051. */
  21052. TransformNode.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  21053. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  21054. // Animations
  21055. this.getScene().stopAnimation(this);
  21056. // Remove from scene
  21057. this.getScene().removeTransformNode(this);
  21058. this.onAfterWorldMatrixUpdateObservable.clear();
  21059. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  21060. };
  21061. // Statics
  21062. /**
  21063. * Object will not rotate to face the camera
  21064. */
  21065. TransformNode.BILLBOARDMODE_NONE = 0;
  21066. /**
  21067. * Object will rotate to face the camera but only on the x axis
  21068. */
  21069. TransformNode.BILLBOARDMODE_X = 1;
  21070. /**
  21071. * Object will rotate to face the camera but only on the y axis
  21072. */
  21073. TransformNode.BILLBOARDMODE_Y = 2;
  21074. /**
  21075. * Object will rotate to face the camera but only on the z axis
  21076. */
  21077. TransformNode.BILLBOARDMODE_Z = 4;
  21078. /**
  21079. * Object will rotate to face the camera
  21080. */
  21081. TransformNode.BILLBOARDMODE_ALL = 7;
  21082. TransformNode._lookAtVectorCache = new BABYLON.Vector3(0, 0, 0);
  21083. TransformNode._rotationAxisCache = new BABYLON.Quaternion();
  21084. __decorate([
  21085. BABYLON.serializeAsVector3("position")
  21086. ], TransformNode.prototype, "_position", void 0);
  21087. __decorate([
  21088. BABYLON.serializeAsVector3("rotation")
  21089. ], TransformNode.prototype, "_rotation", void 0);
  21090. __decorate([
  21091. BABYLON.serializeAsQuaternion("rotationQuaternion")
  21092. ], TransformNode.prototype, "_rotationQuaternion", void 0);
  21093. __decorate([
  21094. BABYLON.serializeAsVector3("scaling")
  21095. ], TransformNode.prototype, "_scaling", void 0);
  21096. __decorate([
  21097. BABYLON.serialize()
  21098. ], TransformNode.prototype, "billboardMode", void 0);
  21099. __decorate([
  21100. BABYLON.serialize()
  21101. ], TransformNode.prototype, "scalingDeterminant", void 0);
  21102. __decorate([
  21103. BABYLON.serialize()
  21104. ], TransformNode.prototype, "infiniteDistance", void 0);
  21105. __decorate([
  21106. BABYLON.serialize()
  21107. ], TransformNode.prototype, "ignoreNonUniformScaling", void 0);
  21108. return TransformNode;
  21109. }(BABYLON.Node));
  21110. BABYLON.TransformNode = TransformNode;
  21111. })(BABYLON || (BABYLON = {}));
  21112. //# sourceMappingURL=babylon.transformNode.js.map
  21113. var BABYLON;
  21114. (function (BABYLON) {
  21115. /** @hidden */
  21116. var _FacetDataStorage = /** @class */ (function () {
  21117. function _FacetDataStorage() {
  21118. this.facetNb = 0; // facet number
  21119. this.partitioningSubdivisions = 10; // number of subdivisions per axis in the partioning space
  21120. this.partitioningBBoxRatio = 1.01; // the partioning array space is by default 1% bigger than the bounding box
  21121. this.facetDataEnabled = false; // is the facet data feature enabled on this mesh ?
  21122. this.facetParameters = {}; // keep a reference to the object parameters to avoid memory re-allocation
  21123. this.bbSize = BABYLON.Vector3.Zero(); // bbox size approximated for facet data
  21124. this.subDiv = {
  21125. max: 1,
  21126. X: 1,
  21127. Y: 1,
  21128. Z: 1
  21129. };
  21130. this.facetDepthSort = false; // is the facet depth sort to be computed
  21131. this.facetDepthSortEnabled = false; // is the facet depth sort initialized
  21132. }
  21133. return _FacetDataStorage;
  21134. }());
  21135. /**
  21136. * Class used to store all common mesh properties
  21137. */
  21138. var AbstractMesh = /** @class */ (function (_super) {
  21139. __extends(AbstractMesh, _super);
  21140. // Constructor
  21141. /**
  21142. * Creates a new AbstractMesh
  21143. * @param name defines the name of the mesh
  21144. * @param scene defines the hosting scene
  21145. */
  21146. function AbstractMesh(name, scene) {
  21147. if (scene === void 0) { scene = null; }
  21148. var _this = _super.call(this, name, scene, false) || this;
  21149. _this._facetData = new _FacetDataStorage();
  21150. /** Gets ot sets the culling strategy to use to find visible meshes */
  21151. _this.cullingStrategy = AbstractMesh.CULLINGSTRATEGY_STANDARD;
  21152. // Events
  21153. /**
  21154. * An event triggered when this mesh collides with another one
  21155. */
  21156. _this.onCollideObservable = new BABYLON.Observable();
  21157. /**
  21158. * An event triggered when the collision's position changes
  21159. */
  21160. _this.onCollisionPositionChangeObservable = new BABYLON.Observable();
  21161. /**
  21162. * An event triggered when material is changed
  21163. */
  21164. _this.onMaterialChangedObservable = new BABYLON.Observable();
  21165. // Properties
  21166. /**
  21167. * Gets or sets the orientation for POV movement & rotation
  21168. */
  21169. _this.definedFacingForward = true;
  21170. _this._visibility = 1.0;
  21171. /** Gets or sets the alpha index used to sort transparent meshes
  21172. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#alpha-index
  21173. */
  21174. _this.alphaIndex = Number.MAX_VALUE;
  21175. /**
  21176. * Gets or sets a boolean indicating if the mesh is visible (renderable). Default is true
  21177. */
  21178. _this.isVisible = true;
  21179. /**
  21180. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  21181. */
  21182. _this.isPickable = true;
  21183. /** Gets or sets a boolean indicating that bounding boxes of subMeshes must be rendered as well (false by default) */
  21184. _this.showSubMeshesBoundingBox = false;
  21185. /** Gets or sets a boolean indicating if the mesh must be considered as a ray blocker for lens flares (false by default)
  21186. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  21187. */
  21188. _this.isBlocker = false;
  21189. /**
  21190. * Gets or sets a boolean indicating that pointer move events must be supported on this mesh (false by default)
  21191. */
  21192. _this.enablePointerMoveEvents = false;
  21193. /**
  21194. * Specifies the rendering group id for this mesh (0 by default)
  21195. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  21196. */
  21197. _this.renderingGroupId = 0;
  21198. _this._receiveShadows = false;
  21199. /** Defines color to use when rendering outline */
  21200. _this.outlineColor = BABYLON.Color3.Red();
  21201. /** Define width to use when rendering outline */
  21202. _this.outlineWidth = 0.02;
  21203. /** Defines color to use when rendering overlay */
  21204. _this.overlayColor = BABYLON.Color3.Red();
  21205. /** Defines alpha to use when rendering overlay */
  21206. _this.overlayAlpha = 0.5;
  21207. _this._hasVertexAlpha = false;
  21208. _this._useVertexColors = true;
  21209. _this._computeBonesUsingShaders = true;
  21210. _this._numBoneInfluencers = 4;
  21211. _this._applyFog = true;
  21212. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes selection (true by default) */
  21213. _this.useOctreeForRenderingSelection = true;
  21214. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes picking (true by default) */
  21215. _this.useOctreeForPicking = true;
  21216. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes collision (true by default) */
  21217. _this.useOctreeForCollisions = true;
  21218. _this._layerMask = 0x0FFFFFFF;
  21219. /**
  21220. * True if the mesh must be rendered in any case (this will shortcut the frustum clipping phase)
  21221. */
  21222. _this.alwaysSelectAsActiveMesh = false;
  21223. /**
  21224. * Gets or sets the current action manager
  21225. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  21226. */
  21227. _this.actionManager = null;
  21228. // Collisions
  21229. _this._checkCollisions = false;
  21230. _this._collisionMask = -1;
  21231. _this._collisionGroup = -1;
  21232. /**
  21233. * Gets or sets the ellipsoid used to impersonate this mesh when using collision engine (default is (0.5, 1, 0.5))
  21234. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  21235. */
  21236. _this.ellipsoid = new BABYLON.Vector3(0.5, 1, 0.5);
  21237. /**
  21238. * Gets or sets the ellipsoid offset used to impersonate this mesh when using collision engine (default is (0, 0, 0))
  21239. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  21240. */
  21241. _this.ellipsoidOffset = new BABYLON.Vector3(0, 0, 0);
  21242. _this._oldPositionForCollisions = new BABYLON.Vector3(0, 0, 0);
  21243. _this._diffPositionForCollisions = new BABYLON.Vector3(0, 0, 0);
  21244. // Edges
  21245. /**
  21246. * Defines edge width used when edgesRenderer is enabled
  21247. * @see https://www.babylonjs-playground.com/#10OJSG#13
  21248. */
  21249. _this.edgesWidth = 1;
  21250. /**
  21251. * Defines edge color used when edgesRenderer is enabled
  21252. * @see https://www.babylonjs-playground.com/#10OJSG#13
  21253. */
  21254. _this.edgesColor = new BABYLON.Color4(1, 0, 0, 1);
  21255. /** @hidden */
  21256. _this._renderId = 0;
  21257. /** @hidden */
  21258. _this._intersectionsInProgress = new Array();
  21259. /** @hidden */
  21260. _this._unIndexed = false;
  21261. /** @hidden */
  21262. _this._lightSources = new Array();
  21263. /**
  21264. * An event triggered when the mesh is rebuilt.
  21265. */
  21266. _this.onRebuildObservable = new BABYLON.Observable();
  21267. _this._onCollisionPositionChange = function (collisionId, newPosition, collidedMesh) {
  21268. if (collidedMesh === void 0) { collidedMesh = null; }
  21269. //TODO move this to the collision coordinator!
  21270. if (_this.getScene().workerCollisions) {
  21271. newPosition.multiplyInPlace(_this._collider._radius);
  21272. }
  21273. newPosition.subtractToRef(_this._oldPositionForCollisions, _this._diffPositionForCollisions);
  21274. if (_this._diffPositionForCollisions.length() > BABYLON.Engine.CollisionsEpsilon) {
  21275. _this.position.addInPlace(_this._diffPositionForCollisions);
  21276. }
  21277. if (collidedMesh) {
  21278. _this.onCollideObservable.notifyObservers(collidedMesh);
  21279. }
  21280. _this.onCollisionPositionChangeObservable.notifyObservers(_this.position);
  21281. };
  21282. _this.getScene().addMesh(_this);
  21283. _this._resyncLightSources();
  21284. return _this;
  21285. }
  21286. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_NONE", {
  21287. /**
  21288. * No billboard
  21289. */
  21290. get: function () {
  21291. return BABYLON.TransformNode.BILLBOARDMODE_NONE;
  21292. },
  21293. enumerable: true,
  21294. configurable: true
  21295. });
  21296. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_X", {
  21297. /** Billboard on X axis */
  21298. get: function () {
  21299. return BABYLON.TransformNode.BILLBOARDMODE_X;
  21300. },
  21301. enumerable: true,
  21302. configurable: true
  21303. });
  21304. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_Y", {
  21305. /** Billboard on Y axis */
  21306. get: function () {
  21307. return BABYLON.TransformNode.BILLBOARDMODE_Y;
  21308. },
  21309. enumerable: true,
  21310. configurable: true
  21311. });
  21312. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_Z", {
  21313. /** Billboard on Z axis */
  21314. get: function () {
  21315. return BABYLON.TransformNode.BILLBOARDMODE_Z;
  21316. },
  21317. enumerable: true,
  21318. configurable: true
  21319. });
  21320. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_ALL", {
  21321. /** Billboard on all axes */
  21322. get: function () {
  21323. return BABYLON.TransformNode.BILLBOARDMODE_ALL;
  21324. },
  21325. enumerable: true,
  21326. configurable: true
  21327. });
  21328. Object.defineProperty(AbstractMesh.prototype, "facetNb", {
  21329. /**
  21330. * Gets the number of facets in the mesh
  21331. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  21332. */
  21333. get: function () {
  21334. return this._facetData.facetNb;
  21335. },
  21336. enumerable: true,
  21337. configurable: true
  21338. });
  21339. Object.defineProperty(AbstractMesh.prototype, "partitioningSubdivisions", {
  21340. /**
  21341. * Gets or set the number (integer) of subdivisions per axis in the partioning space
  21342. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  21343. */
  21344. get: function () {
  21345. return this._facetData.partitioningSubdivisions;
  21346. },
  21347. set: function (nb) {
  21348. this._facetData.partitioningSubdivisions = nb;
  21349. },
  21350. enumerable: true,
  21351. configurable: true
  21352. });
  21353. Object.defineProperty(AbstractMesh.prototype, "partitioningBBoxRatio", {
  21354. /**
  21355. * The ratio (float) to apply to the bouding box size to set to the partioning space.
  21356. * Ex : 1.01 (default) the partioning space is 1% bigger than the bounding box
  21357. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  21358. */
  21359. get: function () {
  21360. return this._facetData.partitioningBBoxRatio;
  21361. },
  21362. set: function (ratio) {
  21363. this._facetData.partitioningBBoxRatio = ratio;
  21364. },
  21365. enumerable: true,
  21366. configurable: true
  21367. });
  21368. Object.defineProperty(AbstractMesh.prototype, "mustDepthSortFacets", {
  21369. /**
  21370. * Gets or sets a boolean indicating that the facets must be depth sorted on next call to `updateFacetData()`.
  21371. * Works only for updatable meshes.
  21372. * Doesn't work with multi-materials
  21373. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  21374. */
  21375. get: function () {
  21376. return this._facetData.facetDepthSort;
  21377. },
  21378. set: function (sort) {
  21379. this._facetData.facetDepthSort = sort;
  21380. },
  21381. enumerable: true,
  21382. configurable: true
  21383. });
  21384. Object.defineProperty(AbstractMesh.prototype, "facetDepthSortFrom", {
  21385. /**
  21386. * The location (Vector3) where the facet depth sort must be computed from.
  21387. * By default, the active camera position.
  21388. * Used only when facet depth sort is enabled
  21389. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  21390. */
  21391. get: function () {
  21392. return this._facetData.facetDepthSortFrom;
  21393. },
  21394. set: function (location) {
  21395. this._facetData.facetDepthSortFrom = location;
  21396. },
  21397. enumerable: true,
  21398. configurable: true
  21399. });
  21400. Object.defineProperty(AbstractMesh.prototype, "isFacetDataEnabled", {
  21401. /**
  21402. * gets a boolean indicating if facetData is enabled
  21403. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  21404. */
  21405. get: function () {
  21406. return this._facetData.facetDataEnabled;
  21407. },
  21408. enumerable: true,
  21409. configurable: true
  21410. });
  21411. /** @hidden */
  21412. AbstractMesh.prototype._updateNonUniformScalingState = function (value) {
  21413. if (!_super.prototype._updateNonUniformScalingState.call(this, value)) {
  21414. return false;
  21415. }
  21416. this._markSubMeshesAsMiscDirty();
  21417. return true;
  21418. };
  21419. Object.defineProperty(AbstractMesh.prototype, "onCollide", {
  21420. /** Set a function to call when this mesh collides with another one */
  21421. set: function (callback) {
  21422. if (this._onCollideObserver) {
  21423. this.onCollideObservable.remove(this._onCollideObserver);
  21424. }
  21425. this._onCollideObserver = this.onCollideObservable.add(callback);
  21426. },
  21427. enumerable: true,
  21428. configurable: true
  21429. });
  21430. Object.defineProperty(AbstractMesh.prototype, "onCollisionPositionChange", {
  21431. /** Set a function to call when the collision's position changes */
  21432. set: function (callback) {
  21433. if (this._onCollisionPositionChangeObserver) {
  21434. this.onCollisionPositionChangeObservable.remove(this._onCollisionPositionChangeObserver);
  21435. }
  21436. this._onCollisionPositionChangeObserver = this.onCollisionPositionChangeObservable.add(callback);
  21437. },
  21438. enumerable: true,
  21439. configurable: true
  21440. });
  21441. Object.defineProperty(AbstractMesh.prototype, "visibility", {
  21442. /**
  21443. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  21444. */
  21445. get: function () {
  21446. return this._visibility;
  21447. },
  21448. /**
  21449. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  21450. */
  21451. set: function (value) {
  21452. if (this._visibility === value) {
  21453. return;
  21454. }
  21455. this._visibility = value;
  21456. this._markSubMeshesAsMiscDirty();
  21457. },
  21458. enumerable: true,
  21459. configurable: true
  21460. });
  21461. Object.defineProperty(AbstractMesh.prototype, "material", {
  21462. /** Gets or sets current material */
  21463. get: function () {
  21464. return this._material;
  21465. },
  21466. set: function (value) {
  21467. if (this._material === value) {
  21468. return;
  21469. }
  21470. // remove from material mesh map id needed
  21471. if (this._material && this._material.meshMap) {
  21472. this._material.meshMap[this.uniqueId] = undefined;
  21473. }
  21474. this._material = value;
  21475. if (value && value.meshMap) {
  21476. value.meshMap[this.uniqueId] = this;
  21477. }
  21478. if (this.onMaterialChangedObservable.hasObservers) {
  21479. this.onMaterialChangedObservable.notifyObservers(this);
  21480. }
  21481. if (!this.subMeshes) {
  21482. return;
  21483. }
  21484. this._unBindEffect();
  21485. },
  21486. enumerable: true,
  21487. configurable: true
  21488. });
  21489. Object.defineProperty(AbstractMesh.prototype, "receiveShadows", {
  21490. /**
  21491. * Gets or sets a boolean indicating that this mesh can receive realtime shadows
  21492. * @see http://doc.babylonjs.com/babylon101/shadows
  21493. */
  21494. get: function () {
  21495. return this._receiveShadows;
  21496. },
  21497. set: function (value) {
  21498. if (this._receiveShadows === value) {
  21499. return;
  21500. }
  21501. this._receiveShadows = value;
  21502. this._markSubMeshesAsLightDirty();
  21503. },
  21504. enumerable: true,
  21505. configurable: true
  21506. });
  21507. Object.defineProperty(AbstractMesh.prototype, "hasVertexAlpha", {
  21508. /** Gets or sets a boolean indicating that this mesh contains vertex color data with alpha values */
  21509. get: function () {
  21510. return this._hasVertexAlpha;
  21511. },
  21512. set: function (value) {
  21513. if (this._hasVertexAlpha === value) {
  21514. return;
  21515. }
  21516. this._hasVertexAlpha = value;
  21517. this._markSubMeshesAsAttributesDirty();
  21518. this._markSubMeshesAsMiscDirty();
  21519. },
  21520. enumerable: true,
  21521. configurable: true
  21522. });
  21523. Object.defineProperty(AbstractMesh.prototype, "useVertexColors", {
  21524. /** 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) */
  21525. get: function () {
  21526. return this._useVertexColors;
  21527. },
  21528. set: function (value) {
  21529. if (this._useVertexColors === value) {
  21530. return;
  21531. }
  21532. this._useVertexColors = value;
  21533. this._markSubMeshesAsAttributesDirty();
  21534. },
  21535. enumerable: true,
  21536. configurable: true
  21537. });
  21538. Object.defineProperty(AbstractMesh.prototype, "computeBonesUsingShaders", {
  21539. /**
  21540. * Gets or sets a boolean indicating that bone animations must be computed by the CPU (false by default)
  21541. */
  21542. get: function () {
  21543. return this._computeBonesUsingShaders;
  21544. },
  21545. set: function (value) {
  21546. if (this._computeBonesUsingShaders === value) {
  21547. return;
  21548. }
  21549. this._computeBonesUsingShaders = value;
  21550. this._markSubMeshesAsAttributesDirty();
  21551. },
  21552. enumerable: true,
  21553. configurable: true
  21554. });
  21555. Object.defineProperty(AbstractMesh.prototype, "numBoneInfluencers", {
  21556. /** Gets or sets the number of allowed bone influences per vertex (4 by default) */
  21557. get: function () {
  21558. return this._numBoneInfluencers;
  21559. },
  21560. set: function (value) {
  21561. if (this._numBoneInfluencers === value) {
  21562. return;
  21563. }
  21564. this._numBoneInfluencers = value;
  21565. this._markSubMeshesAsAttributesDirty();
  21566. },
  21567. enumerable: true,
  21568. configurable: true
  21569. });
  21570. Object.defineProperty(AbstractMesh.prototype, "applyFog", {
  21571. /** Gets or sets a boolean indicating that this mesh will allow fog to be rendered on it (true by default) */
  21572. get: function () {
  21573. return this._applyFog;
  21574. },
  21575. set: function (value) {
  21576. if (this._applyFog === value) {
  21577. return;
  21578. }
  21579. this._applyFog = value;
  21580. this._markSubMeshesAsMiscDirty();
  21581. },
  21582. enumerable: true,
  21583. configurable: true
  21584. });
  21585. Object.defineProperty(AbstractMesh.prototype, "layerMask", {
  21586. /**
  21587. * Gets or sets the current layer mask (default is 0x0FFFFFFF)
  21588. * @see http://doc.babylonjs.com/how_to/layermasks_and_multi-cam_textures
  21589. */
  21590. get: function () {
  21591. return this._layerMask;
  21592. },
  21593. set: function (value) {
  21594. if (value === this._layerMask) {
  21595. return;
  21596. }
  21597. this._layerMask = value;
  21598. this._resyncLightSources();
  21599. },
  21600. enumerable: true,
  21601. configurable: true
  21602. });
  21603. Object.defineProperty(AbstractMesh.prototype, "collisionMask", {
  21604. /**
  21605. * Gets or sets a collision mask used to mask collisions (default is -1).
  21606. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  21607. */
  21608. get: function () {
  21609. return this._collisionMask;
  21610. },
  21611. set: function (mask) {
  21612. this._collisionMask = !isNaN(mask) ? mask : -1;
  21613. },
  21614. enumerable: true,
  21615. configurable: true
  21616. });
  21617. Object.defineProperty(AbstractMesh.prototype, "collisionGroup", {
  21618. /**
  21619. * Gets or sets the current collision group mask (-1 by default).
  21620. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  21621. */
  21622. get: function () {
  21623. return this._collisionGroup;
  21624. },
  21625. set: function (mask) {
  21626. this._collisionGroup = !isNaN(mask) ? mask : -1;
  21627. },
  21628. enumerable: true,
  21629. configurable: true
  21630. });
  21631. Object.defineProperty(AbstractMesh.prototype, "_positions", {
  21632. /** @hidden */
  21633. get: function () {
  21634. return null;
  21635. },
  21636. enumerable: true,
  21637. configurable: true
  21638. });
  21639. Object.defineProperty(AbstractMesh.prototype, "skeleton", {
  21640. get: function () {
  21641. return this._skeleton;
  21642. },
  21643. /**
  21644. * Gets or sets a skeleton to apply skining transformations
  21645. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  21646. */
  21647. set: function (value) {
  21648. if (this._skeleton && this._skeleton.needInitialSkinMatrix) {
  21649. this._skeleton._unregisterMeshWithPoseMatrix(this);
  21650. }
  21651. if (value && value.needInitialSkinMatrix) {
  21652. value._registerMeshWithPoseMatrix(this);
  21653. }
  21654. this._skeleton = value;
  21655. if (!this._skeleton) {
  21656. this._bonesTransformMatrices = null;
  21657. }
  21658. this._markSubMeshesAsAttributesDirty();
  21659. },
  21660. enumerable: true,
  21661. configurable: true
  21662. });
  21663. /**
  21664. * Returns the string "AbstractMesh"
  21665. * @returns "AbstractMesh"
  21666. */
  21667. AbstractMesh.prototype.getClassName = function () {
  21668. return "AbstractMesh";
  21669. };
  21670. /**
  21671. * Gets a string representation of the current mesh
  21672. * @param fullDetails defines a boolean indicating if full details must be included
  21673. * @returns a string representation of the current mesh
  21674. */
  21675. AbstractMesh.prototype.toString = function (fullDetails) {
  21676. var ret = "Name: " + this.name + ", isInstance: " + (this instanceof BABYLON.InstancedMesh ? "YES" : "NO");
  21677. ret += ", # of submeshes: " + (this.subMeshes ? this.subMeshes.length : 0);
  21678. if (this._skeleton) {
  21679. ret += ", skeleton: " + this._skeleton.name;
  21680. }
  21681. if (fullDetails) {
  21682. ret += ", billboard mode: " + (["NONE", "X", "Y", null, "Z", null, null, "ALL"])[this.billboardMode];
  21683. ret += ", freeze wrld mat: " + (this._isWorldMatrixFrozen || this._waitingFreezeWorldMatrix ? "YES" : "NO");
  21684. }
  21685. return ret;
  21686. };
  21687. /** @hidden */
  21688. AbstractMesh.prototype._rebuild = function () {
  21689. this.onRebuildObservable.notifyObservers(this);
  21690. if (this._occlusionQuery) {
  21691. this._occlusionQuery = null;
  21692. }
  21693. if (!this.subMeshes) {
  21694. return;
  21695. }
  21696. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  21697. var subMesh = _a[_i];
  21698. subMesh._rebuild();
  21699. }
  21700. };
  21701. /** @hidden */
  21702. AbstractMesh.prototype._resyncLightSources = function () {
  21703. this._lightSources.length = 0;
  21704. for (var _i = 0, _a = this.getScene().lights; _i < _a.length; _i++) {
  21705. var light = _a[_i];
  21706. if (!light.isEnabled()) {
  21707. continue;
  21708. }
  21709. if (light.canAffectMesh(this)) {
  21710. this._lightSources.push(light);
  21711. }
  21712. }
  21713. this._markSubMeshesAsLightDirty();
  21714. };
  21715. /** @hidden */
  21716. AbstractMesh.prototype._resyncLighSource = function (light) {
  21717. var isIn = light.isEnabled() && light.canAffectMesh(this);
  21718. var index = this._lightSources.indexOf(light);
  21719. if (index === -1) {
  21720. if (!isIn) {
  21721. return;
  21722. }
  21723. this._lightSources.push(light);
  21724. }
  21725. else {
  21726. if (isIn) {
  21727. return;
  21728. }
  21729. this._lightSources.splice(index, 1);
  21730. }
  21731. this._markSubMeshesAsLightDirty();
  21732. };
  21733. /** @hidden */
  21734. AbstractMesh.prototype._unBindEffect = function () {
  21735. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  21736. var subMesh = _a[_i];
  21737. subMesh.setEffect(null);
  21738. }
  21739. };
  21740. /** @hidden */
  21741. AbstractMesh.prototype._removeLightSource = function (light) {
  21742. var index = this._lightSources.indexOf(light);
  21743. if (index === -1) {
  21744. return;
  21745. }
  21746. this._lightSources.splice(index, 1);
  21747. this._markSubMeshesAsLightDirty();
  21748. };
  21749. AbstractMesh.prototype._markSubMeshesAsDirty = function (func) {
  21750. if (!this.subMeshes) {
  21751. return;
  21752. }
  21753. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  21754. var subMesh = _a[_i];
  21755. if (subMesh._materialDefines) {
  21756. func(subMesh._materialDefines);
  21757. }
  21758. }
  21759. };
  21760. /** @hidden */
  21761. AbstractMesh.prototype._markSubMeshesAsLightDirty = function () {
  21762. this._markSubMeshesAsDirty(function (defines) { return defines.markAsLightDirty(); });
  21763. };
  21764. /** @hidden */
  21765. AbstractMesh.prototype._markSubMeshesAsAttributesDirty = function () {
  21766. this._markSubMeshesAsDirty(function (defines) { return defines.markAsAttributesDirty(); });
  21767. };
  21768. /** @hidden */
  21769. AbstractMesh.prototype._markSubMeshesAsMiscDirty = function () {
  21770. if (!this.subMeshes) {
  21771. return;
  21772. }
  21773. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  21774. var subMesh = _a[_i];
  21775. var material = subMesh.getMaterial();
  21776. if (material) {
  21777. material.markAsDirty(BABYLON.Material.MiscDirtyFlag);
  21778. }
  21779. }
  21780. };
  21781. Object.defineProperty(AbstractMesh.prototype, "scaling", {
  21782. /**
  21783. * Gets or sets a Vector3 depicting the mesh scaling along each local axis X, Y, Z. Default is (1.0, 1.0, 1.0)
  21784. */
  21785. get: function () {
  21786. return this._scaling;
  21787. },
  21788. set: function (newScaling) {
  21789. this._scaling = newScaling;
  21790. if (this.physicsImpostor) {
  21791. this.physicsImpostor.forceUpdate();
  21792. }
  21793. },
  21794. enumerable: true,
  21795. configurable: true
  21796. });
  21797. Object.defineProperty(AbstractMesh.prototype, "isBlocked", {
  21798. // Methods
  21799. /**
  21800. * Returns true if the mesh is blocked. Implemented by child classes
  21801. */
  21802. get: function () {
  21803. return false;
  21804. },
  21805. enumerable: true,
  21806. configurable: true
  21807. });
  21808. /**
  21809. * Returns the mesh itself by default. Implemented by child classes
  21810. * @param camera defines the camera to use to pick the right LOD level
  21811. * @returns the currentAbstractMesh
  21812. */
  21813. AbstractMesh.prototype.getLOD = function (camera) {
  21814. return this;
  21815. };
  21816. /**
  21817. * Returns 0 by default. Implemented by child classes
  21818. * @returns an integer
  21819. */
  21820. AbstractMesh.prototype.getTotalVertices = function () {
  21821. return 0;
  21822. };
  21823. /**
  21824. * Returns a positive integer : the total number of indices in this mesh geometry.
  21825. * @returns the numner of indices or zero if the mesh has no geometry.
  21826. */
  21827. AbstractMesh.prototype.getTotalIndices = function () {
  21828. return 0;
  21829. };
  21830. /**
  21831. * Returns null by default. Implemented by child classes
  21832. * @returns null
  21833. */
  21834. AbstractMesh.prototype.getIndices = function () {
  21835. return null;
  21836. };
  21837. /**
  21838. * Returns the array of the requested vertex data kind. Implemented by child classes
  21839. * @param kind defines the vertex data kind to use
  21840. * @returns null
  21841. */
  21842. AbstractMesh.prototype.getVerticesData = function (kind) {
  21843. return null;
  21844. };
  21845. /**
  21846. * Sets the vertex data of the mesh geometry for the requested `kind`.
  21847. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  21848. * Note that a new underlying VertexBuffer object is created each call.
  21849. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  21850. * @param kind defines vertex data kind:
  21851. * * BABYLON.VertexBuffer.PositionKind
  21852. * * BABYLON.VertexBuffer.UVKind
  21853. * * BABYLON.VertexBuffer.UV2Kind
  21854. * * BABYLON.VertexBuffer.UV3Kind
  21855. * * BABYLON.VertexBuffer.UV4Kind
  21856. * * BABYLON.VertexBuffer.UV5Kind
  21857. * * BABYLON.VertexBuffer.UV6Kind
  21858. * * BABYLON.VertexBuffer.ColorKind
  21859. * * BABYLON.VertexBuffer.MatricesIndicesKind
  21860. * * BABYLON.VertexBuffer.MatricesIndicesExtraKind
  21861. * * BABYLON.VertexBuffer.MatricesWeightsKind
  21862. * * BABYLON.VertexBuffer.MatricesWeightsExtraKind
  21863. * @param data defines the data source
  21864. * @param updatable defines if the data must be flagged as updatable (or static)
  21865. * @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
  21866. * @returns the current mesh
  21867. */
  21868. AbstractMesh.prototype.setVerticesData = function (kind, data, updatable, stride) {
  21869. return this;
  21870. };
  21871. /**
  21872. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  21873. * If the mesh has no geometry, it is simply returned as it is.
  21874. * @param kind defines vertex data kind:
  21875. * * BABYLON.VertexBuffer.PositionKind
  21876. * * BABYLON.VertexBuffer.UVKind
  21877. * * BABYLON.VertexBuffer.UV2Kind
  21878. * * BABYLON.VertexBuffer.UV3Kind
  21879. * * BABYLON.VertexBuffer.UV4Kind
  21880. * * BABYLON.VertexBuffer.UV5Kind
  21881. * * BABYLON.VertexBuffer.UV6Kind
  21882. * * BABYLON.VertexBuffer.ColorKind
  21883. * * BABYLON.VertexBuffer.MatricesIndicesKind
  21884. * * BABYLON.VertexBuffer.MatricesIndicesExtraKind
  21885. * * BABYLON.VertexBuffer.MatricesWeightsKind
  21886. * * BABYLON.VertexBuffer.MatricesWeightsExtraKind
  21887. * @param data defines the data source
  21888. * @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
  21889. * @param makeItUnique If true, a new global geometry is created from this data and is set to the mesh
  21890. * @returns the current mesh
  21891. */
  21892. AbstractMesh.prototype.updateVerticesData = function (kind, data, updateExtends, makeItUnique) {
  21893. return this;
  21894. };
  21895. /**
  21896. * Sets the mesh indices,
  21897. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  21898. * @param indices Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array)
  21899. * @param totalVertices Defines the total number of vertices
  21900. * @returns the current mesh
  21901. */
  21902. AbstractMesh.prototype.setIndices = function (indices, totalVertices) {
  21903. return this;
  21904. };
  21905. /**
  21906. * Gets a boolean indicating if specific vertex data is present
  21907. * @param kind defines the vertex data kind to use
  21908. * @returns true is data kind is present
  21909. */
  21910. AbstractMesh.prototype.isVerticesDataPresent = function (kind) {
  21911. return false;
  21912. };
  21913. /**
  21914. * Returns the mesh BoundingInfo object or creates a new one and returns if it was undefined
  21915. * @returns a BoundingInfo
  21916. */
  21917. AbstractMesh.prototype.getBoundingInfo = function () {
  21918. if (this._masterMesh) {
  21919. return this._masterMesh.getBoundingInfo();
  21920. }
  21921. if (!this._boundingInfo) {
  21922. // this._boundingInfo is being created here
  21923. this._updateBoundingInfo();
  21924. }
  21925. // cannot be null.
  21926. return this._boundingInfo;
  21927. };
  21928. /**
  21929. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  21930. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box
  21931. * @returns the current mesh
  21932. */
  21933. AbstractMesh.prototype.normalizeToUnitCube = function (includeDescendants) {
  21934. if (includeDescendants === void 0) { includeDescendants = true; }
  21935. var boundingVectors = this.getHierarchyBoundingVectors(includeDescendants);
  21936. var sizeVec = boundingVectors.max.subtract(boundingVectors.min);
  21937. var maxDimension = Math.max(sizeVec.x, sizeVec.y, sizeVec.z);
  21938. if (maxDimension === 0) {
  21939. return this;
  21940. }
  21941. var scale = 1 / maxDimension;
  21942. this.scaling.scaleInPlace(scale);
  21943. return this;
  21944. };
  21945. /**
  21946. * Overwrite the current bounding info
  21947. * @param boundingInfo defines the new bounding info
  21948. * @returns the current mesh
  21949. */
  21950. AbstractMesh.prototype.setBoundingInfo = function (boundingInfo) {
  21951. this._boundingInfo = boundingInfo;
  21952. return this;
  21953. };
  21954. Object.defineProperty(AbstractMesh.prototype, "useBones", {
  21955. /** Gets a boolean indicating if this mesh has skinning data and an attached skeleton */
  21956. get: function () {
  21957. return (this.skeleton && this.getScene().skeletonsEnabled && this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind) && this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind));
  21958. },
  21959. enumerable: true,
  21960. configurable: true
  21961. });
  21962. /** @hidden */
  21963. AbstractMesh.prototype._preActivate = function () {
  21964. };
  21965. /** @hidden */
  21966. AbstractMesh.prototype._preActivateForIntermediateRendering = function (renderId) {
  21967. };
  21968. /** @hidden */
  21969. AbstractMesh.prototype._activate = function (renderId) {
  21970. this._renderId = renderId;
  21971. };
  21972. /**
  21973. * Gets the current world matrix
  21974. * @returns a Matrix
  21975. */
  21976. AbstractMesh.prototype.getWorldMatrix = function () {
  21977. if (this._masterMesh) {
  21978. return this._masterMesh.getWorldMatrix();
  21979. }
  21980. return _super.prototype.getWorldMatrix.call(this);
  21981. };
  21982. /** @hidden */
  21983. AbstractMesh.prototype._getWorldMatrixDeterminant = function () {
  21984. if (this._masterMesh) {
  21985. return this._masterMesh._getWorldMatrixDeterminant();
  21986. }
  21987. return _super.prototype._getWorldMatrixDeterminant.call(this);
  21988. };
  21989. // ================================== Point of View Movement =================================
  21990. /**
  21991. * Perform relative position change from the point of view of behind the front of the mesh.
  21992. * This is performed taking into account the meshes current rotation, so you do not have to care.
  21993. * Supports definition of mesh facing forward or backward
  21994. * @param amountRight defines the distance on the right axis
  21995. * @param amountUp defines the distance on the up axis
  21996. * @param amountForward defines the distance on the forward axis
  21997. * @returns the current mesh
  21998. */
  21999. AbstractMesh.prototype.movePOV = function (amountRight, amountUp, amountForward) {
  22000. this.position.addInPlace(this.calcMovePOV(amountRight, amountUp, amountForward));
  22001. return this;
  22002. };
  22003. /**
  22004. * Calculate relative position change from the point of view of behind the front of the mesh.
  22005. * This is performed taking into account the meshes current rotation, so you do not have to care.
  22006. * Supports definition of mesh facing forward or backward
  22007. * @param amountRight defines the distance on the right axis
  22008. * @param amountUp defines the distance on the up axis
  22009. * @param amountForward defines the distance on the forward axis
  22010. * @returns the new displacement vector
  22011. */
  22012. AbstractMesh.prototype.calcMovePOV = function (amountRight, amountUp, amountForward) {
  22013. var rotMatrix = new BABYLON.Matrix();
  22014. var rotQuaternion = (this.rotationQuaternion) ? this.rotationQuaternion : BABYLON.Quaternion.RotationYawPitchRoll(this.rotation.y, this.rotation.x, this.rotation.z);
  22015. rotQuaternion.toRotationMatrix(rotMatrix);
  22016. var translationDelta = BABYLON.Vector3.Zero();
  22017. var defForwardMult = this.definedFacingForward ? -1 : 1;
  22018. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(amountRight * defForwardMult, amountUp, amountForward * defForwardMult, rotMatrix, translationDelta);
  22019. return translationDelta;
  22020. };
  22021. // ================================== Point of View Rotation =================================
  22022. /**
  22023. * Perform relative rotation change from the point of view of behind the front of the mesh.
  22024. * Supports definition of mesh facing forward or backward
  22025. * @param flipBack defines the flip
  22026. * @param twirlClockwise defines the twirl
  22027. * @param tiltRight defines the tilt
  22028. * @returns the current mesh
  22029. */
  22030. AbstractMesh.prototype.rotatePOV = function (flipBack, twirlClockwise, tiltRight) {
  22031. this.rotation.addInPlace(this.calcRotatePOV(flipBack, twirlClockwise, tiltRight));
  22032. return this;
  22033. };
  22034. /**
  22035. * Calculate relative rotation change from the point of view of behind the front of the mesh.
  22036. * Supports definition of mesh facing forward or backward.
  22037. * @param flipBack defines the flip
  22038. * @param twirlClockwise defines the twirl
  22039. * @param tiltRight defines the tilt
  22040. * @returns the new rotation vector
  22041. */
  22042. AbstractMesh.prototype.calcRotatePOV = function (flipBack, twirlClockwise, tiltRight) {
  22043. var defForwardMult = this.definedFacingForward ? 1 : -1;
  22044. return new BABYLON.Vector3(flipBack * defForwardMult, twirlClockwise, tiltRight * defForwardMult);
  22045. };
  22046. /**
  22047. * Return the minimum and maximum world vectors of the entire hierarchy under current mesh
  22048. * @param includeDescendants Include bounding info from descendants as well (true by default)
  22049. * @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
  22050. * @returns the new bounding vectors
  22051. */
  22052. AbstractMesh.prototype.getHierarchyBoundingVectors = function (includeDescendants, predicate) {
  22053. if (includeDescendants === void 0) { includeDescendants = true; }
  22054. if (predicate === void 0) { predicate = null; }
  22055. // Ensures that all world matrix will be recomputed.
  22056. this.getScene().incrementRenderId();
  22057. this.computeWorldMatrix(true);
  22058. var min;
  22059. var max;
  22060. var boundingInfo = this.getBoundingInfo();
  22061. if (!this.subMeshes) {
  22062. min = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  22063. max = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  22064. }
  22065. else {
  22066. min = boundingInfo.boundingBox.minimumWorld;
  22067. max = boundingInfo.boundingBox.maximumWorld;
  22068. }
  22069. if (includeDescendants) {
  22070. var descendants = this.getDescendants(false);
  22071. for (var _i = 0, descendants_1 = descendants; _i < descendants_1.length; _i++) {
  22072. var descendant = descendants_1[_i];
  22073. var childMesh = descendant;
  22074. childMesh.computeWorldMatrix(true);
  22075. // Filters meshes based on custom predicate function.
  22076. if (predicate && !predicate(childMesh)) {
  22077. continue;
  22078. }
  22079. //make sure we have the needed params to get mix and max
  22080. if (!childMesh.getBoundingInfo || childMesh.getTotalVertices() === 0) {
  22081. continue;
  22082. }
  22083. var childBoundingInfo = childMesh.getBoundingInfo();
  22084. var boundingBox = childBoundingInfo.boundingBox;
  22085. var minBox = boundingBox.minimumWorld;
  22086. var maxBox = boundingBox.maximumWorld;
  22087. BABYLON.Tools.CheckExtends(minBox, min, max);
  22088. BABYLON.Tools.CheckExtends(maxBox, min, max);
  22089. }
  22090. }
  22091. return {
  22092. min: min,
  22093. max: max
  22094. };
  22095. };
  22096. /**
  22097. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  22098. * This means the mesh underlying bounding box and sphere are recomputed.
  22099. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  22100. * @returns the current mesh
  22101. */
  22102. AbstractMesh.prototype.refreshBoundingInfo = function (applySkeleton) {
  22103. if (applySkeleton === void 0) { applySkeleton = false; }
  22104. if (this._boundingInfo && this._boundingInfo.isLocked) {
  22105. return this;
  22106. }
  22107. this._refreshBoundingInfo(this._getPositionData(applySkeleton), null);
  22108. return this;
  22109. };
  22110. /** @hidden */
  22111. AbstractMesh.prototype._refreshBoundingInfo = function (data, bias) {
  22112. if (data) {
  22113. var extend = BABYLON.Tools.ExtractMinAndMax(data, 0, this.getTotalVertices(), bias);
  22114. if (this._boundingInfo) {
  22115. this._boundingInfo.reConstruct(extend.minimum, extend.maximum);
  22116. }
  22117. else {
  22118. this._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
  22119. }
  22120. }
  22121. if (this.subMeshes) {
  22122. for (var index = 0; index < this.subMeshes.length; index++) {
  22123. this.subMeshes[index].refreshBoundingInfo();
  22124. }
  22125. }
  22126. this._updateBoundingInfo();
  22127. };
  22128. /** @hidden */
  22129. AbstractMesh.prototype._getPositionData = function (applySkeleton) {
  22130. var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  22131. if (data && applySkeleton && this.skeleton) {
  22132. data = BABYLON.Tools.Slice(data);
  22133. var matricesIndicesData = this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
  22134. var matricesWeightsData = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  22135. if (matricesWeightsData && matricesIndicesData) {
  22136. var needExtras = this.numBoneInfluencers > 4;
  22137. var matricesIndicesExtraData = needExtras ? this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind) : null;
  22138. var matricesWeightsExtraData = needExtras ? this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind) : null;
  22139. var skeletonMatrices = this.skeleton.getTransformMatrices(this);
  22140. var tempVector = BABYLON.Tmp.Vector3[0];
  22141. var finalMatrix = BABYLON.Tmp.Matrix[0];
  22142. var tempMatrix = BABYLON.Tmp.Matrix[1];
  22143. var matWeightIdx = 0;
  22144. for (var index = 0; index < data.length; index += 3, matWeightIdx += 4) {
  22145. finalMatrix.reset();
  22146. var inf;
  22147. var weight;
  22148. for (inf = 0; inf < 4; inf++) {
  22149. weight = matricesWeightsData[matWeightIdx + inf];
  22150. if (weight > 0) {
  22151. BABYLON.Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesData[matWeightIdx + inf] * 16), weight, tempMatrix);
  22152. finalMatrix.addToSelf(tempMatrix);
  22153. }
  22154. }
  22155. if (needExtras) {
  22156. for (inf = 0; inf < 4; inf++) {
  22157. weight = matricesWeightsExtraData[matWeightIdx + inf];
  22158. if (weight > 0) {
  22159. BABYLON.Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesExtraData[matWeightIdx + inf] * 16), weight, tempMatrix);
  22160. finalMatrix.addToSelf(tempMatrix);
  22161. }
  22162. }
  22163. }
  22164. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(data[index], data[index + 1], data[index + 2], finalMatrix, tempVector);
  22165. tempVector.toArray(data, index);
  22166. }
  22167. }
  22168. }
  22169. return data;
  22170. };
  22171. /** @hidden */
  22172. AbstractMesh.prototype._updateBoundingInfo = function () {
  22173. if (this._boundingInfo) {
  22174. this._boundingInfo.update(this.worldMatrixFromCache);
  22175. }
  22176. else {
  22177. this._boundingInfo = new BABYLON.BoundingInfo(this.absolutePosition, this.absolutePosition, this.worldMatrixFromCache);
  22178. }
  22179. this._updateSubMeshesBoundingInfo(this.worldMatrixFromCache);
  22180. return this;
  22181. };
  22182. /** @hidden */
  22183. AbstractMesh.prototype._updateSubMeshesBoundingInfo = function (matrix) {
  22184. if (!this.subMeshes) {
  22185. return this;
  22186. }
  22187. var count = this.subMeshes.length;
  22188. for (var subIndex = 0; subIndex < count; subIndex++) {
  22189. var subMesh = this.subMeshes[subIndex];
  22190. if (count > 1 || !subMesh.IsGlobal) {
  22191. subMesh.updateBoundingInfo(matrix);
  22192. }
  22193. }
  22194. return this;
  22195. };
  22196. /** @hidden */
  22197. AbstractMesh.prototype._afterComputeWorldMatrix = function () {
  22198. // Bounding info
  22199. this._updateBoundingInfo();
  22200. };
  22201. /**
  22202. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  22203. * A mesh is in the frustum if its bounding box intersects the frustum
  22204. * @param frustumPlanes defines the frustum to test
  22205. * @returns true if the mesh is in the frustum planes
  22206. */
  22207. AbstractMesh.prototype.isInFrustum = function (frustumPlanes) {
  22208. return this._boundingInfo !== null && this._boundingInfo.isInFrustum(frustumPlanes, this.cullingStrategy);
  22209. };
  22210. /**
  22211. * Returns `true` if the mesh is completely in the frustum defined be the passed array of planes.
  22212. * A mesh is completely in the frustum if its bounding box it completely inside the frustum.
  22213. * @param frustumPlanes defines the frustum to test
  22214. * @returns true if the mesh is completely in the frustum planes
  22215. */
  22216. AbstractMesh.prototype.isCompletelyInFrustum = function (frustumPlanes) {
  22217. return this._boundingInfo !== null && this._boundingInfo.isCompletelyInFrustum(frustumPlanes);
  22218. };
  22219. /**
  22220. * True if the mesh intersects another mesh or a SolidParticle object
  22221. * @param mesh defines a target mesh or SolidParticle to test
  22222. * @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)
  22223. * @param includeDescendants Can be set to true to test if the mesh defined in parameters intersects with the current mesh or any child meshes
  22224. * @returns true if there is an intersection
  22225. */
  22226. AbstractMesh.prototype.intersectsMesh = function (mesh, precise, includeDescendants) {
  22227. if (precise === void 0) { precise = false; }
  22228. if (!this._boundingInfo || !mesh._boundingInfo) {
  22229. return false;
  22230. }
  22231. if (this._boundingInfo.intersects(mesh._boundingInfo, precise)) {
  22232. return true;
  22233. }
  22234. if (includeDescendants) {
  22235. for (var _i = 0, _a = this.getChildMeshes(); _i < _a.length; _i++) {
  22236. var child = _a[_i];
  22237. if (child.intersectsMesh(mesh, precise, true)) {
  22238. return true;
  22239. }
  22240. }
  22241. }
  22242. return false;
  22243. };
  22244. /**
  22245. * Returns true if the passed point (Vector3) is inside the mesh bounding box
  22246. * @param point defines the point to test
  22247. * @returns true if there is an intersection
  22248. */
  22249. AbstractMesh.prototype.intersectsPoint = function (point) {
  22250. if (!this._boundingInfo) {
  22251. return false;
  22252. }
  22253. return this._boundingInfo.intersectsPoint(point);
  22254. };
  22255. Object.defineProperty(AbstractMesh.prototype, "checkCollisions", {
  22256. // Collisions
  22257. /**
  22258. * Gets or sets a boolean indicating that this mesh can be used in the collision engine
  22259. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  22260. */
  22261. get: function () {
  22262. return this._checkCollisions;
  22263. },
  22264. set: function (collisionEnabled) {
  22265. this._checkCollisions = collisionEnabled;
  22266. if (this.getScene().workerCollisions) {
  22267. this.getScene().collisionCoordinator.onMeshUpdated(this);
  22268. }
  22269. },
  22270. enumerable: true,
  22271. configurable: true
  22272. });
  22273. Object.defineProperty(AbstractMesh.prototype, "collider", {
  22274. /**
  22275. * Gets Collider object used to compute collisions (not physics)
  22276. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  22277. */
  22278. get: function () {
  22279. return this._collider;
  22280. },
  22281. enumerable: true,
  22282. configurable: true
  22283. });
  22284. /**
  22285. * Move the mesh using collision engine
  22286. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  22287. * @param displacement defines the requested displacement vector
  22288. * @returns the current mesh
  22289. */
  22290. AbstractMesh.prototype.moveWithCollisions = function (displacement) {
  22291. var globalPosition = this.getAbsolutePosition();
  22292. globalPosition.addToRef(this.ellipsoidOffset, this._oldPositionForCollisions);
  22293. if (!this._collider) {
  22294. this._collider = new BABYLON.Collider();
  22295. }
  22296. this._collider._radius = this.ellipsoid;
  22297. this.getScene().collisionCoordinator.getNewPosition(this._oldPositionForCollisions, displacement, this._collider, 3, this, this._onCollisionPositionChange, this.uniqueId);
  22298. return this;
  22299. };
  22300. // Collisions
  22301. /** @hidden */
  22302. AbstractMesh.prototype._collideForSubMesh = function (subMesh, transformMatrix, collider) {
  22303. this._generatePointsArray();
  22304. if (!this._positions) {
  22305. return this;
  22306. }
  22307. // Transformation
  22308. if (!subMesh._lastColliderWorldVertices || !subMesh._lastColliderTransformMatrix.equals(transformMatrix)) {
  22309. subMesh._lastColliderTransformMatrix = transformMatrix.clone();
  22310. subMesh._lastColliderWorldVertices = [];
  22311. subMesh._trianglePlanes = [];
  22312. var start = subMesh.verticesStart;
  22313. var end = (subMesh.verticesStart + subMesh.verticesCount);
  22314. for (var i = start; i < end; i++) {
  22315. subMesh._lastColliderWorldVertices.push(BABYLON.Vector3.TransformCoordinates(this._positions[i], transformMatrix));
  22316. }
  22317. }
  22318. // Collide
  22319. collider._collide(subMesh._trianglePlanes, subMesh._lastColliderWorldVertices, this.getIndices(), subMesh.indexStart, subMesh.indexStart + subMesh.indexCount, subMesh.verticesStart, !!subMesh.getMaterial());
  22320. if (collider.collisionFound) {
  22321. collider.collidedMesh = this;
  22322. }
  22323. return this;
  22324. };
  22325. /** @hidden */
  22326. AbstractMesh.prototype._processCollisionsForSubMeshes = function (collider, transformMatrix) {
  22327. var subMeshes = this._scene.getCollidingSubMeshCandidates(this, collider);
  22328. var len = subMeshes.length;
  22329. for (var index = 0; index < len; index++) {
  22330. var subMesh = subMeshes.data[index];
  22331. // Bounding test
  22332. if (len > 1 && !subMesh._checkCollision(collider)) {
  22333. continue;
  22334. }
  22335. this._collideForSubMesh(subMesh, transformMatrix, collider);
  22336. }
  22337. return this;
  22338. };
  22339. /** @hidden */
  22340. AbstractMesh.prototype._checkCollision = function (collider) {
  22341. // Bounding box test
  22342. if (!this._boundingInfo || !this._boundingInfo._checkCollision(collider)) {
  22343. return this;
  22344. }
  22345. // Transformation matrix
  22346. var collisionsScalingMatrix = BABYLON.Tmp.Matrix[0];
  22347. var collisionsTransformMatrix = BABYLON.Tmp.Matrix[1];
  22348. BABYLON.Matrix.ScalingToRef(1.0 / collider._radius.x, 1.0 / collider._radius.y, 1.0 / collider._radius.z, collisionsScalingMatrix);
  22349. this.worldMatrixFromCache.multiplyToRef(collisionsScalingMatrix, collisionsTransformMatrix);
  22350. this._processCollisionsForSubMeshes(collider, collisionsTransformMatrix);
  22351. return this;
  22352. };
  22353. // Picking
  22354. /** @hidden */
  22355. AbstractMesh.prototype._generatePointsArray = function () {
  22356. return false;
  22357. };
  22358. /**
  22359. * Checks if the passed Ray intersects with the mesh
  22360. * @param ray defines the ray to use
  22361. * @param fastCheck defines if fast mode (but less precise) must be used (false by default)
  22362. * @returns the picking info
  22363. * @see http://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  22364. */
  22365. AbstractMesh.prototype.intersects = function (ray, fastCheck) {
  22366. var pickingInfo = new BABYLON.PickingInfo();
  22367. var intersectionThreshold = this.getClassName() === "InstancedLinesMesh" || this.getClassName() === "LinesMesh" ? this.intersectionThreshold : 0;
  22368. var boundingInfo = this._boundingInfo;
  22369. if (!this.subMeshes || !boundingInfo || !ray.intersectsSphere(boundingInfo.boundingSphere, intersectionThreshold) || !ray.intersectsBox(boundingInfo.boundingBox, intersectionThreshold)) {
  22370. return pickingInfo;
  22371. }
  22372. if (!this._generatePointsArray()) {
  22373. return pickingInfo;
  22374. }
  22375. var intersectInfo = null;
  22376. var subMeshes = this._scene.getIntersectingSubMeshCandidates(this, ray);
  22377. var len = subMeshes.length;
  22378. for (var index = 0; index < len; index++) {
  22379. var subMesh = subMeshes.data[index];
  22380. // Bounding test
  22381. if (len > 1 && !subMesh.canIntersects(ray)) {
  22382. continue;
  22383. }
  22384. var currentIntersectInfo = subMesh.intersects(ray, this._positions, this.getIndices(), fastCheck);
  22385. if (currentIntersectInfo) {
  22386. if (fastCheck || !intersectInfo || currentIntersectInfo.distance < intersectInfo.distance) {
  22387. intersectInfo = currentIntersectInfo;
  22388. intersectInfo.subMeshId = index;
  22389. if (fastCheck) {
  22390. break;
  22391. }
  22392. }
  22393. }
  22394. }
  22395. if (intersectInfo) {
  22396. // Get picked point
  22397. var world = this.getWorldMatrix();
  22398. var worldOrigin = BABYLON.Tmp.Vector3[0];
  22399. var direction = BABYLON.Tmp.Vector3[1];
  22400. BABYLON.Vector3.TransformCoordinatesToRef(ray.origin, world, worldOrigin);
  22401. ray.direction.scaleToRef(intersectInfo.distance, direction);
  22402. var worldDirection = BABYLON.Vector3.TransformNormal(direction, world);
  22403. var pickedPoint = worldDirection.addInPlace(worldOrigin);
  22404. // Return result
  22405. pickingInfo.hit = true;
  22406. pickingInfo.distance = BABYLON.Vector3.Distance(worldOrigin, pickedPoint);
  22407. pickingInfo.pickedPoint = pickedPoint;
  22408. pickingInfo.pickedMesh = this;
  22409. pickingInfo.bu = intersectInfo.bu || 0;
  22410. pickingInfo.bv = intersectInfo.bv || 0;
  22411. pickingInfo.faceId = intersectInfo.faceId;
  22412. pickingInfo.subMeshId = intersectInfo.subMeshId;
  22413. return pickingInfo;
  22414. }
  22415. return pickingInfo;
  22416. };
  22417. /**
  22418. * Clones the current mesh
  22419. * @param name defines the mesh name
  22420. * @param newParent defines the new mesh parent
  22421. * @param doNotCloneChildren defines a boolean indicating that children must not be cloned (false by default)
  22422. * @returns the new mesh
  22423. */
  22424. AbstractMesh.prototype.clone = function (name, newParent, doNotCloneChildren) {
  22425. return null;
  22426. };
  22427. /**
  22428. * Disposes all the submeshes of the current meshnp
  22429. * @returns the current mesh
  22430. */
  22431. AbstractMesh.prototype.releaseSubMeshes = function () {
  22432. if (this.subMeshes) {
  22433. while (this.subMeshes.length) {
  22434. this.subMeshes[0].dispose();
  22435. }
  22436. }
  22437. else {
  22438. this.subMeshes = new Array();
  22439. }
  22440. return this;
  22441. };
  22442. /**
  22443. * Releases resources associated with this abstract mesh.
  22444. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  22445. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  22446. */
  22447. AbstractMesh.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  22448. var _this = this;
  22449. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  22450. var index;
  22451. // Smart Array Retainers.
  22452. this.getScene().freeActiveMeshes();
  22453. this.getScene().freeRenderingGroups();
  22454. // Action manager
  22455. if (this.actionManager !== undefined && this.actionManager !== null) {
  22456. this.actionManager.dispose();
  22457. this.actionManager = null;
  22458. }
  22459. // Skeleton
  22460. this._skeleton = null;
  22461. // Intersections in progress
  22462. for (index = 0; index < this._intersectionsInProgress.length; index++) {
  22463. var other = this._intersectionsInProgress[index];
  22464. var pos = other._intersectionsInProgress.indexOf(this);
  22465. other._intersectionsInProgress.splice(pos, 1);
  22466. }
  22467. this._intersectionsInProgress = [];
  22468. // Lights
  22469. var lights = this.getScene().lights;
  22470. lights.forEach(function (light) {
  22471. var meshIndex = light.includedOnlyMeshes.indexOf(_this);
  22472. if (meshIndex !== -1) {
  22473. light.includedOnlyMeshes.splice(meshIndex, 1);
  22474. }
  22475. meshIndex = light.excludedMeshes.indexOf(_this);
  22476. if (meshIndex !== -1) {
  22477. light.excludedMeshes.splice(meshIndex, 1);
  22478. }
  22479. // Shadow generators
  22480. var generator = light.getShadowGenerator();
  22481. if (generator) {
  22482. var shadowMap = generator.getShadowMap();
  22483. if (shadowMap && shadowMap.renderList) {
  22484. meshIndex = shadowMap.renderList.indexOf(_this);
  22485. if (meshIndex !== -1) {
  22486. shadowMap.renderList.splice(meshIndex, 1);
  22487. }
  22488. }
  22489. }
  22490. });
  22491. // SubMeshes
  22492. if (this.getClassName() !== "InstancedMesh" || this.getClassName() !== "InstancedLinesMesh") {
  22493. this.releaseSubMeshes();
  22494. }
  22495. // Query
  22496. var engine = this.getScene().getEngine();
  22497. if (this._occlusionQuery) {
  22498. this.isOcclusionQueryInProgress = false;
  22499. engine.deleteQuery(this._occlusionQuery);
  22500. this._occlusionQuery = null;
  22501. }
  22502. // Engine
  22503. engine.wipeCaches();
  22504. // Remove from scene
  22505. this.getScene().removeMesh(this);
  22506. if (disposeMaterialAndTextures) {
  22507. if (this.material) {
  22508. this.material.dispose(false, true);
  22509. }
  22510. }
  22511. if (!doNotRecurse) {
  22512. // Particles
  22513. for (index = 0; index < this.getScene().particleSystems.length; index++) {
  22514. if (this.getScene().particleSystems[index].emitter === this) {
  22515. this.getScene().particleSystems[index].dispose();
  22516. index--;
  22517. }
  22518. }
  22519. }
  22520. // facet data
  22521. if (this._facetData.facetDataEnabled) {
  22522. this.disableFacetData();
  22523. }
  22524. this.onAfterWorldMatrixUpdateObservable.clear();
  22525. this.onCollideObservable.clear();
  22526. this.onCollisionPositionChangeObservable.clear();
  22527. this.onRebuildObservable.clear();
  22528. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  22529. };
  22530. /**
  22531. * Adds the passed mesh as a child to the current mesh
  22532. * @param mesh defines the child mesh
  22533. * @returns the current mesh
  22534. */
  22535. AbstractMesh.prototype.addChild = function (mesh) {
  22536. mesh.setParent(this);
  22537. return this;
  22538. };
  22539. /**
  22540. * Removes the passed mesh from the current mesh children list
  22541. * @param mesh defines the child mesh
  22542. * @returns the current mesh
  22543. */
  22544. AbstractMesh.prototype.removeChild = function (mesh) {
  22545. mesh.setParent(null);
  22546. return this;
  22547. };
  22548. // Facet data
  22549. /** @hidden */
  22550. AbstractMesh.prototype._initFacetData = function () {
  22551. var data = this._facetData;
  22552. if (!data.facetNormals) {
  22553. data.facetNormals = new Array();
  22554. }
  22555. if (!data.facetPositions) {
  22556. data.facetPositions = new Array();
  22557. }
  22558. if (!data.facetPartitioning) {
  22559. data.facetPartitioning = new Array();
  22560. }
  22561. data.facetNb = (this.getIndices().length / 3) | 0;
  22562. data.partitioningSubdivisions = (data.partitioningSubdivisions) ? data.partitioningSubdivisions : 10; // default nb of partitioning subdivisions = 10
  22563. data.partitioningBBoxRatio = (data.partitioningBBoxRatio) ? data.partitioningBBoxRatio : 1.01; // default ratio 1.01 = the partitioning is 1% bigger than the bounding box
  22564. for (var f = 0; f < data.facetNb; f++) {
  22565. data.facetNormals[f] = BABYLON.Vector3.Zero();
  22566. data.facetPositions[f] = BABYLON.Vector3.Zero();
  22567. }
  22568. data.facetDataEnabled = true;
  22569. return this;
  22570. };
  22571. /**
  22572. * Updates the mesh facetData arrays and the internal partitioning when the mesh is morphed or updated.
  22573. * This method can be called within the render loop.
  22574. * 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
  22575. * @returns the current mesh
  22576. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22577. */
  22578. AbstractMesh.prototype.updateFacetData = function () {
  22579. var data = this._facetData;
  22580. if (!data.facetDataEnabled) {
  22581. this._initFacetData();
  22582. }
  22583. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  22584. var indices = this.getIndices();
  22585. var normals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  22586. var bInfo = this.getBoundingInfo();
  22587. if (data.facetDepthSort && !data.facetDepthSortEnabled) {
  22588. // init arrays, matrix and sort function on first call
  22589. data.facetDepthSortEnabled = true;
  22590. if (indices instanceof Uint16Array) {
  22591. data.depthSortedIndices = new Uint16Array(indices);
  22592. }
  22593. else if (indices instanceof Uint32Array) {
  22594. data.depthSortedIndices = new Uint32Array(indices);
  22595. }
  22596. else {
  22597. var needs32bits = false;
  22598. for (var i = 0; i < indices.length; i++) {
  22599. if (indices[i] > 65535) {
  22600. needs32bits = true;
  22601. break;
  22602. }
  22603. }
  22604. if (needs32bits) {
  22605. data.depthSortedIndices = new Uint32Array(indices);
  22606. }
  22607. else {
  22608. data.depthSortedIndices = new Uint16Array(indices);
  22609. }
  22610. }
  22611. data.facetDepthSortFunction = function (f1, f2) {
  22612. return (f2.sqDistance - f1.sqDistance);
  22613. };
  22614. if (!data.facetDepthSortFrom) {
  22615. var camera = this.getScene().activeCamera;
  22616. data.facetDepthSortFrom = (camera) ? camera.position : BABYLON.Vector3.Zero();
  22617. }
  22618. data.depthSortedFacets = [];
  22619. for (var f = 0; f < data.facetNb; f++) {
  22620. var depthSortedFacet = { ind: f * 3, sqDistance: 0.0 };
  22621. data.depthSortedFacets.push(depthSortedFacet);
  22622. }
  22623. data.invertedMatrix = BABYLON.Matrix.Identity();
  22624. data.facetDepthSortOrigin = BABYLON.Vector3.Zero();
  22625. }
  22626. data.bbSize.x = (bInfo.maximum.x - bInfo.minimum.x > BABYLON.Epsilon) ? bInfo.maximum.x - bInfo.minimum.x : BABYLON.Epsilon;
  22627. data.bbSize.y = (bInfo.maximum.y - bInfo.minimum.y > BABYLON.Epsilon) ? bInfo.maximum.y - bInfo.minimum.y : BABYLON.Epsilon;
  22628. data.bbSize.z = (bInfo.maximum.z - bInfo.minimum.z > BABYLON.Epsilon) ? bInfo.maximum.z - bInfo.minimum.z : BABYLON.Epsilon;
  22629. var bbSizeMax = (data.bbSize.x > data.bbSize.y) ? data.bbSize.x : data.bbSize.y;
  22630. bbSizeMax = (bbSizeMax > data.bbSize.z) ? bbSizeMax : data.bbSize.z;
  22631. data.subDiv.max = data.partitioningSubdivisions;
  22632. data.subDiv.X = Math.floor(data.subDiv.max * data.bbSize.x / bbSizeMax); // adjust the number of subdivisions per axis
  22633. data.subDiv.Y = Math.floor(data.subDiv.max * data.bbSize.y / bbSizeMax); // according to each bbox size per axis
  22634. data.subDiv.Z = Math.floor(data.subDiv.max * data.bbSize.z / bbSizeMax);
  22635. data.subDiv.X = data.subDiv.X < 1 ? 1 : data.subDiv.X; // at least one subdivision
  22636. data.subDiv.Y = data.subDiv.Y < 1 ? 1 : data.subDiv.Y;
  22637. data.subDiv.Z = data.subDiv.Z < 1 ? 1 : data.subDiv.Z;
  22638. // set the parameters for ComputeNormals()
  22639. data.facetParameters.facetNormals = this.getFacetLocalNormals();
  22640. data.facetParameters.facetPositions = this.getFacetLocalPositions();
  22641. data.facetParameters.facetPartitioning = this.getFacetLocalPartitioning();
  22642. data.facetParameters.bInfo = bInfo;
  22643. data.facetParameters.bbSize = data.bbSize;
  22644. data.facetParameters.subDiv = data.subDiv;
  22645. data.facetParameters.ratio = this.partitioningBBoxRatio;
  22646. data.facetParameters.depthSort = data.facetDepthSort;
  22647. if (data.facetDepthSort && data.facetDepthSortEnabled) {
  22648. this.computeWorldMatrix(true);
  22649. this._worldMatrix.invertToRef(data.invertedMatrix);
  22650. BABYLON.Vector3.TransformCoordinatesToRef(data.facetDepthSortFrom, data.invertedMatrix, data.facetDepthSortOrigin);
  22651. data.facetParameters.distanceTo = data.facetDepthSortOrigin;
  22652. }
  22653. data.facetParameters.depthSortedFacets = data.depthSortedFacets;
  22654. BABYLON.VertexData.ComputeNormals(positions, indices, normals, data.facetParameters);
  22655. if (data.facetDepthSort && data.facetDepthSortEnabled) {
  22656. data.depthSortedFacets.sort(data.facetDepthSortFunction);
  22657. var l = (data.depthSortedIndices.length / 3) | 0;
  22658. for (var f = 0; f < l; f++) {
  22659. var sind = data.depthSortedFacets[f].ind;
  22660. data.depthSortedIndices[f * 3] = indices[sind];
  22661. data.depthSortedIndices[f * 3 + 1] = indices[sind + 1];
  22662. data.depthSortedIndices[f * 3 + 2] = indices[sind + 2];
  22663. }
  22664. this.updateIndices(data.depthSortedIndices);
  22665. }
  22666. return this;
  22667. };
  22668. /**
  22669. * Returns the facetLocalNormals array.
  22670. * The normals are expressed in the mesh local spac
  22671. * @returns an array of Vector3
  22672. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22673. */
  22674. AbstractMesh.prototype.getFacetLocalNormals = function () {
  22675. if (!this._facetData.facetNormals) {
  22676. this.updateFacetData();
  22677. }
  22678. return this._facetData.facetNormals;
  22679. };
  22680. /**
  22681. * Returns the facetLocalPositions array.
  22682. * The facet positions are expressed in the mesh local space
  22683. * @returns an array of Vector3
  22684. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22685. */
  22686. AbstractMesh.prototype.getFacetLocalPositions = function () {
  22687. if (!this._facetData.facetPositions) {
  22688. this.updateFacetData();
  22689. }
  22690. return this._facetData.facetPositions;
  22691. };
  22692. /**
  22693. * Returns the facetLocalPartioning array
  22694. * @returns an array of array of numbers
  22695. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22696. */
  22697. AbstractMesh.prototype.getFacetLocalPartitioning = function () {
  22698. if (!this._facetData.facetPartitioning) {
  22699. this.updateFacetData();
  22700. }
  22701. return this._facetData.facetPartitioning;
  22702. };
  22703. /**
  22704. * Returns the i-th facet position in the world system.
  22705. * This method allocates a new Vector3 per call
  22706. * @param i defines the facet index
  22707. * @returns a new Vector3
  22708. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22709. */
  22710. AbstractMesh.prototype.getFacetPosition = function (i) {
  22711. var pos = BABYLON.Vector3.Zero();
  22712. this.getFacetPositionToRef(i, pos);
  22713. return pos;
  22714. };
  22715. /**
  22716. * Sets the reference Vector3 with the i-th facet position in the world system
  22717. * @param i defines the facet index
  22718. * @param ref defines the target vector
  22719. * @returns the current mesh
  22720. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22721. */
  22722. AbstractMesh.prototype.getFacetPositionToRef = function (i, ref) {
  22723. var localPos = (this.getFacetLocalPositions())[i];
  22724. var world = this.getWorldMatrix();
  22725. BABYLON.Vector3.TransformCoordinatesToRef(localPos, world, ref);
  22726. return this;
  22727. };
  22728. /**
  22729. * Returns the i-th facet normal in the world system.
  22730. * This method allocates a new Vector3 per call
  22731. * @param i defines the facet index
  22732. * @returns a new Vector3
  22733. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22734. */
  22735. AbstractMesh.prototype.getFacetNormal = function (i) {
  22736. var norm = BABYLON.Vector3.Zero();
  22737. this.getFacetNormalToRef(i, norm);
  22738. return norm;
  22739. };
  22740. /**
  22741. * Sets the reference Vector3 with the i-th facet normal in the world system
  22742. * @param i defines the facet index
  22743. * @param ref defines the target vector
  22744. * @returns the current mesh
  22745. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22746. */
  22747. AbstractMesh.prototype.getFacetNormalToRef = function (i, ref) {
  22748. var localNorm = (this.getFacetLocalNormals())[i];
  22749. BABYLON.Vector3.TransformNormalToRef(localNorm, this.getWorldMatrix(), ref);
  22750. return this;
  22751. };
  22752. /**
  22753. * 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)
  22754. * @param x defines x coordinate
  22755. * @param y defines y coordinate
  22756. * @param z defines z coordinate
  22757. * @returns the array of facet indexes
  22758. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22759. */
  22760. AbstractMesh.prototype.getFacetsAtLocalCoordinates = function (x, y, z) {
  22761. var bInfo = this.getBoundingInfo();
  22762. var data = this._facetData;
  22763. var ox = Math.floor((x - bInfo.minimum.x * data.partitioningBBoxRatio) * data.subDiv.X * data.partitioningBBoxRatio / data.bbSize.x);
  22764. var oy = Math.floor((y - bInfo.minimum.y * data.partitioningBBoxRatio) * data.subDiv.Y * data.partitioningBBoxRatio / data.bbSize.y);
  22765. var oz = Math.floor((z - bInfo.minimum.z * data.partitioningBBoxRatio) * data.subDiv.Z * data.partitioningBBoxRatio / data.bbSize.z);
  22766. if (ox < 0 || ox > data.subDiv.max || oy < 0 || oy > data.subDiv.max || oz < 0 || oz > data.subDiv.max) {
  22767. return null;
  22768. }
  22769. return data.facetPartitioning[ox + data.subDiv.max * oy + data.subDiv.max * data.subDiv.max * oz];
  22770. };
  22771. /**
  22772. * Returns the closest mesh facet index at (x,y,z) World coordinates, null if not found
  22773. * @param projected sets as the (x,y,z) world projection on the facet
  22774. * @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
  22775. * @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
  22776. * @param x defines x coordinate
  22777. * @param y defines y coordinate
  22778. * @param z defines z coordinate
  22779. * @returns the face index if found (or null instead)
  22780. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22781. */
  22782. AbstractMesh.prototype.getClosestFacetAtCoordinates = function (x, y, z, projected, checkFace, facing) {
  22783. if (checkFace === void 0) { checkFace = false; }
  22784. if (facing === void 0) { facing = true; }
  22785. var world = this.getWorldMatrix();
  22786. var invMat = BABYLON.Tmp.Matrix[5];
  22787. world.invertToRef(invMat);
  22788. var invVect = BABYLON.Tmp.Vector3[8];
  22789. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(x, y, z, invMat, invVect); // transform (x,y,z) to coordinates in the mesh local space
  22790. var closest = this.getClosestFacetAtLocalCoordinates(invVect.x, invVect.y, invVect.z, projected, checkFace, facing);
  22791. if (projected) {
  22792. // tranform the local computed projected vector to world coordinates
  22793. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(projected.x, projected.y, projected.z, world, projected);
  22794. }
  22795. return closest;
  22796. };
  22797. /**
  22798. * Returns the closest mesh facet index at (x,y,z) local coordinates, null if not found
  22799. * @param projected sets as the (x,y,z) local projection on the facet
  22800. * @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
  22801. * @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
  22802. * @param x defines x coordinate
  22803. * @param y defines y coordinate
  22804. * @param z defines z coordinate
  22805. * @returns the face index if found (or null instead)
  22806. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22807. */
  22808. AbstractMesh.prototype.getClosestFacetAtLocalCoordinates = function (x, y, z, projected, checkFace, facing) {
  22809. if (checkFace === void 0) { checkFace = false; }
  22810. if (facing === void 0) { facing = true; }
  22811. var closest = null;
  22812. var tmpx = 0.0;
  22813. var tmpy = 0.0;
  22814. var tmpz = 0.0;
  22815. var d = 0.0; // tmp dot facet normal * facet position
  22816. var t0 = 0.0;
  22817. var projx = 0.0;
  22818. var projy = 0.0;
  22819. var projz = 0.0;
  22820. // Get all the facets in the same partitioning block than (x, y, z)
  22821. var facetPositions = this.getFacetLocalPositions();
  22822. var facetNormals = this.getFacetLocalNormals();
  22823. var facetsInBlock = this.getFacetsAtLocalCoordinates(x, y, z);
  22824. if (!facetsInBlock) {
  22825. return null;
  22826. }
  22827. // Get the closest facet to (x, y, z)
  22828. var shortest = Number.MAX_VALUE; // init distance vars
  22829. var tmpDistance = shortest;
  22830. var fib; // current facet in the block
  22831. var norm; // current facet normal
  22832. var p0; // current facet barycenter position
  22833. // loop on all the facets in the current partitioning block
  22834. for (var idx = 0; idx < facetsInBlock.length; idx++) {
  22835. fib = facetsInBlock[idx];
  22836. norm = facetNormals[fib];
  22837. p0 = facetPositions[fib];
  22838. d = (x - p0.x) * norm.x + (y - p0.y) * norm.y + (z - p0.z) * norm.z;
  22839. if (!checkFace || (checkFace && facing && d >= 0.0) || (checkFace && !facing && d <= 0.0)) {
  22840. // compute (x,y,z) projection on the facet = (projx, projy, projz)
  22841. d = norm.x * p0.x + norm.y * p0.y + norm.z * p0.z;
  22842. t0 = -(norm.x * x + norm.y * y + norm.z * z - d) / (norm.x * norm.x + norm.y * norm.y + norm.z * norm.z);
  22843. projx = x + norm.x * t0;
  22844. projy = y + norm.y * t0;
  22845. projz = z + norm.z * t0;
  22846. tmpx = projx - x;
  22847. tmpy = projy - y;
  22848. tmpz = projz - z;
  22849. tmpDistance = tmpx * tmpx + tmpy * tmpy + tmpz * tmpz; // compute length between (x, y, z) and its projection on the facet
  22850. if (tmpDistance < shortest) { // just keep the closest facet to (x, y, z)
  22851. shortest = tmpDistance;
  22852. closest = fib;
  22853. if (projected) {
  22854. projected.x = projx;
  22855. projected.y = projy;
  22856. projected.z = projz;
  22857. }
  22858. }
  22859. }
  22860. }
  22861. return closest;
  22862. };
  22863. /**
  22864. * Returns the object "parameter" set with all the expected parameters for facetData computation by ComputeNormals()
  22865. * @returns the parameters
  22866. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22867. */
  22868. AbstractMesh.prototype.getFacetDataParameters = function () {
  22869. return this._facetData.facetParameters;
  22870. };
  22871. /**
  22872. * Disables the feature FacetData and frees the related memory
  22873. * @returns the current mesh
  22874. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22875. */
  22876. AbstractMesh.prototype.disableFacetData = function () {
  22877. if (this._facetData.facetDataEnabled) {
  22878. this._facetData.facetDataEnabled = false;
  22879. this._facetData.facetPositions = new Array();
  22880. this._facetData.facetNormals = new Array();
  22881. this._facetData.facetPartitioning = new Array();
  22882. this._facetData.facetParameters = null;
  22883. this._facetData.depthSortedIndices = new Uint32Array(0);
  22884. }
  22885. return this;
  22886. };
  22887. /**
  22888. * Updates the AbstractMesh indices array
  22889. * @param indices defines the data source
  22890. * @returns the current mesh
  22891. */
  22892. AbstractMesh.prototype.updateIndices = function (indices) {
  22893. return this;
  22894. };
  22895. /**
  22896. * Creates new normals data for the mesh
  22897. * @param updatable defines if the normal vertex buffer must be flagged as updatable
  22898. * @returns the current mesh
  22899. */
  22900. AbstractMesh.prototype.createNormals = function (updatable) {
  22901. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  22902. var indices = this.getIndices();
  22903. var normals;
  22904. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  22905. normals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  22906. }
  22907. else {
  22908. normals = [];
  22909. }
  22910. BABYLON.VertexData.ComputeNormals(positions, indices, normals, { useRightHandedSystem: this.getScene().useRightHandedSystem });
  22911. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals, updatable);
  22912. return this;
  22913. };
  22914. /**
  22915. * Align the mesh with a normal
  22916. * @param normal defines the normal to use
  22917. * @param upDirection can be used to redefined the up vector to use (will use the (0, 1, 0) by default)
  22918. * @returns the current mesh
  22919. */
  22920. AbstractMesh.prototype.alignWithNormal = function (normal, upDirection) {
  22921. if (!upDirection) {
  22922. upDirection = BABYLON.Axis.Y;
  22923. }
  22924. var axisX = BABYLON.Tmp.Vector3[0];
  22925. var axisZ = BABYLON.Tmp.Vector3[1];
  22926. BABYLON.Vector3.CrossToRef(upDirection, normal, axisZ);
  22927. BABYLON.Vector3.CrossToRef(normal, axisZ, axisX);
  22928. if (this.rotationQuaternion) {
  22929. BABYLON.Quaternion.RotationQuaternionFromAxisToRef(axisX, normal, axisZ, this.rotationQuaternion);
  22930. }
  22931. else {
  22932. BABYLON.Vector3.RotationFromAxisToRef(axisX, normal, axisZ, this.rotation);
  22933. }
  22934. return this;
  22935. };
  22936. /** @hidden */
  22937. AbstractMesh.prototype._checkOcclusionQuery = function () {
  22938. return false;
  22939. };
  22940. /** No occlusion */
  22941. AbstractMesh.OCCLUSION_TYPE_NONE = 0;
  22942. /** Occlusion set to optimisitic */
  22943. AbstractMesh.OCCLUSION_TYPE_OPTIMISTIC = 1;
  22944. /** Occlusion set to strict */
  22945. AbstractMesh.OCCLUSION_TYPE_STRICT = 2;
  22946. /** Use an accurante occlusion algorithm */
  22947. AbstractMesh.OCCLUSION_ALGORITHM_TYPE_ACCURATE = 0;
  22948. /** Use a conservative occlusion algorithm */
  22949. AbstractMesh.OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE = 1;
  22950. /** Default culling strategy with bounding box and bounding sphere and then frustum culling */
  22951. AbstractMesh.CULLINGSTRATEGY_STANDARD = 0;
  22952. /** Culling strategy with bounding sphere only and then frustum culling */
  22953. AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY = 1;
  22954. return AbstractMesh;
  22955. }(BABYLON.TransformNode));
  22956. BABYLON.AbstractMesh = AbstractMesh;
  22957. })(BABYLON || (BABYLON = {}));
  22958. //# sourceMappingURL=babylon.abstractMesh.js.map
  22959. var BABYLON;
  22960. (function (BABYLON) {
  22961. /**
  22962. * Base class of all the lights in Babylon. It groups all the generic information about lights.
  22963. * Lights are used, as you would expect, to affect how meshes are seen, in terms of both illumination and colour.
  22964. * 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.
  22965. */
  22966. var Light = /** @class */ (function (_super) {
  22967. __extends(Light, _super);
  22968. /**
  22969. * Creates a Light object in the scene.
  22970. * Documentation : https://doc.babylonjs.com/babylon101/lights
  22971. * @param name The firendly name of the light
  22972. * @param scene The scene the light belongs too
  22973. */
  22974. function Light(name, scene) {
  22975. var _this = _super.call(this, name, scene) || this;
  22976. /**
  22977. * Diffuse gives the basic color to an object.
  22978. */
  22979. _this.diffuse = new BABYLON.Color3(1.0, 1.0, 1.0);
  22980. /**
  22981. * Specular produces a highlight color on an object.
  22982. * Note: This is note affecting PBR materials.
  22983. */
  22984. _this.specular = new BABYLON.Color3(1.0, 1.0, 1.0);
  22985. /**
  22986. * Defines the falloff type for this light. This lets overrriding how punctual light are
  22987. * falling off base on range or angle.
  22988. * This can be set to any values in Light.FALLOFF_x.
  22989. *
  22990. * Note: This is only useful for PBR Materials at the moment. This could be extended if required to
  22991. * other types of materials.
  22992. */
  22993. _this.falloffType = Light.FALLOFF_DEFAULT;
  22994. /**
  22995. * Strength of the light.
  22996. * Note: By default it is define in the framework own unit.
  22997. * Note: In PBR materials the intensityMode can be use to chose what unit the intensity is defined in.
  22998. */
  22999. _this.intensity = 1.0;
  23000. _this._range = Number.MAX_VALUE;
  23001. _this._inverseSquaredRange = 0;
  23002. /**
  23003. * Cached photometric scale default to 1.0 as the automatic intensity mode defaults to 1.0 for every type
  23004. * of light.
  23005. */
  23006. _this._photometricScale = 1.0;
  23007. _this._intensityMode = Light.INTENSITYMODE_AUTOMATIC;
  23008. _this._radius = 0.00001;
  23009. /**
  23010. * Defines the rendering priority of the lights. It can help in case of fallback or number of lights
  23011. * exceeding the number allowed of the materials.
  23012. */
  23013. _this.renderPriority = 0;
  23014. _this._shadowEnabled = true;
  23015. _this._excludeWithLayerMask = 0;
  23016. _this._includeOnlyWithLayerMask = 0;
  23017. _this._lightmapMode = 0;
  23018. /**
  23019. * @hidden Internal use only.
  23020. */
  23021. _this._excludedMeshesIds = new Array();
  23022. /**
  23023. * @hidden Internal use only.
  23024. */
  23025. _this._includedOnlyMeshesIds = new Array();
  23026. _this.getScene().addLight(_this);
  23027. _this._uniformBuffer = new BABYLON.UniformBuffer(_this.getScene().getEngine());
  23028. _this._buildUniformLayout();
  23029. _this.includedOnlyMeshes = new Array();
  23030. _this.excludedMeshes = new Array();
  23031. _this._resyncMeshes();
  23032. return _this;
  23033. }
  23034. Object.defineProperty(Light.prototype, "range", {
  23035. /**
  23036. * Defines how far from the source the light is impacting in scene units.
  23037. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  23038. */
  23039. get: function () {
  23040. return this._range;
  23041. },
  23042. /**
  23043. * Defines how far from the source the light is impacting in scene units.
  23044. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  23045. */
  23046. set: function (value) {
  23047. this._range = value;
  23048. this._inverseSquaredRange = 1.0 / (this.range * this.range);
  23049. },
  23050. enumerable: true,
  23051. configurable: true
  23052. });
  23053. Object.defineProperty(Light.prototype, "intensityMode", {
  23054. /**
  23055. * Gets the photometric scale used to interpret the intensity.
  23056. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  23057. */
  23058. get: function () {
  23059. return this._intensityMode;
  23060. },
  23061. /**
  23062. * Sets the photometric scale used to interpret the intensity.
  23063. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  23064. */
  23065. set: function (value) {
  23066. this._intensityMode = value;
  23067. this._computePhotometricScale();
  23068. },
  23069. enumerable: true,
  23070. configurable: true
  23071. });
  23072. Object.defineProperty(Light.prototype, "radius", {
  23073. /**
  23074. * Gets the light radius used by PBR Materials to simulate soft area lights.
  23075. */
  23076. get: function () {
  23077. return this._radius;
  23078. },
  23079. /**
  23080. * sets the light radius used by PBR Materials to simulate soft area lights.
  23081. */
  23082. set: function (value) {
  23083. this._radius = value;
  23084. this._computePhotometricScale();
  23085. },
  23086. enumerable: true,
  23087. configurable: true
  23088. });
  23089. Object.defineProperty(Light.prototype, "shadowEnabled", {
  23090. /**
  23091. * Gets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  23092. * the current shadow generator.
  23093. */
  23094. get: function () {
  23095. return this._shadowEnabled;
  23096. },
  23097. /**
  23098. * Sets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  23099. * the current shadow generator.
  23100. */
  23101. set: function (value) {
  23102. if (this._shadowEnabled === value) {
  23103. return;
  23104. }
  23105. this._shadowEnabled = value;
  23106. this._markMeshesAsLightDirty();
  23107. },
  23108. enumerable: true,
  23109. configurable: true
  23110. });
  23111. Object.defineProperty(Light.prototype, "includedOnlyMeshes", {
  23112. /**
  23113. * Gets the only meshes impacted by this light.
  23114. */
  23115. get: function () {
  23116. return this._includedOnlyMeshes;
  23117. },
  23118. /**
  23119. * Sets the only meshes impacted by this light.
  23120. */
  23121. set: function (value) {
  23122. this._includedOnlyMeshes = value;
  23123. this._hookArrayForIncludedOnly(value);
  23124. },
  23125. enumerable: true,
  23126. configurable: true
  23127. });
  23128. Object.defineProperty(Light.prototype, "excludedMeshes", {
  23129. /**
  23130. * Gets the meshes not impacted by this light.
  23131. */
  23132. get: function () {
  23133. return this._excludedMeshes;
  23134. },
  23135. /**
  23136. * Sets the meshes not impacted by this light.
  23137. */
  23138. set: function (value) {
  23139. this._excludedMeshes = value;
  23140. this._hookArrayForExcluded(value);
  23141. },
  23142. enumerable: true,
  23143. configurable: true
  23144. });
  23145. Object.defineProperty(Light.prototype, "excludeWithLayerMask", {
  23146. /**
  23147. * Gets the layer id use to find what meshes are not impacted by the light.
  23148. * Inactive if 0
  23149. */
  23150. get: function () {
  23151. return this._excludeWithLayerMask;
  23152. },
  23153. /**
  23154. * Sets the layer id use to find what meshes are not impacted by the light.
  23155. * Inactive if 0
  23156. */
  23157. set: function (value) {
  23158. this._excludeWithLayerMask = value;
  23159. this._resyncMeshes();
  23160. },
  23161. enumerable: true,
  23162. configurable: true
  23163. });
  23164. Object.defineProperty(Light.prototype, "includeOnlyWithLayerMask", {
  23165. /**
  23166. * Gets the layer id use to find what meshes are impacted by the light.
  23167. * Inactive if 0
  23168. */
  23169. get: function () {
  23170. return this._includeOnlyWithLayerMask;
  23171. },
  23172. /**
  23173. * Sets the layer id use to find what meshes are impacted by the light.
  23174. * Inactive if 0
  23175. */
  23176. set: function (value) {
  23177. this._includeOnlyWithLayerMask = value;
  23178. this._resyncMeshes();
  23179. },
  23180. enumerable: true,
  23181. configurable: true
  23182. });
  23183. Object.defineProperty(Light.prototype, "lightmapMode", {
  23184. /**
  23185. * Gets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  23186. */
  23187. get: function () {
  23188. return this._lightmapMode;
  23189. },
  23190. /**
  23191. * Sets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  23192. */
  23193. set: function (value) {
  23194. if (this._lightmapMode === value) {
  23195. return;
  23196. }
  23197. this._lightmapMode = value;
  23198. this._markMeshesAsLightDirty();
  23199. },
  23200. enumerable: true,
  23201. configurable: true
  23202. });
  23203. /**
  23204. * Returns the string "Light".
  23205. * @returns the class name
  23206. */
  23207. Light.prototype.getClassName = function () {
  23208. return "Light";
  23209. };
  23210. /**
  23211. * Converts the light information to a readable string for debug purpose.
  23212. * @param fullDetails Supports for multiple levels of logging within scene loading
  23213. * @returns the human readable light info
  23214. */
  23215. Light.prototype.toString = function (fullDetails) {
  23216. var ret = "Name: " + this.name;
  23217. ret += ", type: " + (["Point", "Directional", "Spot", "Hemispheric"])[this.getTypeID()];
  23218. if (this.animations) {
  23219. for (var i = 0; i < this.animations.length; i++) {
  23220. ret += ", animation[0]: " + this.animations[i].toString(fullDetails);
  23221. }
  23222. }
  23223. if (fullDetails) {
  23224. }
  23225. return ret;
  23226. };
  23227. /** @hidden */
  23228. Light.prototype._syncParentEnabledState = function () {
  23229. _super.prototype._syncParentEnabledState.call(this);
  23230. this._resyncMeshes();
  23231. };
  23232. /**
  23233. * Set the enabled state of this node.
  23234. * @param value - the new enabled state
  23235. */
  23236. Light.prototype.setEnabled = function (value) {
  23237. _super.prototype.setEnabled.call(this, value);
  23238. this._resyncMeshes();
  23239. };
  23240. /**
  23241. * Returns the Light associated shadow generator if any.
  23242. * @return the associated shadow generator.
  23243. */
  23244. Light.prototype.getShadowGenerator = function () {
  23245. return this._shadowGenerator;
  23246. };
  23247. /**
  23248. * Returns a Vector3, the absolute light position in the World.
  23249. * @returns the world space position of the light
  23250. */
  23251. Light.prototype.getAbsolutePosition = function () {
  23252. return BABYLON.Vector3.Zero();
  23253. };
  23254. /**
  23255. * Specifies if the light will affect the passed mesh.
  23256. * @param mesh The mesh to test against the light
  23257. * @return true the mesh is affected otherwise, false.
  23258. */
  23259. Light.prototype.canAffectMesh = function (mesh) {
  23260. if (!mesh) {
  23261. return true;
  23262. }
  23263. if (this.includedOnlyMeshes && this.includedOnlyMeshes.length > 0 && this.includedOnlyMeshes.indexOf(mesh) === -1) {
  23264. return false;
  23265. }
  23266. if (this.excludedMeshes && this.excludedMeshes.length > 0 && this.excludedMeshes.indexOf(mesh) !== -1) {
  23267. return false;
  23268. }
  23269. if (this.includeOnlyWithLayerMask !== 0 && (this.includeOnlyWithLayerMask & mesh.layerMask) === 0) {
  23270. return false;
  23271. }
  23272. if (this.excludeWithLayerMask !== 0 && this.excludeWithLayerMask & mesh.layerMask) {
  23273. return false;
  23274. }
  23275. return true;
  23276. };
  23277. /**
  23278. * Sort function to order lights for rendering.
  23279. * @param a First Light object to compare to second.
  23280. * @param b Second Light object to compare first.
  23281. * @return -1 to reduce's a's index relative to be, 0 for no change, 1 to increase a's index relative to b.
  23282. */
  23283. Light.CompareLightsPriority = function (a, b) {
  23284. //shadow-casting lights have priority over non-shadow-casting lights
  23285. //the renderPrioirty is a secondary sort criterion
  23286. if (a.shadowEnabled !== b.shadowEnabled) {
  23287. return (b.shadowEnabled ? 1 : 0) - (a.shadowEnabled ? 1 : 0);
  23288. }
  23289. return b.renderPriority - a.renderPriority;
  23290. };
  23291. /**
  23292. * Releases resources associated with this node.
  23293. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  23294. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  23295. */
  23296. Light.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  23297. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  23298. if (this._shadowGenerator) {
  23299. this._shadowGenerator.dispose();
  23300. this._shadowGenerator = null;
  23301. }
  23302. // Animations
  23303. this.getScene().stopAnimation(this);
  23304. // Remove from meshes
  23305. for (var _i = 0, _a = this.getScene().meshes; _i < _a.length; _i++) {
  23306. var mesh = _a[_i];
  23307. mesh._removeLightSource(this);
  23308. }
  23309. this._uniformBuffer.dispose();
  23310. // Remove from scene
  23311. this.getScene().removeLight(this);
  23312. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  23313. };
  23314. /**
  23315. * Returns the light type ID (integer).
  23316. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  23317. */
  23318. Light.prototype.getTypeID = function () {
  23319. return 0;
  23320. };
  23321. /**
  23322. * Returns the intensity scaled by the Photometric Scale according to the light type and intensity mode.
  23323. * @returns the scaled intensity in intensity mode unit
  23324. */
  23325. Light.prototype.getScaledIntensity = function () {
  23326. return this._photometricScale * this.intensity;
  23327. };
  23328. /**
  23329. * Returns a new Light object, named "name", from the current one.
  23330. * @param name The name of the cloned light
  23331. * @returns the new created light
  23332. */
  23333. Light.prototype.clone = function (name) {
  23334. var constructor = Light.GetConstructorFromName(this.getTypeID(), name, this.getScene());
  23335. if (!constructor) {
  23336. return null;
  23337. }
  23338. return BABYLON.SerializationHelper.Clone(constructor, this);
  23339. };
  23340. /**
  23341. * Serializes the current light into a Serialization object.
  23342. * @returns the serialized object.
  23343. */
  23344. Light.prototype.serialize = function () {
  23345. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  23346. // Type
  23347. serializationObject.type = this.getTypeID();
  23348. // Parent
  23349. if (this.parent) {
  23350. serializationObject.parentId = this.parent.id;
  23351. }
  23352. // Inclusion / exclusions
  23353. if (this.excludedMeshes.length > 0) {
  23354. serializationObject.excludedMeshesIds = [];
  23355. this.excludedMeshes.forEach(function (mesh) {
  23356. serializationObject.excludedMeshesIds.push(mesh.id);
  23357. });
  23358. }
  23359. if (this.includedOnlyMeshes.length > 0) {
  23360. serializationObject.includedOnlyMeshesIds = [];
  23361. this.includedOnlyMeshes.forEach(function (mesh) {
  23362. serializationObject.includedOnlyMeshesIds.push(mesh.id);
  23363. });
  23364. }
  23365. // Animations
  23366. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  23367. serializationObject.ranges = this.serializeAnimationRanges();
  23368. return serializationObject;
  23369. };
  23370. /**
  23371. * Creates a new typed light from the passed type (integer) : point light = 0, directional light = 1, spot light = 2, hemispheric light = 3.
  23372. * This new light is named "name" and added to the passed scene.
  23373. * @param type Type according to the types available in Light.LIGHTTYPEID_x
  23374. * @param name The friendly name of the light
  23375. * @param scene The scene the new light will belong to
  23376. * @returns the constructor function
  23377. */
  23378. Light.GetConstructorFromName = function (type, name, scene) {
  23379. var constructorFunc = BABYLON.Node.Construct("Light_Type_" + type, name, scene);
  23380. if (constructorFunc) {
  23381. return constructorFunc;
  23382. }
  23383. // Default to no light for none present once.
  23384. return null;
  23385. };
  23386. /**
  23387. * Parses the passed "parsedLight" and returns a new instanced Light from this parsing.
  23388. * @param parsedLight The JSON representation of the light
  23389. * @param scene The scene to create the parsed light in
  23390. * @returns the created light after parsing
  23391. */
  23392. Light.Parse = function (parsedLight, scene) {
  23393. var constructor = Light.GetConstructorFromName(parsedLight.type, parsedLight.name, scene);
  23394. if (!constructor) {
  23395. return null;
  23396. }
  23397. var light = BABYLON.SerializationHelper.Parse(constructor, parsedLight, scene);
  23398. // Inclusion / exclusions
  23399. if (parsedLight.excludedMeshesIds) {
  23400. light._excludedMeshesIds = parsedLight.excludedMeshesIds;
  23401. }
  23402. if (parsedLight.includedOnlyMeshesIds) {
  23403. light._includedOnlyMeshesIds = parsedLight.includedOnlyMeshesIds;
  23404. }
  23405. // Parent
  23406. if (parsedLight.parentId) {
  23407. light._waitingParentId = parsedLight.parentId;
  23408. }
  23409. // Animations
  23410. if (parsedLight.animations) {
  23411. for (var animationIndex = 0; animationIndex < parsedLight.animations.length; animationIndex++) {
  23412. var parsedAnimation = parsedLight.animations[animationIndex];
  23413. light.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  23414. }
  23415. BABYLON.Node.ParseAnimationRanges(light, parsedLight, scene);
  23416. }
  23417. if (parsedLight.autoAnimate) {
  23418. scene.beginAnimation(light, parsedLight.autoAnimateFrom, parsedLight.autoAnimateTo, parsedLight.autoAnimateLoop, parsedLight.autoAnimateSpeed || 1.0);
  23419. }
  23420. return light;
  23421. };
  23422. Light.prototype._hookArrayForExcluded = function (array) {
  23423. var _this = this;
  23424. var oldPush = array.push;
  23425. array.push = function () {
  23426. var items = [];
  23427. for (var _i = 0; _i < arguments.length; _i++) {
  23428. items[_i] = arguments[_i];
  23429. }
  23430. var result = oldPush.apply(array, items);
  23431. for (var _a = 0, items_1 = items; _a < items_1.length; _a++) {
  23432. var item = items_1[_a];
  23433. item._resyncLighSource(_this);
  23434. }
  23435. return result;
  23436. };
  23437. var oldSplice = array.splice;
  23438. array.splice = function (index, deleteCount) {
  23439. var deleted = oldSplice.apply(array, [index, deleteCount]);
  23440. for (var _i = 0, deleted_1 = deleted; _i < deleted_1.length; _i++) {
  23441. var item = deleted_1[_i];
  23442. item._resyncLighSource(_this);
  23443. }
  23444. return deleted;
  23445. };
  23446. for (var _i = 0, array_1 = array; _i < array_1.length; _i++) {
  23447. var item = array_1[_i];
  23448. item._resyncLighSource(this);
  23449. }
  23450. };
  23451. Light.prototype._hookArrayForIncludedOnly = function (array) {
  23452. var _this = this;
  23453. var oldPush = array.push;
  23454. array.push = function () {
  23455. var items = [];
  23456. for (var _i = 0; _i < arguments.length; _i++) {
  23457. items[_i] = arguments[_i];
  23458. }
  23459. var result = oldPush.apply(array, items);
  23460. _this._resyncMeshes();
  23461. return result;
  23462. };
  23463. var oldSplice = array.splice;
  23464. array.splice = function (index, deleteCount) {
  23465. var deleted = oldSplice.apply(array, [index, deleteCount]);
  23466. _this._resyncMeshes();
  23467. return deleted;
  23468. };
  23469. this._resyncMeshes();
  23470. };
  23471. Light.prototype._resyncMeshes = function () {
  23472. for (var _i = 0, _a = this.getScene().meshes; _i < _a.length; _i++) {
  23473. var mesh = _a[_i];
  23474. mesh._resyncLighSource(this);
  23475. }
  23476. };
  23477. /**
  23478. * Forces the meshes to update their light related information in their rendering used effects
  23479. * @hidden Internal Use Only
  23480. */
  23481. Light.prototype._markMeshesAsLightDirty = function () {
  23482. for (var _i = 0, _a = this.getScene().meshes; _i < _a.length; _i++) {
  23483. var mesh = _a[_i];
  23484. if (mesh._lightSources.indexOf(this) !== -1) {
  23485. mesh._markSubMeshesAsLightDirty();
  23486. }
  23487. }
  23488. };
  23489. /**
  23490. * Recomputes the cached photometric scale if needed.
  23491. */
  23492. Light.prototype._computePhotometricScale = function () {
  23493. this._photometricScale = this._getPhotometricScale();
  23494. this.getScene().resetCachedMaterial();
  23495. };
  23496. /**
  23497. * Returns the Photometric Scale according to the light type and intensity mode.
  23498. */
  23499. Light.prototype._getPhotometricScale = function () {
  23500. var photometricScale = 0.0;
  23501. var lightTypeID = this.getTypeID();
  23502. //get photometric mode
  23503. var photometricMode = this.intensityMode;
  23504. if (photometricMode === Light.INTENSITYMODE_AUTOMATIC) {
  23505. if (lightTypeID === Light.LIGHTTYPEID_DIRECTIONALLIGHT) {
  23506. photometricMode = Light.INTENSITYMODE_ILLUMINANCE;
  23507. }
  23508. else {
  23509. photometricMode = Light.INTENSITYMODE_LUMINOUSINTENSITY;
  23510. }
  23511. }
  23512. //compute photometric scale
  23513. switch (lightTypeID) {
  23514. case Light.LIGHTTYPEID_POINTLIGHT:
  23515. case Light.LIGHTTYPEID_SPOTLIGHT:
  23516. switch (photometricMode) {
  23517. case Light.INTENSITYMODE_LUMINOUSPOWER:
  23518. photometricScale = 1.0 / (4.0 * Math.PI);
  23519. break;
  23520. case Light.INTENSITYMODE_LUMINOUSINTENSITY:
  23521. photometricScale = 1.0;
  23522. break;
  23523. case Light.INTENSITYMODE_LUMINANCE:
  23524. photometricScale = this.radius * this.radius;
  23525. break;
  23526. }
  23527. break;
  23528. case Light.LIGHTTYPEID_DIRECTIONALLIGHT:
  23529. switch (photometricMode) {
  23530. case Light.INTENSITYMODE_ILLUMINANCE:
  23531. photometricScale = 1.0;
  23532. break;
  23533. case Light.INTENSITYMODE_LUMINANCE:
  23534. // When radius (and therefore solid angle) is non-zero a directional lights brightness can be specified via central (peak) luminance.
  23535. // For a directional light the 'radius' defines the angular radius (in radians) rather than world-space radius (e.g. in metres).
  23536. var apexAngleRadians = this.radius;
  23537. // Impose a minimum light angular size to avoid the light becoming an infinitely small angular light source (i.e. a dirac delta function).
  23538. apexAngleRadians = Math.max(apexAngleRadians, 0.001);
  23539. var solidAngle = 2.0 * Math.PI * (1.0 - Math.cos(apexAngleRadians));
  23540. photometricScale = solidAngle;
  23541. break;
  23542. }
  23543. break;
  23544. case Light.LIGHTTYPEID_HEMISPHERICLIGHT:
  23545. // No fall off in hemisperic light.
  23546. photometricScale = 1.0;
  23547. break;
  23548. }
  23549. return photometricScale;
  23550. };
  23551. /**
  23552. * Reorder the light in the scene according to their defined priority.
  23553. * @hidden Internal Use Only
  23554. */
  23555. Light.prototype._reorderLightsInScene = function () {
  23556. var scene = this.getScene();
  23557. if (this._renderPriority != 0) {
  23558. scene.requireLightSorting = true;
  23559. }
  23560. this.getScene().sortLightsByPriority();
  23561. };
  23562. /**
  23563. * Falloff Default: light is falling off following the material specification:
  23564. * standard material is using standard falloff whereas pbr material can request special falloff per materials.
  23565. */
  23566. Light.FALLOFF_DEFAULT = 0;
  23567. /**
  23568. * Falloff Physical: light is falling off following the inverse squared distance law.
  23569. */
  23570. Light.FALLOFF_PHYSICAL = 1;
  23571. /**
  23572. * Falloff gltf: light is falling off as described in the gltf moving to PBR document
  23573. * to enhance interoperability with other engines.
  23574. */
  23575. Light.FALLOFF_GLTF = 2;
  23576. /**
  23577. * Falloff Standard: light is falling off like in the standard material
  23578. * to enhance interoperability with other materials.
  23579. */
  23580. Light.FALLOFF_STANDARD = 3;
  23581. //lightmapMode Consts
  23582. /**
  23583. * If every light affecting the material is in this lightmapMode,
  23584. * material.lightmapTexture adds or multiplies
  23585. * (depends on material.useLightmapAsShadowmap)
  23586. * after every other light calculations.
  23587. */
  23588. Light.LIGHTMAP_DEFAULT = 0;
  23589. /**
  23590. * material.lightmapTexture as only diffuse lighting from this light
  23591. * adds only specular lighting from this light
  23592. * adds dynamic shadows
  23593. */
  23594. Light.LIGHTMAP_SPECULAR = 1;
  23595. /**
  23596. * material.lightmapTexture as only lighting
  23597. * no light calculation from this light
  23598. * only adds dynamic shadows from this light
  23599. */
  23600. Light.LIGHTMAP_SHADOWSONLY = 2;
  23601. // Intensity Mode Consts
  23602. /**
  23603. * Each light type uses the default quantity according to its type:
  23604. * point/spot lights use luminous intensity
  23605. * directional lights use illuminance
  23606. */
  23607. Light.INTENSITYMODE_AUTOMATIC = 0;
  23608. /**
  23609. * lumen (lm)
  23610. */
  23611. Light.INTENSITYMODE_LUMINOUSPOWER = 1;
  23612. /**
  23613. * candela (lm/sr)
  23614. */
  23615. Light.INTENSITYMODE_LUMINOUSINTENSITY = 2;
  23616. /**
  23617. * lux (lm/m^2)
  23618. */
  23619. Light.INTENSITYMODE_ILLUMINANCE = 3;
  23620. /**
  23621. * nit (cd/m^2)
  23622. */
  23623. Light.INTENSITYMODE_LUMINANCE = 4;
  23624. // Light types ids const.
  23625. /**
  23626. * Light type const id of the point light.
  23627. */
  23628. Light.LIGHTTYPEID_POINTLIGHT = 0;
  23629. /**
  23630. * Light type const id of the directional light.
  23631. */
  23632. Light.LIGHTTYPEID_DIRECTIONALLIGHT = 1;
  23633. /**
  23634. * Light type const id of the spot light.
  23635. */
  23636. Light.LIGHTTYPEID_SPOTLIGHT = 2;
  23637. /**
  23638. * Light type const id of the hemispheric light.
  23639. */
  23640. Light.LIGHTTYPEID_HEMISPHERICLIGHT = 3;
  23641. __decorate([
  23642. BABYLON.serializeAsColor3()
  23643. ], Light.prototype, "diffuse", void 0);
  23644. __decorate([
  23645. BABYLON.serializeAsColor3()
  23646. ], Light.prototype, "specular", void 0);
  23647. __decorate([
  23648. BABYLON.serialize()
  23649. ], Light.prototype, "falloffType", void 0);
  23650. __decorate([
  23651. BABYLON.serialize()
  23652. ], Light.prototype, "intensity", void 0);
  23653. __decorate([
  23654. BABYLON.serialize()
  23655. ], Light.prototype, "range", null);
  23656. __decorate([
  23657. BABYLON.serialize()
  23658. ], Light.prototype, "intensityMode", null);
  23659. __decorate([
  23660. BABYLON.serialize()
  23661. ], Light.prototype, "radius", null);
  23662. __decorate([
  23663. BABYLON.serialize()
  23664. ], Light.prototype, "_renderPriority", void 0);
  23665. __decorate([
  23666. BABYLON.expandToProperty("_reorderLightsInScene")
  23667. ], Light.prototype, "renderPriority", void 0);
  23668. __decorate([
  23669. BABYLON.serialize("shadowEnabled")
  23670. ], Light.prototype, "_shadowEnabled", void 0);
  23671. __decorate([
  23672. BABYLON.serialize("excludeWithLayerMask")
  23673. ], Light.prototype, "_excludeWithLayerMask", void 0);
  23674. __decorate([
  23675. BABYLON.serialize("includeOnlyWithLayerMask")
  23676. ], Light.prototype, "_includeOnlyWithLayerMask", void 0);
  23677. __decorate([
  23678. BABYLON.serialize("lightmapMode")
  23679. ], Light.prototype, "_lightmapMode", void 0);
  23680. return Light;
  23681. }(BABYLON.Node));
  23682. BABYLON.Light = Light;
  23683. })(BABYLON || (BABYLON = {}));
  23684. //# sourceMappingURL=babylon.light.js.map
  23685. var BABYLON;
  23686. (function (BABYLON) {
  23687. /**
  23688. * This is the base class of all the camera used in the application.
  23689. * @see http://doc.babylonjs.com/features/cameras
  23690. */
  23691. var Camera = /** @class */ (function (_super) {
  23692. __extends(Camera, _super);
  23693. /**
  23694. * Instantiates a new camera object.
  23695. * This should not be used directly but through the inherited cameras: ArcRotate, Free...
  23696. * @see http://doc.babylonjs.com/features/cameras
  23697. * @param name Defines the name of the camera in the scene
  23698. * @param position Defines the position of the camera
  23699. * @param scene Defines the scene the camera belongs too
  23700. * @param setActiveOnSceneIfNoneActive Defines if the camera should be set as active after creation if no other camera have been defined in the scene
  23701. */
  23702. function Camera(name, position, scene, setActiveOnSceneIfNoneActive) {
  23703. if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }
  23704. var _this = _super.call(this, name, scene) || this;
  23705. /**
  23706. * The vector the camera should consider as up.
  23707. * (default is Vector3(0, 1, 0) aka Vector3.Up())
  23708. */
  23709. _this.upVector = BABYLON.Vector3.Up();
  23710. /**
  23711. * Define the current limit on the left side for an orthographic camera
  23712. * In scene unit
  23713. */
  23714. _this.orthoLeft = null;
  23715. /**
  23716. * Define the current limit on the right side for an orthographic camera
  23717. * In scene unit
  23718. */
  23719. _this.orthoRight = null;
  23720. /**
  23721. * Define the current limit on the bottom side for an orthographic camera
  23722. * In scene unit
  23723. */
  23724. _this.orthoBottom = null;
  23725. /**
  23726. * Define the current limit on the top side for an orthographic camera
  23727. * In scene unit
  23728. */
  23729. _this.orthoTop = null;
  23730. /**
  23731. * Field Of View is set in Radians. (default is 0.8)
  23732. */
  23733. _this.fov = 0.8;
  23734. /**
  23735. * Define the minimum distance the camera can see from.
  23736. * This is important to note that the depth buffer are not infinite and the closer it starts
  23737. * the more your scene might encounter depth fighting issue.
  23738. */
  23739. _this.minZ = 1;
  23740. /**
  23741. * Define the maximum distance the camera can see to.
  23742. * This is important to note that the depth buffer are not infinite and the further it end
  23743. * the more your scene might encounter depth fighting issue.
  23744. */
  23745. _this.maxZ = 10000.0;
  23746. /**
  23747. * Define the default inertia of the camera.
  23748. * This helps giving a smooth feeling to the camera movement.
  23749. */
  23750. _this.inertia = 0.9;
  23751. /**
  23752. * Define the mode of the camera (Camera.PERSPECTIVE_CAMERA or Camera.PERSPECTIVE_ORTHOGRAPHIC)
  23753. */
  23754. _this.mode = Camera.PERSPECTIVE_CAMERA;
  23755. /**
  23756. * Define wether the camera is intermediate.
  23757. * This is useful to not present the output directly to the screen in case of rig without post process for instance
  23758. */
  23759. _this.isIntermediate = false;
  23760. /**
  23761. * Define the viewport of the camera.
  23762. * This correspond to the portion of the screen the camera will render to in normalized 0 to 1 unit.
  23763. */
  23764. _this.viewport = new BABYLON.Viewport(0, 0, 1.0, 1.0);
  23765. /**
  23766. * Restricts the camera to viewing objects with the same layerMask.
  23767. * A camera with a layerMask of 1 will render mesh.layerMask & camera.layerMask!== 0
  23768. */
  23769. _this.layerMask = 0x0FFFFFFF;
  23770. /**
  23771. * fovMode sets the camera frustum bounds to the viewport bounds. (default is FOVMODE_VERTICAL_FIXED)
  23772. */
  23773. _this.fovMode = Camera.FOVMODE_VERTICAL_FIXED;
  23774. /**
  23775. * Rig mode of the camera.
  23776. * This is useful to create the camera with two "eyes" instead of one to create VR or stereoscopic scenes.
  23777. * This is normally controlled byt the camera themselves as internal use.
  23778. */
  23779. _this.cameraRigMode = Camera.RIG_MODE_NONE;
  23780. /**
  23781. * Defines the list of custom render target which are rendered to and then used as the input to this camera's render. Eg. display another camera view on a TV in the main scene
  23782. * This is pretty helpfull if you wish to make a camera render to a texture you could reuse somewhere
  23783. * else in the scene.
  23784. */
  23785. _this.customRenderTargets = new Array();
  23786. /**
  23787. * When set, the camera will render to this render target instead of the default canvas
  23788. */
  23789. _this.outputRenderTarget = null;
  23790. /**
  23791. * Observable triggered when the camera view matrix has changed.
  23792. */
  23793. _this.onViewMatrixChangedObservable = new BABYLON.Observable();
  23794. /**
  23795. * Observable triggered when the camera Projection matrix has changed.
  23796. */
  23797. _this.onProjectionMatrixChangedObservable = new BABYLON.Observable();
  23798. /**
  23799. * Observable triggered when the inputs have been processed.
  23800. */
  23801. _this.onAfterCheckInputsObservable = new BABYLON.Observable();
  23802. /**
  23803. * Observable triggered when reset has been called and applied to the camera.
  23804. */
  23805. _this.onRestoreStateObservable = new BABYLON.Observable();
  23806. /** @hidden */
  23807. _this._rigCameras = new Array();
  23808. _this._webvrViewMatrix = BABYLON.Matrix.Identity();
  23809. /** @hidden */
  23810. _this._skipRendering = false;
  23811. /** @hidden */
  23812. _this._projectionMatrix = new BABYLON.Matrix();
  23813. /** @hidden */
  23814. _this._postProcesses = new Array();
  23815. /** @hidden */
  23816. _this._activeMeshes = new BABYLON.SmartArray(256);
  23817. _this._globalPosition = BABYLON.Vector3.Zero();
  23818. /** hidden */
  23819. _this._computedViewMatrix = BABYLON.Matrix.Identity();
  23820. _this._doNotComputeProjectionMatrix = false;
  23821. _this._transformMatrix = BABYLON.Matrix.Zero();
  23822. _this._refreshFrustumPlanes = true;
  23823. _this.getScene().addCamera(_this);
  23824. if (setActiveOnSceneIfNoneActive && !_this.getScene().activeCamera) {
  23825. _this.getScene().activeCamera = _this;
  23826. }
  23827. _this.position = position;
  23828. return _this;
  23829. }
  23830. /**
  23831. * Store current camera state (fov, position, etc..)
  23832. * @returns the camera
  23833. */
  23834. Camera.prototype.storeState = function () {
  23835. this._stateStored = true;
  23836. this._storedFov = this.fov;
  23837. return this;
  23838. };
  23839. /**
  23840. * Restores the camera state values if it has been stored. You must call storeState() first
  23841. */
  23842. Camera.prototype._restoreStateValues = function () {
  23843. if (!this._stateStored) {
  23844. return false;
  23845. }
  23846. this.fov = this._storedFov;
  23847. return true;
  23848. };
  23849. /**
  23850. * Restored camera state. You must call storeState() first.
  23851. * @returns true if restored and false otherwise
  23852. */
  23853. Camera.prototype.restoreState = function () {
  23854. if (this._restoreStateValues()) {
  23855. this.onRestoreStateObservable.notifyObservers(this);
  23856. return true;
  23857. }
  23858. return false;
  23859. };
  23860. /**
  23861. * Gets the class name of the camera.
  23862. * @returns the class name
  23863. */
  23864. Camera.prototype.getClassName = function () {
  23865. return "Camera";
  23866. };
  23867. /**
  23868. * Gets a string representation of the camera useful for debug purpose.
  23869. * @param fullDetails Defines that a more verboe level of logging is required
  23870. * @returns the string representation
  23871. */
  23872. Camera.prototype.toString = function (fullDetails) {
  23873. var ret = "Name: " + this.name;
  23874. ret += ", type: " + this.getClassName();
  23875. if (this.animations) {
  23876. for (var i = 0; i < this.animations.length; i++) {
  23877. ret += ", animation[0]: " + this.animations[i].toString(fullDetails);
  23878. }
  23879. }
  23880. if (fullDetails) {
  23881. }
  23882. return ret;
  23883. };
  23884. Object.defineProperty(Camera.prototype, "globalPosition", {
  23885. /**
  23886. * Gets the current world space position of the camera.
  23887. */
  23888. get: function () {
  23889. return this._globalPosition;
  23890. },
  23891. enumerable: true,
  23892. configurable: true
  23893. });
  23894. /**
  23895. * Gets the list of active meshes this frame (meshes no culled or excluded by lod s in the frame)
  23896. * @returns the active meshe list
  23897. */
  23898. Camera.prototype.getActiveMeshes = function () {
  23899. return this._activeMeshes;
  23900. };
  23901. /**
  23902. * Check wether a mesh is part of the current active mesh list of the camera
  23903. * @param mesh Defines the mesh to check
  23904. * @returns true if active, false otherwise
  23905. */
  23906. Camera.prototype.isActiveMesh = function (mesh) {
  23907. return (this._activeMeshes.indexOf(mesh) !== -1);
  23908. };
  23909. /**
  23910. * Is this camera ready to be used/rendered
  23911. * @param completeCheck defines if a complete check (including post processes) has to be done (false by default)
  23912. * @return true if the camera is ready
  23913. */
  23914. Camera.prototype.isReady = function (completeCheck) {
  23915. if (completeCheck === void 0) { completeCheck = false; }
  23916. if (completeCheck) {
  23917. for (var _i = 0, _a = this._postProcesses; _i < _a.length; _i++) {
  23918. var pp = _a[_i];
  23919. if (pp && !pp.isReady()) {
  23920. return false;
  23921. }
  23922. }
  23923. }
  23924. return _super.prototype.isReady.call(this, completeCheck);
  23925. };
  23926. /** @hidden */
  23927. Camera.prototype._initCache = function () {
  23928. _super.prototype._initCache.call(this);
  23929. this._cache.position = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  23930. this._cache.upVector = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  23931. this._cache.mode = undefined;
  23932. this._cache.minZ = undefined;
  23933. this._cache.maxZ = undefined;
  23934. this._cache.fov = undefined;
  23935. this._cache.fovMode = undefined;
  23936. this._cache.aspectRatio = undefined;
  23937. this._cache.orthoLeft = undefined;
  23938. this._cache.orthoRight = undefined;
  23939. this._cache.orthoBottom = undefined;
  23940. this._cache.orthoTop = undefined;
  23941. this._cache.renderWidth = undefined;
  23942. this._cache.renderHeight = undefined;
  23943. };
  23944. /** @hidden */
  23945. Camera.prototype._updateCache = function (ignoreParentClass) {
  23946. if (!ignoreParentClass) {
  23947. _super.prototype._updateCache.call(this);
  23948. }
  23949. this._cache.position.copyFrom(this.position);
  23950. this._cache.upVector.copyFrom(this.upVector);
  23951. };
  23952. /** @hidden */
  23953. Camera.prototype._isSynchronized = function () {
  23954. return this._isSynchronizedViewMatrix() && this._isSynchronizedProjectionMatrix();
  23955. };
  23956. /** @hidden */
  23957. Camera.prototype._isSynchronizedViewMatrix = function () {
  23958. if (!_super.prototype._isSynchronized.call(this)) {
  23959. return false;
  23960. }
  23961. return this._cache.position.equals(this.position)
  23962. && this._cache.upVector.equals(this.upVector)
  23963. && this.isSynchronizedWithParent();
  23964. };
  23965. /** @hidden */
  23966. Camera.prototype._isSynchronizedProjectionMatrix = function () {
  23967. var check = this._cache.mode === this.mode
  23968. && this._cache.minZ === this.minZ
  23969. && this._cache.maxZ === this.maxZ;
  23970. if (!check) {
  23971. return false;
  23972. }
  23973. var engine = this.getEngine();
  23974. if (this.mode === Camera.PERSPECTIVE_CAMERA) {
  23975. check = this._cache.fov === this.fov
  23976. && this._cache.fovMode === this.fovMode
  23977. && this._cache.aspectRatio === engine.getAspectRatio(this);
  23978. }
  23979. else {
  23980. check = this._cache.orthoLeft === this.orthoLeft
  23981. && this._cache.orthoRight === this.orthoRight
  23982. && this._cache.orthoBottom === this.orthoBottom
  23983. && this._cache.orthoTop === this.orthoTop
  23984. && this._cache.renderWidth === engine.getRenderWidth()
  23985. && this._cache.renderHeight === engine.getRenderHeight();
  23986. }
  23987. return check;
  23988. };
  23989. /**
  23990. * Attach the input controls to a specific dom element to get the input from.
  23991. * @param element Defines the element the controls should be listened from
  23992. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  23993. */
  23994. Camera.prototype.attachControl = function (element, noPreventDefault) {
  23995. };
  23996. /**
  23997. * Detach the current controls from the specified dom element.
  23998. * @param element Defines the element to stop listening the inputs from
  23999. */
  24000. Camera.prototype.detachControl = function (element) {
  24001. };
  24002. /**
  24003. * Update the camera state according to the different inputs gathered during the frame.
  24004. */
  24005. Camera.prototype.update = function () {
  24006. this._checkInputs();
  24007. if (this.cameraRigMode !== Camera.RIG_MODE_NONE) {
  24008. this._updateRigCameras();
  24009. }
  24010. };
  24011. /** @hidden */
  24012. Camera.prototype._checkInputs = function () {
  24013. this.onAfterCheckInputsObservable.notifyObservers(this);
  24014. };
  24015. Object.defineProperty(Camera.prototype, "rigCameras", {
  24016. /** @hidden */
  24017. get: function () {
  24018. return this._rigCameras;
  24019. },
  24020. enumerable: true,
  24021. configurable: true
  24022. });
  24023. Object.defineProperty(Camera.prototype, "rigPostProcess", {
  24024. /**
  24025. * Gets the post process used by the rig cameras
  24026. */
  24027. get: function () {
  24028. return this._rigPostProcess;
  24029. },
  24030. enumerable: true,
  24031. configurable: true
  24032. });
  24033. /**
  24034. * Internal, gets the first post proces.
  24035. * @returns the first post process to be run on this camera.
  24036. */
  24037. Camera.prototype._getFirstPostProcess = function () {
  24038. for (var ppIndex = 0; ppIndex < this._postProcesses.length; ppIndex++) {
  24039. if (this._postProcesses[ppIndex] !== null) {
  24040. return this._postProcesses[ppIndex];
  24041. }
  24042. }
  24043. return null;
  24044. };
  24045. Camera.prototype._cascadePostProcessesToRigCams = function () {
  24046. // invalidate framebuffer
  24047. var firstPostProcess = this._getFirstPostProcess();
  24048. if (firstPostProcess) {
  24049. firstPostProcess.markTextureDirty();
  24050. }
  24051. // glue the rigPostProcess to the end of the user postprocesses & assign to each sub-camera
  24052. for (var i = 0, len = this._rigCameras.length; i < len; i++) {
  24053. var cam = this._rigCameras[i];
  24054. var rigPostProcess = cam._rigPostProcess;
  24055. // for VR rig, there does not have to be a post process
  24056. if (rigPostProcess) {
  24057. var isPass = rigPostProcess instanceof BABYLON.PassPostProcess;
  24058. if (isPass) {
  24059. // any rig which has a PassPostProcess for rig[0], cannot be isIntermediate when there are also user postProcesses
  24060. cam.isIntermediate = this._postProcesses.length === 0;
  24061. }
  24062. cam._postProcesses = this._postProcesses.slice(0).concat(rigPostProcess);
  24063. rigPostProcess.markTextureDirty();
  24064. }
  24065. else {
  24066. cam._postProcesses = this._postProcesses.slice(0);
  24067. }
  24068. }
  24069. };
  24070. /**
  24071. * Attach a post process to the camera.
  24072. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  24073. * @param postProcess The post process to attach to the camera
  24074. * @param insertAt The position of the post process in case several of them are in use in the scene
  24075. * @returns the position the post process has been inserted at
  24076. */
  24077. Camera.prototype.attachPostProcess = function (postProcess, insertAt) {
  24078. if (insertAt === void 0) { insertAt = null; }
  24079. if (!postProcess.isReusable() && this._postProcesses.indexOf(postProcess) > -1) {
  24080. BABYLON.Tools.Error("You're trying to reuse a post process not defined as reusable.");
  24081. return 0;
  24082. }
  24083. if (insertAt == null || insertAt < 0) {
  24084. this._postProcesses.push(postProcess);
  24085. }
  24086. else if (this._postProcesses[insertAt] === null) {
  24087. this._postProcesses[insertAt] = postProcess;
  24088. }
  24089. else {
  24090. this._postProcesses.splice(insertAt, 0, postProcess);
  24091. }
  24092. this._cascadePostProcessesToRigCams(); // also ensures framebuffer invalidated
  24093. return this._postProcesses.indexOf(postProcess);
  24094. };
  24095. /**
  24096. * Detach a post process to the camera.
  24097. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  24098. * @param postProcess The post process to detach from the camera
  24099. */
  24100. Camera.prototype.detachPostProcess = function (postProcess) {
  24101. var idx = this._postProcesses.indexOf(postProcess);
  24102. if (idx !== -1) {
  24103. this._postProcesses[idx] = null;
  24104. }
  24105. this._cascadePostProcessesToRigCams(); // also ensures framebuffer invalidated
  24106. };
  24107. /**
  24108. * Gets the current world matrix of the camera
  24109. */
  24110. Camera.prototype.getWorldMatrix = function () {
  24111. if (this._isSynchronizedViewMatrix()) {
  24112. return this._worldMatrix;
  24113. }
  24114. // Getting the the view matrix will also compute the world matrix.
  24115. this.getViewMatrix();
  24116. return this._worldMatrix;
  24117. };
  24118. /** @hidden */
  24119. Camera.prototype._getViewMatrix = function () {
  24120. return BABYLON.Matrix.Identity();
  24121. };
  24122. /**
  24123. * Gets the current view matrix of the camera.
  24124. * @param force forces the camera to recompute the matrix without looking at the cached state
  24125. * @returns the view matrix
  24126. */
  24127. Camera.prototype.getViewMatrix = function (force) {
  24128. if (!force && this._isSynchronizedViewMatrix()) {
  24129. return this._computedViewMatrix;
  24130. }
  24131. this.updateCache();
  24132. this._computedViewMatrix = this._getViewMatrix();
  24133. this._currentRenderId = this.getScene().getRenderId();
  24134. this._childRenderId = this._currentRenderId;
  24135. this._refreshFrustumPlanes = true;
  24136. if (this._cameraRigParams && this._cameraRigParams.vrPreViewMatrix) {
  24137. this._computedViewMatrix.multiplyToRef(this._cameraRigParams.vrPreViewMatrix, this._computedViewMatrix);
  24138. }
  24139. this.onViewMatrixChangedObservable.notifyObservers(this);
  24140. this._computedViewMatrix.invertToRef(this._worldMatrix);
  24141. return this._computedViewMatrix;
  24142. };
  24143. /**
  24144. * Freeze the projection matrix.
  24145. * It will prevent the cache check of the camera projection compute and can speed up perf
  24146. * if no parameter of the camera are meant to change
  24147. * @param projection Defines manually a projection if necessary
  24148. */
  24149. Camera.prototype.freezeProjectionMatrix = function (projection) {
  24150. this._doNotComputeProjectionMatrix = true;
  24151. if (projection !== undefined) {
  24152. this._projectionMatrix = projection;
  24153. }
  24154. };
  24155. /**
  24156. * Unfreeze the projection matrix if it has previously been freezed by freezeProjectionMatrix.
  24157. */
  24158. Camera.prototype.unfreezeProjectionMatrix = function () {
  24159. this._doNotComputeProjectionMatrix = false;
  24160. };
  24161. /**
  24162. * Gets the current projection matrix of the camera.
  24163. * @param force forces the camera to recompute the matrix without looking at the cached state
  24164. * @returns the projection matrix
  24165. */
  24166. Camera.prototype.getProjectionMatrix = function (force) {
  24167. if (this._doNotComputeProjectionMatrix || (!force && this._isSynchronizedProjectionMatrix())) {
  24168. return this._projectionMatrix;
  24169. }
  24170. // Cache
  24171. this._cache.mode = this.mode;
  24172. this._cache.minZ = this.minZ;
  24173. this._cache.maxZ = this.maxZ;
  24174. // Matrix
  24175. this._refreshFrustumPlanes = true;
  24176. var engine = this.getEngine();
  24177. var scene = this.getScene();
  24178. if (this.mode === Camera.PERSPECTIVE_CAMERA) {
  24179. this._cache.fov = this.fov;
  24180. this._cache.fovMode = this.fovMode;
  24181. this._cache.aspectRatio = engine.getAspectRatio(this);
  24182. if (this.minZ <= 0) {
  24183. this.minZ = 0.1;
  24184. }
  24185. if (scene.useRightHandedSystem) {
  24186. BABYLON.Matrix.PerspectiveFovRHToRef(this.fov, engine.getAspectRatio(this), this.minZ, this.maxZ, this._projectionMatrix, this.fovMode === Camera.FOVMODE_VERTICAL_FIXED);
  24187. }
  24188. else {
  24189. BABYLON.Matrix.PerspectiveFovLHToRef(this.fov, engine.getAspectRatio(this), this.minZ, this.maxZ, this._projectionMatrix, this.fovMode === Camera.FOVMODE_VERTICAL_FIXED);
  24190. }
  24191. }
  24192. else {
  24193. var halfWidth = engine.getRenderWidth() / 2.0;
  24194. var halfHeight = engine.getRenderHeight() / 2.0;
  24195. if (scene.useRightHandedSystem) {
  24196. BABYLON.Matrix.OrthoOffCenterRHToRef(this.orthoLeft || -halfWidth, this.orthoRight || halfWidth, this.orthoBottom || -halfHeight, this.orthoTop || halfHeight, this.minZ, this.maxZ, this._projectionMatrix);
  24197. }
  24198. else {
  24199. BABYLON.Matrix.OrthoOffCenterLHToRef(this.orthoLeft || -halfWidth, this.orthoRight || halfWidth, this.orthoBottom || -halfHeight, this.orthoTop || halfHeight, this.minZ, this.maxZ, this._projectionMatrix);
  24200. }
  24201. this._cache.orthoLeft = this.orthoLeft;
  24202. this._cache.orthoRight = this.orthoRight;
  24203. this._cache.orthoBottom = this.orthoBottom;
  24204. this._cache.orthoTop = this.orthoTop;
  24205. this._cache.renderWidth = engine.getRenderWidth();
  24206. this._cache.renderHeight = engine.getRenderHeight();
  24207. }
  24208. this.onProjectionMatrixChangedObservable.notifyObservers(this);
  24209. return this._projectionMatrix;
  24210. };
  24211. /**
  24212. * Gets the transformation matrix (ie. the multiplication of view by projection matrices)
  24213. * @returns a Matrix
  24214. */
  24215. Camera.prototype.getTransformationMatrix = function () {
  24216. this._computedViewMatrix.multiplyToRef(this._projectionMatrix, this._transformMatrix);
  24217. return this._transformMatrix;
  24218. };
  24219. Camera.prototype._updateFrustumPlanes = function () {
  24220. if (!this._refreshFrustumPlanes) {
  24221. return;
  24222. }
  24223. this.getTransformationMatrix();
  24224. if (!this._frustumPlanes) {
  24225. this._frustumPlanes = BABYLON.Frustum.GetPlanes(this._transformMatrix);
  24226. }
  24227. else {
  24228. BABYLON.Frustum.GetPlanesToRef(this._transformMatrix, this._frustumPlanes);
  24229. }
  24230. this._refreshFrustumPlanes = false;
  24231. };
  24232. /**
  24233. * Checks if a cullable object (mesh...) is in the camera frustum
  24234. * This checks the bounding box center. See isCompletelyInFrustum for a full bounding check
  24235. * @param target The object to check
  24236. * @returns true if the object is in frustum otherwise false
  24237. */
  24238. Camera.prototype.isInFrustum = function (target) {
  24239. this._updateFrustumPlanes();
  24240. return target.isInFrustum(this._frustumPlanes);
  24241. };
  24242. /**
  24243. * Checks if a cullable object (mesh...) is in the camera frustum
  24244. * Unlike isInFrustum this cheks the full bounding box
  24245. * @param target The object to check
  24246. * @returns true if the object is in frustum otherwise false
  24247. */
  24248. Camera.prototype.isCompletelyInFrustum = function (target) {
  24249. this._updateFrustumPlanes();
  24250. return target.isCompletelyInFrustum(this._frustumPlanes);
  24251. };
  24252. /**
  24253. * Gets a ray in the forward direction from the camera.
  24254. * @param length Defines the length of the ray to create
  24255. * @param transform Defines the transform to apply to the ray, by default the world matrx is used to create a workd space ray
  24256. * @param origin Defines the start point of the ray which defaults to the camera position
  24257. * @returns the forward ray
  24258. */
  24259. Camera.prototype.getForwardRay = function (length, transform, origin) {
  24260. if (length === void 0) { length = 100; }
  24261. if (!transform) {
  24262. transform = this.getWorldMatrix();
  24263. }
  24264. if (!origin) {
  24265. origin = this.position;
  24266. }
  24267. var forward = this._scene.useRightHandedSystem ? new BABYLON.Vector3(0, 0, -1) : new BABYLON.Vector3(0, 0, 1);
  24268. var forwardWorld = BABYLON.Vector3.TransformNormal(forward, transform);
  24269. var direction = BABYLON.Vector3.Normalize(forwardWorld);
  24270. return new BABYLON.Ray(origin, direction, length);
  24271. };
  24272. /**
  24273. * Releases resources associated with this node.
  24274. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  24275. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  24276. */
  24277. Camera.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  24278. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  24279. // Observables
  24280. this.onViewMatrixChangedObservable.clear();
  24281. this.onProjectionMatrixChangedObservable.clear();
  24282. this.onAfterCheckInputsObservable.clear();
  24283. this.onRestoreStateObservable.clear();
  24284. // Inputs
  24285. if (this.inputs) {
  24286. this.inputs.clear();
  24287. }
  24288. // Animations
  24289. this.getScene().stopAnimation(this);
  24290. // Remove from scene
  24291. this.getScene().removeCamera(this);
  24292. while (this._rigCameras.length > 0) {
  24293. var camera = this._rigCameras.pop();
  24294. if (camera) {
  24295. camera.dispose();
  24296. }
  24297. }
  24298. // Postprocesses
  24299. if (this._rigPostProcess) {
  24300. this._rigPostProcess.dispose(this);
  24301. this._rigPostProcess = null;
  24302. this._postProcesses = [];
  24303. }
  24304. else if (this.cameraRigMode !== Camera.RIG_MODE_NONE) {
  24305. this._rigPostProcess = null;
  24306. this._postProcesses = [];
  24307. }
  24308. else {
  24309. var i = this._postProcesses.length;
  24310. while (--i >= 0) {
  24311. var postProcess = this._postProcesses[i];
  24312. if (postProcess) {
  24313. postProcess.dispose(this);
  24314. }
  24315. }
  24316. }
  24317. // Render targets
  24318. var i = this.customRenderTargets.length;
  24319. while (--i >= 0) {
  24320. this.customRenderTargets[i].dispose();
  24321. }
  24322. this.customRenderTargets = [];
  24323. // Active Meshes
  24324. this._activeMeshes.dispose();
  24325. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  24326. };
  24327. Object.defineProperty(Camera.prototype, "leftCamera", {
  24328. /**
  24329. * Gets the left camera of a rig setup in case of Rigged Camera
  24330. */
  24331. get: function () {
  24332. if (this._rigCameras.length < 1) {
  24333. return null;
  24334. }
  24335. return this._rigCameras[0];
  24336. },
  24337. enumerable: true,
  24338. configurable: true
  24339. });
  24340. Object.defineProperty(Camera.prototype, "rightCamera", {
  24341. /**
  24342. * Gets the right camera of a rig setup in case of Rigged Camera
  24343. */
  24344. get: function () {
  24345. if (this._rigCameras.length < 2) {
  24346. return null;
  24347. }
  24348. return this._rigCameras[1];
  24349. },
  24350. enumerable: true,
  24351. configurable: true
  24352. });
  24353. /**
  24354. * Gets the left camera target of a rig setup in case of Rigged Camera
  24355. * @returns the target position
  24356. */
  24357. Camera.prototype.getLeftTarget = function () {
  24358. if (this._rigCameras.length < 1) {
  24359. return null;
  24360. }
  24361. return this._rigCameras[0].getTarget();
  24362. };
  24363. /**
  24364. * Gets the right camera target of a rig setup in case of Rigged Camera
  24365. * @returns the target position
  24366. */
  24367. Camera.prototype.getRightTarget = function () {
  24368. if (this._rigCameras.length < 2) {
  24369. return null;
  24370. }
  24371. return this._rigCameras[1].getTarget();
  24372. };
  24373. /**
  24374. * @hidden
  24375. */
  24376. Camera.prototype.setCameraRigMode = function (mode, rigParams) {
  24377. if (this.cameraRigMode === mode) {
  24378. return;
  24379. }
  24380. while (this._rigCameras.length > 0) {
  24381. var camera = this._rigCameras.pop();
  24382. if (camera) {
  24383. camera.dispose();
  24384. }
  24385. }
  24386. this.cameraRigMode = mode;
  24387. this._cameraRigParams = {};
  24388. //we have to implement stereo camera calcultating left and right viewpoints from interaxialDistance and target,
  24389. //not from a given angle as it is now, but until that complete code rewriting provisional stereoHalfAngle value is introduced
  24390. this._cameraRigParams.interaxialDistance = rigParams.interaxialDistance || 0.0637;
  24391. this._cameraRigParams.stereoHalfAngle = BABYLON.Tools.ToRadians(this._cameraRigParams.interaxialDistance / 0.0637);
  24392. // create the rig cameras, unless none
  24393. if (this.cameraRigMode !== Camera.RIG_MODE_NONE) {
  24394. var leftCamera = this.createRigCamera(this.name + "_L", 0);
  24395. var rightCamera = this.createRigCamera(this.name + "_R", 1);
  24396. if (leftCamera && rightCamera) {
  24397. this._rigCameras.push(leftCamera);
  24398. this._rigCameras.push(rightCamera);
  24399. }
  24400. }
  24401. switch (this.cameraRigMode) {
  24402. case Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:
  24403. this._rigCameras[0]._rigPostProcess = new BABYLON.PassPostProcess(this.name + "_passthru", 1.0, this._rigCameras[0]);
  24404. this._rigCameras[1]._rigPostProcess = new BABYLON.AnaglyphPostProcess(this.name + "_anaglyph", 1.0, this._rigCameras);
  24405. break;
  24406. case Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:
  24407. case Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:
  24408. case Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:
  24409. var isStereoscopicHoriz = this.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL || this.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED;
  24410. this._rigCameras[0]._rigPostProcess = new BABYLON.PassPostProcess(this.name + "_passthru", 1.0, this._rigCameras[0]);
  24411. this._rigCameras[1]._rigPostProcess = new BABYLON.StereoscopicInterlacePostProcess(this.name + "_stereoInterlace", this._rigCameras, isStereoscopicHoriz);
  24412. break;
  24413. case Camera.RIG_MODE_VR:
  24414. var metrics = rigParams.vrCameraMetrics || BABYLON.VRCameraMetrics.GetDefault();
  24415. this._rigCameras[0]._cameraRigParams.vrMetrics = metrics;
  24416. this._rigCameras[0].viewport = new BABYLON.Viewport(0, 0, 0.5, 1.0);
  24417. this._rigCameras[0]._cameraRigParams.vrWorkMatrix = new BABYLON.Matrix();
  24418. this._rigCameras[0]._cameraRigParams.vrHMatrix = metrics.leftHMatrix;
  24419. this._rigCameras[0]._cameraRigParams.vrPreViewMatrix = metrics.leftPreViewMatrix;
  24420. this._rigCameras[0].getProjectionMatrix = this._rigCameras[0]._getVRProjectionMatrix;
  24421. this._rigCameras[1]._cameraRigParams.vrMetrics = metrics;
  24422. this._rigCameras[1].viewport = new BABYLON.Viewport(0.5, 0, 0.5, 1.0);
  24423. this._rigCameras[1]._cameraRigParams.vrWorkMatrix = new BABYLON.Matrix();
  24424. this._rigCameras[1]._cameraRigParams.vrHMatrix = metrics.rightHMatrix;
  24425. this._rigCameras[1]._cameraRigParams.vrPreViewMatrix = metrics.rightPreViewMatrix;
  24426. this._rigCameras[1].getProjectionMatrix = this._rigCameras[1]._getVRProjectionMatrix;
  24427. if (metrics.compensateDistortion) {
  24428. this._rigCameras[0]._rigPostProcess = new BABYLON.VRDistortionCorrectionPostProcess("VR_Distort_Compensation_Left", this._rigCameras[0], false, metrics);
  24429. this._rigCameras[1]._rigPostProcess = new BABYLON.VRDistortionCorrectionPostProcess("VR_Distort_Compensation_Right", this._rigCameras[1], true, metrics);
  24430. }
  24431. break;
  24432. case Camera.RIG_MODE_WEBVR:
  24433. if (rigParams.vrDisplay) {
  24434. var leftEye = rigParams.vrDisplay.getEyeParameters('left');
  24435. var rightEye = rigParams.vrDisplay.getEyeParameters('right');
  24436. //Left eye
  24437. this._rigCameras[0].viewport = new BABYLON.Viewport(0, 0, 0.5, 1.0);
  24438. this._rigCameras[0].setCameraRigParameter("left", true);
  24439. //leaving this for future reference
  24440. this._rigCameras[0].setCameraRigParameter("specs", rigParams.specs);
  24441. this._rigCameras[0].setCameraRigParameter("eyeParameters", leftEye);
  24442. this._rigCameras[0].setCameraRigParameter("frameData", rigParams.frameData);
  24443. this._rigCameras[0].setCameraRigParameter("parentCamera", rigParams.parentCamera);
  24444. this._rigCameras[0]._cameraRigParams.vrWorkMatrix = new BABYLON.Matrix();
  24445. this._rigCameras[0].getProjectionMatrix = this._getWebVRProjectionMatrix;
  24446. this._rigCameras[0].parent = this;
  24447. this._rigCameras[0]._getViewMatrix = this._getWebVRViewMatrix;
  24448. //Right eye
  24449. this._rigCameras[1].viewport = new BABYLON.Viewport(0.5, 0, 0.5, 1.0);
  24450. this._rigCameras[1].setCameraRigParameter('eyeParameters', rightEye);
  24451. this._rigCameras[1].setCameraRigParameter("specs", rigParams.specs);
  24452. this._rigCameras[1].setCameraRigParameter("frameData", rigParams.frameData);
  24453. this._rigCameras[1].setCameraRigParameter("parentCamera", rigParams.parentCamera);
  24454. this._rigCameras[1]._cameraRigParams.vrWorkMatrix = new BABYLON.Matrix();
  24455. this._rigCameras[1].getProjectionMatrix = this._getWebVRProjectionMatrix;
  24456. this._rigCameras[1].parent = this;
  24457. this._rigCameras[1]._getViewMatrix = this._getWebVRViewMatrix;
  24458. if (Camera.UseAlternateWebVRRendering) {
  24459. this._rigCameras[1]._skipRendering = true;
  24460. this._rigCameras[0]._alternateCamera = this._rigCameras[1];
  24461. }
  24462. }
  24463. break;
  24464. }
  24465. this._cascadePostProcessesToRigCams();
  24466. this.update();
  24467. };
  24468. Camera.prototype._getVRProjectionMatrix = function () {
  24469. BABYLON.Matrix.PerspectiveFovLHToRef(this._cameraRigParams.vrMetrics.aspectRatioFov, this._cameraRigParams.vrMetrics.aspectRatio, this.minZ, this.maxZ, this._cameraRigParams.vrWorkMatrix);
  24470. this._cameraRigParams.vrWorkMatrix.multiplyToRef(this._cameraRigParams.vrHMatrix, this._projectionMatrix);
  24471. return this._projectionMatrix;
  24472. };
  24473. Camera.prototype._updateCameraRotationMatrix = function () {
  24474. //Here for WebVR
  24475. };
  24476. Camera.prototype._updateWebVRCameraRotationMatrix = function () {
  24477. //Here for WebVR
  24478. };
  24479. /**
  24480. * This function MUST be overwritten by the different WebVR cameras available.
  24481. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  24482. */
  24483. Camera.prototype._getWebVRProjectionMatrix = function () {
  24484. return BABYLON.Matrix.Identity();
  24485. };
  24486. /**
  24487. * This function MUST be overwritten by the different WebVR cameras available.
  24488. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  24489. */
  24490. Camera.prototype._getWebVRViewMatrix = function () {
  24491. return BABYLON.Matrix.Identity();
  24492. };
  24493. /** @hidden */
  24494. Camera.prototype.setCameraRigParameter = function (name, value) {
  24495. if (!this._cameraRigParams) {
  24496. this._cameraRigParams = {};
  24497. }
  24498. this._cameraRigParams[name] = value;
  24499. //provisionnally:
  24500. if (name === "interaxialDistance") {
  24501. this._cameraRigParams.stereoHalfAngle = BABYLON.Tools.ToRadians(value / 0.0637);
  24502. }
  24503. };
  24504. /**
  24505. * needs to be overridden by children so sub has required properties to be copied
  24506. * @hidden
  24507. */
  24508. Camera.prototype.createRigCamera = function (name, cameraIndex) {
  24509. return null;
  24510. };
  24511. /**
  24512. * May need to be overridden by children
  24513. * @hidden
  24514. */
  24515. Camera.prototype._updateRigCameras = function () {
  24516. for (var i = 0; i < this._rigCameras.length; i++) {
  24517. this._rigCameras[i].minZ = this.minZ;
  24518. this._rigCameras[i].maxZ = this.maxZ;
  24519. this._rigCameras[i].fov = this.fov;
  24520. }
  24521. // only update viewport when ANAGLYPH
  24522. if (this.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH) {
  24523. this._rigCameras[0].viewport = this._rigCameras[1].viewport = this.viewport;
  24524. }
  24525. };
  24526. /** @hidden */
  24527. Camera.prototype._setupInputs = function () {
  24528. };
  24529. /**
  24530. * Serialiaze the camera setup to a json represention
  24531. * @returns the JSON representation
  24532. */
  24533. Camera.prototype.serialize = function () {
  24534. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  24535. // Type
  24536. serializationObject.type = this.getClassName();
  24537. // Parent
  24538. if (this.parent) {
  24539. serializationObject.parentId = this.parent.id;
  24540. }
  24541. if (this.inputs) {
  24542. this.inputs.serialize(serializationObject);
  24543. }
  24544. // Animations
  24545. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  24546. serializationObject.ranges = this.serializeAnimationRanges();
  24547. return serializationObject;
  24548. };
  24549. /**
  24550. * Clones the current camera.
  24551. * @param name The cloned camera name
  24552. * @returns the cloned camera
  24553. */
  24554. Camera.prototype.clone = function (name) {
  24555. return BABYLON.SerializationHelper.Clone(Camera.GetConstructorFromName(this.getClassName(), name, this.getScene(), this.interaxialDistance, this.isStereoscopicSideBySide), this);
  24556. };
  24557. /**
  24558. * Gets the direction of the camera relative to a given local axis.
  24559. * @param localAxis Defines the reference axis to provide a relative direction.
  24560. * @return the direction
  24561. */
  24562. Camera.prototype.getDirection = function (localAxis) {
  24563. var result = BABYLON.Vector3.Zero();
  24564. this.getDirectionToRef(localAxis, result);
  24565. return result;
  24566. };
  24567. /**
  24568. * Gets the direction of the camera relative to a given local axis into a passed vector.
  24569. * @param localAxis Defines the reference axis to provide a relative direction.
  24570. * @param result Defines the vector to store the result in
  24571. */
  24572. Camera.prototype.getDirectionToRef = function (localAxis, result) {
  24573. BABYLON.Vector3.TransformNormalToRef(localAxis, this.getWorldMatrix(), result);
  24574. };
  24575. /**
  24576. * Gets a camera constructor for a given camera type
  24577. * @param type The type of the camera to construct (should be equal to one of the camera class name)
  24578. * @param name The name of the camera the result will be able to instantiate
  24579. * @param scene The scene the result will construct the camera in
  24580. * @param interaxial_distance In case of stereoscopic setup, the distance between both eyes
  24581. * @param isStereoscopicSideBySide In case of stereoscopic setup, should the sereo be side b side
  24582. * @returns a factory method to construc the camera
  24583. */
  24584. Camera.GetConstructorFromName = function (type, name, scene, interaxial_distance, isStereoscopicSideBySide) {
  24585. if (interaxial_distance === void 0) { interaxial_distance = 0; }
  24586. if (isStereoscopicSideBySide === void 0) { isStereoscopicSideBySide = true; }
  24587. var constructorFunc = BABYLON.Node.Construct(type, name, scene, {
  24588. interaxial_distance: interaxial_distance,
  24589. isStereoscopicSideBySide: isStereoscopicSideBySide
  24590. });
  24591. if (constructorFunc) {
  24592. return constructorFunc;
  24593. }
  24594. // Default to universal camera
  24595. return function () { return new BABYLON.UniversalCamera(name, BABYLON.Vector3.Zero(), scene); };
  24596. };
  24597. /**
  24598. * Compute the world matrix of the camera.
  24599. * @returns the camera workd matrix
  24600. */
  24601. Camera.prototype.computeWorldMatrix = function () {
  24602. return this.getWorldMatrix();
  24603. };
  24604. /**
  24605. * Parse a JSON and creates the camera from the parsed information
  24606. * @param parsedCamera The JSON to parse
  24607. * @param scene The scene to instantiate the camera in
  24608. * @returns the newly constructed camera
  24609. */
  24610. Camera.Parse = function (parsedCamera, scene) {
  24611. var type = parsedCamera.type;
  24612. var construct = Camera.GetConstructorFromName(type, parsedCamera.name, scene, parsedCamera.interaxial_distance, parsedCamera.isStereoscopicSideBySide);
  24613. var camera = BABYLON.SerializationHelper.Parse(construct, parsedCamera, scene);
  24614. // Parent
  24615. if (parsedCamera.parentId) {
  24616. camera._waitingParentId = parsedCamera.parentId;
  24617. }
  24618. //If camera has an input manager, let it parse inputs settings
  24619. if (camera.inputs) {
  24620. camera.inputs.parse(parsedCamera);
  24621. camera._setupInputs();
  24622. }
  24623. if (camera.setPosition) { // need to force position
  24624. camera.position.copyFromFloats(0, 0, 0);
  24625. camera.setPosition(BABYLON.Vector3.FromArray(parsedCamera.position));
  24626. }
  24627. // Target
  24628. if (parsedCamera.target) {
  24629. if (camera.setTarget) {
  24630. camera.setTarget(BABYLON.Vector3.FromArray(parsedCamera.target));
  24631. }
  24632. }
  24633. // Apply 3d rig, when found
  24634. if (parsedCamera.cameraRigMode) {
  24635. var rigParams = (parsedCamera.interaxial_distance) ? { interaxialDistance: parsedCamera.interaxial_distance } : {};
  24636. camera.setCameraRigMode(parsedCamera.cameraRigMode, rigParams);
  24637. }
  24638. // Animations
  24639. if (parsedCamera.animations) {
  24640. for (var animationIndex = 0; animationIndex < parsedCamera.animations.length; animationIndex++) {
  24641. var parsedAnimation = parsedCamera.animations[animationIndex];
  24642. camera.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  24643. }
  24644. BABYLON.Node.ParseAnimationRanges(camera, parsedCamera, scene);
  24645. }
  24646. if (parsedCamera.autoAnimate) {
  24647. scene.beginAnimation(camera, parsedCamera.autoAnimateFrom, parsedCamera.autoAnimateTo, parsedCamera.autoAnimateLoop, parsedCamera.autoAnimateSpeed || 1.0);
  24648. }
  24649. return camera;
  24650. };
  24651. /**
  24652. * This is the default projection mode used by the cameras.
  24653. * It helps recreating a feeling of perspective and better appreciate depth.
  24654. * This is the best way to simulate real life cameras.
  24655. */
  24656. Camera.PERSPECTIVE_CAMERA = 0;
  24657. /**
  24658. * This helps creating camera with an orthographic mode.
  24659. * 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.
  24660. */
  24661. Camera.ORTHOGRAPHIC_CAMERA = 1;
  24662. /**
  24663. * This is the default FOV mode for perspective cameras.
  24664. * This setting aligns the upper and lower bounds of the viewport to the upper and lower bounds of the camera frustum.
  24665. */
  24666. Camera.FOVMODE_VERTICAL_FIXED = 0;
  24667. /**
  24668. * This setting aligns the left and right bounds of the viewport to the left and right bounds of the camera frustum.
  24669. */
  24670. Camera.FOVMODE_HORIZONTAL_FIXED = 1;
  24671. /**
  24672. * This specifies ther is no need for a camera rig.
  24673. * Basically only one eye is rendered corresponding to the camera.
  24674. */
  24675. Camera.RIG_MODE_NONE = 0;
  24676. /**
  24677. * Simulates a camera Rig with one blue eye and one red eye.
  24678. * This can be use with 3d blue and red glasses.
  24679. */
  24680. Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH = 10;
  24681. /**
  24682. * Defines that both eyes of the camera will be rendered side by side with a parallel target.
  24683. */
  24684. Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL = 11;
  24685. /**
  24686. * Defines that both eyes of the camera will be rendered side by side with a none parallel target.
  24687. */
  24688. Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED = 12;
  24689. /**
  24690. * Defines that both eyes of the camera will be rendered over under each other.
  24691. */
  24692. Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER = 13;
  24693. /**
  24694. * Defines that both eyes of the camera should be renderered in a VR mode (carbox).
  24695. */
  24696. Camera.RIG_MODE_VR = 20;
  24697. /**
  24698. * Defines that both eyes of the camera should be renderered in a VR mode (webVR).
  24699. */
  24700. Camera.RIG_MODE_WEBVR = 21;
  24701. /**
  24702. * Custom rig mode allowing rig cameras to be populated manually with any number of cameras
  24703. */
  24704. Camera.RIG_MODE_CUSTOM = 22;
  24705. /**
  24706. * Defines if by default attaching controls should prevent the default javascript event to continue.
  24707. */
  24708. Camera.ForceAttachControlToAlwaysPreventDefault = false;
  24709. /**
  24710. * @hidden
  24711. * Might be removed once multiview will be a thing
  24712. */
  24713. Camera.UseAlternateWebVRRendering = false;
  24714. __decorate([
  24715. BABYLON.serializeAsVector3()
  24716. ], Camera.prototype, "position", void 0);
  24717. __decorate([
  24718. BABYLON.serializeAsVector3()
  24719. ], Camera.prototype, "upVector", void 0);
  24720. __decorate([
  24721. BABYLON.serialize()
  24722. ], Camera.prototype, "orthoLeft", void 0);
  24723. __decorate([
  24724. BABYLON.serialize()
  24725. ], Camera.prototype, "orthoRight", void 0);
  24726. __decorate([
  24727. BABYLON.serialize()
  24728. ], Camera.prototype, "orthoBottom", void 0);
  24729. __decorate([
  24730. BABYLON.serialize()
  24731. ], Camera.prototype, "orthoTop", void 0);
  24732. __decorate([
  24733. BABYLON.serialize()
  24734. ], Camera.prototype, "fov", void 0);
  24735. __decorate([
  24736. BABYLON.serialize()
  24737. ], Camera.prototype, "minZ", void 0);
  24738. __decorate([
  24739. BABYLON.serialize()
  24740. ], Camera.prototype, "maxZ", void 0);
  24741. __decorate([
  24742. BABYLON.serialize()
  24743. ], Camera.prototype, "inertia", void 0);
  24744. __decorate([
  24745. BABYLON.serialize()
  24746. ], Camera.prototype, "mode", void 0);
  24747. __decorate([
  24748. BABYLON.serialize()
  24749. ], Camera.prototype, "layerMask", void 0);
  24750. __decorate([
  24751. BABYLON.serialize()
  24752. ], Camera.prototype, "fovMode", void 0);
  24753. __decorate([
  24754. BABYLON.serialize()
  24755. ], Camera.prototype, "cameraRigMode", void 0);
  24756. __decorate([
  24757. BABYLON.serialize()
  24758. ], Camera.prototype, "interaxialDistance", void 0);
  24759. __decorate([
  24760. BABYLON.serialize()
  24761. ], Camera.prototype, "isStereoscopicSideBySide", void 0);
  24762. return Camera;
  24763. }(BABYLON.Node));
  24764. BABYLON.Camera = Camera;
  24765. })(BABYLON || (BABYLON = {}));
  24766. //# sourceMappingURL=babylon.camera.js.map
  24767. var BABYLON;
  24768. (function (BABYLON) {
  24769. /**
  24770. * This is the manager responsible of all the rendering for meshes sprites and particles.
  24771. * It is enable to manage the different groups as well as the different necessary sort functions.
  24772. * This should not be used directly aside of the few static configurations
  24773. */
  24774. var RenderingManager = /** @class */ (function () {
  24775. /**
  24776. * Instantiates a new rendering group for a particular scene
  24777. * @param scene Defines the scene the groups belongs to
  24778. */
  24779. function RenderingManager(scene) {
  24780. /**
  24781. * @hidden
  24782. */
  24783. this._useSceneAutoClearSetup = false;
  24784. this._renderingGroups = new Array();
  24785. this._autoClearDepthStencil = {};
  24786. this._customOpaqueSortCompareFn = {};
  24787. this._customAlphaTestSortCompareFn = {};
  24788. this._customTransparentSortCompareFn = {};
  24789. this._renderingGroupInfo = new BABYLON.RenderingGroupInfo();
  24790. this._scene = scene;
  24791. for (var i = RenderingManager.MIN_RENDERINGGROUPS; i < RenderingManager.MAX_RENDERINGGROUPS; i++) {
  24792. this._autoClearDepthStencil[i] = { autoClear: true, depth: true, stencil: true };
  24793. }
  24794. }
  24795. RenderingManager.prototype._clearDepthStencilBuffer = function (depth, stencil) {
  24796. if (depth === void 0) { depth = true; }
  24797. if (stencil === void 0) { stencil = true; }
  24798. if (this._depthStencilBufferAlreadyCleaned) {
  24799. return;
  24800. }
  24801. this._scene.getEngine().clear(null, false, depth, stencil);
  24802. this._depthStencilBufferAlreadyCleaned = true;
  24803. };
  24804. /**
  24805. * Renders the entire managed groups. This is used by the scene or the different rennder targets.
  24806. * @hidden
  24807. */
  24808. RenderingManager.prototype.render = function (customRenderFunction, activeMeshes, renderParticles, renderSprites) {
  24809. // Update the observable context (not null as it only goes away on dispose)
  24810. var info = this._renderingGroupInfo;
  24811. info.scene = this._scene;
  24812. info.camera = this._scene.activeCamera;
  24813. // Dispatch sprites
  24814. if (this._scene.spriteManagers && renderSprites) {
  24815. for (var index = 0; index < this._scene.spriteManagers.length; index++) {
  24816. var manager = this._scene.spriteManagers[index];
  24817. this.dispatchSprites(manager);
  24818. }
  24819. }
  24820. // Render
  24821. for (var index = RenderingManager.MIN_RENDERINGGROUPS; index < RenderingManager.MAX_RENDERINGGROUPS; index++) {
  24822. this._depthStencilBufferAlreadyCleaned = index === RenderingManager.MIN_RENDERINGGROUPS;
  24823. var renderingGroup = this._renderingGroups[index];
  24824. if (!renderingGroup) {
  24825. continue;
  24826. }
  24827. var renderingGroupMask = Math.pow(2, index);
  24828. info.renderingGroupId = index;
  24829. // Before Observable
  24830. this._scene.onBeforeRenderingGroupObservable.notifyObservers(info, renderingGroupMask);
  24831. // Clear depth/stencil if needed
  24832. if (RenderingManager.AUTOCLEAR) {
  24833. var autoClear = this._useSceneAutoClearSetup ?
  24834. this._scene.getAutoClearDepthStencilSetup(index) :
  24835. this._autoClearDepthStencil[index];
  24836. if (autoClear && autoClear.autoClear) {
  24837. this._clearDepthStencilBuffer(autoClear.depth, autoClear.stencil);
  24838. }
  24839. }
  24840. // Render
  24841. for (var _i = 0, _a = this._scene._beforeRenderingGroupDrawStage; _i < _a.length; _i++) {
  24842. var step = _a[_i];
  24843. step.action(index);
  24844. }
  24845. renderingGroup.render(customRenderFunction, renderSprites, renderParticles, activeMeshes);
  24846. for (var _b = 0, _c = this._scene._afterRenderingGroupDrawStage; _b < _c.length; _b++) {
  24847. var step = _c[_b];
  24848. step.action(index);
  24849. }
  24850. // After Observable
  24851. this._scene.onAfterRenderingGroupObservable.notifyObservers(info, renderingGroupMask);
  24852. }
  24853. };
  24854. /**
  24855. * Resets the different information of the group to prepare a new frame
  24856. * @hidden
  24857. */
  24858. RenderingManager.prototype.reset = function () {
  24859. for (var index = RenderingManager.MIN_RENDERINGGROUPS; index < RenderingManager.MAX_RENDERINGGROUPS; index++) {
  24860. var renderingGroup = this._renderingGroups[index];
  24861. if (renderingGroup) {
  24862. renderingGroup.prepare();
  24863. }
  24864. }
  24865. };
  24866. /**
  24867. * Dispose and release the group and its associated resources.
  24868. * @hidden
  24869. */
  24870. RenderingManager.prototype.dispose = function () {
  24871. this.freeRenderingGroups();
  24872. this._renderingGroups.length = 0;
  24873. this._renderingGroupInfo = null;
  24874. };
  24875. /**
  24876. * Clear the info related to rendering groups preventing retention points during dispose.
  24877. */
  24878. RenderingManager.prototype.freeRenderingGroups = function () {
  24879. for (var index = RenderingManager.MIN_RENDERINGGROUPS; index < RenderingManager.MAX_RENDERINGGROUPS; index++) {
  24880. var renderingGroup = this._renderingGroups[index];
  24881. if (renderingGroup) {
  24882. renderingGroup.dispose();
  24883. }
  24884. }
  24885. };
  24886. RenderingManager.prototype._prepareRenderingGroup = function (renderingGroupId) {
  24887. if (this._renderingGroups[renderingGroupId] === undefined) {
  24888. this._renderingGroups[renderingGroupId] = new BABYLON.RenderingGroup(renderingGroupId, this._scene, this._customOpaqueSortCompareFn[renderingGroupId], this._customAlphaTestSortCompareFn[renderingGroupId], this._customTransparentSortCompareFn[renderingGroupId]);
  24889. }
  24890. };
  24891. /**
  24892. * Add a sprite manager to the rendering manager in order to render it this frame.
  24893. * @param spriteManager Define the sprite manager to render
  24894. */
  24895. RenderingManager.prototype.dispatchSprites = function (spriteManager) {
  24896. var renderingGroupId = spriteManager.renderingGroupId || 0;
  24897. this._prepareRenderingGroup(renderingGroupId);
  24898. this._renderingGroups[renderingGroupId].dispatchSprites(spriteManager);
  24899. };
  24900. /**
  24901. * Add a particle system to the rendering manager in order to render it this frame.
  24902. * @param particleSystem Define the particle system to render
  24903. */
  24904. RenderingManager.prototype.dispatchParticles = function (particleSystem) {
  24905. var renderingGroupId = particleSystem.renderingGroupId || 0;
  24906. this._prepareRenderingGroup(renderingGroupId);
  24907. this._renderingGroups[renderingGroupId].dispatchParticles(particleSystem);
  24908. };
  24909. /**
  24910. * Add a submesh to the manager in order to render it this frame
  24911. * @param subMesh The submesh to dispatch
  24912. * @param mesh Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  24913. * @param material Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  24914. */
  24915. RenderingManager.prototype.dispatch = function (subMesh, mesh, material) {
  24916. if (mesh === undefined) {
  24917. mesh = subMesh.getMesh();
  24918. }
  24919. var renderingGroupId = mesh.renderingGroupId || 0;
  24920. this._prepareRenderingGroup(renderingGroupId);
  24921. this._renderingGroups[renderingGroupId].dispatch(subMesh, mesh, material);
  24922. };
  24923. /**
  24924. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  24925. * This allowed control for front to back rendering or reversly depending of the special needs.
  24926. *
  24927. * @param renderingGroupId The rendering group id corresponding to its index
  24928. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  24929. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  24930. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  24931. */
  24932. RenderingManager.prototype.setRenderingOrder = function (renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn) {
  24933. if (opaqueSortCompareFn === void 0) { opaqueSortCompareFn = null; }
  24934. if (alphaTestSortCompareFn === void 0) { alphaTestSortCompareFn = null; }
  24935. if (transparentSortCompareFn === void 0) { transparentSortCompareFn = null; }
  24936. this._customOpaqueSortCompareFn[renderingGroupId] = opaqueSortCompareFn;
  24937. this._customAlphaTestSortCompareFn[renderingGroupId] = alphaTestSortCompareFn;
  24938. this._customTransparentSortCompareFn[renderingGroupId] = transparentSortCompareFn;
  24939. if (this._renderingGroups[renderingGroupId]) {
  24940. var group = this._renderingGroups[renderingGroupId];
  24941. group.opaqueSortCompareFn = this._customOpaqueSortCompareFn[renderingGroupId];
  24942. group.alphaTestSortCompareFn = this._customAlphaTestSortCompareFn[renderingGroupId];
  24943. group.transparentSortCompareFn = this._customTransparentSortCompareFn[renderingGroupId];
  24944. }
  24945. };
  24946. /**
  24947. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  24948. *
  24949. * @param renderingGroupId The rendering group id corresponding to its index
  24950. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  24951. * @param depth Automatically clears depth between groups if true and autoClear is true.
  24952. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  24953. */
  24954. RenderingManager.prototype.setRenderingAutoClearDepthStencil = function (renderingGroupId, autoClearDepthStencil, depth, stencil) {
  24955. if (depth === void 0) { depth = true; }
  24956. if (stencil === void 0) { stencil = true; }
  24957. this._autoClearDepthStencil[renderingGroupId] = {
  24958. autoClear: autoClearDepthStencil,
  24959. depth: depth,
  24960. stencil: stencil
  24961. };
  24962. };
  24963. /**
  24964. * Gets the current auto clear configuration for one rendering group of the rendering
  24965. * manager.
  24966. * @param index the rendering group index to get the information for
  24967. * @returns The auto clear setup for the requested rendering group
  24968. */
  24969. RenderingManager.prototype.getAutoClearDepthStencilSetup = function (index) {
  24970. return this._autoClearDepthStencil[index];
  24971. };
  24972. /**
  24973. * The max id used for rendering groups (not included)
  24974. */
  24975. RenderingManager.MAX_RENDERINGGROUPS = 4;
  24976. /**
  24977. * The min id used for rendering groups (included)
  24978. */
  24979. RenderingManager.MIN_RENDERINGGROUPS = 0;
  24980. /**
  24981. * Used to globally prevent autoclearing scenes.
  24982. */
  24983. RenderingManager.AUTOCLEAR = true;
  24984. return RenderingManager;
  24985. }());
  24986. BABYLON.RenderingManager = RenderingManager;
  24987. })(BABYLON || (BABYLON = {}));
  24988. //# sourceMappingURL=babylon.renderingManager.js.map
  24989. var BABYLON;
  24990. (function (BABYLON) {
  24991. /**
  24992. * This represents the object necessary to create a rendering group.
  24993. * This is exclusively used and created by the rendering manager.
  24994. * To modify the behavior, you use the available helpers in your scene or meshes.
  24995. * @hidden
  24996. */
  24997. var RenderingGroup = /** @class */ (function () {
  24998. /**
  24999. * Creates a new rendering group.
  25000. * @param index The rendering group index
  25001. * @param opaqueSortCompareFn The opaque sort comparison function. If null no order is applied
  25002. * @param alphaTestSortCompareFn The alpha test sort comparison function. If null no order is applied
  25003. * @param transparentSortCompareFn The transparent sort comparison function. If null back to front + alpha index sort is applied
  25004. */
  25005. function RenderingGroup(index, scene, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn) {
  25006. if (opaqueSortCompareFn === void 0) { opaqueSortCompareFn = null; }
  25007. if (alphaTestSortCompareFn === void 0) { alphaTestSortCompareFn = null; }
  25008. if (transparentSortCompareFn === void 0) { transparentSortCompareFn = null; }
  25009. this.index = index;
  25010. this._opaqueSubMeshes = new BABYLON.SmartArray(256);
  25011. this._transparentSubMeshes = new BABYLON.SmartArray(256);
  25012. this._alphaTestSubMeshes = new BABYLON.SmartArray(256);
  25013. this._depthOnlySubMeshes = new BABYLON.SmartArray(256);
  25014. this._particleSystems = new BABYLON.SmartArray(256);
  25015. this._spriteManagers = new BABYLON.SmartArray(256);
  25016. this._edgesRenderers = new BABYLON.SmartArray(16);
  25017. this._scene = scene;
  25018. this.opaqueSortCompareFn = opaqueSortCompareFn;
  25019. this.alphaTestSortCompareFn = alphaTestSortCompareFn;
  25020. this.transparentSortCompareFn = transparentSortCompareFn;
  25021. }
  25022. Object.defineProperty(RenderingGroup.prototype, "opaqueSortCompareFn", {
  25023. /**
  25024. * Set the opaque sort comparison function.
  25025. * If null the sub meshes will be render in the order they were created
  25026. */
  25027. set: function (value) {
  25028. this._opaqueSortCompareFn = value;
  25029. if (value) {
  25030. this._renderOpaque = this.renderOpaqueSorted;
  25031. }
  25032. else {
  25033. this._renderOpaque = RenderingGroup.renderUnsorted;
  25034. }
  25035. },
  25036. enumerable: true,
  25037. configurable: true
  25038. });
  25039. Object.defineProperty(RenderingGroup.prototype, "alphaTestSortCompareFn", {
  25040. /**
  25041. * Set the alpha test sort comparison function.
  25042. * If null the sub meshes will be render in the order they were created
  25043. */
  25044. set: function (value) {
  25045. this._alphaTestSortCompareFn = value;
  25046. if (value) {
  25047. this._renderAlphaTest = this.renderAlphaTestSorted;
  25048. }
  25049. else {
  25050. this._renderAlphaTest = RenderingGroup.renderUnsorted;
  25051. }
  25052. },
  25053. enumerable: true,
  25054. configurable: true
  25055. });
  25056. Object.defineProperty(RenderingGroup.prototype, "transparentSortCompareFn", {
  25057. /**
  25058. * Set the transparent sort comparison function.
  25059. * If null the sub meshes will be render in the order they were created
  25060. */
  25061. set: function (value) {
  25062. if (value) {
  25063. this._transparentSortCompareFn = value;
  25064. }
  25065. else {
  25066. this._transparentSortCompareFn = RenderingGroup.defaultTransparentSortCompare;
  25067. }
  25068. this._renderTransparent = this.renderTransparentSorted;
  25069. },
  25070. enumerable: true,
  25071. configurable: true
  25072. });
  25073. /**
  25074. * Render all the sub meshes contained in the group.
  25075. * @param customRenderFunction Used to override the default render behaviour of the group.
  25076. * @returns true if rendered some submeshes.
  25077. */
  25078. RenderingGroup.prototype.render = function (customRenderFunction, renderSprites, renderParticles, activeMeshes) {
  25079. if (customRenderFunction) {
  25080. customRenderFunction(this._opaqueSubMeshes, this._alphaTestSubMeshes, this._transparentSubMeshes, this._depthOnlySubMeshes);
  25081. return;
  25082. }
  25083. var engine = this._scene.getEngine();
  25084. // Depth only
  25085. if (this._depthOnlySubMeshes.length !== 0) {
  25086. engine.setColorWrite(false);
  25087. this._renderAlphaTest(this._depthOnlySubMeshes);
  25088. engine.setColorWrite(true);
  25089. }
  25090. // Opaque
  25091. if (this._opaqueSubMeshes.length !== 0) {
  25092. this._renderOpaque(this._opaqueSubMeshes);
  25093. }
  25094. // Alpha test
  25095. if (this._alphaTestSubMeshes.length !== 0) {
  25096. this._renderAlphaTest(this._alphaTestSubMeshes);
  25097. }
  25098. var stencilState = engine.getStencilBuffer();
  25099. engine.setStencilBuffer(false);
  25100. // Sprites
  25101. if (renderSprites) {
  25102. this._renderSprites();
  25103. }
  25104. // Particles
  25105. if (renderParticles) {
  25106. this._renderParticles(activeMeshes);
  25107. }
  25108. if (this.onBeforeTransparentRendering) {
  25109. this.onBeforeTransparentRendering();
  25110. }
  25111. // Transparent
  25112. if (this._transparentSubMeshes.length !== 0) {
  25113. this._renderTransparent(this._transparentSubMeshes);
  25114. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  25115. }
  25116. // Set back stencil to false in case it changes before the edge renderer.
  25117. engine.setStencilBuffer(false);
  25118. // Edges
  25119. if (this._edgesRenderers.length) {
  25120. for (var edgesRendererIndex = 0; edgesRendererIndex < this._edgesRenderers.length; edgesRendererIndex++) {
  25121. this._edgesRenderers.data[edgesRendererIndex].render();
  25122. }
  25123. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  25124. }
  25125. // Restore Stencil state.
  25126. engine.setStencilBuffer(stencilState);
  25127. };
  25128. /**
  25129. * Renders the opaque submeshes in the order from the opaqueSortCompareFn.
  25130. * @param subMeshes The submeshes to render
  25131. */
  25132. RenderingGroup.prototype.renderOpaqueSorted = function (subMeshes) {
  25133. return RenderingGroup.renderSorted(subMeshes, this._opaqueSortCompareFn, this._scene.activeCamera, false);
  25134. };
  25135. /**
  25136. * Renders the opaque submeshes in the order from the alphatestSortCompareFn.
  25137. * @param subMeshes The submeshes to render
  25138. */
  25139. RenderingGroup.prototype.renderAlphaTestSorted = function (subMeshes) {
  25140. return RenderingGroup.renderSorted(subMeshes, this._alphaTestSortCompareFn, this._scene.activeCamera, false);
  25141. };
  25142. /**
  25143. * Renders the opaque submeshes in the order from the transparentSortCompareFn.
  25144. * @param subMeshes The submeshes to render
  25145. */
  25146. RenderingGroup.prototype.renderTransparentSorted = function (subMeshes) {
  25147. return RenderingGroup.renderSorted(subMeshes, this._transparentSortCompareFn, this._scene.activeCamera, true);
  25148. };
  25149. /**
  25150. * Renders the submeshes in a specified order.
  25151. * @param subMeshes The submeshes to sort before render
  25152. * @param sortCompareFn The comparison function use to sort
  25153. * @param cameraPosition The camera position use to preprocess the submeshes to help sorting
  25154. * @param transparent Specifies to activate blending if true
  25155. */
  25156. RenderingGroup.renderSorted = function (subMeshes, sortCompareFn, camera, transparent) {
  25157. var subIndex = 0;
  25158. var subMesh;
  25159. var cameraPosition = camera ? camera.globalPosition : BABYLON.Vector3.Zero();
  25160. for (; subIndex < subMeshes.length; subIndex++) {
  25161. subMesh = subMeshes.data[subIndex];
  25162. subMesh._alphaIndex = subMesh.getMesh().alphaIndex;
  25163. subMesh._distanceToCamera = subMesh.getBoundingInfo().boundingSphere.centerWorld.subtract(cameraPosition).length();
  25164. }
  25165. var sortedArray = subMeshes.data.slice(0, subMeshes.length);
  25166. if (sortCompareFn) {
  25167. sortedArray.sort(sortCompareFn);
  25168. }
  25169. for (subIndex = 0; subIndex < sortedArray.length; subIndex++) {
  25170. subMesh = sortedArray[subIndex];
  25171. if (transparent) {
  25172. var material = subMesh.getMaterial();
  25173. if (material && material.needDepthPrePass) {
  25174. var engine = material.getScene().getEngine();
  25175. engine.setColorWrite(false);
  25176. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  25177. subMesh.render(false);
  25178. engine.setColorWrite(true);
  25179. }
  25180. }
  25181. subMesh.render(transparent);
  25182. }
  25183. };
  25184. /**
  25185. * Renders the submeshes in the order they were dispatched (no sort applied).
  25186. * @param subMeshes The submeshes to render
  25187. */
  25188. RenderingGroup.renderUnsorted = function (subMeshes) {
  25189. for (var subIndex = 0; subIndex < subMeshes.length; subIndex++) {
  25190. var submesh = subMeshes.data[subIndex];
  25191. submesh.render(false);
  25192. }
  25193. };
  25194. /**
  25195. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  25196. * are rendered back to front if in the same alpha index.
  25197. *
  25198. * @param a The first submesh
  25199. * @param b The second submesh
  25200. * @returns The result of the comparison
  25201. */
  25202. RenderingGroup.defaultTransparentSortCompare = function (a, b) {
  25203. // Alpha index first
  25204. if (a._alphaIndex > b._alphaIndex) {
  25205. return 1;
  25206. }
  25207. if (a._alphaIndex < b._alphaIndex) {
  25208. return -1;
  25209. }
  25210. // Then distance to camera
  25211. return RenderingGroup.backToFrontSortCompare(a, b);
  25212. };
  25213. /**
  25214. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  25215. * are rendered back to front.
  25216. *
  25217. * @param a The first submesh
  25218. * @param b The second submesh
  25219. * @returns The result of the comparison
  25220. */
  25221. RenderingGroup.backToFrontSortCompare = function (a, b) {
  25222. // Then distance to camera
  25223. if (a._distanceToCamera < b._distanceToCamera) {
  25224. return 1;
  25225. }
  25226. if (a._distanceToCamera > b._distanceToCamera) {
  25227. return -1;
  25228. }
  25229. return 0;
  25230. };
  25231. /**
  25232. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  25233. * are rendered front to back (prevent overdraw).
  25234. *
  25235. * @param a The first submesh
  25236. * @param b The second submesh
  25237. * @returns The result of the comparison
  25238. */
  25239. RenderingGroup.frontToBackSortCompare = function (a, b) {
  25240. // Then distance to camera
  25241. if (a._distanceToCamera < b._distanceToCamera) {
  25242. return -1;
  25243. }
  25244. if (a._distanceToCamera > b._distanceToCamera) {
  25245. return 1;
  25246. }
  25247. return 0;
  25248. };
  25249. /**
  25250. * Resets the different lists of submeshes to prepare a new frame.
  25251. */
  25252. RenderingGroup.prototype.prepare = function () {
  25253. this._opaqueSubMeshes.reset();
  25254. this._transparentSubMeshes.reset();
  25255. this._alphaTestSubMeshes.reset();
  25256. this._depthOnlySubMeshes.reset();
  25257. this._particleSystems.reset();
  25258. this._spriteManagers.reset();
  25259. this._edgesRenderers.reset();
  25260. };
  25261. RenderingGroup.prototype.dispose = function () {
  25262. this._opaqueSubMeshes.dispose();
  25263. this._transparentSubMeshes.dispose();
  25264. this._alphaTestSubMeshes.dispose();
  25265. this._depthOnlySubMeshes.dispose();
  25266. this._particleSystems.dispose();
  25267. this._spriteManagers.dispose();
  25268. this._edgesRenderers.dispose();
  25269. };
  25270. /**
  25271. * Inserts the submesh in its correct queue depending on its material.
  25272. * @param subMesh The submesh to dispatch
  25273. * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  25274. * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  25275. */
  25276. RenderingGroup.prototype.dispatch = function (subMesh, mesh, material) {
  25277. // Get mesh and materials if not provided
  25278. if (mesh === undefined) {
  25279. mesh = subMesh.getMesh();
  25280. }
  25281. if (material === undefined) {
  25282. material = subMesh.getMaterial();
  25283. }
  25284. if (material === null || material === undefined) {
  25285. return;
  25286. }
  25287. if (material.needAlphaBlendingForMesh(mesh)) { // Transparent
  25288. this._transparentSubMeshes.push(subMesh);
  25289. }
  25290. else if (material.needAlphaTesting()) { // Alpha test
  25291. if (material.needDepthPrePass) {
  25292. this._depthOnlySubMeshes.push(subMesh);
  25293. }
  25294. this._alphaTestSubMeshes.push(subMesh);
  25295. }
  25296. else {
  25297. if (material.needDepthPrePass) {
  25298. this._depthOnlySubMeshes.push(subMesh);
  25299. }
  25300. this._opaqueSubMeshes.push(subMesh); // Opaque
  25301. }
  25302. if (mesh._edgesRenderer && mesh._edgesRenderer.isEnabled) {
  25303. this._edgesRenderers.push(mesh._edgesRenderer);
  25304. }
  25305. };
  25306. RenderingGroup.prototype.dispatchSprites = function (spriteManager) {
  25307. this._spriteManagers.push(spriteManager);
  25308. };
  25309. RenderingGroup.prototype.dispatchParticles = function (particleSystem) {
  25310. this._particleSystems.push(particleSystem);
  25311. };
  25312. RenderingGroup.prototype._renderParticles = function (activeMeshes) {
  25313. if (this._particleSystems.length === 0) {
  25314. return;
  25315. }
  25316. // Particles
  25317. var activeCamera = this._scene.activeCamera;
  25318. this._scene.onBeforeParticlesRenderingObservable.notifyObservers(this._scene);
  25319. for (var particleIndex = 0; particleIndex < this._particleSystems.length; particleIndex++) {
  25320. var particleSystem = this._particleSystems.data[particleIndex];
  25321. if ((activeCamera && activeCamera.layerMask & particleSystem.layerMask) === 0) {
  25322. continue;
  25323. }
  25324. var emitter = particleSystem.emitter;
  25325. if (!emitter.position || !activeMeshes || activeMeshes.indexOf(emitter) !== -1) {
  25326. this._scene._activeParticles.addCount(particleSystem.render(), false);
  25327. }
  25328. }
  25329. this._scene.onAfterParticlesRenderingObservable.notifyObservers(this._scene);
  25330. };
  25331. RenderingGroup.prototype._renderSprites = function () {
  25332. if (!this._scene.spritesEnabled || this._spriteManagers.length === 0) {
  25333. return;
  25334. }
  25335. // Sprites
  25336. var activeCamera = this._scene.activeCamera;
  25337. this._scene.onBeforeSpritesRenderingObservable.notifyObservers(this._scene);
  25338. for (var id = 0; id < this._spriteManagers.length; id++) {
  25339. var spriteManager = this._spriteManagers.data[id];
  25340. if (((activeCamera && activeCamera.layerMask & spriteManager.layerMask) !== 0)) {
  25341. spriteManager.render();
  25342. }
  25343. }
  25344. this._scene.onAfterSpritesRenderingObservable.notifyObservers(this._scene);
  25345. };
  25346. return RenderingGroup;
  25347. }());
  25348. BABYLON.RenderingGroup = RenderingGroup;
  25349. })(BABYLON || (BABYLON = {}));
  25350. //# sourceMappingURL=babylon.renderingGroup.js.map
  25351. var BABYLON;
  25352. (function (BABYLON) {
  25353. /**
  25354. * Groups all the scene component constants in one place to ease maintenance.
  25355. * @hidden
  25356. */
  25357. var SceneComponentConstants = /** @class */ (function () {
  25358. function SceneComponentConstants() {
  25359. }
  25360. SceneComponentConstants.NAME_EFFECTLAYER = "EffectLayer";
  25361. SceneComponentConstants.NAME_LAYER = "Layer";
  25362. SceneComponentConstants.NAME_LENSFLARESYSTEM = "LensFlareSystem";
  25363. SceneComponentConstants.NAME_BOUNDINGBOXRENDERER = "BoundingBoxRenderer";
  25364. SceneComponentConstants.NAME_PARTICLESYSTEM = "ParticleSystem";
  25365. SceneComponentConstants.NAME_GAMEPAD = "Gamepad";
  25366. SceneComponentConstants.NAME_SIMPLIFICATIONQUEUE = "SimplificationQueue";
  25367. SceneComponentConstants.NAME_GEOMETRYBUFFERRENDERER = "GeometryBufferRenderer";
  25368. SceneComponentConstants.NAME_DEPTHRENDERER = "DepthRenderer";
  25369. SceneComponentConstants.NAME_POSTPROCESSRENDERPIPELINEMANAGER = "PostProcessRenderPipelineManager";
  25370. SceneComponentConstants.NAME_SPRITE = "Sprite";
  25371. SceneComponentConstants.NAME_OUTLINERENDERER = "Outline";
  25372. SceneComponentConstants.NAME_PROCEDURALTEXTURE = "ProceduralTexture";
  25373. SceneComponentConstants.NAME_SHADOWGENERATOR = "ShadowGenerator";
  25374. SceneComponentConstants.NAME_OCTREE = "Octree";
  25375. SceneComponentConstants.NAME_PHYSICSENGINE = "PhysicsEngine";
  25376. SceneComponentConstants.NAME_AUDIO = "Audio";
  25377. SceneComponentConstants.STEP_ISREADYFORMESH_EFFECTLAYER = 0;
  25378. SceneComponentConstants.STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER = 0;
  25379. SceneComponentConstants.STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER = 0;
  25380. SceneComponentConstants.STEP_ACTIVEMESH_BOUNDINGBOXRENDERER = 0;
  25381. SceneComponentConstants.STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER = 1;
  25382. SceneComponentConstants.STEP_BEFORECAMERADRAW_EFFECTLAYER = 0;
  25383. SceneComponentConstants.STEP_BEFORECAMERADRAW_LAYER = 1;
  25384. SceneComponentConstants.STEP_BEFORERENDERTARGETDRAW_LAYER = 0;
  25385. SceneComponentConstants.STEP_BEFORERENDERINGMESH_OUTLINE = 0;
  25386. SceneComponentConstants.STEP_AFTERRENDERINGMESH_OUTLINE = 0;
  25387. SceneComponentConstants.STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW = 0;
  25388. SceneComponentConstants.STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER = 1;
  25389. SceneComponentConstants.STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE = 0;
  25390. SceneComponentConstants.STEP_BEFORECAMERAUPDATE_GAMEPAD = 1;
  25391. SceneComponentConstants.STEP_BEFORECLEAR_PROCEDURALTEXTURE = 0;
  25392. SceneComponentConstants.STEP_AFTERRENDERTARGETDRAW_LAYER = 0;
  25393. SceneComponentConstants.STEP_AFTERCAMERADRAW_EFFECTLAYER = 0;
  25394. SceneComponentConstants.STEP_AFTERCAMERADRAW_LENSFLARESYSTEM = 1;
  25395. SceneComponentConstants.STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW = 2;
  25396. SceneComponentConstants.STEP_AFTERCAMERADRAW_LAYER = 3;
  25397. SceneComponentConstants.STEP_AFTERRENDER_AUDIO = 0;
  25398. SceneComponentConstants.STEP_GATHERRENDERTARGETS_SHADOWGENERATOR = 0;
  25399. SceneComponentConstants.STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER = 1;
  25400. SceneComponentConstants.STEP_GATHERRENDERTARGETS_DEPTHRENDERER = 2;
  25401. SceneComponentConstants.STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER = 3;
  25402. SceneComponentConstants.STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER = 0;
  25403. SceneComponentConstants.STEP_POINTERMOVE_SPRITE = 0;
  25404. SceneComponentConstants.STEP_POINTERDOWN_SPRITE = 0;
  25405. SceneComponentConstants.STEP_POINTERUP_SPRITE = 0;
  25406. return SceneComponentConstants;
  25407. }());
  25408. BABYLON.SceneComponentConstants = SceneComponentConstants;
  25409. /**
  25410. * Repressentation of a stage in the scene (Basically a list of ordered steps)
  25411. * @hidden
  25412. */
  25413. var Stage = /** @class */ (function (_super) {
  25414. __extends(Stage, _super);
  25415. /**
  25416. * Hide ctor from the rest of the world.
  25417. * @param items The items to add.
  25418. */
  25419. function Stage(items) {
  25420. return _super.apply(this, items) || this;
  25421. }
  25422. /**
  25423. * Creates a new Stage.
  25424. * @returns A new instance of a Stage
  25425. */
  25426. Stage.Create = function () {
  25427. return Object.create(Stage.prototype);
  25428. };
  25429. /**
  25430. * Registers a step in an ordered way in the targeted stage.
  25431. * @param index Defines the position to register the step in
  25432. * @param component Defines the component attached to the step
  25433. * @param action Defines the action to launch during the step
  25434. */
  25435. Stage.prototype.registerStep = function (index, component, action) {
  25436. var i = 0;
  25437. var maxIndex = Number.MAX_VALUE;
  25438. for (; i < this.length; i++) {
  25439. var step = this[i];
  25440. maxIndex = step.index;
  25441. if (index < maxIndex) {
  25442. break;
  25443. }
  25444. }
  25445. this.splice(i, 0, { index: index, component: component, action: action.bind(component) });
  25446. };
  25447. /**
  25448. * Clears all the steps from the stage.
  25449. */
  25450. Stage.prototype.clear = function () {
  25451. this.length = 0;
  25452. };
  25453. return Stage;
  25454. }(Array));
  25455. BABYLON.Stage = Stage;
  25456. })(BABYLON || (BABYLON = {}));
  25457. //# sourceMappingURL=babylon.sceneComponent.js.map
  25458. var BABYLON;
  25459. (function (BABYLON) {
  25460. /**
  25461. * Base class of the scene acting as a container for the different elements composing a scene.
  25462. * This class is dynamically extended by the different components of the scene increasing
  25463. * flexibility and reducing coupling
  25464. */
  25465. var AbstractScene = /** @class */ (function () {
  25466. function AbstractScene() {
  25467. /**
  25468. * Gets the list of root nodes (ie. nodes with no parent)
  25469. */
  25470. this.rootNodes = new Array();
  25471. /** All of the cameras added to this scene
  25472. * @see http://doc.babylonjs.com/babylon101/cameras
  25473. */
  25474. this.cameras = new Array();
  25475. /**
  25476. * All of the lights added to this scene
  25477. * @see http://doc.babylonjs.com/babylon101/lights
  25478. */
  25479. this.lights = new Array();
  25480. /**
  25481. * All of the (abstract) meshes added to this scene
  25482. */
  25483. this.meshes = new Array();
  25484. /**
  25485. * The list of skeletons added to the scene
  25486. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  25487. */
  25488. this.skeletons = new Array();
  25489. /**
  25490. * All of the particle systems added to this scene
  25491. * @see http://doc.babylonjs.com/babylon101/particles
  25492. */
  25493. this.particleSystems = new Array();
  25494. /**
  25495. * Gets a list of Animations associated with the scene
  25496. */
  25497. this.animations = [];
  25498. /**
  25499. * All of the animation groups added to this scene
  25500. * @see http://doc.babylonjs.com/how_to/group
  25501. */
  25502. this.animationGroups = new Array();
  25503. /**
  25504. * All of the multi-materials added to this scene
  25505. * @see http://doc.babylonjs.com/how_to/multi_materials
  25506. */
  25507. this.multiMaterials = new Array();
  25508. /**
  25509. * All of the materials added to this scene
  25510. * In the context of a Scene, it is not supposed to be modified manually.
  25511. * Any addition or removal should be done using the addMaterial and removeMAterial Scene methods.
  25512. * Note also that the order of the Material wihin the array is not significant and might change.
  25513. * @see http://doc.babylonjs.com/babylon101/materials
  25514. */
  25515. this.materials = new Array();
  25516. /**
  25517. * The list of morph target managers added to the scene
  25518. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh
  25519. */
  25520. this.morphTargetManagers = new Array();
  25521. /**
  25522. * The list of geometries used in the scene.
  25523. */
  25524. this.geometries = new Array();
  25525. /**
  25526. * All of the tranform nodes added to this scene
  25527. * In the context of a Scene, it is not supposed to be modified manually.
  25528. * Any addition or removal should be done using the addTransformNode and removeTransformNode Scene methods.
  25529. * Note also that the order of the TransformNode wihin the array is not significant and might change.
  25530. * @see http://doc.babylonjs.com/how_to/transformnode
  25531. */
  25532. this.transformNodes = new Array();
  25533. /**
  25534. * ActionManagers available on the scene.
  25535. */
  25536. this.actionManagers = new Array();
  25537. /**
  25538. * Textures to keep.
  25539. */
  25540. this.textures = new Array();
  25541. }
  25542. /**
  25543. * Adds a parser in the list of available ones
  25544. * @param name Defines the name of the parser
  25545. * @param parser Defines the parser to add
  25546. */
  25547. AbstractScene.AddParser = function (name, parser) {
  25548. this._BabylonFileParsers[name] = parser;
  25549. };
  25550. /**
  25551. * Gets a general parser from the list of avaialble ones
  25552. * @param name Defines the name of the parser
  25553. * @returns the requested parser or null
  25554. */
  25555. AbstractScene.GetParser = function (name) {
  25556. if (this._BabylonFileParsers[name]) {
  25557. return this._BabylonFileParsers[name];
  25558. }
  25559. return null;
  25560. };
  25561. /**
  25562. * Adds n individual parser in the list of available ones
  25563. * @param name Defines the name of the parser
  25564. * @param parser Defines the parser to add
  25565. */
  25566. AbstractScene.AddIndividualParser = function (name, parser) {
  25567. this._IndividualBabylonFileParsers[name] = parser;
  25568. };
  25569. /**
  25570. * Gets an individual parser from the list of avaialble ones
  25571. * @param name Defines the name of the parser
  25572. * @returns the requested parser or null
  25573. */
  25574. AbstractScene.GetIndividualParser = function (name) {
  25575. if (this._IndividualBabylonFileParsers[name]) {
  25576. return this._IndividualBabylonFileParsers[name];
  25577. }
  25578. return null;
  25579. };
  25580. /**
  25581. * Parser json data and populate both a scene and its associated container object
  25582. * @param jsonData Defines the data to parse
  25583. * @param scene Defines the scene to parse the data for
  25584. * @param container Defines the container attached to the parsing sequence
  25585. * @param rootUrl Defines the root url of the data
  25586. */
  25587. AbstractScene.Parse = function (jsonData, scene, container, rootUrl) {
  25588. for (var parserName in this._BabylonFileParsers) {
  25589. if (this._BabylonFileParsers.hasOwnProperty(parserName)) {
  25590. this._BabylonFileParsers[parserName](jsonData, scene, container, rootUrl);
  25591. }
  25592. }
  25593. };
  25594. /**
  25595. * Stores the list of available parsers in the application.
  25596. */
  25597. AbstractScene._BabylonFileParsers = {};
  25598. /**
  25599. * Stores the list of available individual parsers in the application.
  25600. */
  25601. AbstractScene._IndividualBabylonFileParsers = {};
  25602. return AbstractScene;
  25603. }());
  25604. BABYLON.AbstractScene = AbstractScene;
  25605. })(BABYLON || (BABYLON = {}));
  25606. //# sourceMappingURL=babylon.abstractScene.js.map
  25607. var BABYLON;
  25608. (function (BABYLON) {
  25609. /** @hidden */
  25610. var ClickInfo = /** @class */ (function () {
  25611. function ClickInfo() {
  25612. this._singleClick = false;
  25613. this._doubleClick = false;
  25614. this._hasSwiped = false;
  25615. this._ignore = false;
  25616. }
  25617. Object.defineProperty(ClickInfo.prototype, "singleClick", {
  25618. get: function () {
  25619. return this._singleClick;
  25620. },
  25621. set: function (b) {
  25622. this._singleClick = b;
  25623. },
  25624. enumerable: true,
  25625. configurable: true
  25626. });
  25627. Object.defineProperty(ClickInfo.prototype, "doubleClick", {
  25628. get: function () {
  25629. return this._doubleClick;
  25630. },
  25631. set: function (b) {
  25632. this._doubleClick = b;
  25633. },
  25634. enumerable: true,
  25635. configurable: true
  25636. });
  25637. Object.defineProperty(ClickInfo.prototype, "hasSwiped", {
  25638. get: function () {
  25639. return this._hasSwiped;
  25640. },
  25641. set: function (b) {
  25642. this._hasSwiped = b;
  25643. },
  25644. enumerable: true,
  25645. configurable: true
  25646. });
  25647. Object.defineProperty(ClickInfo.prototype, "ignore", {
  25648. get: function () {
  25649. return this._ignore;
  25650. },
  25651. set: function (b) {
  25652. this._ignore = b;
  25653. },
  25654. enumerable: true,
  25655. configurable: true
  25656. });
  25657. return ClickInfo;
  25658. }());
  25659. /**
  25660. * This class is used by the onRenderingGroupObservable
  25661. */
  25662. var RenderingGroupInfo = /** @class */ (function () {
  25663. function RenderingGroupInfo() {
  25664. }
  25665. return RenderingGroupInfo;
  25666. }());
  25667. BABYLON.RenderingGroupInfo = RenderingGroupInfo;
  25668. /**
  25669. * Represents a scene to be rendered by the engine.
  25670. * @see http://doc.babylonjs.com/features/scene
  25671. */
  25672. var Scene = /** @class */ (function (_super) {
  25673. __extends(Scene, _super);
  25674. /**
  25675. * Creates a new Scene
  25676. * @param engine defines the engine to use to render this scene
  25677. */
  25678. function Scene(engine, options) {
  25679. var _this = _super.call(this) || this;
  25680. // Members
  25681. /**
  25682. * Gets or sets a boolean that indicates if the scene must clear the render buffer before rendering a frame
  25683. */
  25684. _this.autoClear = true;
  25685. /**
  25686. * Gets or sets a boolean that indicates if the scene must clear the depth and stencil buffers before rendering a frame
  25687. */
  25688. _this.autoClearDepthAndStencil = true;
  25689. /**
  25690. * Defines the color used to clear the render buffer (Default is (0.2, 0.2, 0.3, 1.0))
  25691. */
  25692. _this.clearColor = new BABYLON.Color4(0.2, 0.2, 0.3, 1.0);
  25693. /**
  25694. * Defines the color used to simulate the ambient color (Default is (0, 0, 0))
  25695. */
  25696. _this.ambientColor = new BABYLON.Color3(0, 0, 0);
  25697. _this._forceWireframe = false;
  25698. _this._forcePointsCloud = false;
  25699. /**
  25700. * Gets or sets a boolean indicating if animations are enabled
  25701. */
  25702. _this.animationsEnabled = true;
  25703. _this._animationPropertiesOverride = null;
  25704. /**
  25705. * Gets or sets a boolean indicating if a constant deltatime has to be used
  25706. * This is mostly useful for testing purposes when you do not want the animations to scale with the framerate
  25707. */
  25708. _this.useConstantAnimationDeltaTime = false;
  25709. /**
  25710. * Gets or sets a boolean indicating if the scene must keep the meshUnderPointer property updated
  25711. * Please note that it requires to run a ray cast through the scene on every frame
  25712. */
  25713. _this.constantlyUpdateMeshUnderPointer = false;
  25714. /**
  25715. * Defines the HTML cursor to use when hovering over interactive elements
  25716. */
  25717. _this.hoverCursor = "pointer";
  25718. /**
  25719. * Defines the HTML default cursor to use (empty by default)
  25720. */
  25721. _this.defaultCursor = "";
  25722. /**
  25723. * This is used to call preventDefault() on pointer down
  25724. * in order to block unwanted artifacts like system double clicks
  25725. */
  25726. _this.preventDefaultOnPointerDown = true;
  25727. /**
  25728. * This is used to call preventDefault() on pointer up
  25729. * in order to block unwanted artifacts like system double clicks
  25730. */
  25731. _this.preventDefaultOnPointerUp = true;
  25732. // Metadata
  25733. /**
  25734. * Gets or sets user defined metadata
  25735. */
  25736. _this.metadata = null;
  25737. /**
  25738. * Use this array to add regular expressions used to disable offline support for specific urls
  25739. */
  25740. _this.disableOfflineSupportExceptionRules = new Array();
  25741. /**
  25742. * An event triggered when the scene is disposed.
  25743. */
  25744. _this.onDisposeObservable = new BABYLON.Observable();
  25745. _this._onDisposeObserver = null;
  25746. /**
  25747. * An event triggered before rendering the scene (right after animations and physics)
  25748. */
  25749. _this.onBeforeRenderObservable = new BABYLON.Observable();
  25750. _this._onBeforeRenderObserver = null;
  25751. /**
  25752. * An event triggered after rendering the scene
  25753. */
  25754. _this.onAfterRenderObservable = new BABYLON.Observable();
  25755. _this._onAfterRenderObserver = null;
  25756. /**
  25757. * An event triggered before animating the scene
  25758. */
  25759. _this.onBeforeAnimationsObservable = new BABYLON.Observable();
  25760. /**
  25761. * An event triggered after animations processing
  25762. */
  25763. _this.onAfterAnimationsObservable = new BABYLON.Observable();
  25764. /**
  25765. * An event triggered before draw calls are ready to be sent
  25766. */
  25767. _this.onBeforeDrawPhaseObservable = new BABYLON.Observable();
  25768. /**
  25769. * An event triggered after draw calls have been sent
  25770. */
  25771. _this.onAfterDrawPhaseObservable = new BABYLON.Observable();
  25772. /**
  25773. * An event triggered when the scene is ready
  25774. */
  25775. _this.onReadyObservable = new BABYLON.Observable();
  25776. /**
  25777. * An event triggered before rendering a camera
  25778. */
  25779. _this.onBeforeCameraRenderObservable = new BABYLON.Observable();
  25780. _this._onBeforeCameraRenderObserver = null;
  25781. /**
  25782. * An event triggered after rendering a camera
  25783. */
  25784. _this.onAfterCameraRenderObservable = new BABYLON.Observable();
  25785. _this._onAfterCameraRenderObserver = null;
  25786. /**
  25787. * An event triggered when active meshes evaluation is about to start
  25788. */
  25789. _this.onBeforeActiveMeshesEvaluationObservable = new BABYLON.Observable();
  25790. /**
  25791. * An event triggered when active meshes evaluation is done
  25792. */
  25793. _this.onAfterActiveMeshesEvaluationObservable = new BABYLON.Observable();
  25794. /**
  25795. * An event triggered when particles rendering is about to start
  25796. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  25797. */
  25798. _this.onBeforeParticlesRenderingObservable = new BABYLON.Observable();
  25799. /**
  25800. * An event triggered when particles rendering is done
  25801. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  25802. */
  25803. _this.onAfterParticlesRenderingObservable = new BABYLON.Observable();
  25804. /**
  25805. * An event triggered when SceneLoader.Append or SceneLoader.Load or SceneLoader.ImportMesh were successfully executed
  25806. */
  25807. _this.onDataLoadedObservable = new BABYLON.Observable();
  25808. /**
  25809. * An event triggered when a camera is created
  25810. */
  25811. _this.onNewCameraAddedObservable = new BABYLON.Observable();
  25812. /**
  25813. * An event triggered when a camera is removed
  25814. */
  25815. _this.onCameraRemovedObservable = new BABYLON.Observable();
  25816. /**
  25817. * An event triggered when a light is created
  25818. */
  25819. _this.onNewLightAddedObservable = new BABYLON.Observable();
  25820. /**
  25821. * An event triggered when a light is removed
  25822. */
  25823. _this.onLightRemovedObservable = new BABYLON.Observable();
  25824. /**
  25825. * An event triggered when a geometry is created
  25826. */
  25827. _this.onNewGeometryAddedObservable = new BABYLON.Observable();
  25828. /**
  25829. * An event triggered when a geometry is removed
  25830. */
  25831. _this.onGeometryRemovedObservable = new BABYLON.Observable();
  25832. /**
  25833. * An event triggered when a transform node is created
  25834. */
  25835. _this.onNewTransformNodeAddedObservable = new BABYLON.Observable();
  25836. /**
  25837. * An event triggered when a transform node is removed
  25838. */
  25839. _this.onTransformNodeRemovedObservable = new BABYLON.Observable();
  25840. /**
  25841. * An event triggered when a mesh is created
  25842. */
  25843. _this.onNewMeshAddedObservable = new BABYLON.Observable();
  25844. /**
  25845. * An event triggered when a mesh is removed
  25846. */
  25847. _this.onMeshRemovedObservable = new BABYLON.Observable();
  25848. /**
  25849. * An event triggered when a material is created
  25850. */
  25851. _this.onNewMaterialAddedObservable = new BABYLON.Observable();
  25852. /**
  25853. * An event triggered when a material is removed
  25854. */
  25855. _this.onMaterialRemovedObservable = new BABYLON.Observable();
  25856. /**
  25857. * An event triggered when a texture is created
  25858. */
  25859. _this.onNewTextureAddedObservable = new BABYLON.Observable();
  25860. /**
  25861. * An event triggered when a texture is removed
  25862. */
  25863. _this.onTextureRemovedObservable = new BABYLON.Observable();
  25864. /**
  25865. * An event triggered when render targets are about to be rendered
  25866. * Can happen multiple times per frame.
  25867. */
  25868. _this.onBeforeRenderTargetsRenderObservable = new BABYLON.Observable();
  25869. /**
  25870. * An event triggered when render targets were rendered.
  25871. * Can happen multiple times per frame.
  25872. */
  25873. _this.onAfterRenderTargetsRenderObservable = new BABYLON.Observable();
  25874. /**
  25875. * An event triggered before calculating deterministic simulation step
  25876. */
  25877. _this.onBeforeStepObservable = new BABYLON.Observable();
  25878. /**
  25879. * An event triggered after calculating deterministic simulation step
  25880. */
  25881. _this.onAfterStepObservable = new BABYLON.Observable();
  25882. /**
  25883. * An event triggered when the activeCamera property is updated
  25884. */
  25885. _this.onActiveCameraChanged = new BABYLON.Observable();
  25886. /**
  25887. * This Observable will be triggered before rendering each renderingGroup of each rendered camera.
  25888. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  25889. * 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)
  25890. */
  25891. _this.onBeforeRenderingGroupObservable = new BABYLON.Observable();
  25892. /**
  25893. * This Observable will be triggered after rendering each renderingGroup of each rendered camera.
  25894. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  25895. * 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)
  25896. */
  25897. _this.onAfterRenderingGroupObservable = new BABYLON.Observable();
  25898. /**
  25899. * This Observable will when a mesh has been imported into the scene.
  25900. */
  25901. _this.onMeshImportedObservable = new BABYLON.Observable();
  25902. // Animations
  25903. _this._registeredForLateAnimationBindings = new BABYLON.SmartArrayNoDuplicate(256);
  25904. /**
  25905. * 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).
  25906. * You have the possibility to skip the process and the call to onPointerObservable by setting PointerInfoPre.skipOnPointerObservable to true
  25907. */
  25908. _this.onPrePointerObservable = new BABYLON.Observable();
  25909. /**
  25910. * Observable event triggered each time an input event is received from the rendering canvas
  25911. */
  25912. _this.onPointerObservable = new BABYLON.Observable();
  25913. _this._meshPickProceed = false;
  25914. _this._currentPickResult = null;
  25915. _this._previousPickResult = null;
  25916. _this._totalPointersPressed = 0;
  25917. _this._doubleClickOccured = false;
  25918. /** Define this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position */
  25919. _this.cameraToUseForPointers = null;
  25920. _this._pointerX = 0;
  25921. _this._pointerY = 0;
  25922. _this._startingPointerPosition = new BABYLON.Vector2(0, 0);
  25923. _this._previousStartingPointerPosition = new BABYLON.Vector2(0, 0);
  25924. _this._startingPointerTime = 0;
  25925. _this._previousStartingPointerTime = 0;
  25926. _this._pointerCaptures = {};
  25927. // Deterministic lockstep
  25928. _this._timeAccumulator = 0;
  25929. _this._currentStepId = 0;
  25930. _this._currentInternalStep = 0;
  25931. // Keyboard
  25932. /**
  25933. * This observable event is triggered when any keyboard event si raised and registered during Scene.attachControl()
  25934. * You have the possibility to skip the process and the call to onKeyboardObservable by setting KeyboardInfoPre.skipOnPointerObservable to true
  25935. */
  25936. _this.onPreKeyboardObservable = new BABYLON.Observable();
  25937. /**
  25938. * Observable event triggered each time an keyboard event is received from the hosting window
  25939. */
  25940. _this.onKeyboardObservable = new BABYLON.Observable();
  25941. // Coordinates system
  25942. _this._useRightHandedSystem = false;
  25943. // Fog
  25944. _this._fogEnabled = true;
  25945. _this._fogMode = Scene.FOGMODE_NONE;
  25946. /**
  25947. * Gets or sets the fog color to use
  25948. * @see http://doc.babylonjs.com/babylon101/environment#fog
  25949. * (Default is Color3(0.2, 0.2, 0.3))
  25950. */
  25951. _this.fogColor = new BABYLON.Color3(0.2, 0.2, 0.3);
  25952. /**
  25953. * Gets or sets the fog density to use
  25954. * @see http://doc.babylonjs.com/babylon101/environment#fog
  25955. * (Default is 0.1)
  25956. */
  25957. _this.fogDensity = 0.1;
  25958. /**
  25959. * Gets or sets the fog start distance to use
  25960. * @see http://doc.babylonjs.com/babylon101/environment#fog
  25961. * (Default is 0)
  25962. */
  25963. _this.fogStart = 0;
  25964. /**
  25965. * Gets or sets the fog end distance to use
  25966. * @see http://doc.babylonjs.com/babylon101/environment#fog
  25967. * (Default is 1000)
  25968. */
  25969. _this.fogEnd = 1000.0;
  25970. // Lights
  25971. _this._shadowsEnabled = true;
  25972. _this._lightsEnabled = true;
  25973. /** All of the active cameras added to this scene. */
  25974. _this.activeCameras = new Array();
  25975. // Textures
  25976. _this._texturesEnabled = true;
  25977. // Particles
  25978. /**
  25979. * Gets or sets a boolean indicating if particles are enabled on this scene
  25980. */
  25981. _this.particlesEnabled = true;
  25982. // Sprites
  25983. /**
  25984. * Gets or sets a boolean indicating if sprites are enabled on this scene
  25985. */
  25986. _this.spritesEnabled = true;
  25987. // Skeletons
  25988. _this._skeletonsEnabled = true;
  25989. // Lens flares
  25990. /**
  25991. * Gets or sets a boolean indicating if lens flares are enabled on this scene
  25992. */
  25993. _this.lensFlaresEnabled = true;
  25994. // Collisions
  25995. /**
  25996. * Gets or sets a boolean indicating if collisions are enabled on this scene
  25997. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  25998. */
  25999. _this.collisionsEnabled = true;
  26000. /**
  26001. * Defines the gravity applied to this scene (used only for collisions)
  26002. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26003. */
  26004. _this.gravity = new BABYLON.Vector3(0, -9.807, 0);
  26005. // Postprocesses
  26006. /**
  26007. * Gets or sets a boolean indicating if postprocesses are enabled on this scene
  26008. */
  26009. _this.postProcessesEnabled = true;
  26010. /**
  26011. * The list of postprocesses added to the scene
  26012. */
  26013. _this.postProcesses = new Array();
  26014. // Customs render targets
  26015. /**
  26016. * Gets or sets a boolean indicating if render targets are enabled on this scene
  26017. */
  26018. _this.renderTargetsEnabled = true;
  26019. /**
  26020. * Gets or sets a boolean indicating if next render targets must be dumped as image for debugging purposes
  26021. * We recommend not using it and instead rely on Spector.js: http://spector.babylonjs.com
  26022. */
  26023. _this.dumpNextRenderTargets = false;
  26024. /**
  26025. * The list of user defined render targets added to the scene
  26026. */
  26027. _this.customRenderTargets = new Array();
  26028. /**
  26029. * Gets the list of meshes imported to the scene through SceneLoader
  26030. */
  26031. _this.importedMeshesFiles = new Array();
  26032. // Probes
  26033. /**
  26034. * Gets or sets a boolean indicating if probes are enabled on this scene
  26035. */
  26036. _this.probesEnabled = true;
  26037. _this._meshesForIntersections = new BABYLON.SmartArrayNoDuplicate(256);
  26038. // Procedural textures
  26039. /**
  26040. * Gets or sets a boolean indicating if procedural textures are enabled on this scene
  26041. */
  26042. _this.proceduralTexturesEnabled = true;
  26043. // Performance counters
  26044. _this._totalVertices = new BABYLON.PerfCounter();
  26045. /** @hidden */
  26046. _this._activeIndices = new BABYLON.PerfCounter();
  26047. /** @hidden */
  26048. _this._activeParticles = new BABYLON.PerfCounter();
  26049. /** @hidden */
  26050. _this._activeBones = new BABYLON.PerfCounter();
  26051. _this._animationTime = 0;
  26052. /**
  26053. * Gets or sets a general scale for animation speed
  26054. * @see https://www.babylonjs-playground.com/#IBU2W7#3
  26055. */
  26056. _this.animationTimeScale = 1;
  26057. _this._renderId = 0;
  26058. _this._frameId = 0;
  26059. _this._executeWhenReadyTimeoutId = -1;
  26060. _this._intermediateRendering = false;
  26061. _this._viewUpdateFlag = -1;
  26062. _this._projectionUpdateFlag = -1;
  26063. _this._alternateViewUpdateFlag = -1;
  26064. _this._alternateProjectionUpdateFlag = -1;
  26065. /** @hidden */
  26066. _this._toBeDisposed = new Array(256);
  26067. _this._activeRequests = new Array();
  26068. _this._pendingData = new Array();
  26069. _this._isDisposed = false;
  26070. /**
  26071. * Gets or sets a boolean indicating that all submeshes of active meshes must be rendered
  26072. * Use this boolean to avoid computing frustum clipping on submeshes (This could help when you are CPU bound)
  26073. */
  26074. _this.dispatchAllSubMeshesOfActiveMeshes = false;
  26075. _this._activeMeshes = new BABYLON.SmartArray(256);
  26076. _this._processedMaterials = new BABYLON.SmartArray(256);
  26077. _this._renderTargets = new BABYLON.SmartArrayNoDuplicate(256);
  26078. /** @hidden */
  26079. _this._activeParticleSystems = new BABYLON.SmartArray(256);
  26080. _this._activeSkeletons = new BABYLON.SmartArrayNoDuplicate(32);
  26081. _this._softwareSkinnedMeshes = new BABYLON.SmartArrayNoDuplicate(32);
  26082. /** @hidden */
  26083. _this._activeAnimatables = new Array();
  26084. _this._transformMatrix = BABYLON.Matrix.Zero();
  26085. _this._useAlternateCameraConfiguration = false;
  26086. _this._alternateRendering = false;
  26087. _this._wheelEventName = "";
  26088. /**
  26089. * Gets or sets a boolean indicating if lights must be sorted by priority (off by default)
  26090. * This is useful if there are more lights that the maximum simulteanous authorized
  26091. */
  26092. _this.requireLightSorting = false;
  26093. /**
  26094. * @hidden
  26095. * Backing store of defined scene components.
  26096. */
  26097. _this._components = [];
  26098. /**
  26099. * @hidden
  26100. * Backing store of defined scene components.
  26101. */
  26102. _this._serializableComponents = [];
  26103. /**
  26104. * List of components to register on the next registration step.
  26105. */
  26106. _this._transientComponents = [];
  26107. /**
  26108. * @hidden
  26109. * Defines the actions happening before camera updates.
  26110. */
  26111. _this._beforeCameraUpdateStage = BABYLON.Stage.Create();
  26112. /**
  26113. * @hidden
  26114. * Defines the actions happening before clear the canvas.
  26115. */
  26116. _this._beforeClearStage = BABYLON.Stage.Create();
  26117. /**
  26118. * @hidden
  26119. * Defines the actions when collecting render targets for the frame.
  26120. */
  26121. _this._gatherRenderTargetsStage = BABYLON.Stage.Create();
  26122. /**
  26123. * @hidden
  26124. * Defines the actions happening for one camera in the frame.
  26125. */
  26126. _this._gatherActiveCameraRenderTargetsStage = BABYLON.Stage.Create();
  26127. /**
  26128. * @hidden
  26129. * Defines the actions happening during the per mesh ready checks.
  26130. */
  26131. _this._isReadyForMeshStage = BABYLON.Stage.Create();
  26132. /**
  26133. * @hidden
  26134. * Defines the actions happening before evaluate active mesh checks.
  26135. */
  26136. _this._beforeEvaluateActiveMeshStage = BABYLON.Stage.Create();
  26137. /**
  26138. * @hidden
  26139. * Defines the actions happening during the evaluate sub mesh checks.
  26140. */
  26141. _this._evaluateSubMeshStage = BABYLON.Stage.Create();
  26142. /**
  26143. * @hidden
  26144. * Defines the actions happening during the active mesh stage.
  26145. */
  26146. _this._activeMeshStage = BABYLON.Stage.Create();
  26147. /**
  26148. * @hidden
  26149. * Defines the actions happening during the per camera render target step.
  26150. */
  26151. _this._cameraDrawRenderTargetStage = BABYLON.Stage.Create();
  26152. /**
  26153. * @hidden
  26154. * Defines the actions happening just before the active camera is drawing.
  26155. */
  26156. _this._beforeCameraDrawStage = BABYLON.Stage.Create();
  26157. /**
  26158. * @hidden
  26159. * Defines the actions happening just before a render target is drawing.
  26160. */
  26161. _this._beforeRenderTargetDrawStage = BABYLON.Stage.Create();
  26162. /**
  26163. * @hidden
  26164. * Defines the actions happening just before a rendering group is drawing.
  26165. */
  26166. _this._beforeRenderingGroupDrawStage = BABYLON.Stage.Create();
  26167. /**
  26168. * @hidden
  26169. * Defines the actions happening just before a mesh is drawing.
  26170. */
  26171. _this._beforeRenderingMeshStage = BABYLON.Stage.Create();
  26172. /**
  26173. * @hidden
  26174. * Defines the actions happening just after a mesh has been drawn.
  26175. */
  26176. _this._afterRenderingMeshStage = BABYLON.Stage.Create();
  26177. /**
  26178. * @hidden
  26179. * Defines the actions happening just after a rendering group has been drawn.
  26180. */
  26181. _this._afterRenderingGroupDrawStage = BABYLON.Stage.Create();
  26182. /**
  26183. * @hidden
  26184. * Defines the actions happening just after the active camera has been drawn.
  26185. */
  26186. _this._afterCameraDrawStage = BABYLON.Stage.Create();
  26187. /**
  26188. * @hidden
  26189. * Defines the actions happening just after a render target has been drawn.
  26190. */
  26191. _this._afterRenderTargetDrawStage = BABYLON.Stage.Create();
  26192. /**
  26193. * @hidden
  26194. * Defines the actions happening just after rendering all cameras and computing intersections.
  26195. */
  26196. _this._afterRenderStage = BABYLON.Stage.Create();
  26197. /**
  26198. * @hidden
  26199. * Defines the actions happening when a pointer move event happens.
  26200. */
  26201. _this._pointerMoveStage = BABYLON.Stage.Create();
  26202. /**
  26203. * @hidden
  26204. * Defines the actions happening when a pointer down event happens.
  26205. */
  26206. _this._pointerDownStage = BABYLON.Stage.Create();
  26207. /**
  26208. * @hidden
  26209. * Defines the actions happening when a pointer up event happens.
  26210. */
  26211. _this._pointerUpStage = BABYLON.Stage.Create();
  26212. /**
  26213. * an optional map from Geometry Id to Geometry index in the 'geometries' array
  26214. */
  26215. _this.geometriesById = null;
  26216. _this._defaultMeshCandidates = {
  26217. data: [],
  26218. length: 0
  26219. };
  26220. _this._defaultSubMeshCandidates = {
  26221. data: [],
  26222. length: 0
  26223. };
  26224. _this._preventFreeActiveMeshesAndRenderingGroups = false;
  26225. _this._activeMeshesFrozen = false;
  26226. /** @hidden */
  26227. _this._allowPostProcessClearColor = true;
  26228. /**
  26229. * User updatable function that will return a deterministic frame time when engine is in deterministic lock step mode
  26230. */
  26231. _this.getDeterministicFrameTime = function () {
  26232. return 1000.0 / 60.0; // frame time in ms
  26233. };
  26234. _this._tempPickingRay = BABYLON.Ray ? BABYLON.Ray.Zero() : null;
  26235. _this._blockMaterialDirtyMechanism = false;
  26236. _this._engine = engine || BABYLON.Engine.LastCreatedEngine;
  26237. _this._engine.scenes.push(_this);
  26238. _this._uid = null;
  26239. _this._renderingManager = new BABYLON.RenderingManager(_this);
  26240. if (BABYLON.PostProcessManager) {
  26241. _this.postProcessManager = new BABYLON.PostProcessManager(_this);
  26242. }
  26243. if (BABYLON.Tools.IsWindowObjectExist()) {
  26244. _this.attachControl();
  26245. }
  26246. //collision coordinator initialization. For now legacy per default.
  26247. _this.workerCollisions = false; //(!!Worker && (!!BABYLON.CollisionWorker || BABYLON.WorkerIncluded));
  26248. // Uniform Buffer
  26249. _this._createUbo();
  26250. // Default Image processing definition
  26251. if (BABYLON.ImageProcessingConfiguration) {
  26252. _this._imageProcessingConfiguration = new BABYLON.ImageProcessingConfiguration();
  26253. }
  26254. _this.setDefaultCandidateProviders();
  26255. if (options && options.useGeometryIdsMap === true) {
  26256. _this.geometriesById = {};
  26257. }
  26258. _this.useMaterialMeshMap = options && options.useGeometryIdsMap || false;
  26259. _this.useClonedMeshhMap = options && options.useClonedMeshhMap || false;
  26260. _this._engine.onNewSceneAddedObservable.notifyObservers(_this);
  26261. return _this;
  26262. }
  26263. Object.defineProperty(Scene.prototype, "environmentTexture", {
  26264. /**
  26265. * Texture used in all pbr material as the reflection texture.
  26266. * As in the majority of the scene they are the same (exception for multi room and so on),
  26267. * this is easier to reference from here than from all the materials.
  26268. */
  26269. get: function () {
  26270. return this._environmentTexture;
  26271. },
  26272. /**
  26273. * Texture used in all pbr material as the reflection texture.
  26274. * As in the majority of the scene they are the same (exception for multi room and so on),
  26275. * this is easier to set here than in all the materials.
  26276. */
  26277. set: function (value) {
  26278. if (this._environmentTexture === value) {
  26279. return;
  26280. }
  26281. this._environmentTexture = value;
  26282. this.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  26283. },
  26284. enumerable: true,
  26285. configurable: true
  26286. });
  26287. Object.defineProperty(Scene.prototype, "imageProcessingConfiguration", {
  26288. /**
  26289. * Default image processing configuration used either in the rendering
  26290. * Forward main pass or through the imageProcessingPostProcess if present.
  26291. * As in the majority of the scene they are the same (exception for multi camera),
  26292. * this is easier to reference from here than from all the materials and post process.
  26293. *
  26294. * No setter as we it is a shared configuration, you can set the values instead.
  26295. */
  26296. get: function () {
  26297. return this._imageProcessingConfiguration;
  26298. },
  26299. enumerable: true,
  26300. configurable: true
  26301. });
  26302. Object.defineProperty(Scene.prototype, "forceWireframe", {
  26303. get: function () {
  26304. return this._forceWireframe;
  26305. },
  26306. /**
  26307. * Gets or sets a boolean indicating if all rendering must be done in wireframe
  26308. */
  26309. set: function (value) {
  26310. if (this._forceWireframe === value) {
  26311. return;
  26312. }
  26313. this._forceWireframe = value;
  26314. this.markAllMaterialsAsDirty(BABYLON.Material.MiscDirtyFlag);
  26315. },
  26316. enumerable: true,
  26317. configurable: true
  26318. });
  26319. Object.defineProperty(Scene.prototype, "forcePointsCloud", {
  26320. get: function () {
  26321. return this._forcePointsCloud;
  26322. },
  26323. /**
  26324. * Gets or sets a boolean indicating if all rendering must be done in point cloud
  26325. */
  26326. set: function (value) {
  26327. if (this._forcePointsCloud === value) {
  26328. return;
  26329. }
  26330. this._forcePointsCloud = value;
  26331. this.markAllMaterialsAsDirty(BABYLON.Material.MiscDirtyFlag);
  26332. },
  26333. enumerable: true,
  26334. configurable: true
  26335. });
  26336. Object.defineProperty(Scene.prototype, "animationPropertiesOverride", {
  26337. /**
  26338. * Gets or sets the animation properties override
  26339. */
  26340. get: function () {
  26341. return this._animationPropertiesOverride;
  26342. },
  26343. set: function (value) {
  26344. this._animationPropertiesOverride = value;
  26345. },
  26346. enumerable: true,
  26347. configurable: true
  26348. });
  26349. Object.defineProperty(Scene.prototype, "onDispose", {
  26350. /** Sets a function to be executed when this scene is disposed. */
  26351. set: function (callback) {
  26352. if (this._onDisposeObserver) {
  26353. this.onDisposeObservable.remove(this._onDisposeObserver);
  26354. }
  26355. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  26356. },
  26357. enumerable: true,
  26358. configurable: true
  26359. });
  26360. Object.defineProperty(Scene.prototype, "beforeRender", {
  26361. /** Sets a function to be executed before rendering this scene */
  26362. set: function (callback) {
  26363. if (this._onBeforeRenderObserver) {
  26364. this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);
  26365. }
  26366. if (callback) {
  26367. this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);
  26368. }
  26369. },
  26370. enumerable: true,
  26371. configurable: true
  26372. });
  26373. Object.defineProperty(Scene.prototype, "afterRender", {
  26374. /** Sets a function to be executed after rendering this scene */
  26375. set: function (callback) {
  26376. if (this._onAfterRenderObserver) {
  26377. this.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  26378. }
  26379. if (callback) {
  26380. this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);
  26381. }
  26382. },
  26383. enumerable: true,
  26384. configurable: true
  26385. });
  26386. Object.defineProperty(Scene.prototype, "beforeCameraRender", {
  26387. /** Sets a function to be executed before rendering a camera*/
  26388. set: function (callback) {
  26389. if (this._onBeforeCameraRenderObserver) {
  26390. this.onBeforeCameraRenderObservable.remove(this._onBeforeCameraRenderObserver);
  26391. }
  26392. this._onBeforeCameraRenderObserver = this.onBeforeCameraRenderObservable.add(callback);
  26393. },
  26394. enumerable: true,
  26395. configurable: true
  26396. });
  26397. Object.defineProperty(Scene.prototype, "afterCameraRender", {
  26398. /** Sets a function to be executed after rendering a camera*/
  26399. set: function (callback) {
  26400. if (this._onAfterCameraRenderObserver) {
  26401. this.onAfterCameraRenderObservable.remove(this._onAfterCameraRenderObserver);
  26402. }
  26403. this._onAfterCameraRenderObserver = this.onAfterCameraRenderObservable.add(callback);
  26404. },
  26405. enumerable: true,
  26406. configurable: true
  26407. });
  26408. Object.defineProperty(Scene.prototype, "unTranslatedPointer", {
  26409. /**
  26410. * Gets the pointer coordinates without any translation (ie. straight out of the pointer event)
  26411. */
  26412. get: function () {
  26413. return new BABYLON.Vector2(this._unTranslatedPointerX, this._unTranslatedPointerY);
  26414. },
  26415. enumerable: true,
  26416. configurable: true
  26417. });
  26418. Object.defineProperty(Scene.prototype, "useRightHandedSystem", {
  26419. get: function () {
  26420. return this._useRightHandedSystem;
  26421. },
  26422. /**
  26423. * Gets or sets a boolean indicating if the scene must use right-handed coordinates system
  26424. */
  26425. set: function (value) {
  26426. if (this._useRightHandedSystem === value) {
  26427. return;
  26428. }
  26429. this._useRightHandedSystem = value;
  26430. this.markAllMaterialsAsDirty(BABYLON.Material.MiscDirtyFlag);
  26431. },
  26432. enumerable: true,
  26433. configurable: true
  26434. });
  26435. /**
  26436. * Sets the step Id used by deterministic lock step
  26437. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  26438. * @param newStepId defines the step Id
  26439. */
  26440. Scene.prototype.setStepId = function (newStepId) {
  26441. this._currentStepId = newStepId;
  26442. };
  26443. /**
  26444. * Gets the step Id used by deterministic lock step
  26445. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  26446. * @returns the step Id
  26447. */
  26448. Scene.prototype.getStepId = function () {
  26449. return this._currentStepId;
  26450. };
  26451. /**
  26452. * Gets the internal step used by deterministic lock step
  26453. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  26454. * @returns the internal step
  26455. */
  26456. Scene.prototype.getInternalStep = function () {
  26457. return this._currentInternalStep;
  26458. };
  26459. Object.defineProperty(Scene.prototype, "fogEnabled", {
  26460. get: function () {
  26461. return this._fogEnabled;
  26462. },
  26463. /**
  26464. * Gets or sets a boolean indicating if fog is enabled on this scene
  26465. * @see http://doc.babylonjs.com/babylon101/environment#fog
  26466. * (Default is true)
  26467. */
  26468. set: function (value) {
  26469. if (this._fogEnabled === value) {
  26470. return;
  26471. }
  26472. this._fogEnabled = value;
  26473. this.markAllMaterialsAsDirty(BABYLON.Material.MiscDirtyFlag);
  26474. },
  26475. enumerable: true,
  26476. configurable: true
  26477. });
  26478. Object.defineProperty(Scene.prototype, "fogMode", {
  26479. get: function () {
  26480. return this._fogMode;
  26481. },
  26482. /**
  26483. * Gets or sets the fog mode to use
  26484. * @see http://doc.babylonjs.com/babylon101/environment#fog
  26485. * | mode | value |
  26486. * | --- | --- |
  26487. * | FOGMODE_NONE | 0 |
  26488. * | FOGMODE_EXP | 1 |
  26489. * | FOGMODE_EXP2 | 2 |
  26490. * | FOGMODE_LINEAR | 3 |
  26491. */
  26492. set: function (value) {
  26493. if (this._fogMode === value) {
  26494. return;
  26495. }
  26496. this._fogMode = value;
  26497. this.markAllMaterialsAsDirty(BABYLON.Material.MiscDirtyFlag);
  26498. },
  26499. enumerable: true,
  26500. configurable: true
  26501. });
  26502. Object.defineProperty(Scene.prototype, "shadowsEnabled", {
  26503. get: function () {
  26504. return this._shadowsEnabled;
  26505. },
  26506. /**
  26507. * Gets or sets a boolean indicating if shadows are enabled on this scene
  26508. */
  26509. set: function (value) {
  26510. if (this._shadowsEnabled === value) {
  26511. return;
  26512. }
  26513. this._shadowsEnabled = value;
  26514. this.markAllMaterialsAsDirty(BABYLON.Material.LightDirtyFlag);
  26515. },
  26516. enumerable: true,
  26517. configurable: true
  26518. });
  26519. Object.defineProperty(Scene.prototype, "lightsEnabled", {
  26520. get: function () {
  26521. return this._lightsEnabled;
  26522. },
  26523. /**
  26524. * Gets or sets a boolean indicating if lights are enabled on this scene
  26525. */
  26526. set: function (value) {
  26527. if (this._lightsEnabled === value) {
  26528. return;
  26529. }
  26530. this._lightsEnabled = value;
  26531. this.markAllMaterialsAsDirty(BABYLON.Material.LightDirtyFlag);
  26532. },
  26533. enumerable: true,
  26534. configurable: true
  26535. });
  26536. Object.defineProperty(Scene.prototype, "activeCamera", {
  26537. /** Gets or sets the current active camera */
  26538. get: function () {
  26539. return this._activeCamera;
  26540. },
  26541. set: function (value) {
  26542. if (value === this._activeCamera) {
  26543. return;
  26544. }
  26545. this._activeCamera = value;
  26546. this.onActiveCameraChanged.notifyObservers(this);
  26547. },
  26548. enumerable: true,
  26549. configurable: true
  26550. });
  26551. Object.defineProperty(Scene.prototype, "defaultMaterial", {
  26552. /** The default material used on meshes when no material is affected */
  26553. get: function () {
  26554. if (!this._defaultMaterial) {
  26555. this._defaultMaterial = new BABYLON.StandardMaterial("default material", this);
  26556. }
  26557. return this._defaultMaterial;
  26558. },
  26559. /** The default material used on meshes when no material is affected */
  26560. set: function (value) {
  26561. this._defaultMaterial = value;
  26562. },
  26563. enumerable: true,
  26564. configurable: true
  26565. });
  26566. Object.defineProperty(Scene.prototype, "texturesEnabled", {
  26567. get: function () {
  26568. return this._texturesEnabled;
  26569. },
  26570. /**
  26571. * Gets or sets a boolean indicating if textures are enabled on this scene
  26572. */
  26573. set: function (value) {
  26574. if (this._texturesEnabled === value) {
  26575. return;
  26576. }
  26577. this._texturesEnabled = value;
  26578. this.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  26579. },
  26580. enumerable: true,
  26581. configurable: true
  26582. });
  26583. Object.defineProperty(Scene.prototype, "skeletonsEnabled", {
  26584. get: function () {
  26585. return this._skeletonsEnabled;
  26586. },
  26587. /**
  26588. * Gets or sets a boolean indicating if skeletons are enabled on this scene
  26589. */
  26590. set: function (value) {
  26591. if (this._skeletonsEnabled === value) {
  26592. return;
  26593. }
  26594. this._skeletonsEnabled = value;
  26595. this.markAllMaterialsAsDirty(BABYLON.Material.AttributesDirtyFlag);
  26596. },
  26597. enumerable: true,
  26598. configurable: true
  26599. });
  26600. Object.defineProperty(Scene.prototype, "_isAlternateRenderingEnabled", {
  26601. /** @hidden */
  26602. get: function () {
  26603. return this._alternateRendering;
  26604. },
  26605. enumerable: true,
  26606. configurable: true
  26607. });
  26608. Object.defineProperty(Scene.prototype, "frustumPlanes", {
  26609. /**
  26610. * Gets the list of frustum planes (built from the active camera)
  26611. */
  26612. get: function () {
  26613. return this._frustumPlanes;
  26614. },
  26615. enumerable: true,
  26616. configurable: true
  26617. });
  26618. /**
  26619. * Registers the transient components if needed.
  26620. */
  26621. Scene.prototype._registerTransientComponents = function () {
  26622. // Register components that have been associated lately to the scene.
  26623. if (this._transientComponents.length > 0) {
  26624. for (var _i = 0, _a = this._transientComponents; _i < _a.length; _i++) {
  26625. var component = _a[_i];
  26626. component.register();
  26627. }
  26628. this._transientComponents = [];
  26629. }
  26630. };
  26631. /**
  26632. * @hidden
  26633. * Add a component to the scene.
  26634. * Note that the ccomponent could be registered on th next frame if this is called after
  26635. * the register component stage.
  26636. * @param component Defines the component to add to the scene
  26637. */
  26638. Scene.prototype._addComponent = function (component) {
  26639. this._components.push(component);
  26640. this._transientComponents.push(component);
  26641. var serializableComponent = component;
  26642. if (serializableComponent.addFromContainer) {
  26643. this._serializableComponents.push(serializableComponent);
  26644. }
  26645. };
  26646. /**
  26647. * @hidden
  26648. * Gets a component from the scene.
  26649. * @param name defines the name of the component to retrieve
  26650. * @returns the component or null if not present
  26651. */
  26652. Scene.prototype._getComponent = function (name) {
  26653. for (var _i = 0, _a = this._components; _i < _a.length; _i++) {
  26654. var component = _a[_i];
  26655. if (component.name === name) {
  26656. return component;
  26657. }
  26658. }
  26659. return null;
  26660. };
  26661. /**
  26662. * @hidden
  26663. */
  26664. Scene.prototype._getDefaultMeshCandidates = function () {
  26665. this._defaultMeshCandidates.data = this.meshes;
  26666. this._defaultMeshCandidates.length = this.meshes.length;
  26667. return this._defaultMeshCandidates;
  26668. };
  26669. /**
  26670. * @hidden
  26671. */
  26672. Scene.prototype._getDefaultSubMeshCandidates = function (mesh) {
  26673. this._defaultSubMeshCandidates.data = mesh.subMeshes;
  26674. this._defaultSubMeshCandidates.length = mesh.subMeshes.length;
  26675. return this._defaultSubMeshCandidates;
  26676. };
  26677. /**
  26678. * Sets the default candidate providers for the scene.
  26679. * This sets the getActiveMeshCandidates, getActiveSubMeshCandidates, getIntersectingSubMeshCandidates
  26680. * and getCollidingSubMeshCandidates to their default function
  26681. */
  26682. Scene.prototype.setDefaultCandidateProviders = function () {
  26683. this.getActiveMeshCandidates = this._getDefaultMeshCandidates.bind(this);
  26684. this.getActiveSubMeshCandidates = this._getDefaultSubMeshCandidates.bind(this);
  26685. this.getIntersectingSubMeshCandidates = this._getDefaultSubMeshCandidates.bind(this);
  26686. this.getCollidingSubMeshCandidates = this._getDefaultSubMeshCandidates.bind(this);
  26687. };
  26688. Object.defineProperty(Scene.prototype, "workerCollisions", {
  26689. /**
  26690. * Gets a boolean indicating if collisions are processed on a web worker
  26691. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#web-worker-based-collision-system-since-21
  26692. */
  26693. get: function () {
  26694. return this._workerCollisions;
  26695. },
  26696. set: function (enabled) {
  26697. if (!BABYLON.CollisionCoordinatorLegacy) {
  26698. return;
  26699. }
  26700. enabled = (enabled && !!Worker && !!BABYLON.CollisionWorker);
  26701. this._workerCollisions = enabled;
  26702. if (this.collisionCoordinator) {
  26703. this.collisionCoordinator.destroy();
  26704. }
  26705. this.collisionCoordinator = enabled ? new BABYLON.CollisionCoordinatorWorker() : new BABYLON.CollisionCoordinatorLegacy();
  26706. this.collisionCoordinator.init(this);
  26707. },
  26708. enumerable: true,
  26709. configurable: true
  26710. });
  26711. Object.defineProperty(Scene.prototype, "meshUnderPointer", {
  26712. /**
  26713. * Gets the mesh that is currently under the pointer
  26714. */
  26715. get: function () {
  26716. return this._pointerOverMesh;
  26717. },
  26718. enumerable: true,
  26719. configurable: true
  26720. });
  26721. Object.defineProperty(Scene.prototype, "pointerX", {
  26722. /**
  26723. * Gets the current on-screen X position of the pointer
  26724. */
  26725. get: function () {
  26726. return this._pointerX;
  26727. },
  26728. enumerable: true,
  26729. configurable: true
  26730. });
  26731. Object.defineProperty(Scene.prototype, "pointerY", {
  26732. /**
  26733. * Gets the current on-screen Y position of the pointer
  26734. */
  26735. get: function () {
  26736. return this._pointerY;
  26737. },
  26738. enumerable: true,
  26739. configurable: true
  26740. });
  26741. /**
  26742. * Gets the cached material (ie. the latest rendered one)
  26743. * @returns the cached material
  26744. */
  26745. Scene.prototype.getCachedMaterial = function () {
  26746. return this._cachedMaterial;
  26747. };
  26748. /**
  26749. * Gets the cached effect (ie. the latest rendered one)
  26750. * @returns the cached effect
  26751. */
  26752. Scene.prototype.getCachedEffect = function () {
  26753. return this._cachedEffect;
  26754. };
  26755. /**
  26756. * Gets the cached visibility state (ie. the latest rendered one)
  26757. * @returns the cached visibility state
  26758. */
  26759. Scene.prototype.getCachedVisibility = function () {
  26760. return this._cachedVisibility;
  26761. };
  26762. /**
  26763. * Gets a boolean indicating if the current material / effect / visibility must be bind again
  26764. * @param material defines the current material
  26765. * @param effect defines the current effect
  26766. * @param visibility defines the current visibility state
  26767. * @returns true if one parameter is not cached
  26768. */
  26769. Scene.prototype.isCachedMaterialInvalid = function (material, effect, visibility) {
  26770. if (visibility === void 0) { visibility = 1; }
  26771. return this._cachedEffect !== effect || this._cachedMaterial !== material || this._cachedVisibility !== visibility;
  26772. };
  26773. /**
  26774. * Gets the engine associated with the scene
  26775. * @returns an Engine
  26776. */
  26777. Scene.prototype.getEngine = function () {
  26778. return this._engine;
  26779. };
  26780. /**
  26781. * Gets the total number of vertices rendered per frame
  26782. * @returns the total number of vertices rendered per frame
  26783. */
  26784. Scene.prototype.getTotalVertices = function () {
  26785. return this._totalVertices.current;
  26786. };
  26787. Object.defineProperty(Scene.prototype, "totalVerticesPerfCounter", {
  26788. /**
  26789. * Gets the performance counter for total vertices
  26790. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  26791. */
  26792. get: function () {
  26793. return this._totalVertices;
  26794. },
  26795. enumerable: true,
  26796. configurable: true
  26797. });
  26798. /**
  26799. * Gets the total number of active indices rendered per frame (You can deduce the number of rendered triangles by dividing this number by 3)
  26800. * @returns the total number of active indices rendered per frame
  26801. */
  26802. Scene.prototype.getActiveIndices = function () {
  26803. return this._activeIndices.current;
  26804. };
  26805. Object.defineProperty(Scene.prototype, "totalActiveIndicesPerfCounter", {
  26806. /**
  26807. * Gets the performance counter for active indices
  26808. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  26809. */
  26810. get: function () {
  26811. return this._activeIndices;
  26812. },
  26813. enumerable: true,
  26814. configurable: true
  26815. });
  26816. /**
  26817. * Gets the total number of active particles rendered per frame
  26818. * @returns the total number of active particles rendered per frame
  26819. */
  26820. Scene.prototype.getActiveParticles = function () {
  26821. return this._activeParticles.current;
  26822. };
  26823. Object.defineProperty(Scene.prototype, "activeParticlesPerfCounter", {
  26824. /**
  26825. * Gets the performance counter for active particles
  26826. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  26827. */
  26828. get: function () {
  26829. return this._activeParticles;
  26830. },
  26831. enumerable: true,
  26832. configurable: true
  26833. });
  26834. /**
  26835. * Gets the total number of active bones rendered per frame
  26836. * @returns the total number of active bones rendered per frame
  26837. */
  26838. Scene.prototype.getActiveBones = function () {
  26839. return this._activeBones.current;
  26840. };
  26841. Object.defineProperty(Scene.prototype, "activeBonesPerfCounter", {
  26842. /**
  26843. * Gets the performance counter for active bones
  26844. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  26845. */
  26846. get: function () {
  26847. return this._activeBones;
  26848. },
  26849. enumerable: true,
  26850. configurable: true
  26851. });
  26852. /**
  26853. * Gets the array of active meshes
  26854. * @returns an array of AbstractMesh
  26855. */
  26856. Scene.prototype.getActiveMeshes = function () {
  26857. return this._activeMeshes;
  26858. };
  26859. /**
  26860. * Gets the animation ratio (which is 1.0 is the scene renders at 60fps and 2 if the scene renders at 30fps, etc.)
  26861. * @returns a number
  26862. */
  26863. Scene.prototype.getAnimationRatio = function () {
  26864. return this._animationRatio !== undefined ? this._animationRatio : 1;
  26865. };
  26866. /**
  26867. * Gets an unique Id for the current render phase
  26868. * @returns a number
  26869. */
  26870. Scene.prototype.getRenderId = function () {
  26871. return this._renderId;
  26872. };
  26873. /**
  26874. * Gets an unique Id for the current frame
  26875. * @returns a number
  26876. */
  26877. Scene.prototype.getFrameId = function () {
  26878. return this._frameId;
  26879. };
  26880. /** Call this function if you want to manually increment the render Id*/
  26881. Scene.prototype.incrementRenderId = function () {
  26882. this._renderId++;
  26883. };
  26884. Scene.prototype._updatePointerPosition = function (evt) {
  26885. var canvasRect = this._engine.getRenderingCanvasClientRect();
  26886. if (!canvasRect) {
  26887. return;
  26888. }
  26889. this._pointerX = evt.clientX - canvasRect.left;
  26890. this._pointerY = evt.clientY - canvasRect.top;
  26891. this._unTranslatedPointerX = this._pointerX;
  26892. this._unTranslatedPointerY = this._pointerY;
  26893. };
  26894. Scene.prototype._createUbo = function () {
  26895. this._sceneUbo = new BABYLON.UniformBuffer(this._engine, undefined, true);
  26896. this._sceneUbo.addUniform("viewProjection", 16);
  26897. this._sceneUbo.addUniform("view", 16);
  26898. };
  26899. Scene.prototype._createAlternateUbo = function () {
  26900. this._alternateSceneUbo = new BABYLON.UniformBuffer(this._engine, undefined, true);
  26901. this._alternateSceneUbo.addUniform("viewProjection", 16);
  26902. this._alternateSceneUbo.addUniform("view", 16);
  26903. };
  26904. // Pointers handling
  26905. Scene.prototype._setRayOnPointerInfo = function (pointerInfo) {
  26906. if (pointerInfo.pickInfo) {
  26907. if (!pointerInfo.pickInfo.ray) {
  26908. pointerInfo.pickInfo.ray = this.createPickingRay(pointerInfo.event.offsetX, pointerInfo.event.offsetY, BABYLON.Matrix.Identity(), this.activeCamera);
  26909. }
  26910. }
  26911. };
  26912. /**
  26913. * Use this method to simulate a pointer move on a mesh
  26914. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  26915. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  26916. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  26917. * @returns the current scene
  26918. */
  26919. Scene.prototype.simulatePointerMove = function (pickResult, pointerEventInit) {
  26920. var evt = new PointerEvent("pointermove", pointerEventInit);
  26921. if (this._checkPrePointerObservable(pickResult, evt, BABYLON.PointerEventTypes.POINTERMOVE)) {
  26922. return this;
  26923. }
  26924. return this._processPointerMove(pickResult, evt);
  26925. };
  26926. Scene.prototype._processPointerMove = function (pickResult, evt) {
  26927. var canvas = this._engine.getRenderingCanvas();
  26928. if (!canvas) {
  26929. return this;
  26930. }
  26931. // Restore pointer
  26932. canvas.style.cursor = this.defaultCursor;
  26933. var isMeshPicked = (pickResult && pickResult.hit && pickResult.pickedMesh) ? true : false;
  26934. if (isMeshPicked) {
  26935. this.setPointerOverMesh(pickResult.pickedMesh);
  26936. if (this._pointerOverMesh && this._pointerOverMesh.actionManager && this._pointerOverMesh.actionManager.hasPointerTriggers) {
  26937. if (this._pointerOverMesh.actionManager.hoverCursor) {
  26938. canvas.style.cursor = this._pointerOverMesh.actionManager.hoverCursor;
  26939. }
  26940. else {
  26941. canvas.style.cursor = this.hoverCursor;
  26942. }
  26943. }
  26944. }
  26945. else {
  26946. this.setPointerOverMesh(null);
  26947. }
  26948. for (var _i = 0, _a = this._pointerMoveStage; _i < _a.length; _i++) {
  26949. var step = _a[_i];
  26950. pickResult = step.action(this._unTranslatedPointerX, this._unTranslatedPointerY, pickResult, isMeshPicked, canvas);
  26951. }
  26952. if (pickResult) {
  26953. var type = evt.type === this._wheelEventName ? BABYLON.PointerEventTypes.POINTERWHEEL : BABYLON.PointerEventTypes.POINTERMOVE;
  26954. if (this.onPointerMove) {
  26955. this.onPointerMove(evt, pickResult, type);
  26956. }
  26957. if (this.onPointerObservable.hasObservers()) {
  26958. var pi = new BABYLON.PointerInfo(type, evt, pickResult);
  26959. this._setRayOnPointerInfo(pi);
  26960. this.onPointerObservable.notifyObservers(pi, type);
  26961. }
  26962. }
  26963. return this;
  26964. };
  26965. Scene.prototype._checkPrePointerObservable = function (pickResult, evt, type) {
  26966. var pi = new BABYLON.PointerInfoPre(type, evt, this._unTranslatedPointerX, this._unTranslatedPointerY);
  26967. if (pickResult) {
  26968. pi.ray = pickResult.ray;
  26969. }
  26970. this.onPrePointerObservable.notifyObservers(pi, type);
  26971. if (pi.skipOnPointerObservable) {
  26972. return true;
  26973. }
  26974. else {
  26975. return false;
  26976. }
  26977. };
  26978. /**
  26979. * Use this method to simulate a pointer down on a mesh
  26980. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  26981. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  26982. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  26983. * @returns the current scene
  26984. */
  26985. Scene.prototype.simulatePointerDown = function (pickResult, pointerEventInit) {
  26986. var evt = new PointerEvent("pointerdown", pointerEventInit);
  26987. if (this._checkPrePointerObservable(pickResult, evt, BABYLON.PointerEventTypes.POINTERDOWN)) {
  26988. return this;
  26989. }
  26990. return this._processPointerDown(pickResult, evt);
  26991. };
  26992. Scene.prototype._processPointerDown = function (pickResult, evt) {
  26993. var _this = this;
  26994. if (pickResult && pickResult.hit && pickResult.pickedMesh) {
  26995. this._pickedDownMesh = pickResult.pickedMesh;
  26996. var actionManager = pickResult.pickedMesh.actionManager;
  26997. if (actionManager) {
  26998. if (actionManager.hasPickTriggers) {
  26999. actionManager.processTrigger(BABYLON.ActionManager.OnPickDownTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  27000. switch (evt.button) {
  27001. case 0:
  27002. actionManager.processTrigger(BABYLON.ActionManager.OnLeftPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  27003. break;
  27004. case 1:
  27005. actionManager.processTrigger(BABYLON.ActionManager.OnCenterPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  27006. break;
  27007. case 2:
  27008. actionManager.processTrigger(BABYLON.ActionManager.OnRightPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  27009. break;
  27010. }
  27011. }
  27012. if (actionManager.hasSpecificTrigger(BABYLON.ActionManager.OnLongPressTrigger)) {
  27013. window.setTimeout(function () {
  27014. 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);
  27015. if (pickResult && pickResult.hit && pickResult.pickedMesh && actionManager) {
  27016. if (_this._totalPointersPressed !== 0 &&
  27017. ((Date.now() - _this._startingPointerTime) > Scene.LongPressDelay) &&
  27018. !_this._isPointerSwiping()) {
  27019. _this._startingPointerTime = 0;
  27020. actionManager.processTrigger(BABYLON.ActionManager.OnLongPressTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  27021. }
  27022. }
  27023. }, Scene.LongPressDelay);
  27024. }
  27025. }
  27026. }
  27027. else {
  27028. for (var _i = 0, _a = this._pointerDownStage; _i < _a.length; _i++) {
  27029. var step = _a[_i];
  27030. pickResult = step.action(this._unTranslatedPointerX, this._unTranslatedPointerY, pickResult, evt);
  27031. }
  27032. }
  27033. if (pickResult) {
  27034. var type = BABYLON.PointerEventTypes.POINTERDOWN;
  27035. if (this.onPointerDown) {
  27036. this.onPointerDown(evt, pickResult, type);
  27037. }
  27038. if (this.onPointerObservable.hasObservers()) {
  27039. var pi = new BABYLON.PointerInfo(type, evt, pickResult);
  27040. this._setRayOnPointerInfo(pi);
  27041. this.onPointerObservable.notifyObservers(pi, type);
  27042. }
  27043. }
  27044. return this;
  27045. };
  27046. /**
  27047. * Use this method to simulate a pointer up on a mesh
  27048. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  27049. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  27050. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  27051. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  27052. * @returns the current scene
  27053. */
  27054. Scene.prototype.simulatePointerUp = function (pickResult, pointerEventInit, doubleTap) {
  27055. var evt = new PointerEvent("pointerup", pointerEventInit);
  27056. var clickInfo = new ClickInfo();
  27057. if (doubleTap) {
  27058. clickInfo.doubleClick = true;
  27059. }
  27060. else {
  27061. clickInfo.singleClick = true;
  27062. }
  27063. if (this._checkPrePointerObservable(pickResult, evt, BABYLON.PointerEventTypes.POINTERUP)) {
  27064. return this;
  27065. }
  27066. return this._processPointerUp(pickResult, evt, clickInfo);
  27067. };
  27068. Scene.prototype._processPointerUp = function (pickResult, evt, clickInfo) {
  27069. if (pickResult && pickResult && pickResult.pickedMesh) {
  27070. this._pickedUpMesh = pickResult.pickedMesh;
  27071. if (this._pickedDownMesh === this._pickedUpMesh) {
  27072. if (this.onPointerPick) {
  27073. this.onPointerPick(evt, pickResult);
  27074. }
  27075. if (clickInfo.singleClick && !clickInfo.ignore && this.onPointerObservable.hasObservers()) {
  27076. var type_1 = BABYLON.PointerEventTypes.POINTERPICK;
  27077. var pi = new BABYLON.PointerInfo(type_1, evt, pickResult);
  27078. this._setRayOnPointerInfo(pi);
  27079. this.onPointerObservable.notifyObservers(pi, type_1);
  27080. }
  27081. }
  27082. if (pickResult.pickedMesh.actionManager && !clickInfo.ignore) {
  27083. pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPickUpTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  27084. if (!clickInfo.hasSwiped && clickInfo.singleClick) {
  27085. pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  27086. }
  27087. if (clickInfo.doubleClick && pickResult.pickedMesh.actionManager.hasSpecificTrigger(BABYLON.ActionManager.OnDoublePickTrigger)) {
  27088. pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnDoublePickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  27089. }
  27090. }
  27091. }
  27092. else {
  27093. if (!clickInfo.ignore) {
  27094. for (var _i = 0, _a = this._pointerUpStage; _i < _a.length; _i++) {
  27095. var step = _a[_i];
  27096. pickResult = step.action(this._unTranslatedPointerX, this._unTranslatedPointerY, pickResult, evt);
  27097. }
  27098. }
  27099. }
  27100. if (this._pickedDownMesh &&
  27101. this._pickedDownMesh.actionManager &&
  27102. this._pickedDownMesh.actionManager.hasSpecificTrigger(BABYLON.ActionManager.OnPickOutTrigger) &&
  27103. this._pickedDownMesh !== this._pickedUpMesh) {
  27104. this._pickedDownMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPickOutTrigger, BABYLON.ActionEvent.CreateNew(this._pickedDownMesh, evt));
  27105. }
  27106. var type = 0;
  27107. if (this.onPointerObservable.hasObservers()) {
  27108. if (!clickInfo.ignore && !clickInfo.hasSwiped) {
  27109. if (clickInfo.singleClick && this.onPointerObservable.hasSpecificMask(BABYLON.PointerEventTypes.POINTERTAP)) {
  27110. type = BABYLON.PointerEventTypes.POINTERTAP;
  27111. }
  27112. else if (clickInfo.doubleClick && this.onPointerObservable.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP)) {
  27113. type = BABYLON.PointerEventTypes.POINTERDOUBLETAP;
  27114. }
  27115. if (type) {
  27116. var pi = new BABYLON.PointerInfo(type, evt, pickResult);
  27117. this._setRayOnPointerInfo(pi);
  27118. this.onPointerObservable.notifyObservers(pi, type);
  27119. }
  27120. }
  27121. if (!clickInfo.ignore) {
  27122. type = BABYLON.PointerEventTypes.POINTERUP;
  27123. var pi = new BABYLON.PointerInfo(type, evt, pickResult);
  27124. this._setRayOnPointerInfo(pi);
  27125. this.onPointerObservable.notifyObservers(pi, type);
  27126. }
  27127. }
  27128. if (this.onPointerUp && !clickInfo.ignore) {
  27129. this.onPointerUp(evt, pickResult, type);
  27130. }
  27131. return this;
  27132. };
  27133. /**
  27134. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  27135. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  27136. * @returns true if the pointer was captured
  27137. */
  27138. Scene.prototype.isPointerCaptured = function (pointerId) {
  27139. if (pointerId === void 0) { pointerId = 0; }
  27140. return this._pointerCaptures[pointerId];
  27141. };
  27142. /** @hidden */
  27143. Scene.prototype._isPointerSwiping = function () {
  27144. return Math.abs(this._startingPointerPosition.x - this._pointerX) > Scene.DragMovementThreshold ||
  27145. Math.abs(this._startingPointerPosition.y - this._pointerY) > Scene.DragMovementThreshold;
  27146. };
  27147. /**
  27148. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  27149. * @param attachUp defines if you want to attach events to pointerup
  27150. * @param attachDown defines if you want to attach events to pointerdown
  27151. * @param attachMove defines if you want to attach events to pointermove
  27152. */
  27153. Scene.prototype.attachControl = function (attachUp, attachDown, attachMove) {
  27154. var _this = this;
  27155. if (attachUp === void 0) { attachUp = true; }
  27156. if (attachDown === void 0) { attachDown = true; }
  27157. if (attachMove === void 0) { attachMove = true; }
  27158. this._initActionManager = function (act, clickInfo) {
  27159. if (!_this._meshPickProceed) {
  27160. var pickResult = _this.pick(_this._unTranslatedPointerX, _this._unTranslatedPointerY, _this.pointerDownPredicate, false, _this.cameraToUseForPointers);
  27161. _this._currentPickResult = pickResult;
  27162. if (pickResult) {
  27163. act = (pickResult.hit && pickResult.pickedMesh) ? pickResult.pickedMesh.actionManager : null;
  27164. }
  27165. _this._meshPickProceed = true;
  27166. }
  27167. return act;
  27168. };
  27169. this._delayedSimpleClick = function (btn, clickInfo, cb) {
  27170. // double click delay is over and that no double click has been raised since, or the 2 consecutive keys pressed are different
  27171. if ((Date.now() - _this._previousStartingPointerTime > Scene.DoubleClickDelay && !_this._doubleClickOccured) ||
  27172. btn !== _this._previousButtonPressed) {
  27173. _this._doubleClickOccured = false;
  27174. clickInfo.singleClick = true;
  27175. clickInfo.ignore = false;
  27176. cb(clickInfo, _this._currentPickResult);
  27177. }
  27178. };
  27179. this._initClickEvent = function (obs1, obs2, evt, cb) {
  27180. var clickInfo = new ClickInfo();
  27181. _this._currentPickResult = null;
  27182. var act = null;
  27183. var checkPicking = obs1.hasSpecificMask(BABYLON.PointerEventTypes.POINTERPICK) || obs2.hasSpecificMask(BABYLON.PointerEventTypes.POINTERPICK)
  27184. || obs1.hasSpecificMask(BABYLON.PointerEventTypes.POINTERTAP) || obs2.hasSpecificMask(BABYLON.PointerEventTypes.POINTERTAP)
  27185. || obs1.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP) || obs2.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP);
  27186. if (!checkPicking && BABYLON.ActionManager && BABYLON.ActionManager.HasPickTriggers) {
  27187. act = _this._initActionManager(act, clickInfo);
  27188. if (act) {
  27189. checkPicking = act.hasPickTriggers;
  27190. }
  27191. }
  27192. var needToIgnoreNext = false;
  27193. if (checkPicking) {
  27194. var btn = evt.button;
  27195. clickInfo.hasSwiped = _this._isPointerSwiping();
  27196. if (!clickInfo.hasSwiped) {
  27197. var checkSingleClickImmediately = !Scene.ExclusiveDoubleClickMode;
  27198. if (!checkSingleClickImmediately) {
  27199. checkSingleClickImmediately = !obs1.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP) &&
  27200. !obs2.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP);
  27201. if (checkSingleClickImmediately && !BABYLON.ActionManager.HasSpecificTrigger(BABYLON.ActionManager.OnDoublePickTrigger)) {
  27202. act = _this._initActionManager(act, clickInfo);
  27203. if (act) {
  27204. checkSingleClickImmediately = !act.hasSpecificTrigger(BABYLON.ActionManager.OnDoublePickTrigger);
  27205. }
  27206. }
  27207. }
  27208. if (checkSingleClickImmediately) {
  27209. // single click detected if double click delay is over or two different successive keys pressed without exclusive double click or no double click required
  27210. if (Date.now() - _this._previousStartingPointerTime > Scene.DoubleClickDelay ||
  27211. btn !== _this._previousButtonPressed) {
  27212. clickInfo.singleClick = true;
  27213. cb(clickInfo, _this._currentPickResult);
  27214. needToIgnoreNext = true;
  27215. }
  27216. }
  27217. // at least one double click is required to be check and exclusive double click is enabled
  27218. else {
  27219. // wait that no double click has been raised during the double click delay
  27220. _this._previousDelayedSimpleClickTimeout = _this._delayedSimpleClickTimeout;
  27221. _this._delayedSimpleClickTimeout = window.setTimeout(_this._delayedSimpleClick.bind(_this, btn, clickInfo, cb), Scene.DoubleClickDelay);
  27222. }
  27223. var checkDoubleClick = obs1.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP) ||
  27224. obs2.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP);
  27225. if (!checkDoubleClick && BABYLON.ActionManager.HasSpecificTrigger(BABYLON.ActionManager.OnDoublePickTrigger)) {
  27226. act = _this._initActionManager(act, clickInfo);
  27227. if (act) {
  27228. checkDoubleClick = act.hasSpecificTrigger(BABYLON.ActionManager.OnDoublePickTrigger);
  27229. }
  27230. }
  27231. if (checkDoubleClick) {
  27232. // two successive keys pressed are equal, double click delay is not over and double click has not just occurred
  27233. if (btn === _this._previousButtonPressed &&
  27234. Date.now() - _this._previousStartingPointerTime < Scene.DoubleClickDelay &&
  27235. !_this._doubleClickOccured) {
  27236. // pointer has not moved for 2 clicks, it's a double click
  27237. if (!clickInfo.hasSwiped &&
  27238. !_this._isPointerSwiping()) {
  27239. _this._previousStartingPointerTime = 0;
  27240. _this._doubleClickOccured = true;
  27241. clickInfo.doubleClick = true;
  27242. clickInfo.ignore = false;
  27243. if (Scene.ExclusiveDoubleClickMode && _this._previousDelayedSimpleClickTimeout) {
  27244. clearTimeout(_this._previousDelayedSimpleClickTimeout);
  27245. }
  27246. _this._previousDelayedSimpleClickTimeout = _this._delayedSimpleClickTimeout;
  27247. cb(clickInfo, _this._currentPickResult);
  27248. }
  27249. // if the two successive clicks are too far, it's just two simple clicks
  27250. else {
  27251. _this._doubleClickOccured = false;
  27252. _this._previousStartingPointerTime = _this._startingPointerTime;
  27253. _this._previousStartingPointerPosition.x = _this._startingPointerPosition.x;
  27254. _this._previousStartingPointerPosition.y = _this._startingPointerPosition.y;
  27255. _this._previousButtonPressed = btn;
  27256. if (Scene.ExclusiveDoubleClickMode) {
  27257. if (_this._previousDelayedSimpleClickTimeout) {
  27258. clearTimeout(_this._previousDelayedSimpleClickTimeout);
  27259. }
  27260. _this._previousDelayedSimpleClickTimeout = _this._delayedSimpleClickTimeout;
  27261. cb(clickInfo, _this._previousPickResult);
  27262. }
  27263. else {
  27264. cb(clickInfo, _this._currentPickResult);
  27265. }
  27266. }
  27267. needToIgnoreNext = true;
  27268. }
  27269. // just the first click of the double has been raised
  27270. else {
  27271. _this._doubleClickOccured = false;
  27272. _this._previousStartingPointerTime = _this._startingPointerTime;
  27273. _this._previousStartingPointerPosition.x = _this._startingPointerPosition.x;
  27274. _this._previousStartingPointerPosition.y = _this._startingPointerPosition.y;
  27275. _this._previousButtonPressed = btn;
  27276. }
  27277. }
  27278. }
  27279. }
  27280. if (!needToIgnoreNext) {
  27281. cb(clickInfo, _this._currentPickResult);
  27282. }
  27283. };
  27284. this._onPointerMove = function (evt) {
  27285. _this._updatePointerPosition(evt);
  27286. // PreObservable support
  27287. if (_this._checkPrePointerObservable(null, evt, evt.type === _this._wheelEventName ? BABYLON.PointerEventTypes.POINTERWHEEL : BABYLON.PointerEventTypes.POINTERMOVE)) {
  27288. return;
  27289. }
  27290. if (!_this.cameraToUseForPointers && !_this.activeCamera) {
  27291. return;
  27292. }
  27293. if (!_this.pointerMovePredicate) {
  27294. _this.pointerMovePredicate = function (mesh) { return mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.isEnabled() && (mesh.enablePointerMoveEvents || _this.constantlyUpdateMeshUnderPointer || (mesh.actionManager !== null && mesh.actionManager !== undefined)); };
  27295. }
  27296. // Meshes
  27297. var pickResult = _this.pick(_this._unTranslatedPointerX, _this._unTranslatedPointerY, _this.pointerMovePredicate, false, _this.cameraToUseForPointers);
  27298. _this._processPointerMove(pickResult, evt);
  27299. };
  27300. this._onPointerDown = function (evt) {
  27301. _this._totalPointersPressed++;
  27302. _this._pickedDownMesh = null;
  27303. _this._meshPickProceed = false;
  27304. _this._updatePointerPosition(evt);
  27305. if (_this.preventDefaultOnPointerDown && canvas) {
  27306. evt.preventDefault();
  27307. canvas.focus();
  27308. }
  27309. _this._startingPointerPosition.x = _this._pointerX;
  27310. _this._startingPointerPosition.y = _this._pointerY;
  27311. _this._startingPointerTime = Date.now();
  27312. // PreObservable support
  27313. if (_this._checkPrePointerObservable(null, evt, BABYLON.PointerEventTypes.POINTERDOWN)) {
  27314. return;
  27315. }
  27316. if (!_this.cameraToUseForPointers && !_this.activeCamera) {
  27317. return;
  27318. }
  27319. _this._pointerCaptures[evt.pointerId] = true;
  27320. if (!_this.pointerDownPredicate) {
  27321. _this.pointerDownPredicate = function (mesh) {
  27322. return mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.isEnabled();
  27323. };
  27324. }
  27325. // Meshes
  27326. _this._pickedDownMesh = null;
  27327. var pickResult = _this.pick(_this._unTranslatedPointerX, _this._unTranslatedPointerY, _this.pointerDownPredicate, false, _this.cameraToUseForPointers);
  27328. _this._processPointerDown(pickResult, evt);
  27329. };
  27330. this._onPointerUp = function (evt) {
  27331. if (_this._totalPointersPressed === 0) { // We are attaching the pointer up to windows because of a bug in FF
  27332. return; // So we need to test it the pointer down was pressed before.
  27333. }
  27334. _this._totalPointersPressed--;
  27335. _this._pickedUpMesh = null;
  27336. _this._meshPickProceed = false;
  27337. _this._updatePointerPosition(evt);
  27338. if (_this.preventDefaultOnPointerUp && canvas) {
  27339. evt.preventDefault();
  27340. canvas.focus();
  27341. }
  27342. _this._initClickEvent(_this.onPrePointerObservable, _this.onPointerObservable, evt, function (clickInfo, pickResult) {
  27343. _this._pointerCaptures[evt.pointerId] = false;
  27344. // PreObservable support
  27345. if (_this.onPrePointerObservable.hasObservers()) {
  27346. if (!clickInfo.ignore) {
  27347. if (!clickInfo.hasSwiped) {
  27348. if (clickInfo.singleClick && _this.onPrePointerObservable.hasSpecificMask(BABYLON.PointerEventTypes.POINTERTAP)) {
  27349. if (_this._checkPrePointerObservable(null, evt, BABYLON.PointerEventTypes.POINTERTAP)) {
  27350. return;
  27351. }
  27352. }
  27353. if (clickInfo.doubleClick && _this.onPrePointerObservable.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP)) {
  27354. if (_this._checkPrePointerObservable(null, evt, BABYLON.PointerEventTypes.POINTERDOUBLETAP)) {
  27355. return;
  27356. }
  27357. }
  27358. }
  27359. if (_this._checkPrePointerObservable(null, evt, BABYLON.PointerEventTypes.POINTERUP)) {
  27360. return;
  27361. }
  27362. }
  27363. }
  27364. if (!_this.cameraToUseForPointers && !_this.activeCamera) {
  27365. return;
  27366. }
  27367. if (!_this.pointerUpPredicate) {
  27368. _this.pointerUpPredicate = function (mesh) {
  27369. return mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.isEnabled();
  27370. };
  27371. }
  27372. // Meshes
  27373. if (!_this._meshPickProceed && (BABYLON.ActionManager && BABYLON.ActionManager.HasTriggers || _this.onPointerObservable.hasObservers())) {
  27374. _this._initActionManager(null, clickInfo);
  27375. }
  27376. if (!pickResult) {
  27377. pickResult = _this._currentPickResult;
  27378. }
  27379. _this._processPointerUp(pickResult, evt, clickInfo);
  27380. _this._previousPickResult = _this._currentPickResult;
  27381. });
  27382. };
  27383. this._onKeyDown = function (evt) {
  27384. var type = BABYLON.KeyboardEventTypes.KEYDOWN;
  27385. if (_this.onPreKeyboardObservable.hasObservers()) {
  27386. var pi = new BABYLON.KeyboardInfoPre(type, evt);
  27387. _this.onPreKeyboardObservable.notifyObservers(pi, type);
  27388. if (pi.skipOnPointerObservable) {
  27389. return;
  27390. }
  27391. }
  27392. if (_this.onKeyboardObservable.hasObservers()) {
  27393. var pi = new BABYLON.KeyboardInfo(type, evt);
  27394. _this.onKeyboardObservable.notifyObservers(pi, type);
  27395. }
  27396. if (_this.actionManager) {
  27397. _this.actionManager.processTrigger(BABYLON.ActionManager.OnKeyDownTrigger, BABYLON.ActionEvent.CreateNewFromScene(_this, evt));
  27398. }
  27399. };
  27400. this._onKeyUp = function (evt) {
  27401. var type = BABYLON.KeyboardEventTypes.KEYUP;
  27402. if (_this.onPreKeyboardObservable.hasObservers()) {
  27403. var pi = new BABYLON.KeyboardInfoPre(type, evt);
  27404. _this.onPreKeyboardObservable.notifyObservers(pi, type);
  27405. if (pi.skipOnPointerObservable) {
  27406. return;
  27407. }
  27408. }
  27409. if (_this.onKeyboardObservable.hasObservers()) {
  27410. var pi = new BABYLON.KeyboardInfo(type, evt);
  27411. _this.onKeyboardObservable.notifyObservers(pi, type);
  27412. }
  27413. if (_this.actionManager) {
  27414. _this.actionManager.processTrigger(BABYLON.ActionManager.OnKeyUpTrigger, BABYLON.ActionEvent.CreateNewFromScene(_this, evt));
  27415. }
  27416. };
  27417. var engine = this.getEngine();
  27418. this._onCanvasFocusObserver = engine.onCanvasFocusObservable.add(function () {
  27419. if (!canvas) {
  27420. return;
  27421. }
  27422. canvas.addEventListener("keydown", _this._onKeyDown, false);
  27423. canvas.addEventListener("keyup", _this._onKeyUp, false);
  27424. });
  27425. this._onCanvasBlurObserver = engine.onCanvasBlurObservable.add(function () {
  27426. if (!canvas) {
  27427. return;
  27428. }
  27429. canvas.removeEventListener("keydown", _this._onKeyDown);
  27430. canvas.removeEventListener("keyup", _this._onKeyUp);
  27431. });
  27432. var eventPrefix = BABYLON.Tools.GetPointerPrefix();
  27433. var canvas = this._engine.getRenderingCanvas();
  27434. if (!canvas) {
  27435. return;
  27436. }
  27437. if (attachMove) {
  27438. canvas.addEventListener(eventPrefix + "move", this._onPointerMove, false);
  27439. // Wheel
  27440. this._wheelEventName = "onwheel" in document.createElement("div") ? "wheel" : // Modern browsers support "wheel"
  27441. document.onmousewheel !== undefined ? "mousewheel" : // Webkit and IE support at least "mousewheel"
  27442. "DOMMouseScroll"; // let's assume that remaining browsers are older Firefox
  27443. canvas.addEventListener(this._wheelEventName, this._onPointerMove, false);
  27444. }
  27445. if (attachDown) {
  27446. canvas.addEventListener(eventPrefix + "down", this._onPointerDown, false);
  27447. }
  27448. if (attachUp) {
  27449. window.addEventListener(eventPrefix + "up", this._onPointerUp, false);
  27450. }
  27451. canvas.tabIndex = 1;
  27452. };
  27453. /** Detaches all event handlers*/
  27454. Scene.prototype.detachControl = function () {
  27455. var engine = this.getEngine();
  27456. var eventPrefix = BABYLON.Tools.GetPointerPrefix();
  27457. var canvas = engine.getRenderingCanvas();
  27458. if (!canvas) {
  27459. return;
  27460. }
  27461. canvas.removeEventListener(eventPrefix + "move", this._onPointerMove);
  27462. canvas.removeEventListener(eventPrefix + "down", this._onPointerDown);
  27463. window.removeEventListener(eventPrefix + "up", this._onPointerUp);
  27464. if (this._onCanvasBlurObserver) {
  27465. engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);
  27466. }
  27467. if (this._onCanvasFocusObserver) {
  27468. engine.onCanvasFocusObservable.remove(this._onCanvasFocusObserver);
  27469. }
  27470. // Wheel
  27471. canvas.removeEventListener(this._wheelEventName, this._onPointerMove);
  27472. // Keyboard
  27473. canvas.removeEventListener("keydown", this._onKeyDown);
  27474. canvas.removeEventListener("keyup", this._onKeyUp);
  27475. // Observables
  27476. this.onKeyboardObservable.clear();
  27477. this.onPreKeyboardObservable.clear();
  27478. this.onPointerObservable.clear();
  27479. this.onPrePointerObservable.clear();
  27480. };
  27481. /**
  27482. * This function will check if the scene can be rendered (textures are loaded, shaders are compiled)
  27483. * Delay loaded resources are not taking in account
  27484. * @return true if all required resources are ready
  27485. */
  27486. Scene.prototype.isReady = function () {
  27487. if (this._isDisposed) {
  27488. return false;
  27489. }
  27490. var index;
  27491. var engine = this.getEngine();
  27492. // Effects
  27493. if (!engine.areAllEffectsReady()) {
  27494. return false;
  27495. }
  27496. // Pending data
  27497. if (this._pendingData.length > 0) {
  27498. return false;
  27499. }
  27500. // Meshes
  27501. for (index = 0; index < this.meshes.length; index++) {
  27502. var mesh = this.meshes[index];
  27503. if (!mesh.isEnabled()) {
  27504. continue;
  27505. }
  27506. if (!mesh.subMeshes || mesh.subMeshes.length === 0) {
  27507. continue;
  27508. }
  27509. if (!mesh.isReady(true)) {
  27510. return false;
  27511. }
  27512. var hardwareInstancedRendering = mesh.getClassName() === "InstancedMesh" || mesh.getClassName() === "InstancedLinesMesh" || engine.getCaps().instancedArrays && mesh.instances.length > 0;
  27513. // Is Ready For Mesh
  27514. for (var _i = 0, _a = this._isReadyForMeshStage; _i < _a.length; _i++) {
  27515. var step = _a[_i];
  27516. if (!step.action(mesh, hardwareInstancedRendering)) {
  27517. return false;
  27518. }
  27519. }
  27520. }
  27521. // Geometries
  27522. for (index = 0; index < this.geometries.length; index++) {
  27523. var geometry = this.geometries[index];
  27524. if (geometry.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  27525. return false;
  27526. }
  27527. }
  27528. // Post-processes
  27529. if (this.activeCameras && this.activeCameras.length > 0) {
  27530. for (var _b = 0, _c = this.activeCameras; _b < _c.length; _b++) {
  27531. var camera = _c[_b];
  27532. if (!camera.isReady(true)) {
  27533. return false;
  27534. }
  27535. }
  27536. }
  27537. else if (this.activeCamera) {
  27538. if (!this.activeCamera.isReady(true)) {
  27539. return false;
  27540. }
  27541. }
  27542. // Particles
  27543. for (var _d = 0, _e = this.particleSystems; _d < _e.length; _d++) {
  27544. var particleSystem = _e[_d];
  27545. if (!particleSystem.isReady()) {
  27546. return false;
  27547. }
  27548. }
  27549. return true;
  27550. };
  27551. /** Resets all cached information relative to material (including effect and visibility) */
  27552. Scene.prototype.resetCachedMaterial = function () {
  27553. this._cachedMaterial = null;
  27554. this._cachedEffect = null;
  27555. this._cachedVisibility = null;
  27556. };
  27557. /**
  27558. * Registers a function to be called before every frame render
  27559. * @param func defines the function to register
  27560. */
  27561. Scene.prototype.registerBeforeRender = function (func) {
  27562. this.onBeforeRenderObservable.add(func);
  27563. };
  27564. /**
  27565. * Unregisters a function called before every frame render
  27566. * @param func defines the function to unregister
  27567. */
  27568. Scene.prototype.unregisterBeforeRender = function (func) {
  27569. this.onBeforeRenderObservable.removeCallback(func);
  27570. };
  27571. /**
  27572. * Registers a function to be called after every frame render
  27573. * @param func defines the function to register
  27574. */
  27575. Scene.prototype.registerAfterRender = function (func) {
  27576. this.onAfterRenderObservable.add(func);
  27577. };
  27578. /**
  27579. * Unregisters a function called after every frame render
  27580. * @param func defines the function to unregister
  27581. */
  27582. Scene.prototype.unregisterAfterRender = function (func) {
  27583. this.onAfterRenderObservable.removeCallback(func);
  27584. };
  27585. Scene.prototype._executeOnceBeforeRender = function (func) {
  27586. var _this = this;
  27587. var execFunc = function () {
  27588. func();
  27589. setTimeout(function () {
  27590. _this.unregisterBeforeRender(execFunc);
  27591. });
  27592. };
  27593. this.registerBeforeRender(execFunc);
  27594. };
  27595. /**
  27596. * The provided function will run before render once and will be disposed afterwards.
  27597. * A timeout delay can be provided so that the function will be executed in N ms.
  27598. * The timeout is using the browser's native setTimeout so time percision cannot be guaranteed.
  27599. * @param func The function to be executed.
  27600. * @param timeout optional delay in ms
  27601. */
  27602. Scene.prototype.executeOnceBeforeRender = function (func, timeout) {
  27603. var _this = this;
  27604. if (timeout !== undefined) {
  27605. setTimeout(function () {
  27606. _this._executeOnceBeforeRender(func);
  27607. }, timeout);
  27608. }
  27609. else {
  27610. this._executeOnceBeforeRender(func);
  27611. }
  27612. };
  27613. /** @hidden */
  27614. Scene.prototype._addPendingData = function (data) {
  27615. this._pendingData.push(data);
  27616. };
  27617. /** @hidden */
  27618. Scene.prototype._removePendingData = function (data) {
  27619. var wasLoading = this.isLoading;
  27620. var index = this._pendingData.indexOf(data);
  27621. if (index !== -1) {
  27622. this._pendingData.splice(index, 1);
  27623. }
  27624. if (wasLoading && !this.isLoading) {
  27625. this.onDataLoadedObservable.notifyObservers(this);
  27626. }
  27627. };
  27628. /**
  27629. * Returns the number of items waiting to be loaded
  27630. * @returns the number of items waiting to be loaded
  27631. */
  27632. Scene.prototype.getWaitingItemsCount = function () {
  27633. return this._pendingData.length;
  27634. };
  27635. Object.defineProperty(Scene.prototype, "isLoading", {
  27636. /**
  27637. * Returns a boolean indicating if the scene is still loading data
  27638. */
  27639. get: function () {
  27640. return this._pendingData.length > 0;
  27641. },
  27642. enumerable: true,
  27643. configurable: true
  27644. });
  27645. /**
  27646. * Registers a function to be executed when the scene is ready
  27647. * @param {Function} func - the function to be executed
  27648. */
  27649. Scene.prototype.executeWhenReady = function (func) {
  27650. var _this = this;
  27651. this.onReadyObservable.add(func);
  27652. if (this._executeWhenReadyTimeoutId !== -1) {
  27653. return;
  27654. }
  27655. this._executeWhenReadyTimeoutId = setTimeout(function () {
  27656. _this._checkIsReady();
  27657. }, 150);
  27658. };
  27659. /**
  27660. * Returns a promise that resolves when the scene is ready
  27661. * @returns A promise that resolves when the scene is ready
  27662. */
  27663. Scene.prototype.whenReadyAsync = function () {
  27664. var _this = this;
  27665. return new Promise(function (resolve) {
  27666. _this.executeWhenReady(function () {
  27667. resolve();
  27668. });
  27669. });
  27670. };
  27671. /** @hidden */
  27672. Scene.prototype._checkIsReady = function () {
  27673. var _this = this;
  27674. this._registerTransientComponents();
  27675. if (this.isReady()) {
  27676. this.onReadyObservable.notifyObservers(this);
  27677. this.onReadyObservable.clear();
  27678. this._executeWhenReadyTimeoutId = -1;
  27679. return;
  27680. }
  27681. this._executeWhenReadyTimeoutId = setTimeout(function () {
  27682. _this._checkIsReady();
  27683. }, 150);
  27684. };
  27685. // Animations
  27686. /**
  27687. * Will start the animation sequence of a given target
  27688. * @param target defines the target
  27689. * @param from defines from which frame should animation start
  27690. * @param to defines until which frame should animation run.
  27691. * @param weight defines the weight to apply to the animation (1.0 by default)
  27692. * @param loop defines if the animation loops
  27693. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  27694. * @param onAnimationEnd defines the function to be executed when the animation ends
  27695. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  27696. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  27697. * @returns the animatable object created for this animation
  27698. */
  27699. Scene.prototype.beginWeightedAnimation = function (target, from, to, weight, loop, speedRatio, onAnimationEnd, animatable, targetMask) {
  27700. if (weight === void 0) { weight = 1.0; }
  27701. if (speedRatio === void 0) { speedRatio = 1.0; }
  27702. var returnedAnimatable = this.beginAnimation(target, from, to, loop, speedRatio, onAnimationEnd, animatable, false, targetMask);
  27703. returnedAnimatable.weight = weight;
  27704. return returnedAnimatable;
  27705. };
  27706. /**
  27707. * Will start the animation sequence of a given target
  27708. * @param target defines the target
  27709. * @param from defines from which frame should animation start
  27710. * @param to defines until which frame should animation run.
  27711. * @param loop defines if the animation loops
  27712. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  27713. * @param onAnimationEnd defines the function to be executed when the animation ends
  27714. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  27715. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  27716. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  27717. * @returns the animatable object created for this animation
  27718. */
  27719. Scene.prototype.beginAnimation = function (target, from, to, loop, speedRatio, onAnimationEnd, animatable, stopCurrent, targetMask) {
  27720. if (speedRatio === void 0) { speedRatio = 1.0; }
  27721. if (stopCurrent === void 0) { stopCurrent = true; }
  27722. if (from > to && speedRatio > 0) {
  27723. speedRatio *= -1;
  27724. }
  27725. if (stopCurrent) {
  27726. this.stopAnimation(target, undefined, targetMask);
  27727. }
  27728. if (!animatable) {
  27729. animatable = new BABYLON.Animatable(this, target, from, to, loop, speedRatio, onAnimationEnd);
  27730. }
  27731. var shouldRunTargetAnimations = targetMask ? targetMask(target) : true;
  27732. // Local animations
  27733. if (target.animations && shouldRunTargetAnimations) {
  27734. animatable.appendAnimations(target, target.animations);
  27735. }
  27736. // Children animations
  27737. if (target.getAnimatables) {
  27738. var animatables = target.getAnimatables();
  27739. for (var index = 0; index < animatables.length; index++) {
  27740. this.beginAnimation(animatables[index], from, to, loop, speedRatio, onAnimationEnd, animatable, stopCurrent, targetMask);
  27741. }
  27742. }
  27743. animatable.reset();
  27744. return animatable;
  27745. };
  27746. /**
  27747. * Will start the animation sequence of a given target and its hierarchy
  27748. * @param target defines the target
  27749. * @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.
  27750. * @param from defines from which frame should animation start
  27751. * @param to defines until which frame should animation run.
  27752. * @param loop defines if the animation loops
  27753. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  27754. * @param onAnimationEnd defines the function to be executed when the animation ends
  27755. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  27756. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  27757. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  27758. * @returns the list of created animatables
  27759. */
  27760. Scene.prototype.beginHierarchyAnimation = function (target, directDescendantsOnly, from, to, loop, speedRatio, onAnimationEnd, animatable, stopCurrent, targetMask) {
  27761. if (speedRatio === void 0) { speedRatio = 1.0; }
  27762. if (stopCurrent === void 0) { stopCurrent = true; }
  27763. var children = target.getDescendants(directDescendantsOnly);
  27764. var result = [];
  27765. result.push(this.beginAnimation(target, from, to, loop, speedRatio, onAnimationEnd, animatable, stopCurrent, targetMask));
  27766. for (var _i = 0, children_1 = children; _i < children_1.length; _i++) {
  27767. var child = children_1[_i];
  27768. result.push(this.beginAnimation(child, from, to, loop, speedRatio, onAnimationEnd, animatable, stopCurrent, targetMask));
  27769. }
  27770. return result;
  27771. };
  27772. /**
  27773. * Begin a new animation on a given node
  27774. * @param target defines the target where the animation will take place
  27775. * @param animations defines the list of animations to start
  27776. * @param from defines the initial value
  27777. * @param to defines the final value
  27778. * @param loop defines if you want animation to loop (off by default)
  27779. * @param speedRatio defines the speed ratio to apply to all animations
  27780. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  27781. * @returns the list of created animatables
  27782. */
  27783. Scene.prototype.beginDirectAnimation = function (target, animations, from, to, loop, speedRatio, onAnimationEnd) {
  27784. if (speedRatio === undefined) {
  27785. speedRatio = 1.0;
  27786. }
  27787. var animatable = new BABYLON.Animatable(this, target, from, to, loop, speedRatio, onAnimationEnd, animations);
  27788. return animatable;
  27789. };
  27790. /**
  27791. * Begin a new animation on a given node and its hierarchy
  27792. * @param target defines the root node where the animation will take place
  27793. * @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.
  27794. * @param animations defines the list of animations to start
  27795. * @param from defines the initial value
  27796. * @param to defines the final value
  27797. * @param loop defines if you want animation to loop (off by default)
  27798. * @param speedRatio defines the speed ratio to apply to all animations
  27799. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  27800. * @returns the list of animatables created for all nodes
  27801. */
  27802. Scene.prototype.beginDirectHierarchyAnimation = function (target, directDescendantsOnly, animations, from, to, loop, speedRatio, onAnimationEnd) {
  27803. var children = target.getDescendants(directDescendantsOnly);
  27804. var result = [];
  27805. result.push(this.beginDirectAnimation(target, animations, from, to, loop, speedRatio, onAnimationEnd));
  27806. for (var _i = 0, children_2 = children; _i < children_2.length; _i++) {
  27807. var child = children_2[_i];
  27808. result.push(this.beginDirectAnimation(child, animations, from, to, loop, speedRatio, onAnimationEnd));
  27809. }
  27810. return result;
  27811. };
  27812. /**
  27813. * Gets the animatable associated with a specific target
  27814. * @param target defines the target of the animatable
  27815. * @returns the required animatable if found
  27816. */
  27817. Scene.prototype.getAnimatableByTarget = function (target) {
  27818. for (var index = 0; index < this._activeAnimatables.length; index++) {
  27819. if (this._activeAnimatables[index].target === target) {
  27820. return this._activeAnimatables[index];
  27821. }
  27822. }
  27823. return null;
  27824. };
  27825. /**
  27826. * Gets all animatables associated with a given target
  27827. * @param target defines the target to look animatables for
  27828. * @returns an array of Animatables
  27829. */
  27830. Scene.prototype.getAllAnimatablesByTarget = function (target) {
  27831. var result = [];
  27832. for (var index = 0; index < this._activeAnimatables.length; index++) {
  27833. if (this._activeAnimatables[index].target === target) {
  27834. result.push(this._activeAnimatables[index]);
  27835. }
  27836. }
  27837. return result;
  27838. };
  27839. Object.defineProperty(Scene.prototype, "animatables", {
  27840. /**
  27841. * Gets all animatable attached to the scene
  27842. */
  27843. get: function () {
  27844. return this._activeAnimatables;
  27845. },
  27846. enumerable: true,
  27847. configurable: true
  27848. });
  27849. /**
  27850. * Will stop the animation of the given target
  27851. * @param target - the target
  27852. * @param animationName - the name of the animation to stop (all animations will be stopped if both this and targetMask are empty)
  27853. * @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)
  27854. */
  27855. Scene.prototype.stopAnimation = function (target, animationName, targetMask) {
  27856. var animatables = this.getAllAnimatablesByTarget(target);
  27857. for (var _i = 0, animatables_1 = animatables; _i < animatables_1.length; _i++) {
  27858. var animatable = animatables_1[_i];
  27859. animatable.stop(animationName, targetMask);
  27860. }
  27861. };
  27862. /**
  27863. * Stops and removes all animations that have been applied to the scene
  27864. */
  27865. Scene.prototype.stopAllAnimations = function () {
  27866. if (this._activeAnimatables) {
  27867. for (var i = 0; i < this._activeAnimatables.length; i++) {
  27868. this._activeAnimatables[i].stop();
  27869. }
  27870. this._activeAnimatables = [];
  27871. }
  27872. for (var _i = 0, _a = this.animationGroups; _i < _a.length; _i++) {
  27873. var group = _a[_i];
  27874. group.stop();
  27875. }
  27876. };
  27877. Scene.prototype._animate = function () {
  27878. if (!this.animationsEnabled || this._activeAnimatables.length === 0) {
  27879. return;
  27880. }
  27881. // Getting time
  27882. var now = BABYLON.Tools.Now;
  27883. if (!this._animationTimeLast) {
  27884. if (this._pendingData.length > 0) {
  27885. return;
  27886. }
  27887. this._animationTimeLast = now;
  27888. }
  27889. var deltaTime = this.useConstantAnimationDeltaTime ? 16.0 : (now - this._animationTimeLast) * this.animationTimeScale;
  27890. this._animationTime += deltaTime;
  27891. this._animationTimeLast = now;
  27892. for (var index = 0; index < this._activeAnimatables.length; index++) {
  27893. this._activeAnimatables[index]._animate(this._animationTime);
  27894. }
  27895. // Late animation bindings
  27896. this._processLateAnimationBindings();
  27897. };
  27898. /** @hidden */
  27899. Scene.prototype._registerTargetForLateAnimationBinding = function (runtimeAnimation, originalValue) {
  27900. var target = runtimeAnimation.target;
  27901. this._registeredForLateAnimationBindings.pushNoDuplicate(target);
  27902. if (!target._lateAnimationHolders) {
  27903. target._lateAnimationHolders = {};
  27904. }
  27905. if (!target._lateAnimationHolders[runtimeAnimation.targetPath]) {
  27906. target._lateAnimationHolders[runtimeAnimation.targetPath] = {
  27907. totalWeight: 0,
  27908. animations: [],
  27909. originalValue: originalValue
  27910. };
  27911. }
  27912. target._lateAnimationHolders[runtimeAnimation.targetPath].animations.push(runtimeAnimation);
  27913. target._lateAnimationHolders[runtimeAnimation.targetPath].totalWeight += runtimeAnimation.weight;
  27914. };
  27915. Scene.prototype._processLateAnimationBindingsForMatrices = function (holder) {
  27916. var normalizer = 1.0;
  27917. var finalPosition = BABYLON.Tmp.Vector3[0];
  27918. var finalScaling = BABYLON.Tmp.Vector3[1];
  27919. var finalQuaternion = BABYLON.Tmp.Quaternion[0];
  27920. var startIndex = 0;
  27921. var originalAnimation = holder.animations[0];
  27922. var originalValue = holder.originalValue;
  27923. var scale = 1;
  27924. if (holder.totalWeight < 1.0) {
  27925. // We need to mix the original value in
  27926. originalValue.decompose(finalScaling, finalQuaternion, finalPosition);
  27927. scale = 1.0 - holder.totalWeight;
  27928. }
  27929. else {
  27930. startIndex = 1;
  27931. // We need to normalize the weights
  27932. normalizer = holder.totalWeight;
  27933. originalAnimation.currentValue.decompose(finalScaling, finalQuaternion, finalPosition);
  27934. scale = originalAnimation.weight / normalizer;
  27935. if (scale == 1) {
  27936. return originalAnimation.currentValue;
  27937. }
  27938. }
  27939. finalScaling.scaleInPlace(scale);
  27940. finalPosition.scaleInPlace(scale);
  27941. finalQuaternion.scaleInPlace(scale);
  27942. for (var animIndex = startIndex; animIndex < holder.animations.length; animIndex++) {
  27943. var runtimeAnimation = holder.animations[animIndex];
  27944. var scale = runtimeAnimation.weight / normalizer;
  27945. var currentPosition = BABYLON.Tmp.Vector3[2];
  27946. var currentScaling = BABYLON.Tmp.Vector3[3];
  27947. var currentQuaternion = BABYLON.Tmp.Quaternion[1];
  27948. runtimeAnimation.currentValue.decompose(currentScaling, currentQuaternion, currentPosition);
  27949. currentScaling.scaleAndAddToRef(scale, finalScaling);
  27950. currentQuaternion.scaleAndAddToRef(scale, finalQuaternion);
  27951. currentPosition.scaleAndAddToRef(scale, finalPosition);
  27952. }
  27953. BABYLON.Matrix.ComposeToRef(finalScaling, finalQuaternion, finalPosition, originalAnimation._workValue);
  27954. return originalAnimation._workValue;
  27955. };
  27956. Scene.prototype._processLateAnimationBindingsForQuaternions = function (holder, refQuaternion) {
  27957. var originalAnimation = holder.animations[0];
  27958. var originalValue = holder.originalValue;
  27959. if (holder.animations.length === 1) {
  27960. BABYLON.Quaternion.SlerpToRef(originalValue, originalAnimation.currentValue, Math.min(1.0, holder.totalWeight), refQuaternion);
  27961. return refQuaternion;
  27962. }
  27963. var normalizer = 1.0;
  27964. var quaternions;
  27965. var weights;
  27966. if (holder.totalWeight < 1.0) {
  27967. var scale = 1.0 - holder.totalWeight;
  27968. quaternions = [];
  27969. weights = [];
  27970. quaternions.push(originalValue);
  27971. weights.push(scale);
  27972. }
  27973. else {
  27974. if (holder.animations.length === 2) { // Slerp as soon as we can
  27975. BABYLON.Quaternion.SlerpToRef(holder.animations[0].currentValue, holder.animations[1].currentValue, holder.animations[1].weight / holder.totalWeight, refQuaternion);
  27976. return refQuaternion;
  27977. }
  27978. quaternions = [];
  27979. weights = [];
  27980. normalizer = holder.totalWeight;
  27981. }
  27982. for (var animIndex = 0; animIndex < holder.animations.length; animIndex++) {
  27983. var runtimeAnimation = holder.animations[animIndex];
  27984. quaternions.push(runtimeAnimation.currentValue);
  27985. weights.push(runtimeAnimation.weight / normalizer);
  27986. }
  27987. // https://gamedev.stackexchange.com/questions/62354/method-for-interpolation-between-3-quaternions
  27988. var cumulativeAmount = 0;
  27989. var cumulativeQuaternion = null;
  27990. for (var index = 0; index < quaternions.length;) {
  27991. if (!cumulativeQuaternion) {
  27992. BABYLON.Quaternion.SlerpToRef(quaternions[index], quaternions[index + 1], weights[index + 1] / (weights[index] + weights[index + 1]), refQuaternion);
  27993. cumulativeQuaternion = refQuaternion;
  27994. cumulativeAmount = weights[index] + weights[index + 1];
  27995. index += 2;
  27996. continue;
  27997. }
  27998. cumulativeAmount += weights[index];
  27999. BABYLON.Quaternion.SlerpToRef(cumulativeQuaternion, quaternions[index], weights[index] / cumulativeAmount, cumulativeQuaternion);
  28000. index++;
  28001. }
  28002. return cumulativeQuaternion;
  28003. };
  28004. Scene.prototype._processLateAnimationBindings = function () {
  28005. if (!this._registeredForLateAnimationBindings.length) {
  28006. return;
  28007. }
  28008. for (var index = 0; index < this._registeredForLateAnimationBindings.length; index++) {
  28009. var target = this._registeredForLateAnimationBindings.data[index];
  28010. for (var path in target._lateAnimationHolders) {
  28011. var holder = target._lateAnimationHolders[path];
  28012. var originalAnimation = holder.animations[0];
  28013. var originalValue = holder.originalValue;
  28014. var matrixDecomposeMode = BABYLON.Animation.AllowMatrixDecomposeForInterpolation && originalValue.m; // ie. data is matrix
  28015. var finalValue = target[path];
  28016. if (matrixDecomposeMode) {
  28017. finalValue = this._processLateAnimationBindingsForMatrices(holder);
  28018. }
  28019. else {
  28020. var quaternionMode = originalValue.w !== undefined;
  28021. if (quaternionMode) {
  28022. finalValue = this._processLateAnimationBindingsForQuaternions(holder, finalValue || BABYLON.Quaternion.Identity());
  28023. }
  28024. else {
  28025. var startIndex = 0;
  28026. var normalizer = 1.0;
  28027. if (holder.totalWeight < 1.0) {
  28028. // We need to mix the original value in
  28029. if (originalValue.scale) {
  28030. finalValue = originalValue.scale(1.0 - holder.totalWeight);
  28031. }
  28032. else {
  28033. finalValue = originalValue * (1.0 - holder.totalWeight);
  28034. }
  28035. }
  28036. else {
  28037. // We need to normalize the weights
  28038. normalizer = holder.totalWeight;
  28039. var scale_1 = originalAnimation.weight / normalizer;
  28040. if (scale_1 !== 1) {
  28041. if (originalAnimation.currentValue.scale) {
  28042. finalValue = originalAnimation.currentValue.scale(scale_1);
  28043. }
  28044. else {
  28045. finalValue = originalAnimation.currentValue * scale_1;
  28046. }
  28047. }
  28048. else {
  28049. finalValue = originalAnimation.currentValue;
  28050. }
  28051. startIndex = 1;
  28052. }
  28053. for (var animIndex = startIndex; animIndex < holder.animations.length; animIndex++) {
  28054. var runtimeAnimation = holder.animations[animIndex];
  28055. var scale = runtimeAnimation.weight / normalizer;
  28056. if (runtimeAnimation.currentValue.scaleAndAddToRef) {
  28057. runtimeAnimation.currentValue.scaleAndAddToRef(scale, finalValue);
  28058. }
  28059. else {
  28060. finalValue += runtimeAnimation.currentValue * scale;
  28061. }
  28062. }
  28063. }
  28064. }
  28065. target[path] = finalValue;
  28066. }
  28067. target._lateAnimationHolders = {};
  28068. }
  28069. this._registeredForLateAnimationBindings.reset();
  28070. };
  28071. // Matrix
  28072. /** @hidden */
  28073. Scene.prototype._switchToAlternateCameraConfiguration = function (active) {
  28074. this._useAlternateCameraConfiguration = active;
  28075. };
  28076. /**
  28077. * Gets the current view matrix
  28078. * @returns a Matrix
  28079. */
  28080. Scene.prototype.getViewMatrix = function () {
  28081. return this._useAlternateCameraConfiguration ? this._alternateViewMatrix : this._viewMatrix;
  28082. };
  28083. /**
  28084. * Gets the current projection matrix
  28085. * @returns a Matrix
  28086. */
  28087. Scene.prototype.getProjectionMatrix = function () {
  28088. return this._useAlternateCameraConfiguration ? this._alternateProjectionMatrix : this._projectionMatrix;
  28089. };
  28090. /**
  28091. * Gets the current transform matrix
  28092. * @returns a Matrix made of View * Projection
  28093. */
  28094. Scene.prototype.getTransformMatrix = function () {
  28095. return this._useAlternateCameraConfiguration ? this._alternateTransformMatrix : this._transformMatrix;
  28096. };
  28097. /**
  28098. * Sets the current transform matrix
  28099. * @param view defines the View matrix to use
  28100. * @param projection defines the Projection matrix to use
  28101. */
  28102. Scene.prototype.setTransformMatrix = function (view, projection) {
  28103. if (this._viewUpdateFlag === view.updateFlag && this._projectionUpdateFlag === projection.updateFlag) {
  28104. return;
  28105. }
  28106. this._viewUpdateFlag = view.updateFlag;
  28107. this._projectionUpdateFlag = projection.updateFlag;
  28108. this._viewMatrix = view;
  28109. this._projectionMatrix = projection;
  28110. this._viewMatrix.multiplyToRef(this._projectionMatrix, this._transformMatrix);
  28111. // Update frustum
  28112. if (!this._frustumPlanes) {
  28113. this._frustumPlanes = BABYLON.Frustum.GetPlanes(this._transformMatrix);
  28114. }
  28115. else {
  28116. BABYLON.Frustum.GetPlanesToRef(this._transformMatrix, this._frustumPlanes);
  28117. }
  28118. if (this.activeCamera && this.activeCamera._alternateCamera) {
  28119. var otherCamera = this.activeCamera._alternateCamera;
  28120. otherCamera.getViewMatrix().multiplyToRef(otherCamera.getProjectionMatrix(), BABYLON.Tmp.Matrix[0]);
  28121. BABYLON.Frustum.GetRightPlaneToRef(BABYLON.Tmp.Matrix[0], this._frustumPlanes[3]); // Replace right plane by second camera right plane
  28122. }
  28123. if (this._sceneUbo.useUbo) {
  28124. this._sceneUbo.updateMatrix("viewProjection", this._transformMatrix);
  28125. this._sceneUbo.updateMatrix("view", this._viewMatrix);
  28126. this._sceneUbo.update();
  28127. }
  28128. };
  28129. /** @hidden */
  28130. Scene.prototype._setAlternateTransformMatrix = function (view, projection) {
  28131. if (this._alternateViewUpdateFlag === view.updateFlag && this._alternateProjectionUpdateFlag === projection.updateFlag) {
  28132. return;
  28133. }
  28134. this._alternateViewUpdateFlag = view.updateFlag;
  28135. this._alternateProjectionUpdateFlag = projection.updateFlag;
  28136. this._alternateViewMatrix = view;
  28137. this._alternateProjectionMatrix = projection;
  28138. if (!this._alternateTransformMatrix) {
  28139. this._alternateTransformMatrix = BABYLON.Matrix.Zero();
  28140. }
  28141. this._alternateViewMatrix.multiplyToRef(this._alternateProjectionMatrix, this._alternateTransformMatrix);
  28142. if (!this._alternateSceneUbo) {
  28143. this._createAlternateUbo();
  28144. }
  28145. if (this._alternateSceneUbo.useUbo) {
  28146. this._alternateSceneUbo.updateMatrix("viewProjection", this._alternateTransformMatrix);
  28147. this._alternateSceneUbo.updateMatrix("view", this._alternateViewMatrix);
  28148. this._alternateSceneUbo.update();
  28149. }
  28150. };
  28151. /**
  28152. * Gets the uniform buffer used to store scene data
  28153. * @returns a UniformBuffer
  28154. */
  28155. Scene.prototype.getSceneUniformBuffer = function () {
  28156. return this._useAlternateCameraConfiguration ? this._alternateSceneUbo : this._sceneUbo;
  28157. };
  28158. /**
  28159. * Gets an unique (relatively to the current scene) Id
  28160. * @returns an unique number for the scene
  28161. */
  28162. Scene.prototype.getUniqueId = function () {
  28163. var result = Scene._uniqueIdCounter;
  28164. Scene._uniqueIdCounter++;
  28165. return result;
  28166. };
  28167. /**
  28168. * Add a mesh to the list of scene's meshes
  28169. * @param newMesh defines the mesh to add
  28170. * @param recursive if all child meshes should also be added to the scene
  28171. */
  28172. Scene.prototype.addMesh = function (newMesh, recursive) {
  28173. var _this = this;
  28174. if (recursive === void 0) { recursive = false; }
  28175. this.meshes.push(newMesh);
  28176. //notify the collision coordinator
  28177. if (this.collisionCoordinator) {
  28178. this.collisionCoordinator.onMeshAdded(newMesh);
  28179. }
  28180. newMesh._resyncLightSources();
  28181. this.onNewMeshAddedObservable.notifyObservers(newMesh);
  28182. if (recursive) {
  28183. newMesh.getChildMeshes().forEach(function (m) {
  28184. _this.addMesh(m);
  28185. });
  28186. }
  28187. };
  28188. /**
  28189. * Remove a mesh for the list of scene's meshes
  28190. * @param toRemove defines the mesh to remove
  28191. * @param recursive if all child meshes should also be removed from the scene
  28192. * @returns the index where the mesh was in the mesh list
  28193. */
  28194. Scene.prototype.removeMesh = function (toRemove, recursive) {
  28195. var _this = this;
  28196. if (recursive === void 0) { recursive = false; }
  28197. var index = this.meshes.indexOf(toRemove);
  28198. if (index !== -1) {
  28199. // Remove from the scene if mesh found
  28200. this.meshes[index] = this.meshes[this.meshes.length - 1];
  28201. this.meshes.pop();
  28202. }
  28203. this.onMeshRemovedObservable.notifyObservers(toRemove);
  28204. if (recursive) {
  28205. toRemove.getChildMeshes().forEach(function (m) {
  28206. _this.removeMesh(m);
  28207. });
  28208. }
  28209. return index;
  28210. };
  28211. /**
  28212. * Add a transform node to the list of scene's transform nodes
  28213. * @param newTransformNode defines the transform node to add
  28214. */
  28215. Scene.prototype.addTransformNode = function (newTransformNode) {
  28216. newTransformNode._indexInSceneTransformNodesArray = this.transformNodes.length;
  28217. this.transformNodes.push(newTransformNode);
  28218. this.onNewTransformNodeAddedObservable.notifyObservers(newTransformNode);
  28219. };
  28220. /**
  28221. * Remove a transform node for the list of scene's transform nodes
  28222. * @param toRemove defines the transform node to remove
  28223. * @returns the index where the transform node was in the transform node list
  28224. */
  28225. Scene.prototype.removeTransformNode = function (toRemove) {
  28226. var index = toRemove._indexInSceneTransformNodesArray;
  28227. if (index !== -1) {
  28228. if (index !== this.transformNodes.length - 1) {
  28229. var lastNode = this.transformNodes[this.transformNodes.length - 1];
  28230. this.transformNodes[index] = lastNode;
  28231. lastNode._indexInSceneTransformNodesArray = index;
  28232. }
  28233. toRemove._indexInSceneTransformNodesArray = -1;
  28234. this.transformNodes.pop();
  28235. }
  28236. this.onTransformNodeRemovedObservable.notifyObservers(toRemove);
  28237. return index;
  28238. };
  28239. /**
  28240. * Remove a skeleton for the list of scene's skeletons
  28241. * @param toRemove defines the skeleton to remove
  28242. * @returns the index where the skeleton was in the skeleton list
  28243. */
  28244. Scene.prototype.removeSkeleton = function (toRemove) {
  28245. var index = this.skeletons.indexOf(toRemove);
  28246. if (index !== -1) {
  28247. // Remove from the scene if found
  28248. this.skeletons.splice(index, 1);
  28249. }
  28250. return index;
  28251. };
  28252. /**
  28253. * Remove a morph target for the list of scene's morph targets
  28254. * @param toRemove defines the morph target to remove
  28255. * @returns the index where the morph target was in the morph target list
  28256. */
  28257. Scene.prototype.removeMorphTargetManager = function (toRemove) {
  28258. var index = this.morphTargetManagers.indexOf(toRemove);
  28259. if (index !== -1) {
  28260. // Remove from the scene if found
  28261. this.morphTargetManagers.splice(index, 1);
  28262. }
  28263. return index;
  28264. };
  28265. /**
  28266. * Remove a light for the list of scene's lights
  28267. * @param toRemove defines the light to remove
  28268. * @returns the index where the light was in the light list
  28269. */
  28270. Scene.prototype.removeLight = function (toRemove) {
  28271. var index = this.lights.indexOf(toRemove);
  28272. if (index !== -1) {
  28273. // Remove from meshes
  28274. for (var _i = 0, _a = this.meshes; _i < _a.length; _i++) {
  28275. var mesh = _a[_i];
  28276. mesh._removeLightSource(toRemove);
  28277. }
  28278. // Remove from the scene if mesh found
  28279. this.lights.splice(index, 1);
  28280. this.sortLightsByPriority();
  28281. }
  28282. this.onLightRemovedObservable.notifyObservers(toRemove);
  28283. return index;
  28284. };
  28285. /**
  28286. * Remove a camera for the list of scene's cameras
  28287. * @param toRemove defines the camera to remove
  28288. * @returns the index where the camera was in the camera list
  28289. */
  28290. Scene.prototype.removeCamera = function (toRemove) {
  28291. var index = this.cameras.indexOf(toRemove);
  28292. if (index !== -1) {
  28293. // Remove from the scene if mesh found
  28294. this.cameras.splice(index, 1);
  28295. }
  28296. // Remove from activeCameras
  28297. var index2 = this.activeCameras.indexOf(toRemove);
  28298. if (index2 !== -1) {
  28299. // Remove from the scene if mesh found
  28300. this.activeCameras.splice(index2, 1);
  28301. }
  28302. // Reset the activeCamera
  28303. if (this.activeCamera === toRemove) {
  28304. if (this.cameras.length > 0) {
  28305. this.activeCamera = this.cameras[0];
  28306. }
  28307. else {
  28308. this.activeCamera = null;
  28309. }
  28310. }
  28311. this.onCameraRemovedObservable.notifyObservers(toRemove);
  28312. return index;
  28313. };
  28314. /**
  28315. * Remove a particle system for the list of scene's particle systems
  28316. * @param toRemove defines the particle system to remove
  28317. * @returns the index where the particle system was in the particle system list
  28318. */
  28319. Scene.prototype.removeParticleSystem = function (toRemove) {
  28320. var index = this.particleSystems.indexOf(toRemove);
  28321. if (index !== -1) {
  28322. this.particleSystems.splice(index, 1);
  28323. }
  28324. return index;
  28325. };
  28326. /**
  28327. * Remove a animation for the list of scene's animations
  28328. * @param toRemove defines the animation to remove
  28329. * @returns the index where the animation was in the animation list
  28330. */
  28331. Scene.prototype.removeAnimation = function (toRemove) {
  28332. var index = this.animations.indexOf(toRemove);
  28333. if (index !== -1) {
  28334. this.animations.splice(index, 1);
  28335. }
  28336. return index;
  28337. };
  28338. /**
  28339. * Removes the given animation group from this scene.
  28340. * @param toRemove The animation group to remove
  28341. * @returns The index of the removed animation group
  28342. */
  28343. Scene.prototype.removeAnimationGroup = function (toRemove) {
  28344. var index = this.animationGroups.indexOf(toRemove);
  28345. if (index !== -1) {
  28346. this.animationGroups.splice(index, 1);
  28347. }
  28348. return index;
  28349. };
  28350. /**
  28351. * Removes the given multi-material from this scene.
  28352. * @param toRemove The multi-material to remove
  28353. * @returns The index of the removed multi-material
  28354. */
  28355. Scene.prototype.removeMultiMaterial = function (toRemove) {
  28356. var index = this.multiMaterials.indexOf(toRemove);
  28357. if (index !== -1) {
  28358. this.multiMaterials.splice(index, 1);
  28359. }
  28360. return index;
  28361. };
  28362. /**
  28363. * Removes the given material from this scene.
  28364. * @param toRemove The material to remove
  28365. * @returns The index of the removed material
  28366. */
  28367. Scene.prototype.removeMaterial = function (toRemove) {
  28368. var index = toRemove._indexInSceneMaterialArray;
  28369. if (index !== -1) {
  28370. if (index !== this.materials.length - 1) {
  28371. var lastMaterial = this.materials[this.materials.length - 1];
  28372. this.materials[index] = lastMaterial;
  28373. lastMaterial._indexInSceneMaterialArray = index;
  28374. }
  28375. toRemove._indexInSceneMaterialArray = -1;
  28376. this.materials.pop();
  28377. }
  28378. this.onMaterialRemovedObservable.notifyObservers(toRemove);
  28379. return index;
  28380. };
  28381. /**
  28382. * Removes the given action manager from this scene.
  28383. * @param toRemove The action manager to remove
  28384. * @returns The index of the removed action manager
  28385. */
  28386. Scene.prototype.removeActionManager = function (toRemove) {
  28387. var index = this.actionManagers.indexOf(toRemove);
  28388. if (index !== -1) {
  28389. this.actionManagers.splice(index, 1);
  28390. }
  28391. return index;
  28392. };
  28393. /**
  28394. * Removes the given texture from this scene.
  28395. * @param toRemove The texture to remove
  28396. * @returns The index of the removed texture
  28397. */
  28398. Scene.prototype.removeTexture = function (toRemove) {
  28399. var index = this.textures.indexOf(toRemove);
  28400. if (index !== -1) {
  28401. this.textures.splice(index, 1);
  28402. }
  28403. this.onTextureRemovedObservable.notifyObservers(toRemove);
  28404. return index;
  28405. };
  28406. /**
  28407. * Adds the given light to this scene
  28408. * @param newLight The light to add
  28409. */
  28410. Scene.prototype.addLight = function (newLight) {
  28411. this.lights.push(newLight);
  28412. this.sortLightsByPriority();
  28413. // Add light to all meshes (To support if the light is removed and then readded)
  28414. for (var _i = 0, _a = this.meshes; _i < _a.length; _i++) {
  28415. var mesh = _a[_i];
  28416. if (mesh._lightSources.indexOf(newLight) === -1) {
  28417. mesh._lightSources.push(newLight);
  28418. mesh._resyncLightSources();
  28419. }
  28420. }
  28421. this.onNewLightAddedObservable.notifyObservers(newLight);
  28422. };
  28423. /**
  28424. * Sorts the list list based on light priorities
  28425. */
  28426. Scene.prototype.sortLightsByPriority = function () {
  28427. if (this.requireLightSorting) {
  28428. this.lights.sort(BABYLON.Light.CompareLightsPriority);
  28429. }
  28430. };
  28431. /**
  28432. * Adds the given camera to this scene
  28433. * @param newCamera The camera to add
  28434. */
  28435. Scene.prototype.addCamera = function (newCamera) {
  28436. this.cameras.push(newCamera);
  28437. this.onNewCameraAddedObservable.notifyObservers(newCamera);
  28438. };
  28439. /**
  28440. * Adds the given skeleton to this scene
  28441. * @param newSkeleton The skeleton to add
  28442. */
  28443. Scene.prototype.addSkeleton = function (newSkeleton) {
  28444. this.skeletons.push(newSkeleton);
  28445. };
  28446. /**
  28447. * Adds the given particle system to this scene
  28448. * @param newParticleSystem The particle system to add
  28449. */
  28450. Scene.prototype.addParticleSystem = function (newParticleSystem) {
  28451. this.particleSystems.push(newParticleSystem);
  28452. };
  28453. /**
  28454. * Adds the given animation to this scene
  28455. * @param newAnimation The animation to add
  28456. */
  28457. Scene.prototype.addAnimation = function (newAnimation) {
  28458. this.animations.push(newAnimation);
  28459. };
  28460. /**
  28461. * Adds the given animation group to this scene.
  28462. * @param newAnimationGroup The animation group to add
  28463. */
  28464. Scene.prototype.addAnimationGroup = function (newAnimationGroup) {
  28465. this.animationGroups.push(newAnimationGroup);
  28466. };
  28467. /**
  28468. * Adds the given multi-material to this scene
  28469. * @param newMultiMaterial The multi-material to add
  28470. */
  28471. Scene.prototype.addMultiMaterial = function (newMultiMaterial) {
  28472. this.multiMaterials.push(newMultiMaterial);
  28473. };
  28474. /**
  28475. * Adds the given material to this scene
  28476. * @param newMaterial The material to add
  28477. */
  28478. Scene.prototype.addMaterial = function (newMaterial) {
  28479. newMaterial._indexInSceneMaterialArray = this.materials.length;
  28480. this.materials.push(newMaterial);
  28481. this.onNewMaterialAddedObservable.notifyObservers(newMaterial);
  28482. };
  28483. /**
  28484. * Adds the given morph target to this scene
  28485. * @param newMorphTargetManager The morph target to add
  28486. */
  28487. Scene.prototype.addMorphTargetManager = function (newMorphTargetManager) {
  28488. this.morphTargetManagers.push(newMorphTargetManager);
  28489. };
  28490. /**
  28491. * Adds the given geometry to this scene
  28492. * @param newGeometry The geometry to add
  28493. */
  28494. Scene.prototype.addGeometry = function (newGeometry) {
  28495. if (this.geometriesById) {
  28496. this.geometriesById[newGeometry.id] = this.geometries.length;
  28497. }
  28498. this.geometries.push(newGeometry);
  28499. };
  28500. /**
  28501. * Adds the given action manager to this scene
  28502. * @param newActionManager The action manager to add
  28503. */
  28504. Scene.prototype.addActionManager = function (newActionManager) {
  28505. this.actionManagers.push(newActionManager);
  28506. };
  28507. /**
  28508. * Adds the given texture to this scene.
  28509. * @param newTexture The texture to add
  28510. */
  28511. Scene.prototype.addTexture = function (newTexture) {
  28512. this.textures.push(newTexture);
  28513. this.onNewTextureAddedObservable.notifyObservers(newTexture);
  28514. };
  28515. /**
  28516. * Switch active camera
  28517. * @param newCamera defines the new active camera
  28518. * @param attachControl defines if attachControl must be called for the new active camera (default: true)
  28519. */
  28520. Scene.prototype.switchActiveCamera = function (newCamera, attachControl) {
  28521. if (attachControl === void 0) { attachControl = true; }
  28522. var canvas = this._engine.getRenderingCanvas();
  28523. if (!canvas) {
  28524. return;
  28525. }
  28526. if (this.activeCamera) {
  28527. this.activeCamera.detachControl(canvas);
  28528. }
  28529. this.activeCamera = newCamera;
  28530. if (attachControl) {
  28531. newCamera.attachControl(canvas);
  28532. }
  28533. };
  28534. /**
  28535. * sets the active camera of the scene using its ID
  28536. * @param id defines the camera's ID
  28537. * @return the new active camera or null if none found.
  28538. */
  28539. Scene.prototype.setActiveCameraByID = function (id) {
  28540. var camera = this.getCameraByID(id);
  28541. if (camera) {
  28542. this.activeCamera = camera;
  28543. return camera;
  28544. }
  28545. return null;
  28546. };
  28547. /**
  28548. * sets the active camera of the scene using its name
  28549. * @param name defines the camera's name
  28550. * @returns the new active camera or null if none found.
  28551. */
  28552. Scene.prototype.setActiveCameraByName = function (name) {
  28553. var camera = this.getCameraByName(name);
  28554. if (camera) {
  28555. this.activeCamera = camera;
  28556. return camera;
  28557. }
  28558. return null;
  28559. };
  28560. /**
  28561. * get an animation group using its name
  28562. * @param name defines the material's name
  28563. * @return the animation group or null if none found.
  28564. */
  28565. Scene.prototype.getAnimationGroupByName = function (name) {
  28566. for (var index = 0; index < this.animationGroups.length; index++) {
  28567. if (this.animationGroups[index].name === name) {
  28568. return this.animationGroups[index];
  28569. }
  28570. }
  28571. return null;
  28572. };
  28573. /**
  28574. * get a material using its id
  28575. * @param id defines the material's ID
  28576. * @return the material or null if none found.
  28577. */
  28578. Scene.prototype.getMaterialByID = function (id) {
  28579. for (var index = 0; index < this.materials.length; index++) {
  28580. if (this.materials[index].id === id) {
  28581. return this.materials[index];
  28582. }
  28583. }
  28584. return null;
  28585. };
  28586. /**
  28587. * Gets a material using its name
  28588. * @param name defines the material's name
  28589. * @return the material or null if none found.
  28590. */
  28591. Scene.prototype.getMaterialByName = function (name) {
  28592. for (var index = 0; index < this.materials.length; index++) {
  28593. if (this.materials[index].name === name) {
  28594. return this.materials[index];
  28595. }
  28596. }
  28597. return null;
  28598. };
  28599. /**
  28600. * Gets a camera using its id
  28601. * @param id defines the id to look for
  28602. * @returns the camera or null if not found
  28603. */
  28604. Scene.prototype.getCameraByID = function (id) {
  28605. for (var index = 0; index < this.cameras.length; index++) {
  28606. if (this.cameras[index].id === id) {
  28607. return this.cameras[index];
  28608. }
  28609. }
  28610. return null;
  28611. };
  28612. /**
  28613. * Gets a camera using its unique id
  28614. * @param uniqueId defines the unique id to look for
  28615. * @returns the camera or null if not found
  28616. */
  28617. Scene.prototype.getCameraByUniqueID = function (uniqueId) {
  28618. for (var index = 0; index < this.cameras.length; index++) {
  28619. if (this.cameras[index].uniqueId === uniqueId) {
  28620. return this.cameras[index];
  28621. }
  28622. }
  28623. return null;
  28624. };
  28625. /**
  28626. * Gets a camera using its name
  28627. * @param name defines the camera's name
  28628. * @return the camera or null if none found.
  28629. */
  28630. Scene.prototype.getCameraByName = function (name) {
  28631. for (var index = 0; index < this.cameras.length; index++) {
  28632. if (this.cameras[index].name === name) {
  28633. return this.cameras[index];
  28634. }
  28635. }
  28636. return null;
  28637. };
  28638. /**
  28639. * Gets a bone using its id
  28640. * @param id defines the bone's id
  28641. * @return the bone or null if not found
  28642. */
  28643. Scene.prototype.getBoneByID = function (id) {
  28644. for (var skeletonIndex = 0; skeletonIndex < this.skeletons.length; skeletonIndex++) {
  28645. var skeleton = this.skeletons[skeletonIndex];
  28646. for (var boneIndex = 0; boneIndex < skeleton.bones.length; boneIndex++) {
  28647. if (skeleton.bones[boneIndex].id === id) {
  28648. return skeleton.bones[boneIndex];
  28649. }
  28650. }
  28651. }
  28652. return null;
  28653. };
  28654. /**
  28655. * Gets a bone using its id
  28656. * @param name defines the bone's name
  28657. * @return the bone or null if not found
  28658. */
  28659. Scene.prototype.getBoneByName = function (name) {
  28660. for (var skeletonIndex = 0; skeletonIndex < this.skeletons.length; skeletonIndex++) {
  28661. var skeleton = this.skeletons[skeletonIndex];
  28662. for (var boneIndex = 0; boneIndex < skeleton.bones.length; boneIndex++) {
  28663. if (skeleton.bones[boneIndex].name === name) {
  28664. return skeleton.bones[boneIndex];
  28665. }
  28666. }
  28667. }
  28668. return null;
  28669. };
  28670. /**
  28671. * Gets a light node using its name
  28672. * @param name defines the the light's name
  28673. * @return the light or null if none found.
  28674. */
  28675. Scene.prototype.getLightByName = function (name) {
  28676. for (var index = 0; index < this.lights.length; index++) {
  28677. if (this.lights[index].name === name) {
  28678. return this.lights[index];
  28679. }
  28680. }
  28681. return null;
  28682. };
  28683. /**
  28684. * Gets a light node using its id
  28685. * @param id defines the light's id
  28686. * @return the light or null if none found.
  28687. */
  28688. Scene.prototype.getLightByID = function (id) {
  28689. for (var index = 0; index < this.lights.length; index++) {
  28690. if (this.lights[index].id === id) {
  28691. return this.lights[index];
  28692. }
  28693. }
  28694. return null;
  28695. };
  28696. /**
  28697. * Gets a light node using its scene-generated unique ID
  28698. * @param uniqueId defines the light's unique id
  28699. * @return the light or null if none found.
  28700. */
  28701. Scene.prototype.getLightByUniqueID = function (uniqueId) {
  28702. for (var index = 0; index < this.lights.length; index++) {
  28703. if (this.lights[index].uniqueId === uniqueId) {
  28704. return this.lights[index];
  28705. }
  28706. }
  28707. return null;
  28708. };
  28709. /**
  28710. * Gets a particle system by id
  28711. * @param id defines the particle system id
  28712. * @return the corresponding system or null if none found
  28713. */
  28714. Scene.prototype.getParticleSystemByID = function (id) {
  28715. for (var index = 0; index < this.particleSystems.length; index++) {
  28716. if (this.particleSystems[index].id === id) {
  28717. return this.particleSystems[index];
  28718. }
  28719. }
  28720. return null;
  28721. };
  28722. /**
  28723. * Gets a geometry using its ID
  28724. * @param id defines the geometry's id
  28725. * @return the geometry or null if none found.
  28726. */
  28727. Scene.prototype.getGeometryByID = function (id) {
  28728. if (this.geometriesById) {
  28729. var index_1 = this.geometriesById[id];
  28730. if (index_1 !== undefined) {
  28731. return this.geometries[index_1];
  28732. }
  28733. }
  28734. else {
  28735. for (var index = 0; index < this.geometries.length; index++) {
  28736. if (this.geometries[index].id === id) {
  28737. return this.geometries[index];
  28738. }
  28739. }
  28740. }
  28741. return null;
  28742. };
  28743. Scene.prototype._getGeometryByUniqueID = function (id) {
  28744. for (var index = 0; index < this.geometries.length; index++) {
  28745. if (this.geometries[index].uniqueId === id) {
  28746. return this.geometries[index];
  28747. }
  28748. }
  28749. return null;
  28750. };
  28751. /**
  28752. * Add a new geometry to this scene
  28753. * @param geometry defines the geometry to be added to the scene.
  28754. * @param force defines if the geometry must be pushed even if a geometry with this id already exists
  28755. * @return a boolean defining if the geometry was added or not
  28756. */
  28757. Scene.prototype.pushGeometry = function (geometry, force) {
  28758. if (!force && this._getGeometryByUniqueID(geometry.uniqueId)) {
  28759. return false;
  28760. }
  28761. this.addGeometry(geometry);
  28762. //notify the collision coordinator
  28763. if (this.collisionCoordinator) {
  28764. this.collisionCoordinator.onGeometryAdded(geometry);
  28765. }
  28766. this.onNewGeometryAddedObservable.notifyObservers(geometry);
  28767. return true;
  28768. };
  28769. /**
  28770. * Removes an existing geometry
  28771. * @param geometry defines the geometry to be removed from the scene
  28772. * @return a boolean defining if the geometry was removed or not
  28773. */
  28774. Scene.prototype.removeGeometry = function (geometry) {
  28775. var index;
  28776. if (this.geometriesById) {
  28777. index = this.geometriesById[geometry.id];
  28778. if (index === undefined) {
  28779. return false;
  28780. }
  28781. }
  28782. else {
  28783. index = this.geometries.indexOf(geometry);
  28784. if (index < 0) {
  28785. return false;
  28786. }
  28787. }
  28788. if (index !== this.geometries.length - 1) {
  28789. var lastGeometry = this.geometries[this.geometries.length - 1];
  28790. this.geometries[index] = lastGeometry;
  28791. if (this.geometriesById) {
  28792. this.geometriesById[lastGeometry.id] = index;
  28793. this.geometriesById[geometry.id] = undefined;
  28794. }
  28795. }
  28796. this.geometries.pop();
  28797. //notify the collision coordinator
  28798. if (this.collisionCoordinator) {
  28799. this.collisionCoordinator.onGeometryDeleted(geometry);
  28800. }
  28801. this.onGeometryRemovedObservable.notifyObservers(geometry);
  28802. return true;
  28803. };
  28804. /**
  28805. * Gets the list of geometries attached to the scene
  28806. * @returns an array of Geometry
  28807. */
  28808. Scene.prototype.getGeometries = function () {
  28809. return this.geometries;
  28810. };
  28811. /**
  28812. * Gets the first added mesh found of a given ID
  28813. * @param id defines the id to search for
  28814. * @return the mesh found or null if not found at all
  28815. */
  28816. Scene.prototype.getMeshByID = function (id) {
  28817. for (var index = 0; index < this.meshes.length; index++) {
  28818. if (this.meshes[index].id === id) {
  28819. return this.meshes[index];
  28820. }
  28821. }
  28822. return null;
  28823. };
  28824. /**
  28825. * Gets a list of meshes using their id
  28826. * @param id defines the id to search for
  28827. * @returns a list of meshes
  28828. */
  28829. Scene.prototype.getMeshesByID = function (id) {
  28830. return this.meshes.filter(function (m) {
  28831. return m.id === id;
  28832. });
  28833. };
  28834. /**
  28835. * Gets the first added transform node found of a given ID
  28836. * @param id defines the id to search for
  28837. * @return the found transform node or null if not found at all.
  28838. */
  28839. Scene.prototype.getTransformNodeByID = function (id) {
  28840. for (var index = 0; index < this.transformNodes.length; index++) {
  28841. if (this.transformNodes[index].id === id) {
  28842. return this.transformNodes[index];
  28843. }
  28844. }
  28845. return null;
  28846. };
  28847. /**
  28848. * Gets a list of transform nodes using their id
  28849. * @param id defines the id to search for
  28850. * @returns a list of transform nodes
  28851. */
  28852. Scene.prototype.getTransformNodesByID = function (id) {
  28853. return this.transformNodes.filter(function (m) {
  28854. return m.id === id;
  28855. });
  28856. };
  28857. /**
  28858. * Gets a mesh with its auto-generated unique id
  28859. * @param uniqueId defines the unique id to search for
  28860. * @return the found mesh or null if not found at all.
  28861. */
  28862. Scene.prototype.getMeshByUniqueID = function (uniqueId) {
  28863. for (var index = 0; index < this.meshes.length; index++) {
  28864. if (this.meshes[index].uniqueId === uniqueId) {
  28865. return this.meshes[index];
  28866. }
  28867. }
  28868. return null;
  28869. };
  28870. /**
  28871. * Gets a the last added mesh using a given id
  28872. * @param id defines the id to search for
  28873. * @return the found mesh or null if not found at all.
  28874. */
  28875. Scene.prototype.getLastMeshByID = function (id) {
  28876. for (var index = this.meshes.length - 1; index >= 0; index--) {
  28877. if (this.meshes[index].id === id) {
  28878. return this.meshes[index];
  28879. }
  28880. }
  28881. return null;
  28882. };
  28883. /**
  28884. * Gets a the last added node (Mesh, Camera, Light) using a given id
  28885. * @param id defines the id to search for
  28886. * @return the found node or null if not found at all
  28887. */
  28888. Scene.prototype.getLastEntryByID = function (id) {
  28889. var index;
  28890. for (index = this.meshes.length - 1; index >= 0; index--) {
  28891. if (this.meshes[index].id === id) {
  28892. return this.meshes[index];
  28893. }
  28894. }
  28895. for (index = this.transformNodes.length - 1; index >= 0; index--) {
  28896. if (this.transformNodes[index].id === id) {
  28897. return this.transformNodes[index];
  28898. }
  28899. }
  28900. for (index = this.cameras.length - 1; index >= 0; index--) {
  28901. if (this.cameras[index].id === id) {
  28902. return this.cameras[index];
  28903. }
  28904. }
  28905. for (index = this.lights.length - 1; index >= 0; index--) {
  28906. if (this.lights[index].id === id) {
  28907. return this.lights[index];
  28908. }
  28909. }
  28910. return null;
  28911. };
  28912. /**
  28913. * Gets a node (Mesh, Camera, Light) using a given id
  28914. * @param id defines the id to search for
  28915. * @return the found node or null if not found at all
  28916. */
  28917. Scene.prototype.getNodeByID = function (id) {
  28918. var mesh = this.getMeshByID(id);
  28919. if (mesh) {
  28920. return mesh;
  28921. }
  28922. var transformNode = this.getTransformNodeByID(id);
  28923. if (transformNode) {
  28924. return transformNode;
  28925. }
  28926. var light = this.getLightByID(id);
  28927. if (light) {
  28928. return light;
  28929. }
  28930. var camera = this.getCameraByID(id);
  28931. if (camera) {
  28932. return camera;
  28933. }
  28934. var bone = this.getBoneByID(id);
  28935. if (bone) {
  28936. return bone;
  28937. }
  28938. return null;
  28939. };
  28940. /**
  28941. * Gets a node (Mesh, Camera, Light) using a given name
  28942. * @param name defines the name to search for
  28943. * @return the found node or null if not found at all.
  28944. */
  28945. Scene.prototype.getNodeByName = function (name) {
  28946. var mesh = this.getMeshByName(name);
  28947. if (mesh) {
  28948. return mesh;
  28949. }
  28950. var transformNode = this.getTransformNodeByName(name);
  28951. if (transformNode) {
  28952. return transformNode;
  28953. }
  28954. var light = this.getLightByName(name);
  28955. if (light) {
  28956. return light;
  28957. }
  28958. var camera = this.getCameraByName(name);
  28959. if (camera) {
  28960. return camera;
  28961. }
  28962. var bone = this.getBoneByName(name);
  28963. if (bone) {
  28964. return bone;
  28965. }
  28966. return null;
  28967. };
  28968. /**
  28969. * Gets a mesh using a given name
  28970. * @param name defines the name to search for
  28971. * @return the found mesh or null if not found at all.
  28972. */
  28973. Scene.prototype.getMeshByName = function (name) {
  28974. for (var index = 0; index < this.meshes.length; index++) {
  28975. if (this.meshes[index].name === name) {
  28976. return this.meshes[index];
  28977. }
  28978. }
  28979. return null;
  28980. };
  28981. /**
  28982. * Gets a transform node using a given name
  28983. * @param name defines the name to search for
  28984. * @return the found transform node or null if not found at all.
  28985. */
  28986. Scene.prototype.getTransformNodeByName = function (name) {
  28987. for (var index = 0; index < this.transformNodes.length; index++) {
  28988. if (this.transformNodes[index].name === name) {
  28989. return this.transformNodes[index];
  28990. }
  28991. }
  28992. return null;
  28993. };
  28994. /**
  28995. * Gets a skeleton using a given id (if many are found, this function will pick the last one)
  28996. * @param id defines the id to search for
  28997. * @return the found skeleton or null if not found at all.
  28998. */
  28999. Scene.prototype.getLastSkeletonByID = function (id) {
  29000. for (var index = this.skeletons.length - 1; index >= 0; index--) {
  29001. if (this.skeletons[index].id === id) {
  29002. return this.skeletons[index];
  29003. }
  29004. }
  29005. return null;
  29006. };
  29007. /**
  29008. * Gets a skeleton using a given id (if many are found, this function will pick the first one)
  29009. * @param id defines the id to search for
  29010. * @return the found skeleton or null if not found at all.
  29011. */
  29012. Scene.prototype.getSkeletonById = function (id) {
  29013. for (var index = 0; index < this.skeletons.length; index++) {
  29014. if (this.skeletons[index].id === id) {
  29015. return this.skeletons[index];
  29016. }
  29017. }
  29018. return null;
  29019. };
  29020. /**
  29021. * Gets a skeleton using a given name
  29022. * @param name defines the name to search for
  29023. * @return the found skeleton or null if not found at all.
  29024. */
  29025. Scene.prototype.getSkeletonByName = function (name) {
  29026. for (var index = 0; index < this.skeletons.length; index++) {
  29027. if (this.skeletons[index].name === name) {
  29028. return this.skeletons[index];
  29029. }
  29030. }
  29031. return null;
  29032. };
  29033. /**
  29034. * Gets a morph target manager using a given id (if many are found, this function will pick the last one)
  29035. * @param id defines the id to search for
  29036. * @return the found morph target manager or null if not found at all.
  29037. */
  29038. Scene.prototype.getMorphTargetManagerById = function (id) {
  29039. for (var index = 0; index < this.morphTargetManagers.length; index++) {
  29040. if (this.morphTargetManagers[index].uniqueId === id) {
  29041. return this.morphTargetManagers[index];
  29042. }
  29043. }
  29044. return null;
  29045. };
  29046. /**
  29047. * Gets a morph target using a given id (if many are found, this function will pick the first one)
  29048. * @param id defines the id to search for
  29049. * @return the found morph target or null if not found at all.
  29050. */
  29051. Scene.prototype.getMorphTargetById = function (id) {
  29052. for (var managerIndex = 0; managerIndex < this.morphTargetManagers.length; ++managerIndex) {
  29053. var morphTargetManager = this.morphTargetManagers[managerIndex];
  29054. for (var index = 0; index < morphTargetManager.numTargets; ++index) {
  29055. var target = morphTargetManager.getTarget(index);
  29056. if (target.id === id) {
  29057. return target;
  29058. }
  29059. }
  29060. }
  29061. return null;
  29062. };
  29063. /**
  29064. * Gets a boolean indicating if the given mesh is active
  29065. * @param mesh defines the mesh to look for
  29066. * @returns true if the mesh is in the active list
  29067. */
  29068. Scene.prototype.isActiveMesh = function (mesh) {
  29069. return (this._activeMeshes.indexOf(mesh) !== -1);
  29070. };
  29071. Object.defineProperty(Scene.prototype, "uid", {
  29072. /**
  29073. * Return a unique id as a string which can serve as an identifier for the scene
  29074. */
  29075. get: function () {
  29076. if (!this._uid) {
  29077. this._uid = BABYLON.Tools.RandomId();
  29078. }
  29079. return this._uid;
  29080. },
  29081. enumerable: true,
  29082. configurable: true
  29083. });
  29084. /**
  29085. * Add an externaly attached data from its key.
  29086. * This method call will fail and return false, if such key already exists.
  29087. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  29088. * @param key the unique key that identifies the data
  29089. * @param data the data object to associate to the key for this Engine instance
  29090. * @return true if no such key were already present and the data was added successfully, false otherwise
  29091. */
  29092. Scene.prototype.addExternalData = function (key, data) {
  29093. if (!this._externalData) {
  29094. this._externalData = new BABYLON.StringDictionary();
  29095. }
  29096. return this._externalData.add(key, data);
  29097. };
  29098. /**
  29099. * Get an externaly attached data from its key
  29100. * @param key the unique key that identifies the data
  29101. * @return the associated data, if present (can be null), or undefined if not present
  29102. */
  29103. Scene.prototype.getExternalData = function (key) {
  29104. if (!this._externalData) {
  29105. return null;
  29106. }
  29107. return this._externalData.get(key);
  29108. };
  29109. /**
  29110. * Get an externaly attached data from its key, create it using a factory if it's not already present
  29111. * @param key the unique key that identifies the data
  29112. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  29113. * @return the associated data, can be null if the factory returned null.
  29114. */
  29115. Scene.prototype.getOrAddExternalDataWithFactory = function (key, factory) {
  29116. if (!this._externalData) {
  29117. this._externalData = new BABYLON.StringDictionary();
  29118. }
  29119. return this._externalData.getOrAddWithFactory(key, factory);
  29120. };
  29121. /**
  29122. * Remove an externaly attached data from the Engine instance
  29123. * @param key the unique key that identifies the data
  29124. * @return true if the data was successfully removed, false if it doesn't exist
  29125. */
  29126. Scene.prototype.removeExternalData = function (key) {
  29127. return this._externalData.remove(key);
  29128. };
  29129. Scene.prototype._evaluateSubMesh = function (subMesh, mesh) {
  29130. if (this.dispatchAllSubMeshesOfActiveMeshes || mesh.alwaysSelectAsActiveMesh || mesh.subMeshes.length === 1 || subMesh.isInFrustum(this._frustumPlanes)) {
  29131. for (var _i = 0, _a = this._evaluateSubMeshStage; _i < _a.length; _i++) {
  29132. var step = _a[_i];
  29133. step.action(mesh, subMesh);
  29134. }
  29135. var material = subMesh.getMaterial();
  29136. if (material !== null && material !== undefined) {
  29137. // Render targets
  29138. if (material.hasRenderTargetTextures && material.getRenderTargetTextures !== undefined) {
  29139. if (this._processedMaterials.indexOf(material) === -1) {
  29140. this._processedMaterials.push(material);
  29141. this._renderTargets.concatWithNoDuplicate(material.getRenderTargetTextures());
  29142. }
  29143. }
  29144. // Dispatch
  29145. this._activeIndices.addCount(subMesh.indexCount, false);
  29146. this._renderingManager.dispatch(subMesh, mesh, material);
  29147. }
  29148. }
  29149. };
  29150. /**
  29151. * Clear the processed materials smart array preventing retention point in material dispose.
  29152. */
  29153. Scene.prototype.freeProcessedMaterials = function () {
  29154. this._processedMaterials.dispose();
  29155. };
  29156. Object.defineProperty(Scene.prototype, "blockfreeActiveMeshesAndRenderingGroups", {
  29157. /** Gets or sets a boolean blocking all the calls to freeActiveMeshes and freeRenderingGroups
  29158. * It can be used in order to prevent going through methods freeRenderingGroups and freeActiveMeshes several times to improve performance
  29159. * when disposing several meshes in a row or a hierarchy of meshes.
  29160. * When used, it is the responsability of the user to blockfreeActiveMeshesAndRenderingGroups back to false.
  29161. */
  29162. get: function () {
  29163. return this._preventFreeActiveMeshesAndRenderingGroups;
  29164. },
  29165. set: function (value) {
  29166. if (this._preventFreeActiveMeshesAndRenderingGroups === value) {
  29167. return;
  29168. }
  29169. if (value) {
  29170. this.freeActiveMeshes();
  29171. this.freeRenderingGroups();
  29172. }
  29173. this._preventFreeActiveMeshesAndRenderingGroups = value;
  29174. },
  29175. enumerable: true,
  29176. configurable: true
  29177. });
  29178. /**
  29179. * Clear the active meshes smart array preventing retention point in mesh dispose.
  29180. */
  29181. Scene.prototype.freeActiveMeshes = function () {
  29182. if (this.blockfreeActiveMeshesAndRenderingGroups) {
  29183. return;
  29184. }
  29185. this._activeMeshes.dispose();
  29186. if (this.activeCamera && this.activeCamera._activeMeshes) {
  29187. this.activeCamera._activeMeshes.dispose();
  29188. }
  29189. if (this.activeCameras) {
  29190. for (var i = 0; i < this.activeCameras.length; i++) {
  29191. var activeCamera = this.activeCameras[i];
  29192. if (activeCamera && activeCamera._activeMeshes) {
  29193. activeCamera._activeMeshes.dispose();
  29194. }
  29195. }
  29196. }
  29197. };
  29198. /**
  29199. * Clear the info related to rendering groups preventing retention points during dispose.
  29200. */
  29201. Scene.prototype.freeRenderingGroups = function () {
  29202. if (this.blockfreeActiveMeshesAndRenderingGroups) {
  29203. return;
  29204. }
  29205. if (this._renderingManager) {
  29206. this._renderingManager.freeRenderingGroups();
  29207. }
  29208. if (this.textures) {
  29209. for (var i = 0; i < this.textures.length; i++) {
  29210. var texture = this.textures[i];
  29211. if (texture && texture.renderList) {
  29212. texture.freeRenderingGroups();
  29213. }
  29214. }
  29215. }
  29216. };
  29217. /** @hidden */
  29218. Scene.prototype._isInIntermediateRendering = function () {
  29219. return this._intermediateRendering;
  29220. };
  29221. /**
  29222. * Use this function to stop evaluating active meshes. The current list will be keep alive between frames
  29223. * @returns the current scene
  29224. */
  29225. Scene.prototype.freezeActiveMeshes = function () {
  29226. if (!this.activeCamera) {
  29227. return this;
  29228. }
  29229. if (!this._frustumPlanes) {
  29230. this.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix());
  29231. }
  29232. this._evaluateActiveMeshes();
  29233. this._activeMeshesFrozen = true;
  29234. return this;
  29235. };
  29236. /**
  29237. * Use this function to restart evaluating active meshes on every frame
  29238. * @returns the current scene
  29239. */
  29240. Scene.prototype.unfreezeActiveMeshes = function () {
  29241. this._activeMeshesFrozen = false;
  29242. return this;
  29243. };
  29244. Scene.prototype._evaluateActiveMeshes = function () {
  29245. if (this._activeMeshesFrozen && this._activeMeshes.length) {
  29246. return;
  29247. }
  29248. if (!this.activeCamera) {
  29249. return;
  29250. }
  29251. this.onBeforeActiveMeshesEvaluationObservable.notifyObservers(this);
  29252. this.activeCamera._activeMeshes.reset();
  29253. this._activeMeshes.reset();
  29254. this._renderingManager.reset();
  29255. this._processedMaterials.reset();
  29256. this._activeParticleSystems.reset();
  29257. this._activeSkeletons.reset();
  29258. this._softwareSkinnedMeshes.reset();
  29259. for (var _i = 0, _a = this._beforeEvaluateActiveMeshStage; _i < _a.length; _i++) {
  29260. var step = _a[_i];
  29261. step.action();
  29262. }
  29263. // Determine mesh candidates
  29264. var meshes = this.getActiveMeshCandidates();
  29265. // Check each mesh
  29266. var len = meshes.length;
  29267. for (var i = 0; i < len; i++) {
  29268. var mesh = meshes.data[i];
  29269. if (mesh.isBlocked) {
  29270. continue;
  29271. }
  29272. this._totalVertices.addCount(mesh.getTotalVertices(), false);
  29273. if (!mesh.isReady() || !mesh.isEnabled()) {
  29274. continue;
  29275. }
  29276. mesh.computeWorldMatrix();
  29277. // Intersections
  29278. if (mesh.actionManager && mesh.actionManager.hasSpecificTriggers2(BABYLON.ActionManager.OnIntersectionEnterTrigger, BABYLON.ActionManager.OnIntersectionExitTrigger)) {
  29279. this._meshesForIntersections.pushNoDuplicate(mesh);
  29280. }
  29281. // Switch to current LOD
  29282. var meshLOD = mesh.getLOD(this.activeCamera);
  29283. if (meshLOD === undefined || meshLOD === null) {
  29284. continue;
  29285. }
  29286. mesh._preActivate();
  29287. if (mesh.isVisible && mesh.visibility > 0 && ((mesh.layerMask & this.activeCamera.layerMask) !== 0) && (mesh.alwaysSelectAsActiveMesh || mesh.isInFrustum(this._frustumPlanes))) {
  29288. this._activeMeshes.push(mesh);
  29289. this.activeCamera._activeMeshes.push(mesh);
  29290. mesh._activate(this._renderId);
  29291. if (meshLOD !== mesh) {
  29292. meshLOD._activate(this._renderId);
  29293. }
  29294. this._activeMesh(mesh, meshLOD);
  29295. }
  29296. }
  29297. this.onAfterActiveMeshesEvaluationObservable.notifyObservers(this);
  29298. // Particle systems
  29299. if (this.particlesEnabled) {
  29300. this.onBeforeParticlesRenderingObservable.notifyObservers(this);
  29301. for (var particleIndex = 0; particleIndex < this.particleSystems.length; particleIndex++) {
  29302. var particleSystem = this.particleSystems[particleIndex];
  29303. if (!particleSystem.isStarted() || !particleSystem.emitter) {
  29304. continue;
  29305. }
  29306. var emitter = particleSystem.emitter;
  29307. if (!emitter.position || emitter.isEnabled()) {
  29308. this._activeParticleSystems.push(particleSystem);
  29309. particleSystem.animate();
  29310. this._renderingManager.dispatchParticles(particleSystem);
  29311. }
  29312. }
  29313. this.onAfterParticlesRenderingObservable.notifyObservers(this);
  29314. }
  29315. };
  29316. Scene.prototype._activeMesh = function (sourceMesh, mesh) {
  29317. if (this._skeletonsEnabled && mesh.skeleton !== null && mesh.skeleton !== undefined) {
  29318. if (this._activeSkeletons.pushNoDuplicate(mesh.skeleton)) {
  29319. mesh.skeleton.prepare();
  29320. }
  29321. if (!mesh.computeBonesUsingShaders) {
  29322. this._softwareSkinnedMeshes.pushNoDuplicate(mesh);
  29323. }
  29324. }
  29325. for (var _i = 0, _a = this._activeMeshStage; _i < _a.length; _i++) {
  29326. var step = _a[_i];
  29327. step.action(sourceMesh, mesh);
  29328. }
  29329. if (mesh !== undefined && mesh !== null
  29330. && mesh.subMeshes !== undefined && mesh.subMeshes !== null && mesh.subMeshes.length > 0) {
  29331. var subMeshes = this.getActiveSubMeshCandidates(mesh);
  29332. var len = subMeshes.length;
  29333. for (var i = 0; i < len; i++) {
  29334. var subMesh = subMeshes.data[i];
  29335. this._evaluateSubMesh(subMesh, mesh);
  29336. }
  29337. }
  29338. };
  29339. /**
  29340. * Update the transform matrix to update from the current active camera
  29341. * @param force defines a boolean used to force the update even if cache is up to date
  29342. */
  29343. Scene.prototype.updateTransformMatrix = function (force) {
  29344. if (!this.activeCamera) {
  29345. return;
  29346. }
  29347. this.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix(force));
  29348. };
  29349. /**
  29350. * 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)
  29351. * @param alternateCamera defines the camera to use
  29352. */
  29353. Scene.prototype.updateAlternateTransformMatrix = function (alternateCamera) {
  29354. this._setAlternateTransformMatrix(alternateCamera.getViewMatrix(), alternateCamera.getProjectionMatrix());
  29355. };
  29356. Scene.prototype._renderForCamera = function (camera, rigParent) {
  29357. if (camera && camera._skipRendering) {
  29358. return;
  29359. }
  29360. var engine = this._engine;
  29361. this.activeCamera = camera;
  29362. if (!this.activeCamera) {
  29363. throw new Error("Active camera not set");
  29364. }
  29365. // Viewport
  29366. engine.setViewport(this.activeCamera.viewport);
  29367. // Camera
  29368. this.resetCachedMaterial();
  29369. this._renderId++;
  29370. this.updateTransformMatrix();
  29371. if (camera._alternateCamera) {
  29372. this.updateAlternateTransformMatrix(camera._alternateCamera);
  29373. this._alternateRendering = true;
  29374. }
  29375. this.onBeforeCameraRenderObservable.notifyObservers(this.activeCamera);
  29376. // Meshes
  29377. this._evaluateActiveMeshes();
  29378. // Software skinning
  29379. for (var softwareSkinnedMeshIndex = 0; softwareSkinnedMeshIndex < this._softwareSkinnedMeshes.length; softwareSkinnedMeshIndex++) {
  29380. var mesh = this._softwareSkinnedMeshes.data[softwareSkinnedMeshIndex];
  29381. mesh.applySkeleton(mesh.skeleton);
  29382. }
  29383. // Render targets
  29384. this.onBeforeRenderTargetsRenderObservable.notifyObservers(this);
  29385. if (camera.customRenderTargets && camera.customRenderTargets.length > 0) {
  29386. this._renderTargets.concatWithNoDuplicate(camera.customRenderTargets);
  29387. }
  29388. if (rigParent && rigParent.customRenderTargets && rigParent.customRenderTargets.length > 0) {
  29389. this._renderTargets.concatWithNoDuplicate(rigParent.customRenderTargets);
  29390. }
  29391. // Collects render targets from external components.
  29392. for (var _i = 0, _a = this._gatherActiveCameraRenderTargetsStage; _i < _a.length; _i++) {
  29393. var step = _a[_i];
  29394. step.action(this._renderTargets);
  29395. }
  29396. if (this.renderTargetsEnabled) {
  29397. this._intermediateRendering = true;
  29398. if (this._renderTargets.length > 0) {
  29399. BABYLON.Tools.StartPerformanceCounter("Render targets", this._renderTargets.length > 0);
  29400. for (var renderIndex = 0; renderIndex < this._renderTargets.length; renderIndex++) {
  29401. var renderTarget = this._renderTargets.data[renderIndex];
  29402. if (renderTarget._shouldRender()) {
  29403. this._renderId++;
  29404. var hasSpecialRenderTargetCamera = renderTarget.activeCamera && renderTarget.activeCamera !== this.activeCamera;
  29405. renderTarget.render(hasSpecialRenderTargetCamera, this.dumpNextRenderTargets);
  29406. }
  29407. }
  29408. BABYLON.Tools.EndPerformanceCounter("Render targets", this._renderTargets.length > 0);
  29409. this._renderId++;
  29410. }
  29411. for (var _b = 0, _c = this._cameraDrawRenderTargetStage; _b < _c.length; _b++) {
  29412. var step = _c[_b];
  29413. step.action(this.activeCamera);
  29414. }
  29415. this._intermediateRendering = false;
  29416. if (this.activeCamera.outputRenderTarget) {
  29417. var internalTexture = this.activeCamera.outputRenderTarget.getInternalTexture();
  29418. if (internalTexture) {
  29419. engine.bindFramebuffer(internalTexture);
  29420. }
  29421. else {
  29422. BABYLON.Tools.Error("Camera contains invalid customDefaultRenderTarget");
  29423. }
  29424. }
  29425. else {
  29426. engine.restoreDefaultFramebuffer(); // Restore back buffer if needed
  29427. }
  29428. }
  29429. this.onAfterRenderTargetsRenderObservable.notifyObservers(this);
  29430. // Prepare Frame
  29431. if (this.postProcessManager) {
  29432. this.postProcessManager._prepareFrame();
  29433. }
  29434. // Before Camera Draw
  29435. for (var _d = 0, _e = this._beforeCameraDrawStage; _d < _e.length; _d++) {
  29436. var step = _e[_d];
  29437. step.action(this.activeCamera);
  29438. }
  29439. // Render
  29440. this.onBeforeDrawPhaseObservable.notifyObservers(this);
  29441. this._renderingManager.render(null, null, true, true);
  29442. this.onAfterDrawPhaseObservable.notifyObservers(this);
  29443. // After Camera Draw
  29444. for (var _f = 0, _g = this._afterCameraDrawStage; _f < _g.length; _f++) {
  29445. var step = _g[_f];
  29446. step.action(this.activeCamera);
  29447. }
  29448. // Finalize frame
  29449. if (this.postProcessManager) {
  29450. this.postProcessManager._finalizeFrame(camera.isIntermediate);
  29451. }
  29452. // Reset some special arrays
  29453. this._renderTargets.reset();
  29454. this._alternateRendering = false;
  29455. this.onAfterCameraRenderObservable.notifyObservers(this.activeCamera);
  29456. };
  29457. Scene.prototype._processSubCameras = function (camera) {
  29458. if (camera.cameraRigMode === BABYLON.Camera.RIG_MODE_NONE) {
  29459. this._renderForCamera(camera);
  29460. return;
  29461. }
  29462. // rig cameras
  29463. for (var index = 0; index < camera._rigCameras.length; index++) {
  29464. this._renderForCamera(camera._rigCameras[index], camera);
  29465. }
  29466. this.activeCamera = camera;
  29467. this.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix());
  29468. };
  29469. Scene.prototype._checkIntersections = function () {
  29470. for (var index = 0; index < this._meshesForIntersections.length; index++) {
  29471. var sourceMesh = this._meshesForIntersections.data[index];
  29472. if (!sourceMesh.actionManager) {
  29473. continue;
  29474. }
  29475. for (var actionIndex = 0; actionIndex < sourceMesh.actionManager.actions.length; actionIndex++) {
  29476. var action = sourceMesh.actionManager.actions[actionIndex];
  29477. if (action.trigger === BABYLON.ActionManager.OnIntersectionEnterTrigger || action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) {
  29478. var parameters = action.getTriggerParameter();
  29479. var otherMesh = parameters instanceof BABYLON.AbstractMesh ? parameters : parameters.mesh;
  29480. var areIntersecting = otherMesh.intersectsMesh(sourceMesh, parameters.usePreciseIntersection);
  29481. var currentIntersectionInProgress = sourceMesh._intersectionsInProgress.indexOf(otherMesh);
  29482. if (areIntersecting && currentIntersectionInProgress === -1) {
  29483. if (action.trigger === BABYLON.ActionManager.OnIntersectionEnterTrigger) {
  29484. action._executeCurrent(BABYLON.ActionEvent.CreateNew(sourceMesh, undefined, otherMesh));
  29485. sourceMesh._intersectionsInProgress.push(otherMesh);
  29486. }
  29487. else if (action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) {
  29488. sourceMesh._intersectionsInProgress.push(otherMesh);
  29489. }
  29490. }
  29491. else if (!areIntersecting && currentIntersectionInProgress > -1) {
  29492. //They intersected, and now they don't.
  29493. //is this trigger an exit trigger? execute an event.
  29494. if (action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) {
  29495. action._executeCurrent(BABYLON.ActionEvent.CreateNew(sourceMesh, undefined, otherMesh));
  29496. }
  29497. //if this is an exit trigger, or no exit trigger exists, remove the id from the intersection in progress array.
  29498. if (!sourceMesh.actionManager.hasSpecificTrigger(BABYLON.ActionManager.OnIntersectionExitTrigger, function (parameter) {
  29499. var parameterMesh = parameter instanceof BABYLON.AbstractMesh ? parameter : parameter.mesh;
  29500. return otherMesh === parameterMesh;
  29501. }) || action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) {
  29502. sourceMesh._intersectionsInProgress.splice(currentIntersectionInProgress, 1);
  29503. }
  29504. }
  29505. }
  29506. }
  29507. }
  29508. };
  29509. /** @hidden */
  29510. Scene.prototype._advancePhysicsEngineStep = function (step) {
  29511. // Do nothing. Code will be replaced if physics engine component is referenced
  29512. };
  29513. /**
  29514. * Render the scene
  29515. * @param updateCameras defines a boolean indicating if cameras must update according to their inputs (true by default)
  29516. */
  29517. Scene.prototype.render = function (updateCameras) {
  29518. if (updateCameras === void 0) { updateCameras = true; }
  29519. if (this.isDisposed) {
  29520. return;
  29521. }
  29522. this._frameId++;
  29523. // Register components that have been associated lately to the scene.
  29524. this._registerTransientComponents();
  29525. this._activeParticles.fetchNewFrame();
  29526. this._totalVertices.fetchNewFrame();
  29527. this._activeIndices.fetchNewFrame();
  29528. this._activeBones.fetchNewFrame();
  29529. this._meshesForIntersections.reset();
  29530. this.resetCachedMaterial();
  29531. this.onBeforeAnimationsObservable.notifyObservers(this);
  29532. // Actions
  29533. if (this.actionManager) {
  29534. this.actionManager.processTrigger(BABYLON.ActionManager.OnEveryFrameTrigger);
  29535. }
  29536. if (this._engine.isDeterministicLockStep()) {
  29537. var deltaTime = Math.max(Scene.MinDeltaTime, Math.min(this._engine.getDeltaTime(), Scene.MaxDeltaTime)) + this._timeAccumulator;
  29538. var defaultFPS = (60.0 / 1000.0);
  29539. var defaultFrameTime = this.getDeterministicFrameTime();
  29540. var stepsTaken = 0;
  29541. var maxSubSteps = this._engine.getLockstepMaxSteps();
  29542. var internalSteps = Math.floor(deltaTime / (1000 * defaultFPS));
  29543. internalSteps = Math.min(internalSteps, maxSubSteps);
  29544. do {
  29545. this.onBeforeStepObservable.notifyObservers(this);
  29546. // Animations
  29547. this._animationRatio = defaultFrameTime * defaultFPS;
  29548. this._animate();
  29549. this.onAfterAnimationsObservable.notifyObservers(this);
  29550. // Physics
  29551. this._advancePhysicsEngineStep(defaultFrameTime);
  29552. this.onAfterStepObservable.notifyObservers(this);
  29553. this._currentStepId++;
  29554. stepsTaken++;
  29555. deltaTime -= defaultFrameTime;
  29556. } while (deltaTime > 0 && stepsTaken < internalSteps);
  29557. this._timeAccumulator = deltaTime < 0 ? 0 : deltaTime;
  29558. }
  29559. else {
  29560. // Animations
  29561. var deltaTime = this.useConstantAnimationDeltaTime ? 16 : Math.max(Scene.MinDeltaTime, Math.min(this._engine.getDeltaTime(), Scene.MaxDeltaTime));
  29562. this._animationRatio = deltaTime * (60.0 / 1000.0);
  29563. this._animate();
  29564. this.onAfterAnimationsObservable.notifyObservers(this);
  29565. // Physics
  29566. this._advancePhysicsEngineStep(deltaTime);
  29567. }
  29568. // Before camera update steps
  29569. for (var _i = 0, _a = this._beforeCameraUpdateStage; _i < _a.length; _i++) {
  29570. var step = _a[_i];
  29571. step.action();
  29572. }
  29573. // Update Cameras
  29574. if (updateCameras) {
  29575. if (this.activeCameras.length > 0) {
  29576. for (var cameraIndex = 0; cameraIndex < this.activeCameras.length; cameraIndex++) {
  29577. var camera = this.activeCameras[cameraIndex];
  29578. camera.update();
  29579. if (camera.cameraRigMode !== BABYLON.Camera.RIG_MODE_NONE) {
  29580. // rig cameras
  29581. for (var index = 0; index < camera._rigCameras.length; index++) {
  29582. camera._rigCameras[index].update();
  29583. }
  29584. }
  29585. }
  29586. }
  29587. else if (this.activeCamera) {
  29588. this.activeCamera.update();
  29589. if (this.activeCamera.cameraRigMode !== BABYLON.Camera.RIG_MODE_NONE) {
  29590. // rig cameras
  29591. for (var index = 0; index < this.activeCamera._rigCameras.length; index++) {
  29592. this.activeCamera._rigCameras[index].update();
  29593. }
  29594. }
  29595. }
  29596. }
  29597. // Before render
  29598. this.onBeforeRenderObservable.notifyObservers(this);
  29599. // Customs render targets
  29600. this.onBeforeRenderTargetsRenderObservable.notifyObservers(this);
  29601. var engine = this.getEngine();
  29602. var currentActiveCamera = this.activeCamera;
  29603. if (this.renderTargetsEnabled) {
  29604. BABYLON.Tools.StartPerformanceCounter("Custom render targets", this.customRenderTargets.length > 0);
  29605. this._intermediateRendering = true;
  29606. for (var customIndex = 0; customIndex < this.customRenderTargets.length; customIndex++) {
  29607. var renderTarget = this.customRenderTargets[customIndex];
  29608. if (renderTarget._shouldRender()) {
  29609. this._renderId++;
  29610. this.activeCamera = renderTarget.activeCamera || this.activeCamera;
  29611. if (!this.activeCamera) {
  29612. throw new Error("Active camera not set");
  29613. }
  29614. // Viewport
  29615. engine.setViewport(this.activeCamera.viewport);
  29616. // Camera
  29617. this.updateTransformMatrix();
  29618. renderTarget.render(currentActiveCamera !== this.activeCamera, this.dumpNextRenderTargets);
  29619. }
  29620. }
  29621. BABYLON.Tools.EndPerformanceCounter("Custom render targets", this.customRenderTargets.length > 0);
  29622. this._intermediateRendering = false;
  29623. this._renderId++;
  29624. }
  29625. // Restore back buffer
  29626. if (this.customRenderTargets.length > 0) {
  29627. engine.restoreDefaultFramebuffer();
  29628. }
  29629. this.onAfterRenderTargetsRenderObservable.notifyObservers(this);
  29630. this.activeCamera = currentActiveCamera;
  29631. for (var _b = 0, _c = this._beforeClearStage; _b < _c.length; _b++) {
  29632. var step = _c[_b];
  29633. step.action();
  29634. }
  29635. // Clear
  29636. if (this.autoClearDepthAndStencil || this.autoClear) {
  29637. this._engine.clear(this.clearColor, this.autoClear || this.forceWireframe || this.forcePointsCloud, this.autoClearDepthAndStencil, this.autoClearDepthAndStencil);
  29638. }
  29639. // Collects render targets from external components.
  29640. for (var _d = 0, _e = this._gatherRenderTargetsStage; _d < _e.length; _d++) {
  29641. var step = _e[_d];
  29642. step.action(this._renderTargets);
  29643. }
  29644. // Multi-cameras?
  29645. if (this.activeCameras.length > 0) {
  29646. for (var cameraIndex = 0; cameraIndex < this.activeCameras.length; cameraIndex++) {
  29647. if (cameraIndex > 0) {
  29648. this._engine.clear(null, false, true, true);
  29649. }
  29650. this._processSubCameras(this.activeCameras[cameraIndex]);
  29651. }
  29652. }
  29653. else {
  29654. if (!this.activeCamera) {
  29655. throw new Error("No camera defined");
  29656. }
  29657. this._processSubCameras(this.activeCamera);
  29658. }
  29659. // Intersection checks
  29660. this._checkIntersections();
  29661. // Executes the after render stage actions.
  29662. for (var _f = 0, _g = this._afterRenderStage; _f < _g.length; _f++) {
  29663. var step = _g[_f];
  29664. step.action();
  29665. }
  29666. // After render
  29667. if (this.afterRender) {
  29668. this.afterRender();
  29669. }
  29670. this.onAfterRenderObservable.notifyObservers(this);
  29671. // Cleaning
  29672. if (this._toBeDisposed.length) {
  29673. for (var index = 0; index < this._toBeDisposed.length; index++) {
  29674. var data = this._toBeDisposed[index];
  29675. if (data) {
  29676. data.dispose();
  29677. }
  29678. }
  29679. this._toBeDisposed = [];
  29680. }
  29681. if (this.dumpNextRenderTargets) {
  29682. this.dumpNextRenderTargets = false;
  29683. }
  29684. this._activeBones.addCount(0, true);
  29685. this._activeIndices.addCount(0, true);
  29686. this._activeParticles.addCount(0, true);
  29687. };
  29688. /**
  29689. * Freeze all materials
  29690. * A frozen material will not be updatable but should be faster to render
  29691. */
  29692. Scene.prototype.freezeMaterials = function () {
  29693. for (var i = 0; i < this.materials.length; i++) {
  29694. this.materials[i].freeze();
  29695. }
  29696. };
  29697. /**
  29698. * Unfreeze all materials
  29699. * A frozen material will not be updatable but should be faster to render
  29700. */
  29701. Scene.prototype.unfreezeMaterials = function () {
  29702. for (var i = 0; i < this.materials.length; i++) {
  29703. this.materials[i].unfreeze();
  29704. }
  29705. };
  29706. /**
  29707. * Releases all held ressources
  29708. */
  29709. Scene.prototype.dispose = function () {
  29710. this.beforeRender = null;
  29711. this.afterRender = null;
  29712. this.skeletons = [];
  29713. this.morphTargetManagers = [];
  29714. this._transientComponents = [];
  29715. this._isReadyForMeshStage.clear();
  29716. this._beforeEvaluateActiveMeshStage.clear();
  29717. this._evaluateSubMeshStage.clear();
  29718. this._activeMeshStage.clear();
  29719. this._cameraDrawRenderTargetStage.clear();
  29720. this._beforeCameraDrawStage.clear();
  29721. this._beforeRenderTargetDrawStage.clear();
  29722. this._beforeRenderingGroupDrawStage.clear();
  29723. this._beforeRenderingMeshStage.clear();
  29724. this._afterRenderingMeshStage.clear();
  29725. this._afterRenderingGroupDrawStage.clear();
  29726. this._afterCameraDrawStage.clear();
  29727. this._afterRenderTargetDrawStage.clear();
  29728. this._afterRenderStage.clear();
  29729. this._beforeCameraUpdateStage.clear();
  29730. this._beforeClearStage.clear();
  29731. this._gatherRenderTargetsStage.clear();
  29732. this._gatherActiveCameraRenderTargetsStage.clear();
  29733. this._pointerMoveStage.clear();
  29734. this._pointerDownStage.clear();
  29735. this._pointerUpStage.clear();
  29736. for (var _i = 0, _a = this._components; _i < _a.length; _i++) {
  29737. var component = _a[_i];
  29738. component.dispose();
  29739. }
  29740. this.importedMeshesFiles = new Array();
  29741. this.stopAllAnimations();
  29742. this.resetCachedMaterial();
  29743. // Smart arrays
  29744. if (this.activeCamera) {
  29745. this.activeCamera._activeMeshes.dispose();
  29746. this.activeCamera = null;
  29747. }
  29748. this._activeMeshes.dispose();
  29749. this._renderingManager.dispose();
  29750. this._processedMaterials.dispose();
  29751. this._activeParticleSystems.dispose();
  29752. this._activeSkeletons.dispose();
  29753. this._softwareSkinnedMeshes.dispose();
  29754. this._renderTargets.dispose();
  29755. this._registeredForLateAnimationBindings.dispose();
  29756. this._meshesForIntersections.dispose();
  29757. this._toBeDisposed = [];
  29758. // Abort active requests
  29759. for (var _b = 0, _c = this._activeRequests; _b < _c.length; _b++) {
  29760. var request = _c[_b];
  29761. request.abort();
  29762. }
  29763. // Events
  29764. this.onDisposeObservable.notifyObservers(this);
  29765. this.onDisposeObservable.clear();
  29766. this.onBeforeRenderObservable.clear();
  29767. this.onAfterRenderObservable.clear();
  29768. this.onBeforeRenderTargetsRenderObservable.clear();
  29769. this.onAfterRenderTargetsRenderObservable.clear();
  29770. this.onAfterStepObservable.clear();
  29771. this.onBeforeStepObservable.clear();
  29772. this.onBeforeActiveMeshesEvaluationObservable.clear();
  29773. this.onAfterActiveMeshesEvaluationObservable.clear();
  29774. this.onBeforeParticlesRenderingObservable.clear();
  29775. this.onAfterParticlesRenderingObservable.clear();
  29776. this.onBeforeDrawPhaseObservable.clear();
  29777. this.onAfterDrawPhaseObservable.clear();
  29778. this.onBeforeAnimationsObservable.clear();
  29779. this.onAfterAnimationsObservable.clear();
  29780. this.onDataLoadedObservable.clear();
  29781. this.onBeforeRenderingGroupObservable.clear();
  29782. this.onAfterRenderingGroupObservable.clear();
  29783. this.onMeshImportedObservable.clear();
  29784. this.onBeforeCameraRenderObservable.clear();
  29785. this.onAfterCameraRenderObservable.clear();
  29786. this.onReadyObservable.clear();
  29787. this.onNewCameraAddedObservable.clear();
  29788. this.onCameraRemovedObservable.clear();
  29789. this.onNewLightAddedObservable.clear();
  29790. this.onLightRemovedObservable.clear();
  29791. this.onNewGeometryAddedObservable.clear();
  29792. this.onGeometryRemovedObservable.clear();
  29793. this.onNewTransformNodeAddedObservable.clear();
  29794. this.onTransformNodeRemovedObservable.clear();
  29795. this.onNewMeshAddedObservable.clear();
  29796. this.onMeshRemovedObservable.clear();
  29797. this.onNewMaterialAddedObservable.clear();
  29798. this.onMaterialRemovedObservable.clear();
  29799. this.onNewTextureAddedObservable.clear();
  29800. this.onTextureRemovedObservable.clear();
  29801. this.onPrePointerObservable.clear();
  29802. this.onPointerObservable.clear();
  29803. this.onPreKeyboardObservable.clear();
  29804. this.onKeyboardObservable.clear();
  29805. this.onActiveCameraChanged.clear();
  29806. this.detachControl();
  29807. // Detach cameras
  29808. var canvas = this._engine.getRenderingCanvas();
  29809. if (canvas) {
  29810. var index;
  29811. for (index = 0; index < this.cameras.length; index++) {
  29812. this.cameras[index].detachControl(canvas);
  29813. }
  29814. }
  29815. // Release animation groups
  29816. while (this.animationGroups.length) {
  29817. this.animationGroups[0].dispose();
  29818. }
  29819. // Release lights
  29820. while (this.lights.length) {
  29821. this.lights[0].dispose();
  29822. }
  29823. // Release meshes
  29824. while (this.meshes.length) {
  29825. this.meshes[0].dispose(true);
  29826. }
  29827. while (this.transformNodes.length) {
  29828. this.removeTransformNode(this.transformNodes[0]);
  29829. }
  29830. // Release cameras
  29831. while (this.cameras.length) {
  29832. this.cameras[0].dispose();
  29833. }
  29834. // Release materials
  29835. if (this.defaultMaterial) {
  29836. this.defaultMaterial.dispose();
  29837. }
  29838. while (this.multiMaterials.length) {
  29839. this.multiMaterials[0].dispose();
  29840. }
  29841. while (this.materials.length) {
  29842. this.materials[0].dispose();
  29843. }
  29844. // Release particles
  29845. while (this.particleSystems.length) {
  29846. this.particleSystems[0].dispose();
  29847. }
  29848. // Release postProcesses
  29849. while (this.postProcesses.length) {
  29850. this.postProcesses[0].dispose();
  29851. }
  29852. // Release textures
  29853. while (this.textures.length) {
  29854. this.textures[0].dispose();
  29855. }
  29856. // Release UBO
  29857. this._sceneUbo.dispose();
  29858. if (this._alternateSceneUbo) {
  29859. this._alternateSceneUbo.dispose();
  29860. }
  29861. // Post-processes
  29862. this.postProcessManager.dispose();
  29863. // Remove from engine
  29864. index = this._engine.scenes.indexOf(this);
  29865. if (index > -1) {
  29866. this._engine.scenes.splice(index, 1);
  29867. }
  29868. this._engine.wipeCaches(true);
  29869. this._isDisposed = true;
  29870. };
  29871. Object.defineProperty(Scene.prototype, "isDisposed", {
  29872. /**
  29873. * Gets if the scene is already disposed
  29874. */
  29875. get: function () {
  29876. return this._isDisposed;
  29877. },
  29878. enumerable: true,
  29879. configurable: true
  29880. });
  29881. /**
  29882. * Call this function to reduce memory footprint of the scene.
  29883. * Vertex buffers will not store CPU data anymore (this will prevent picking, collisions or physics to work correctly)
  29884. */
  29885. Scene.prototype.clearCachedVertexData = function () {
  29886. for (var meshIndex = 0; meshIndex < this.meshes.length; meshIndex++) {
  29887. var mesh = this.meshes[meshIndex];
  29888. var geometry = mesh.geometry;
  29889. if (geometry) {
  29890. geometry._indices = [];
  29891. for (var vbName in geometry._vertexBuffers) {
  29892. if (!geometry._vertexBuffers.hasOwnProperty(vbName)) {
  29893. continue;
  29894. }
  29895. geometry._vertexBuffers[vbName]._buffer._data = null;
  29896. }
  29897. }
  29898. }
  29899. };
  29900. /**
  29901. * This function will remove the local cached buffer data from texture.
  29902. * It will save memory but will prevent the texture from being rebuilt
  29903. */
  29904. Scene.prototype.cleanCachedTextureBuffer = function () {
  29905. for (var _i = 0, _a = this.textures; _i < _a.length; _i++) {
  29906. var baseTexture = _a[_i];
  29907. var buffer = baseTexture._buffer;
  29908. if (buffer) {
  29909. baseTexture._buffer = null;
  29910. }
  29911. }
  29912. };
  29913. /**
  29914. * Get the world extend vectors with an optional filter
  29915. *
  29916. * @param filterPredicate the predicate - which meshes should be included when calculating the world size
  29917. * @returns {{ min: Vector3; max: Vector3 }} min and max vectors
  29918. */
  29919. Scene.prototype.getWorldExtends = function (filterPredicate) {
  29920. var min = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  29921. var max = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  29922. filterPredicate = filterPredicate || (function () { return true; });
  29923. this.meshes.filter(filterPredicate).forEach(function (mesh) {
  29924. mesh.computeWorldMatrix(true);
  29925. if (!mesh.subMeshes || mesh.subMeshes.length === 0 || mesh.infiniteDistance) {
  29926. return;
  29927. }
  29928. var boundingInfo = mesh.getBoundingInfo();
  29929. var minBox = boundingInfo.boundingBox.minimumWorld;
  29930. var maxBox = boundingInfo.boundingBox.maximumWorld;
  29931. BABYLON.Tools.CheckExtends(minBox, min, max);
  29932. BABYLON.Tools.CheckExtends(maxBox, min, max);
  29933. });
  29934. return {
  29935. min: min,
  29936. max: max
  29937. };
  29938. };
  29939. // Picking
  29940. /**
  29941. * Creates a ray that can be used to pick in the scene
  29942. * @param x defines the x coordinate of the origin (on-screen)
  29943. * @param y defines the y coordinate of the origin (on-screen)
  29944. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  29945. * @param camera defines the camera to use for the picking
  29946. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  29947. * @returns a Ray
  29948. */
  29949. Scene.prototype.createPickingRay = function (x, y, world, camera, cameraViewSpace) {
  29950. if (cameraViewSpace === void 0) { cameraViewSpace = false; }
  29951. var result = BABYLON.Ray.Zero();
  29952. this.createPickingRayToRef(x, y, world, result, camera, cameraViewSpace);
  29953. return result;
  29954. };
  29955. /**
  29956. * Creates a ray that can be used to pick in the scene
  29957. * @param x defines the x coordinate of the origin (on-screen)
  29958. * @param y defines the y coordinate of the origin (on-screen)
  29959. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  29960. * @param result defines the ray where to store the picking ray
  29961. * @param camera defines the camera to use for the picking
  29962. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  29963. * @returns the current scene
  29964. */
  29965. Scene.prototype.createPickingRayToRef = function (x, y, world, result, camera, cameraViewSpace) {
  29966. if (cameraViewSpace === void 0) { cameraViewSpace = false; }
  29967. var engine = this._engine;
  29968. if (!camera) {
  29969. if (!this.activeCamera) {
  29970. throw new Error("Active camera not set");
  29971. }
  29972. camera = this.activeCamera;
  29973. }
  29974. var cameraViewport = camera.viewport;
  29975. var viewport = cameraViewport.toGlobal(engine.getRenderWidth(), engine.getRenderHeight());
  29976. // Moving coordinates to local viewport world
  29977. x = x / this._engine.getHardwareScalingLevel() - viewport.x;
  29978. y = y / this._engine.getHardwareScalingLevel() - (this._engine.getRenderHeight() - viewport.y - viewport.height);
  29979. result.update(x, y, viewport.width, viewport.height, world ? world : BABYLON.Matrix.IdentityReadOnly, cameraViewSpace ? BABYLON.Matrix.IdentityReadOnly : camera.getViewMatrix(), camera.getProjectionMatrix());
  29980. return this;
  29981. };
  29982. /**
  29983. * Creates a ray that can be used to pick in the scene
  29984. * @param x defines the x coordinate of the origin (on-screen)
  29985. * @param y defines the y coordinate of the origin (on-screen)
  29986. * @param camera defines the camera to use for the picking
  29987. * @returns a Ray
  29988. */
  29989. Scene.prototype.createPickingRayInCameraSpace = function (x, y, camera) {
  29990. var result = BABYLON.Ray.Zero();
  29991. this.createPickingRayInCameraSpaceToRef(x, y, result, camera);
  29992. return result;
  29993. };
  29994. /**
  29995. * Creates a ray that can be used to pick in the scene
  29996. * @param x defines the x coordinate of the origin (on-screen)
  29997. * @param y defines the y coordinate of the origin (on-screen)
  29998. * @param result defines the ray where to store the picking ray
  29999. * @param camera defines the camera to use for the picking
  30000. * @returns the current scene
  30001. */
  30002. Scene.prototype.createPickingRayInCameraSpaceToRef = function (x, y, result, camera) {
  30003. if (!BABYLON.PickingInfo) {
  30004. return this;
  30005. }
  30006. var engine = this._engine;
  30007. if (!camera) {
  30008. if (!this.activeCamera) {
  30009. throw new Error("Active camera not set");
  30010. }
  30011. camera = this.activeCamera;
  30012. }
  30013. var cameraViewport = camera.viewport;
  30014. var viewport = cameraViewport.toGlobal(engine.getRenderWidth(), engine.getRenderHeight());
  30015. var identity = BABYLON.Matrix.Identity();
  30016. // Moving coordinates to local viewport world
  30017. x = x / this._engine.getHardwareScalingLevel() - viewport.x;
  30018. y = y / this._engine.getHardwareScalingLevel() - (this._engine.getRenderHeight() - viewport.y - viewport.height);
  30019. result.update(x, y, viewport.width, viewport.height, identity, identity, camera.getProjectionMatrix());
  30020. return this;
  30021. };
  30022. Scene.prototype._internalPick = function (rayFunction, predicate, fastCheck) {
  30023. if (!BABYLON.PickingInfo) {
  30024. return null;
  30025. }
  30026. var pickingInfo = null;
  30027. for (var meshIndex = 0; meshIndex < this.meshes.length; meshIndex++) {
  30028. var mesh = this.meshes[meshIndex];
  30029. if (predicate) {
  30030. if (!predicate(mesh)) {
  30031. continue;
  30032. }
  30033. }
  30034. else if (!mesh.isEnabled() || !mesh.isVisible || !mesh.isPickable) {
  30035. continue;
  30036. }
  30037. var world = mesh.getWorldMatrix();
  30038. var ray = rayFunction(world);
  30039. var result = mesh.intersects(ray, fastCheck);
  30040. if (!result || !result.hit) {
  30041. continue;
  30042. }
  30043. if (!fastCheck && pickingInfo != null && result.distance >= pickingInfo.distance) {
  30044. continue;
  30045. }
  30046. pickingInfo = result;
  30047. if (fastCheck) {
  30048. break;
  30049. }
  30050. }
  30051. return pickingInfo || new BABYLON.PickingInfo();
  30052. };
  30053. Scene.prototype._internalMultiPick = function (rayFunction, predicate) {
  30054. if (!BABYLON.PickingInfo) {
  30055. return null;
  30056. }
  30057. var pickingInfos = new Array();
  30058. for (var meshIndex = 0; meshIndex < this.meshes.length; meshIndex++) {
  30059. var mesh = this.meshes[meshIndex];
  30060. if (predicate) {
  30061. if (!predicate(mesh)) {
  30062. continue;
  30063. }
  30064. }
  30065. else if (!mesh.isEnabled() || !mesh.isVisible || !mesh.isPickable) {
  30066. continue;
  30067. }
  30068. var world = mesh.getWorldMatrix();
  30069. var ray = rayFunction(world);
  30070. var result = mesh.intersects(ray, false);
  30071. if (!result || !result.hit) {
  30072. continue;
  30073. }
  30074. pickingInfos.push(result);
  30075. }
  30076. return pickingInfos;
  30077. };
  30078. /** Launch a ray to try to pick a mesh in the scene
  30079. * @param x position on screen
  30080. * @param y position on screen
  30081. * @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
  30082. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  30083. * @param camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  30084. * @returns a PickingInfo
  30085. */
  30086. Scene.prototype.pick = function (x, y, predicate, fastCheck, camera) {
  30087. var _this = this;
  30088. if (!BABYLON.PickingInfo) {
  30089. return null;
  30090. }
  30091. var result = this._internalPick(function (world) {
  30092. _this.createPickingRayToRef(x, y, world, _this._tempPickingRay, camera || null);
  30093. return _this._tempPickingRay;
  30094. }, predicate, fastCheck);
  30095. if (result) {
  30096. result.ray = this.createPickingRay(x, y, BABYLON.Matrix.Identity(), camera || null);
  30097. }
  30098. return result;
  30099. };
  30100. /** Use the given ray to pick a mesh in the scene
  30101. * @param ray The ray to use to pick meshes
  30102. * @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
  30103. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null
  30104. * @returns a PickingInfo
  30105. */
  30106. Scene.prototype.pickWithRay = function (ray, predicate, fastCheck) {
  30107. var _this = this;
  30108. var result = this._internalPick(function (world) {
  30109. if (!_this._pickWithRayInverseMatrix) {
  30110. _this._pickWithRayInverseMatrix = BABYLON.Matrix.Identity();
  30111. }
  30112. world.invertToRef(_this._pickWithRayInverseMatrix);
  30113. if (!_this._cachedRayForTransform) {
  30114. _this._cachedRayForTransform = BABYLON.Ray.Zero();
  30115. }
  30116. BABYLON.Ray.TransformToRef(ray, _this._pickWithRayInverseMatrix, _this._cachedRayForTransform);
  30117. return _this._cachedRayForTransform;
  30118. }, predicate, fastCheck);
  30119. if (result) {
  30120. result.ray = ray;
  30121. }
  30122. return result;
  30123. };
  30124. /**
  30125. * Launch a ray to try to pick a mesh in the scene
  30126. * @param x X position on screen
  30127. * @param y Y position on screen
  30128. * @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
  30129. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  30130. * @returns an array of PickingInfo
  30131. */
  30132. Scene.prototype.multiPick = function (x, y, predicate, camera) {
  30133. var _this = this;
  30134. return this._internalMultiPick(function (world) { return _this.createPickingRay(x, y, world, camera || null); }, predicate);
  30135. };
  30136. /**
  30137. * Launch a ray to try to pick a mesh in the scene
  30138. * @param ray Ray to use
  30139. * @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
  30140. * @returns an array of PickingInfo
  30141. */
  30142. Scene.prototype.multiPickWithRay = function (ray, predicate) {
  30143. var _this = this;
  30144. return this._internalMultiPick(function (world) {
  30145. if (!_this._pickWithRayInverseMatrix) {
  30146. _this._pickWithRayInverseMatrix = BABYLON.Matrix.Identity();
  30147. }
  30148. world.invertToRef(_this._pickWithRayInverseMatrix);
  30149. if (!_this._cachedRayForTransform) {
  30150. _this._cachedRayForTransform = BABYLON.Ray.Zero();
  30151. }
  30152. BABYLON.Ray.TransformToRef(ray, _this._pickWithRayInverseMatrix, _this._cachedRayForTransform);
  30153. return _this._cachedRayForTransform;
  30154. }, predicate);
  30155. };
  30156. /**
  30157. * Force the value of meshUnderPointer
  30158. * @param mesh defines the mesh to use
  30159. */
  30160. Scene.prototype.setPointerOverMesh = function (mesh) {
  30161. if (this._pointerOverMesh === mesh) {
  30162. return;
  30163. }
  30164. if (this._pointerOverMesh && this._pointerOverMesh.actionManager) {
  30165. this._pointerOverMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPointerOutTrigger, BABYLON.ActionEvent.CreateNew(this._pointerOverMesh));
  30166. }
  30167. this._pointerOverMesh = mesh;
  30168. if (this._pointerOverMesh && this._pointerOverMesh.actionManager) {
  30169. this._pointerOverMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPointerOverTrigger, BABYLON.ActionEvent.CreateNew(this._pointerOverMesh));
  30170. }
  30171. };
  30172. /**
  30173. * Gets the mesh under the pointer
  30174. * @returns a Mesh or null if no mesh is under the pointer
  30175. */
  30176. Scene.prototype.getPointerOverMesh = function () {
  30177. return this._pointerOverMesh;
  30178. };
  30179. // Misc.
  30180. /** @hidden */
  30181. Scene.prototype._rebuildGeometries = function () {
  30182. for (var _i = 0, _a = this.geometries; _i < _a.length; _i++) {
  30183. var geometry = _a[_i];
  30184. geometry._rebuild();
  30185. }
  30186. for (var _b = 0, _c = this.meshes; _b < _c.length; _b++) {
  30187. var mesh = _c[_b];
  30188. mesh._rebuild();
  30189. }
  30190. if (this.postProcessManager) {
  30191. this.postProcessManager._rebuild();
  30192. }
  30193. for (var _d = 0, _e = this._components; _d < _e.length; _d++) {
  30194. var component = _e[_d];
  30195. component.rebuild();
  30196. }
  30197. for (var _f = 0, _g = this.particleSystems; _f < _g.length; _f++) {
  30198. var system = _g[_f];
  30199. system.rebuild();
  30200. }
  30201. };
  30202. /** @hidden */
  30203. Scene.prototype._rebuildTextures = function () {
  30204. for (var _i = 0, _a = this.textures; _i < _a.length; _i++) {
  30205. var texture = _a[_i];
  30206. texture._rebuild();
  30207. }
  30208. this.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  30209. };
  30210. // Tags
  30211. Scene.prototype._getByTags = function (list, tagsQuery, forEach) {
  30212. if (tagsQuery === undefined) {
  30213. // returns the complete list (could be done with BABYLON.Tags.MatchesQuery but no need to have a for-loop here)
  30214. return list;
  30215. }
  30216. var listByTags = [];
  30217. forEach = forEach || (function (item) { return; });
  30218. for (var i in list) {
  30219. var item = list[i];
  30220. if (BABYLON.Tags && BABYLON.Tags.MatchesQuery(item, tagsQuery)) {
  30221. listByTags.push(item);
  30222. forEach(item);
  30223. }
  30224. }
  30225. return listByTags;
  30226. };
  30227. /**
  30228. * Get a list of meshes by tags
  30229. * @param tagsQuery defines the tags query to use
  30230. * @param forEach defines a predicate used to filter results
  30231. * @returns an array of Mesh
  30232. */
  30233. Scene.prototype.getMeshesByTags = function (tagsQuery, forEach) {
  30234. return this._getByTags(this.meshes, tagsQuery, forEach);
  30235. };
  30236. /**
  30237. * Get a list of cameras by tags
  30238. * @param tagsQuery defines the tags query to use
  30239. * @param forEach defines a predicate used to filter results
  30240. * @returns an array of Camera
  30241. */
  30242. Scene.prototype.getCamerasByTags = function (tagsQuery, forEach) {
  30243. return this._getByTags(this.cameras, tagsQuery, forEach);
  30244. };
  30245. /**
  30246. * Get a list of lights by tags
  30247. * @param tagsQuery defines the tags query to use
  30248. * @param forEach defines a predicate used to filter results
  30249. * @returns an array of Light
  30250. */
  30251. Scene.prototype.getLightsByTags = function (tagsQuery, forEach) {
  30252. return this._getByTags(this.lights, tagsQuery, forEach);
  30253. };
  30254. /**
  30255. * Get a list of materials by tags
  30256. * @param tagsQuery defines the tags query to use
  30257. * @param forEach defines a predicate used to filter results
  30258. * @returns an array of Material
  30259. */
  30260. Scene.prototype.getMaterialByTags = function (tagsQuery, forEach) {
  30261. return this._getByTags(this.materials, tagsQuery, forEach).concat(this._getByTags(this.multiMaterials, tagsQuery, forEach));
  30262. };
  30263. /**
  30264. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  30265. * This allowed control for front to back rendering or reversly depending of the special needs.
  30266. *
  30267. * @param renderingGroupId The rendering group id corresponding to its index
  30268. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  30269. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  30270. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  30271. */
  30272. Scene.prototype.setRenderingOrder = function (renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn) {
  30273. if (opaqueSortCompareFn === void 0) { opaqueSortCompareFn = null; }
  30274. if (alphaTestSortCompareFn === void 0) { alphaTestSortCompareFn = null; }
  30275. if (transparentSortCompareFn === void 0) { transparentSortCompareFn = null; }
  30276. this._renderingManager.setRenderingOrder(renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn);
  30277. };
  30278. /**
  30279. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  30280. *
  30281. * @param renderingGroupId The rendering group id corresponding to its index
  30282. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  30283. * @param depth Automatically clears depth between groups if true and autoClear is true.
  30284. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  30285. */
  30286. Scene.prototype.setRenderingAutoClearDepthStencil = function (renderingGroupId, autoClearDepthStencil, depth, stencil) {
  30287. if (depth === void 0) { depth = true; }
  30288. if (stencil === void 0) { stencil = true; }
  30289. this._renderingManager.setRenderingAutoClearDepthStencil(renderingGroupId, autoClearDepthStencil, depth, stencil);
  30290. };
  30291. /**
  30292. * Gets the current auto clear configuration for one rendering group of the rendering
  30293. * manager.
  30294. * @param index the rendering group index to get the information for
  30295. * @returns The auto clear setup for the requested rendering group
  30296. */
  30297. Scene.prototype.getAutoClearDepthStencilSetup = function (index) {
  30298. return this._renderingManager.getAutoClearDepthStencilSetup(index);
  30299. };
  30300. Object.defineProperty(Scene.prototype, "blockMaterialDirtyMechanism", {
  30301. /** Gets or sets a boolean blocking all the calls to markAllMaterialsAsDirty (ie. the materials won't be updated if they are out of sync) */
  30302. get: function () {
  30303. return this._blockMaterialDirtyMechanism;
  30304. },
  30305. set: function (value) {
  30306. if (this._blockMaterialDirtyMechanism === value) {
  30307. return;
  30308. }
  30309. this._blockMaterialDirtyMechanism = value;
  30310. if (!value) { // Do a complete update
  30311. this.markAllMaterialsAsDirty(BABYLON.Material.AllDirtyFlag);
  30312. }
  30313. },
  30314. enumerable: true,
  30315. configurable: true
  30316. });
  30317. /**
  30318. * Will flag all materials as dirty to trigger new shader compilation
  30319. * @param flag defines the flag used to specify which material part must be marked as dirty
  30320. * @param predicate If not null, it will be used to specifiy if a material has to be marked as dirty
  30321. */
  30322. Scene.prototype.markAllMaterialsAsDirty = function (flag, predicate) {
  30323. if (this._blockMaterialDirtyMechanism) {
  30324. return;
  30325. }
  30326. for (var _i = 0, _a = this.materials; _i < _a.length; _i++) {
  30327. var material = _a[_i];
  30328. if (predicate && !predicate(material)) {
  30329. continue;
  30330. }
  30331. material.markAsDirty(flag);
  30332. }
  30333. };
  30334. /** @hidden */
  30335. Scene.prototype._loadFile = function (url, onSuccess, onProgress, useOfflineSupport, useArrayBuffer, onError) {
  30336. var _this = this;
  30337. var request = BABYLON.Tools.LoadFile(url, onSuccess, onProgress, useOfflineSupport ? this.offlineProvider : undefined, useArrayBuffer, onError);
  30338. this._activeRequests.push(request);
  30339. request.onCompleteObservable.add(function (request) {
  30340. _this._activeRequests.splice(_this._activeRequests.indexOf(request), 1);
  30341. });
  30342. return request;
  30343. };
  30344. /** @hidden */
  30345. Scene.prototype._loadFileAsync = function (url, useOfflineSupport, useArrayBuffer) {
  30346. var _this = this;
  30347. return new Promise(function (resolve, reject) {
  30348. _this._loadFile(url, function (data) {
  30349. resolve(data);
  30350. }, undefined, useOfflineSupport, useArrayBuffer, function (request, exception) {
  30351. reject(exception);
  30352. });
  30353. });
  30354. };
  30355. // Statics
  30356. Scene._uniqueIdCounter = 0;
  30357. /** The fog is deactivated */
  30358. Scene.FOGMODE_NONE = 0;
  30359. /** The fog density is following an exponential function */
  30360. Scene.FOGMODE_EXP = 1;
  30361. /** The fog density is following an exponential function faster than FOGMODE_EXP */
  30362. Scene.FOGMODE_EXP2 = 2;
  30363. /** The fog density is following a linear function. */
  30364. Scene.FOGMODE_LINEAR = 3;
  30365. /**
  30366. * Gets or sets the minimum deltatime when deterministic lock step is enabled
  30367. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  30368. */
  30369. Scene.MinDeltaTime = 1.0;
  30370. /**
  30371. * Gets or sets the maximum deltatime when deterministic lock step is enabled
  30372. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  30373. */
  30374. Scene.MaxDeltaTime = 1000.0;
  30375. /** The distance in pixel that you have to move to prevent some events */
  30376. Scene.DragMovementThreshold = 10; // in pixels
  30377. /** Time in milliseconds to wait to raise long press events if button is still pressed */
  30378. Scene.LongPressDelay = 500; // in milliseconds
  30379. /** Time in milliseconds with two consecutive clicks will be considered as a double click */
  30380. Scene.DoubleClickDelay = 300; // in milliseconds
  30381. /** If you need to check double click without raising a single click at first click, enable this flag */
  30382. Scene.ExclusiveDoubleClickMode = false;
  30383. return Scene;
  30384. }(BABYLON.AbstractScene));
  30385. BABYLON.Scene = Scene;
  30386. })(BABYLON || (BABYLON = {}));
  30387. //# sourceMappingURL=babylon.scene.js.map
  30388. var BABYLON;
  30389. (function (BABYLON) {
  30390. /**
  30391. * Set of assets to keep when moving a scene into an asset container.
  30392. */
  30393. var KeepAssets = /** @class */ (function (_super) {
  30394. __extends(KeepAssets, _super);
  30395. function KeepAssets() {
  30396. return _super !== null && _super.apply(this, arguments) || this;
  30397. }
  30398. return KeepAssets;
  30399. }(BABYLON.AbstractScene));
  30400. BABYLON.KeepAssets = KeepAssets;
  30401. /**
  30402. * Container with a set of assets that can be added or removed from a scene.
  30403. */
  30404. var AssetContainer = /** @class */ (function (_super) {
  30405. __extends(AssetContainer, _super);
  30406. /**
  30407. * Instantiates an AssetContainer.
  30408. * @param scene The scene the AssetContainer belongs to.
  30409. */
  30410. function AssetContainer(scene) {
  30411. var _this = _super.call(this) || this;
  30412. _this.scene = scene;
  30413. _this["sounds"] = [];
  30414. _this["effectLayers"] = [];
  30415. _this["layers"] = [];
  30416. _this["lensFlareSystems"] = [];
  30417. _this["proceduralTextures"] = [];
  30418. _this["reflectionProbes"] = [];
  30419. return _this;
  30420. }
  30421. /**
  30422. * Adds all the assets from the container to the scene.
  30423. */
  30424. AssetContainer.prototype.addAllToScene = function () {
  30425. var _this = this;
  30426. this.cameras.forEach(function (o) {
  30427. _this.scene.addCamera(o);
  30428. });
  30429. this.lights.forEach(function (o) {
  30430. _this.scene.addLight(o);
  30431. });
  30432. this.meshes.forEach(function (o) {
  30433. _this.scene.addMesh(o);
  30434. });
  30435. this.skeletons.forEach(function (o) {
  30436. _this.scene.addSkeleton(o);
  30437. });
  30438. this.animations.forEach(function (o) {
  30439. _this.scene.addAnimation(o);
  30440. });
  30441. this.animationGroups.forEach(function (o) {
  30442. _this.scene.addAnimationGroup(o);
  30443. });
  30444. this.multiMaterials.forEach(function (o) {
  30445. _this.scene.addMultiMaterial(o);
  30446. });
  30447. this.materials.forEach(function (o) {
  30448. _this.scene.addMaterial(o);
  30449. });
  30450. this.morphTargetManagers.forEach(function (o) {
  30451. _this.scene.addMorphTargetManager(o);
  30452. });
  30453. this.geometries.forEach(function (o) {
  30454. _this.scene.addGeometry(o);
  30455. });
  30456. this.transformNodes.forEach(function (o) {
  30457. _this.scene.addTransformNode(o);
  30458. });
  30459. this.actionManagers.forEach(function (o) {
  30460. _this.scene.addActionManager(o);
  30461. });
  30462. this.textures.forEach(function (o) {
  30463. _this.scene.addTexture(o);
  30464. });
  30465. this.reflectionProbes.forEach(function (o) {
  30466. _this.scene.addReflectionProbe(o);
  30467. });
  30468. for (var _i = 0, _a = this.scene._serializableComponents; _i < _a.length; _i++) {
  30469. var component = _a[_i];
  30470. component.addFromContainer(this);
  30471. }
  30472. };
  30473. /**
  30474. * Removes all the assets in the container from the scene
  30475. */
  30476. AssetContainer.prototype.removeAllFromScene = function () {
  30477. var _this = this;
  30478. this.cameras.forEach(function (o) {
  30479. _this.scene.removeCamera(o);
  30480. });
  30481. this.lights.forEach(function (o) {
  30482. _this.scene.removeLight(o);
  30483. });
  30484. this.meshes.forEach(function (o) {
  30485. _this.scene.removeMesh(o);
  30486. });
  30487. this.skeletons.forEach(function (o) {
  30488. _this.scene.removeSkeleton(o);
  30489. });
  30490. this.animations.forEach(function (o) {
  30491. _this.scene.removeAnimation(o);
  30492. });
  30493. this.animationGroups.forEach(function (o) {
  30494. _this.scene.removeAnimationGroup(o);
  30495. });
  30496. this.multiMaterials.forEach(function (o) {
  30497. _this.scene.removeMultiMaterial(o);
  30498. });
  30499. this.materials.forEach(function (o) {
  30500. _this.scene.removeMaterial(o);
  30501. });
  30502. this.morphTargetManagers.forEach(function (o) {
  30503. _this.scene.removeMorphTargetManager(o);
  30504. });
  30505. this.geometries.forEach(function (o) {
  30506. _this.scene.removeGeometry(o);
  30507. });
  30508. this.transformNodes.forEach(function (o) {
  30509. _this.scene.removeTransformNode(o);
  30510. });
  30511. this.actionManagers.forEach(function (o) {
  30512. _this.scene.removeActionManager(o);
  30513. });
  30514. this.textures.forEach(function (o) {
  30515. _this.scene.removeTexture(o);
  30516. });
  30517. this.reflectionProbes.forEach(function (o) {
  30518. _this.scene.removeReflectionProbe(o);
  30519. });
  30520. for (var _i = 0, _a = this.scene._serializableComponents; _i < _a.length; _i++) {
  30521. var component = _a[_i];
  30522. component.removeFromContainer(this);
  30523. }
  30524. };
  30525. /**
  30526. * Disposes all the assets in the container
  30527. */
  30528. AssetContainer.prototype.dispose = function () {
  30529. this.cameras.forEach(function (o) {
  30530. o.dispose();
  30531. });
  30532. this.lights.forEach(function (o) {
  30533. o.dispose();
  30534. });
  30535. this.meshes.forEach(function (o) {
  30536. o.dispose();
  30537. });
  30538. this.skeletons.forEach(function (o) {
  30539. o.dispose();
  30540. });
  30541. this.animationGroups.forEach(function (o) {
  30542. o.dispose();
  30543. });
  30544. this.multiMaterials.forEach(function (o) {
  30545. o.dispose();
  30546. });
  30547. this.materials.forEach(function (o) {
  30548. o.dispose();
  30549. });
  30550. this.geometries.forEach(function (o) {
  30551. o.dispose();
  30552. });
  30553. this.transformNodes.forEach(function (o) {
  30554. o.dispose();
  30555. });
  30556. this.actionManagers.forEach(function (o) {
  30557. o.dispose();
  30558. });
  30559. this.textures.forEach(function (o) {
  30560. o.dispose();
  30561. });
  30562. this.reflectionProbes.forEach(function (o) {
  30563. o.dispose();
  30564. });
  30565. for (var _i = 0, _a = this.scene._serializableComponents; _i < _a.length; _i++) {
  30566. var component = _a[_i];
  30567. component.dispose();
  30568. }
  30569. };
  30570. AssetContainer.prototype._moveAssets = function (sourceAssets, targetAssets, keepAssets) {
  30571. if (!sourceAssets) {
  30572. return;
  30573. }
  30574. for (var _i = 0, sourceAssets_1 = sourceAssets; _i < sourceAssets_1.length; _i++) {
  30575. var asset = sourceAssets_1[_i];
  30576. var move = true;
  30577. if (keepAssets) {
  30578. for (var _a = 0, keepAssets_1 = keepAssets; _a < keepAssets_1.length; _a++) {
  30579. var keepAsset = keepAssets_1[_a];
  30580. if (asset === keepAsset) {
  30581. move = false;
  30582. break;
  30583. }
  30584. }
  30585. }
  30586. if (move) {
  30587. targetAssets.push(asset);
  30588. }
  30589. }
  30590. };
  30591. /**
  30592. * Removes all the assets contained in the scene and adds them to the container.
  30593. * @param keepAssets Set of assets to keep in the scene. (default: empty)
  30594. */
  30595. AssetContainer.prototype.moveAllFromScene = function (keepAssets) {
  30596. if (keepAssets === undefined) {
  30597. keepAssets = new KeepAssets();
  30598. }
  30599. for (var key in this) {
  30600. if (this.hasOwnProperty(key)) {
  30601. this[key] = this[key] || [];
  30602. this._moveAssets(this.scene[key], this[key], keepAssets[key]);
  30603. }
  30604. }
  30605. this.removeAllFromScene();
  30606. };
  30607. /**
  30608. * 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.
  30609. * @returns the root mesh
  30610. */
  30611. AssetContainer.prototype.createRootMesh = function () {
  30612. var rootMesh = new BABYLON.Mesh("assetContainerRootMesh", this.scene);
  30613. this.meshes.forEach(function (m) {
  30614. if (!m.parent) {
  30615. rootMesh.addChild(m);
  30616. }
  30617. });
  30618. this.meshes.unshift(rootMesh);
  30619. return rootMesh;
  30620. };
  30621. return AssetContainer;
  30622. }(BABYLON.AbstractScene));
  30623. BABYLON.AssetContainer = AssetContainer;
  30624. })(BABYLON || (BABYLON = {}));
  30625. //# sourceMappingURL=babylon.assetContainer.js.map
  30626. var BABYLON;
  30627. (function (BABYLON) {
  30628. /**
  30629. * Class used to store data that will be store in GPU memory
  30630. */
  30631. var Buffer = /** @class */ (function () {
  30632. /**
  30633. * Constructor
  30634. * @param engine the engine
  30635. * @param data the data to use for this buffer
  30636. * @param updatable whether the data is updatable
  30637. * @param stride the stride (optional)
  30638. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  30639. * @param instanced whether the buffer is instanced (optional)
  30640. * @param useBytes set to true if the stride in in bytes (optional)
  30641. */
  30642. function Buffer(engine, data, updatable, stride, postponeInternalCreation, instanced, useBytes) {
  30643. if (stride === void 0) { stride = 0; }
  30644. if (postponeInternalCreation === void 0) { postponeInternalCreation = false; }
  30645. if (instanced === void 0) { instanced = false; }
  30646. if (useBytes === void 0) { useBytes = false; }
  30647. if (engine instanceof BABYLON.Mesh) { // old versions of BABYLON.VertexBuffer accepted 'mesh' instead of 'engine'
  30648. this._engine = engine.getScene().getEngine();
  30649. }
  30650. else {
  30651. this._engine = engine;
  30652. }
  30653. this._updatable = updatable;
  30654. this._instanced = instanced;
  30655. this._data = data;
  30656. this.byteStride = useBytes ? stride : stride * Float32Array.BYTES_PER_ELEMENT;
  30657. if (!postponeInternalCreation) { // by default
  30658. this.create();
  30659. }
  30660. }
  30661. /**
  30662. * Create a new VertexBuffer based on the current buffer
  30663. * @param kind defines the vertex buffer kind (position, normal, etc.)
  30664. * @param offset defines offset in the buffer (0 by default)
  30665. * @param size defines the size in floats of attributes (position is 3 for instance)
  30666. * @param stride defines the stride size in floats in the buffer (the offset to apply to reach next value when data is interleaved)
  30667. * @param instanced defines if the vertex buffer contains indexed data
  30668. * @param useBytes defines if the offset and stride are in bytes
  30669. * @returns the new vertex buffer
  30670. */
  30671. Buffer.prototype.createVertexBuffer = function (kind, offset, size, stride, instanced, useBytes) {
  30672. if (useBytes === void 0) { useBytes = false; }
  30673. var byteOffset = useBytes ? offset : offset * Float32Array.BYTES_PER_ELEMENT;
  30674. var byteStride = stride ? (useBytes ? stride : stride * Float32Array.BYTES_PER_ELEMENT) : this.byteStride;
  30675. // a lot of these parameters are ignored as they are overriden by the buffer
  30676. return new BABYLON.VertexBuffer(this._engine, this, kind, this._updatable, true, byteStride, instanced === undefined ? this._instanced : instanced, byteOffset, size, undefined, undefined, true);
  30677. };
  30678. // Properties
  30679. /**
  30680. * Gets a boolean indicating if the Buffer is updatable?
  30681. * @returns true if the buffer is updatable
  30682. */
  30683. Buffer.prototype.isUpdatable = function () {
  30684. return this._updatable;
  30685. };
  30686. /**
  30687. * Gets current buffer's data
  30688. * @returns a DataArray or null
  30689. */
  30690. Buffer.prototype.getData = function () {
  30691. return this._data;
  30692. };
  30693. /**
  30694. * Gets underlying native buffer
  30695. * @returns underlying native buffer
  30696. */
  30697. Buffer.prototype.getBuffer = function () {
  30698. return this._buffer;
  30699. };
  30700. /**
  30701. * Gets the stride in float32 units (i.e. byte stride / 4).
  30702. * May not be an integer if the byte stride is not divisible by 4.
  30703. * DEPRECATED. Use byteStride instead.
  30704. * @returns the stride in float32 units
  30705. */
  30706. Buffer.prototype.getStrideSize = function () {
  30707. return this.byteStride / Float32Array.BYTES_PER_ELEMENT;
  30708. };
  30709. // Methods
  30710. /**
  30711. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  30712. * @param data defines the data to store
  30713. */
  30714. Buffer.prototype.create = function (data) {
  30715. if (data === void 0) { data = null; }
  30716. if (!data && this._buffer) {
  30717. return; // nothing to do
  30718. }
  30719. data = data || this._data;
  30720. if (!data) {
  30721. return;
  30722. }
  30723. if (!this._buffer) { // create buffer
  30724. if (this._updatable) {
  30725. this._buffer = this._engine.createDynamicVertexBuffer(data);
  30726. this._data = data;
  30727. }
  30728. else {
  30729. this._buffer = this._engine.createVertexBuffer(data);
  30730. }
  30731. }
  30732. else if (this._updatable) { // update buffer
  30733. this._engine.updateDynamicVertexBuffer(this._buffer, data);
  30734. this._data = data;
  30735. }
  30736. };
  30737. /** @hidden */
  30738. Buffer.prototype._rebuild = function () {
  30739. this._buffer = null;
  30740. this.create(this._data);
  30741. };
  30742. /**
  30743. * Update current buffer data
  30744. * @param data defines the data to store
  30745. */
  30746. Buffer.prototype.update = function (data) {
  30747. this.create(data);
  30748. };
  30749. /**
  30750. * Updates the data directly.
  30751. * @param data the new data
  30752. * @param offset the new offset
  30753. * @param vertexCount the vertex count (optional)
  30754. * @param useBytes set to true if the offset is in bytes
  30755. */
  30756. Buffer.prototype.updateDirectly = function (data, offset, vertexCount, useBytes) {
  30757. if (useBytes === void 0) { useBytes = false; }
  30758. if (!this._buffer) {
  30759. return;
  30760. }
  30761. if (this._updatable) { // update buffer
  30762. this._engine.updateDynamicVertexBuffer(this._buffer, data, useBytes ? offset : offset * Float32Array.BYTES_PER_ELEMENT, (vertexCount ? vertexCount * this.byteStride : undefined));
  30763. this._data = null;
  30764. }
  30765. };
  30766. /**
  30767. * Release all resources
  30768. */
  30769. Buffer.prototype.dispose = function () {
  30770. if (!this._buffer) {
  30771. return;
  30772. }
  30773. if (this._engine._releaseBuffer(this._buffer)) {
  30774. this._buffer = null;
  30775. }
  30776. };
  30777. return Buffer;
  30778. }());
  30779. BABYLON.Buffer = Buffer;
  30780. })(BABYLON || (BABYLON = {}));
  30781. //# sourceMappingURL=babylon.buffer.js.map
  30782. var BABYLON;
  30783. (function (BABYLON) {
  30784. /**
  30785. * Specialized buffer used to store vertex data
  30786. */
  30787. var VertexBuffer = /** @class */ (function () {
  30788. /**
  30789. * Constructor
  30790. * @param engine the engine
  30791. * @param data the data to use for this vertex buffer
  30792. * @param kind the vertex buffer kind
  30793. * @param updatable whether the data is updatable
  30794. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  30795. * @param stride the stride (optional)
  30796. * @param instanced whether the buffer is instanced (optional)
  30797. * @param offset the offset of the data (optional)
  30798. * @param size the number of components (optional)
  30799. * @param type the type of the component (optional)
  30800. * @param normalized whether the data contains normalized data (optional)
  30801. * @param useBytes set to true if stride and offset are in bytes (optional)
  30802. */
  30803. function VertexBuffer(engine, data, kind, updatable, postponeInternalCreation, stride, instanced, offset, size, type, normalized, useBytes) {
  30804. if (normalized === void 0) { normalized = false; }
  30805. if (useBytes === void 0) { useBytes = false; }
  30806. if (data instanceof BABYLON.Buffer) {
  30807. this._buffer = data;
  30808. this._ownsBuffer = false;
  30809. }
  30810. else {
  30811. this._buffer = new BABYLON.Buffer(engine, data, updatable, stride, postponeInternalCreation, instanced, useBytes);
  30812. this._ownsBuffer = true;
  30813. }
  30814. this._kind = kind;
  30815. if (type == undefined) {
  30816. var data_1 = this.getData();
  30817. this.type = VertexBuffer.FLOAT;
  30818. if (data_1 instanceof Int8Array) {
  30819. this.type = VertexBuffer.BYTE;
  30820. }
  30821. else if (data_1 instanceof Uint8Array) {
  30822. this.type = VertexBuffer.UNSIGNED_BYTE;
  30823. }
  30824. else if (data_1 instanceof Int16Array) {
  30825. this.type = VertexBuffer.SHORT;
  30826. }
  30827. else if (data_1 instanceof Uint16Array) {
  30828. this.type = VertexBuffer.UNSIGNED_SHORT;
  30829. }
  30830. else if (data_1 instanceof Int32Array) {
  30831. this.type = VertexBuffer.INT;
  30832. }
  30833. else if (data_1 instanceof Uint32Array) {
  30834. this.type = VertexBuffer.UNSIGNED_INT;
  30835. }
  30836. }
  30837. else {
  30838. this.type = type;
  30839. }
  30840. var typeByteLength = VertexBuffer.GetTypeByteLength(this.type);
  30841. if (useBytes) {
  30842. this._size = size || (stride ? (stride / typeByteLength) : VertexBuffer.DeduceStride(kind));
  30843. this.byteStride = stride || this._buffer.byteStride || (this._size * typeByteLength);
  30844. this.byteOffset = offset || 0;
  30845. }
  30846. else {
  30847. this._size = size || stride || VertexBuffer.DeduceStride(kind);
  30848. this.byteStride = stride ? (stride * typeByteLength) : (this._buffer.byteStride || (this._size * typeByteLength));
  30849. this.byteOffset = (offset || 0) * typeByteLength;
  30850. }
  30851. this.normalized = normalized;
  30852. this._instanced = instanced !== undefined ? instanced : false;
  30853. this._instanceDivisor = instanced ? 1 : 0;
  30854. }
  30855. Object.defineProperty(VertexBuffer.prototype, "instanceDivisor", {
  30856. /**
  30857. * Gets or sets the instance divisor when in instanced mode
  30858. */
  30859. get: function () {
  30860. return this._instanceDivisor;
  30861. },
  30862. set: function (value) {
  30863. this._instanceDivisor = value;
  30864. if (value == 0) {
  30865. this._instanced = false;
  30866. }
  30867. else {
  30868. this._instanced = true;
  30869. }
  30870. },
  30871. enumerable: true,
  30872. configurable: true
  30873. });
  30874. /** @hidden */
  30875. VertexBuffer.prototype._rebuild = function () {
  30876. if (!this._buffer) {
  30877. return;
  30878. }
  30879. this._buffer._rebuild();
  30880. };
  30881. /**
  30882. * Returns the kind of the VertexBuffer (string)
  30883. * @returns a string
  30884. */
  30885. VertexBuffer.prototype.getKind = function () {
  30886. return this._kind;
  30887. };
  30888. // Properties
  30889. /**
  30890. * Gets a boolean indicating if the VertexBuffer is updatable?
  30891. * @returns true if the buffer is updatable
  30892. */
  30893. VertexBuffer.prototype.isUpdatable = function () {
  30894. return this._buffer.isUpdatable();
  30895. };
  30896. /**
  30897. * Gets current buffer's data
  30898. * @returns a DataArray or null
  30899. */
  30900. VertexBuffer.prototype.getData = function () {
  30901. return this._buffer.getData();
  30902. };
  30903. /**
  30904. * Gets underlying native buffer
  30905. * @returns underlying native buffer
  30906. */
  30907. VertexBuffer.prototype.getBuffer = function () {
  30908. return this._buffer.getBuffer();
  30909. };
  30910. /**
  30911. * Gets the stride in float32 units (i.e. byte stride / 4).
  30912. * May not be an integer if the byte stride is not divisible by 4.
  30913. * DEPRECATED. Use byteStride instead.
  30914. * @returns the stride in float32 units
  30915. */
  30916. VertexBuffer.prototype.getStrideSize = function () {
  30917. return this.byteStride / VertexBuffer.GetTypeByteLength(this.type);
  30918. };
  30919. /**
  30920. * Returns the offset as a multiple of the type byte length.
  30921. * DEPRECATED. Use byteOffset instead.
  30922. * @returns the offset in bytes
  30923. */
  30924. VertexBuffer.prototype.getOffset = function () {
  30925. return this.byteOffset / VertexBuffer.GetTypeByteLength(this.type);
  30926. };
  30927. /**
  30928. * Returns the number of components per vertex attribute (integer)
  30929. * @returns the size in float
  30930. */
  30931. VertexBuffer.prototype.getSize = function () {
  30932. return this._size;
  30933. };
  30934. /**
  30935. * Gets a boolean indicating is the internal buffer of the VertexBuffer is instanced
  30936. * @returns true if this buffer is instanced
  30937. */
  30938. VertexBuffer.prototype.getIsInstanced = function () {
  30939. return this._instanced;
  30940. };
  30941. /**
  30942. * Returns the instancing divisor, zero for non-instanced (integer).
  30943. * @returns a number
  30944. */
  30945. VertexBuffer.prototype.getInstanceDivisor = function () {
  30946. return this._instanceDivisor;
  30947. };
  30948. // Methods
  30949. /**
  30950. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  30951. * @param data defines the data to store
  30952. */
  30953. VertexBuffer.prototype.create = function (data) {
  30954. this._buffer.create(data);
  30955. };
  30956. /**
  30957. * Updates the underlying buffer according to the passed numeric array or Float32Array.
  30958. * This function will create a new buffer if the current one is not updatable
  30959. * @param data defines the data to store
  30960. */
  30961. VertexBuffer.prototype.update = function (data) {
  30962. this._buffer.update(data);
  30963. };
  30964. /**
  30965. * Updates directly the underlying WebGLBuffer according to the passed numeric array or Float32Array.
  30966. * Returns the directly updated WebGLBuffer.
  30967. * @param data the new data
  30968. * @param offset the new offset
  30969. * @param useBytes set to true if the offset is in bytes
  30970. */
  30971. VertexBuffer.prototype.updateDirectly = function (data, offset, useBytes) {
  30972. if (useBytes === void 0) { useBytes = false; }
  30973. this._buffer.updateDirectly(data, offset, undefined, useBytes);
  30974. };
  30975. /**
  30976. * Disposes the VertexBuffer and the underlying WebGLBuffer.
  30977. */
  30978. VertexBuffer.prototype.dispose = function () {
  30979. if (this._ownsBuffer) {
  30980. this._buffer.dispose();
  30981. }
  30982. };
  30983. /**
  30984. * Enumerates each value of this vertex buffer as numbers.
  30985. * @param count the number of values to enumerate
  30986. * @param callback the callback function called for each value
  30987. */
  30988. VertexBuffer.prototype.forEach = function (count, callback) {
  30989. VertexBuffer.ForEach(this._buffer.getData(), this.byteOffset, this.byteStride, this._size, this.type, count, this.normalized, callback);
  30990. };
  30991. /**
  30992. * Deduces the stride given a kind.
  30993. * @param kind The kind string to deduce
  30994. * @returns The deduced stride
  30995. */
  30996. VertexBuffer.DeduceStride = function (kind) {
  30997. switch (kind) {
  30998. case VertexBuffer.UVKind:
  30999. case VertexBuffer.UV2Kind:
  31000. case VertexBuffer.UV3Kind:
  31001. case VertexBuffer.UV4Kind:
  31002. case VertexBuffer.UV5Kind:
  31003. case VertexBuffer.UV6Kind:
  31004. return 2;
  31005. case VertexBuffer.NormalKind:
  31006. case VertexBuffer.PositionKind:
  31007. return 3;
  31008. case VertexBuffer.ColorKind:
  31009. case VertexBuffer.MatricesIndicesKind:
  31010. case VertexBuffer.MatricesIndicesExtraKind:
  31011. case VertexBuffer.MatricesWeightsKind:
  31012. case VertexBuffer.MatricesWeightsExtraKind:
  31013. case VertexBuffer.TangentKind:
  31014. return 4;
  31015. default:
  31016. throw new Error("Invalid kind '" + kind + "'");
  31017. }
  31018. };
  31019. /**
  31020. * Gets the byte length of the given type.
  31021. * @param type the type
  31022. * @returns the number of bytes
  31023. */
  31024. VertexBuffer.GetTypeByteLength = function (type) {
  31025. switch (type) {
  31026. case VertexBuffer.BYTE:
  31027. case VertexBuffer.UNSIGNED_BYTE:
  31028. return 1;
  31029. case VertexBuffer.SHORT:
  31030. case VertexBuffer.UNSIGNED_SHORT:
  31031. return 2;
  31032. case VertexBuffer.INT:
  31033. case VertexBuffer.FLOAT:
  31034. return 4;
  31035. default:
  31036. throw new Error("Invalid type '" + type + "'");
  31037. }
  31038. };
  31039. /**
  31040. * Enumerates each value of the given parameters as numbers.
  31041. * @param data the data to enumerate
  31042. * @param byteOffset the byte offset of the data
  31043. * @param byteStride the byte stride of the data
  31044. * @param componentCount the number of components per element
  31045. * @param componentType the type of the component
  31046. * @param count the total number of components
  31047. * @param normalized whether the data is normalized
  31048. * @param callback the callback function called for each value
  31049. */
  31050. VertexBuffer.ForEach = function (data, byteOffset, byteStride, componentCount, componentType, count, normalized, callback) {
  31051. if (data instanceof Array) {
  31052. var offset = byteOffset / 4;
  31053. var stride = byteStride / 4;
  31054. for (var index = 0; index < count; index += componentCount) {
  31055. for (var componentIndex = 0; componentIndex < componentCount; componentIndex++) {
  31056. callback(data[offset + componentIndex], index + componentIndex);
  31057. }
  31058. offset += stride;
  31059. }
  31060. }
  31061. else {
  31062. var dataView = data instanceof ArrayBuffer ? new DataView(data) : new DataView(data.buffer, data.byteOffset, data.byteLength);
  31063. var componentByteLength = VertexBuffer.GetTypeByteLength(componentType);
  31064. for (var index = 0; index < count; index += componentCount) {
  31065. var componentByteOffset = byteOffset;
  31066. for (var componentIndex = 0; componentIndex < componentCount; componentIndex++) {
  31067. var value = VertexBuffer._GetFloatValue(dataView, componentType, componentByteOffset, normalized);
  31068. callback(value, index + componentIndex);
  31069. componentByteOffset += componentByteLength;
  31070. }
  31071. byteOffset += byteStride;
  31072. }
  31073. }
  31074. };
  31075. VertexBuffer._GetFloatValue = function (dataView, type, byteOffset, normalized) {
  31076. switch (type) {
  31077. case VertexBuffer.BYTE: {
  31078. var value = dataView.getInt8(byteOffset);
  31079. if (normalized) {
  31080. value = Math.max(value / 127, -1);
  31081. }
  31082. return value;
  31083. }
  31084. case VertexBuffer.UNSIGNED_BYTE: {
  31085. var value = dataView.getUint8(byteOffset);
  31086. if (normalized) {
  31087. value = value / 255;
  31088. }
  31089. return value;
  31090. }
  31091. case VertexBuffer.SHORT: {
  31092. var value = dataView.getInt16(byteOffset, true);
  31093. if (normalized) {
  31094. value = Math.max(value / 16383, -1);
  31095. }
  31096. return value;
  31097. }
  31098. case VertexBuffer.UNSIGNED_SHORT: {
  31099. var value = dataView.getUint16(byteOffset, true);
  31100. if (normalized) {
  31101. value = value / 65535;
  31102. }
  31103. return value;
  31104. }
  31105. case VertexBuffer.FLOAT: {
  31106. return dataView.getFloat32(byteOffset, true);
  31107. }
  31108. default: {
  31109. throw new Error("Invalid component type " + type);
  31110. }
  31111. }
  31112. };
  31113. /**
  31114. * The byte type.
  31115. */
  31116. VertexBuffer.BYTE = 5120;
  31117. /**
  31118. * The unsigned byte type.
  31119. */
  31120. VertexBuffer.UNSIGNED_BYTE = 5121;
  31121. /**
  31122. * The short type.
  31123. */
  31124. VertexBuffer.SHORT = 5122;
  31125. /**
  31126. * The unsigned short type.
  31127. */
  31128. VertexBuffer.UNSIGNED_SHORT = 5123;
  31129. /**
  31130. * The integer type.
  31131. */
  31132. VertexBuffer.INT = 5124;
  31133. /**
  31134. * The unsigned integer type.
  31135. */
  31136. VertexBuffer.UNSIGNED_INT = 5125;
  31137. /**
  31138. * The float type.
  31139. */
  31140. VertexBuffer.FLOAT = 5126;
  31141. // Enums
  31142. /**
  31143. * Positions
  31144. */
  31145. VertexBuffer.PositionKind = "position";
  31146. /**
  31147. * Normals
  31148. */
  31149. VertexBuffer.NormalKind = "normal";
  31150. /**
  31151. * Tangents
  31152. */
  31153. VertexBuffer.TangentKind = "tangent";
  31154. /**
  31155. * Texture coordinates
  31156. */
  31157. VertexBuffer.UVKind = "uv";
  31158. /**
  31159. * Texture coordinates 2
  31160. */
  31161. VertexBuffer.UV2Kind = "uv2";
  31162. /**
  31163. * Texture coordinates 3
  31164. */
  31165. VertexBuffer.UV3Kind = "uv3";
  31166. /**
  31167. * Texture coordinates 4
  31168. */
  31169. VertexBuffer.UV4Kind = "uv4";
  31170. /**
  31171. * Texture coordinates 5
  31172. */
  31173. VertexBuffer.UV5Kind = "uv5";
  31174. /**
  31175. * Texture coordinates 6
  31176. */
  31177. VertexBuffer.UV6Kind = "uv6";
  31178. /**
  31179. * Colors
  31180. */
  31181. VertexBuffer.ColorKind = "color";
  31182. /**
  31183. * Matrix indices (for bones)
  31184. */
  31185. VertexBuffer.MatricesIndicesKind = "matricesIndices";
  31186. /**
  31187. * Matrix weights (for bones)
  31188. */
  31189. VertexBuffer.MatricesWeightsKind = "matricesWeights";
  31190. /**
  31191. * Additional matrix indices (for bones)
  31192. */
  31193. VertexBuffer.MatricesIndicesExtraKind = "matricesIndicesExtra";
  31194. /**
  31195. * Additional matrix weights (for bones)
  31196. */
  31197. VertexBuffer.MatricesWeightsExtraKind = "matricesWeightsExtra";
  31198. return VertexBuffer;
  31199. }());
  31200. BABYLON.VertexBuffer = VertexBuffer;
  31201. })(BABYLON || (BABYLON = {}));
  31202. //# sourceMappingURL=babylon.vertexBuffer.js.map
  31203. //# sourceMappingURL=babylon.internalTextureLoader.js.map
  31204. var BABYLON;
  31205. (function (BABYLON) {
  31206. /**
  31207. * Internal class used by the engine to get list of InternalTexture already bound to the GL context
  31208. */
  31209. var DummyInternalTextureTracker = /** @class */ (function () {
  31210. function DummyInternalTextureTracker() {
  31211. /**
  31212. * Gets or set the previous tracker in the list
  31213. */
  31214. this.previous = null;
  31215. /**
  31216. * Gets or set the next tracker in the list
  31217. */
  31218. this.next = null;
  31219. }
  31220. return DummyInternalTextureTracker;
  31221. }());
  31222. BABYLON.DummyInternalTextureTracker = DummyInternalTextureTracker;
  31223. })(BABYLON || (BABYLON = {}));
  31224. //# sourceMappingURL=babylon.internalTextureTracker.js.map
  31225. var BABYLON;
  31226. (function (BABYLON) {
  31227. /**
  31228. * Class used to store data associated with WebGL texture data for the engine
  31229. * This class should not be used directly
  31230. */
  31231. var InternalTexture = /** @class */ (function () {
  31232. /**
  31233. * Creates a new InternalTexture
  31234. * @param engine defines the engine to use
  31235. * @param dataSource defines the type of data that will be used
  31236. * @param delayAllocation if the texture allocation should be delayed (default: false)
  31237. */
  31238. function InternalTexture(engine, dataSource, delayAllocation) {
  31239. if (delayAllocation === void 0) { delayAllocation = false; }
  31240. /**
  31241. * Observable called when the texture is loaded
  31242. */
  31243. this.onLoadedObservable = new BABYLON.Observable();
  31244. /**
  31245. * Gets or set the previous tracker in the list
  31246. */
  31247. this.previous = null;
  31248. /**
  31249. * Gets or set the next tracker in the list
  31250. */
  31251. this.next = null;
  31252. // Private
  31253. /** @hidden */
  31254. this._initialSlot = -1;
  31255. /** @hidden */
  31256. this._designatedSlot = -1;
  31257. /** @hidden */
  31258. this._dataSource = InternalTexture.DATASOURCE_UNKNOWN;
  31259. /** @hidden */
  31260. this._comparisonFunction = 0;
  31261. /** @hidden */
  31262. this._sphericalPolynomial = null;
  31263. /** @hidden */
  31264. this._lodGenerationScale = 0;
  31265. /** @hidden */
  31266. this._lodGenerationOffset = 0;
  31267. /** @hidden */
  31268. this._isRGBD = false;
  31269. /** @hidden */
  31270. this._references = 1;
  31271. this._engine = engine;
  31272. this._dataSource = dataSource;
  31273. if (!delayAllocation) {
  31274. this._webGLTexture = engine._createTexture();
  31275. }
  31276. }
  31277. /**
  31278. * Gets the Engine the texture belongs to.
  31279. * @returns The babylon engine
  31280. */
  31281. InternalTexture.prototype.getEngine = function () {
  31282. return this._engine;
  31283. };
  31284. Object.defineProperty(InternalTexture.prototype, "dataSource", {
  31285. /**
  31286. * Gets the data source type of the texture (can be one of the BABYLON.InternalTexture.DATASOURCE_XXXX)
  31287. */
  31288. get: function () {
  31289. return this._dataSource;
  31290. },
  31291. enumerable: true,
  31292. configurable: true
  31293. });
  31294. /**
  31295. * Increments the number of references (ie. the number of Texture that point to it)
  31296. */
  31297. InternalTexture.prototype.incrementReferences = function () {
  31298. this._references++;
  31299. };
  31300. /**
  31301. * Change the size of the texture (not the size of the content)
  31302. * @param width defines the new width
  31303. * @param height defines the new height
  31304. * @param depth defines the new depth (1 by default)
  31305. */
  31306. InternalTexture.prototype.updateSize = function (width, height, depth) {
  31307. if (depth === void 0) { depth = 1; }
  31308. this.width = width;
  31309. this.height = height;
  31310. this.depth = depth;
  31311. this.baseWidth = width;
  31312. this.baseHeight = height;
  31313. this.baseDepth = depth;
  31314. this._size = width * height * depth;
  31315. };
  31316. /** @hidden */
  31317. InternalTexture.prototype._rebuild = function () {
  31318. var _this = this;
  31319. var proxy;
  31320. this.isReady = false;
  31321. this._cachedCoordinatesMode = null;
  31322. this._cachedWrapU = null;
  31323. this._cachedWrapV = null;
  31324. this._cachedAnisotropicFilteringLevel = null;
  31325. switch (this._dataSource) {
  31326. case InternalTexture.DATASOURCE_TEMP:
  31327. return;
  31328. case InternalTexture.DATASOURCE_URL:
  31329. proxy = this._engine.createTexture(this.url, !this.generateMipMaps, this.invertY, null, this.samplingMode, function () {
  31330. proxy._swapAndDie(_this);
  31331. _this.isReady = true;
  31332. }, null, this._buffer, undefined, this.format);
  31333. return;
  31334. case InternalTexture.DATASOURCE_RAW:
  31335. proxy = this._engine.createRawTexture(this._bufferView, this.baseWidth, this.baseHeight, this.format, this.generateMipMaps, this.invertY, this.samplingMode, this._compression);
  31336. proxy._swapAndDie(this);
  31337. this.isReady = true;
  31338. return;
  31339. case InternalTexture.DATASOURCE_RAW3D:
  31340. proxy = this._engine.createRawTexture3D(this._bufferView, this.baseWidth, this.baseHeight, this.baseDepth, this.format, this.generateMipMaps, this.invertY, this.samplingMode, this._compression);
  31341. proxy._swapAndDie(this);
  31342. this.isReady = true;
  31343. return;
  31344. case InternalTexture.DATASOURCE_DYNAMIC:
  31345. proxy = this._engine.createDynamicTexture(this.baseWidth, this.baseHeight, this.generateMipMaps, this.samplingMode);
  31346. proxy._swapAndDie(this);
  31347. this._engine.updateDynamicTexture(this, this._engine.getRenderingCanvas(), this.invertY, undefined, undefined, true);
  31348. // The engine will make sure to update content so no need to flag it as isReady = true
  31349. return;
  31350. case InternalTexture.DATASOURCE_RENDERTARGET:
  31351. var options = new BABYLON.RenderTargetCreationOptions();
  31352. options.generateDepthBuffer = this._generateDepthBuffer;
  31353. options.generateMipMaps = this.generateMipMaps;
  31354. options.generateStencilBuffer = this._generateStencilBuffer;
  31355. options.samplingMode = this.samplingMode;
  31356. options.type = this.type;
  31357. if (this.isCube) {
  31358. proxy = this._engine.createRenderTargetCubeTexture(this.width, options);
  31359. }
  31360. else {
  31361. var size = {
  31362. width: this.width,
  31363. height: this.height
  31364. };
  31365. proxy = this._engine.createRenderTargetTexture(size, options);
  31366. }
  31367. proxy._swapAndDie(this);
  31368. this.isReady = true;
  31369. return;
  31370. case InternalTexture.DATASOURCE_DEPTHTEXTURE:
  31371. var depthTextureOptions = {
  31372. bilinearFiltering: this.samplingMode !== BABYLON.Texture.BILINEAR_SAMPLINGMODE,
  31373. comparisonFunction: this._comparisonFunction,
  31374. generateStencil: this._generateStencilBuffer,
  31375. isCube: this.isCube
  31376. };
  31377. proxy = this._engine.createDepthStencilTexture({ width: this.width, height: this.height }, depthTextureOptions);
  31378. proxy._swapAndDie(this);
  31379. this.isReady = true;
  31380. return;
  31381. case InternalTexture.DATASOURCE_CUBE:
  31382. proxy = this._engine.createCubeTexture(this.url, null, this._files, !this.generateMipMaps, function () {
  31383. proxy._swapAndDie(_this);
  31384. _this.isReady = true;
  31385. }, null, this.format, this._extension);
  31386. return;
  31387. case InternalTexture.DATASOURCE_CUBERAW:
  31388. proxy = this._engine.createRawCubeTexture(this._bufferViewArray, this.width, this.format, this.type, this.generateMipMaps, this.invertY, this.samplingMode, this._compression);
  31389. proxy._swapAndDie(this);
  31390. this.isReady = true;
  31391. return;
  31392. case InternalTexture.DATASOURCE_CUBERAW_RGBD:
  31393. proxy = this._engine.createRawCubeTexture(null, this.width, this.format, this.type, this.generateMipMaps, this.invertY, this.samplingMode, this._compression);
  31394. BABYLON.RawCubeTexture._UpdateRGBDAsync(proxy, this._bufferViewArrayArray, this._sphericalPolynomial, this._lodGenerationScale, this._lodGenerationOffset).then(function () {
  31395. proxy._swapAndDie(_this);
  31396. _this.isReady = true;
  31397. });
  31398. return;
  31399. case InternalTexture.DATASOURCE_CUBEPREFILTERED:
  31400. proxy = this._engine.createPrefilteredCubeTexture(this.url, null, this._lodGenerationScale, this._lodGenerationOffset, function (proxy) {
  31401. if (proxy) {
  31402. proxy._swapAndDie(_this);
  31403. }
  31404. _this.isReady = true;
  31405. }, null, this.format, this._extension);
  31406. proxy._sphericalPolynomial = this._sphericalPolynomial;
  31407. return;
  31408. }
  31409. };
  31410. /** @hidden */
  31411. InternalTexture.prototype._swapAndDie = function (target) {
  31412. target._webGLTexture = this._webGLTexture;
  31413. if (this._framebuffer) {
  31414. target._framebuffer = this._framebuffer;
  31415. }
  31416. if (this._depthStencilBuffer) {
  31417. target._depthStencilBuffer = this._depthStencilBuffer;
  31418. }
  31419. if (this._lodTextureHigh) {
  31420. if (target._lodTextureHigh) {
  31421. target._lodTextureHigh.dispose();
  31422. }
  31423. target._lodTextureHigh = this._lodTextureHigh;
  31424. }
  31425. if (this._lodTextureMid) {
  31426. if (target._lodTextureMid) {
  31427. target._lodTextureMid.dispose();
  31428. }
  31429. target._lodTextureMid = this._lodTextureMid;
  31430. }
  31431. if (this._lodTextureLow) {
  31432. if (target._lodTextureLow) {
  31433. target._lodTextureLow.dispose();
  31434. }
  31435. target._lodTextureLow = this._lodTextureLow;
  31436. }
  31437. var cache = this._engine.getLoadedTexturesCache();
  31438. var index = cache.indexOf(this);
  31439. if (index !== -1) {
  31440. cache.splice(index, 1);
  31441. }
  31442. };
  31443. /**
  31444. * Dispose the current allocated resources
  31445. */
  31446. InternalTexture.prototype.dispose = function () {
  31447. if (!this._webGLTexture) {
  31448. return;
  31449. }
  31450. this._references--;
  31451. if (this._references === 0) {
  31452. this._engine._releaseTexture(this);
  31453. this._webGLTexture = null;
  31454. this.previous = null;
  31455. this.next = null;
  31456. }
  31457. };
  31458. /**
  31459. * The source of the texture data is unknown
  31460. */
  31461. InternalTexture.DATASOURCE_UNKNOWN = 0;
  31462. /**
  31463. * Texture data comes from an URL
  31464. */
  31465. InternalTexture.DATASOURCE_URL = 1;
  31466. /**
  31467. * Texture data is only used for temporary storage
  31468. */
  31469. InternalTexture.DATASOURCE_TEMP = 2;
  31470. /**
  31471. * Texture data comes from raw data (ArrayBuffer)
  31472. */
  31473. InternalTexture.DATASOURCE_RAW = 3;
  31474. /**
  31475. * Texture content is dynamic (video or dynamic texture)
  31476. */
  31477. InternalTexture.DATASOURCE_DYNAMIC = 4;
  31478. /**
  31479. * Texture content is generated by rendering to it
  31480. */
  31481. InternalTexture.DATASOURCE_RENDERTARGET = 5;
  31482. /**
  31483. * Texture content is part of a multi render target process
  31484. */
  31485. InternalTexture.DATASOURCE_MULTIRENDERTARGET = 6;
  31486. /**
  31487. * Texture data comes from a cube data file
  31488. */
  31489. InternalTexture.DATASOURCE_CUBE = 7;
  31490. /**
  31491. * Texture data comes from a raw cube data
  31492. */
  31493. InternalTexture.DATASOURCE_CUBERAW = 8;
  31494. /**
  31495. * Texture data come from a prefiltered cube data file
  31496. */
  31497. InternalTexture.DATASOURCE_CUBEPREFILTERED = 9;
  31498. /**
  31499. * Texture content is raw 3D data
  31500. */
  31501. InternalTexture.DATASOURCE_RAW3D = 10;
  31502. /**
  31503. * Texture content is a depth texture
  31504. */
  31505. InternalTexture.DATASOURCE_DEPTHTEXTURE = 11;
  31506. /**
  31507. * Texture data comes from a raw cube data encoded with RGBD
  31508. */
  31509. InternalTexture.DATASOURCE_CUBERAW_RGBD = 12;
  31510. return InternalTexture;
  31511. }());
  31512. BABYLON.InternalTexture = InternalTexture;
  31513. })(BABYLON || (BABYLON = {}));
  31514. //# sourceMappingURL=babylon.internalTexture.js.map
  31515. var BABYLON;
  31516. (function (BABYLON) {
  31517. /**
  31518. * Base class of all the textures in babylon.
  31519. * It groups all the common properties the materials, post process, lights... might need
  31520. * in order to make a correct use of the texture.
  31521. */
  31522. var BaseTexture = /** @class */ (function () {
  31523. /**
  31524. * Instantiates a new BaseTexture.
  31525. * Base class of all the textures in babylon.
  31526. * It groups all the common properties the materials, post process, lights... might need
  31527. * in order to make a correct use of the texture.
  31528. * @param scene Define the scene the texture blongs to
  31529. */
  31530. function BaseTexture(scene) {
  31531. /**
  31532. * Gets or sets an object used to store user defined information.
  31533. */
  31534. this.metadata = null;
  31535. this._hasAlpha = false;
  31536. /**
  31537. * Defines if the alpha value should be determined via the rgb values.
  31538. * If true the luminance of the pixel might be used to find the corresponding alpha value.
  31539. */
  31540. this.getAlphaFromRGB = false;
  31541. /**
  31542. * Intensity or strength of the texture.
  31543. * It is commonly used by materials to fine tune the intensity of the texture
  31544. */
  31545. this.level = 1;
  31546. /**
  31547. * Define the UV chanel to use starting from 0 and defaulting to 0.
  31548. * This is part of the texture as textures usually maps to one uv set.
  31549. */
  31550. this.coordinatesIndex = 0;
  31551. this._coordinatesMode = BABYLON.Texture.EXPLICIT_MODE;
  31552. /**
  31553. * | Value | Type | Description |
  31554. * | ----- | ------------------ | ----------- |
  31555. * | 0 | CLAMP_ADDRESSMODE | |
  31556. * | 1 | WRAP_ADDRESSMODE | |
  31557. * | 2 | MIRROR_ADDRESSMODE | |
  31558. */
  31559. this.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  31560. /**
  31561. * | Value | Type | Description |
  31562. * | ----- | ------------------ | ----------- |
  31563. * | 0 | CLAMP_ADDRESSMODE | |
  31564. * | 1 | WRAP_ADDRESSMODE | |
  31565. * | 2 | MIRROR_ADDRESSMODE | |
  31566. */
  31567. this.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  31568. /**
  31569. * | Value | Type | Description |
  31570. * | ----- | ------------------ | ----------- |
  31571. * | 0 | CLAMP_ADDRESSMODE | |
  31572. * | 1 | WRAP_ADDRESSMODE | |
  31573. * | 2 | MIRROR_ADDRESSMODE | |
  31574. */
  31575. this.wrapR = BABYLON.Texture.WRAP_ADDRESSMODE;
  31576. /**
  31577. * With compliant hardware and browser (supporting anisotropic filtering)
  31578. * this defines the level of anisotropic filtering in the texture.
  31579. * The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.
  31580. */
  31581. this.anisotropicFilteringLevel = BaseTexture.DEFAULT_ANISOTROPIC_FILTERING_LEVEL;
  31582. /**
  31583. * Define if the texture is a cube texture or if false a 2d texture.
  31584. */
  31585. this.isCube = false;
  31586. /**
  31587. * Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.
  31588. */
  31589. this.is3D = false;
  31590. /**
  31591. * Define if the texture contains data in gamma space (most of the png/jpg aside bump).
  31592. * HDR texture are usually stored in linear space.
  31593. * This only impacts the PBR and Background materials
  31594. */
  31595. this.gammaSpace = true;
  31596. /**
  31597. * Is Z inverted in the texture (useful in a cube texture).
  31598. */
  31599. this.invertZ = false;
  31600. /**
  31601. * @hidden
  31602. */
  31603. this.lodLevelInAlpha = false;
  31604. /**
  31605. * Define if the texture is a render target.
  31606. */
  31607. this.isRenderTarget = false;
  31608. /**
  31609. * Define the list of animation attached to the texture.
  31610. */
  31611. this.animations = new Array();
  31612. /**
  31613. * An event triggered when the texture is disposed.
  31614. */
  31615. this.onDisposeObservable = new BABYLON.Observable();
  31616. /**
  31617. * Define the current state of the loading sequence when in delayed load mode.
  31618. */
  31619. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  31620. this._cachedSize = BABYLON.Size.Zero();
  31621. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  31622. if (this._scene) {
  31623. this._scene.addTexture(this);
  31624. this.uniqueId = this._scene.getUniqueId();
  31625. }
  31626. this._uid = null;
  31627. }
  31628. Object.defineProperty(BaseTexture.prototype, "hasAlpha", {
  31629. get: function () {
  31630. return this._hasAlpha;
  31631. },
  31632. /**
  31633. * Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).
  31634. */
  31635. set: function (value) {
  31636. if (this._hasAlpha === value) {
  31637. return;
  31638. }
  31639. this._hasAlpha = value;
  31640. if (this._scene) {
  31641. this._scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag | BABYLON.Material.MiscDirtyFlag);
  31642. }
  31643. },
  31644. enumerable: true,
  31645. configurable: true
  31646. });
  31647. Object.defineProperty(BaseTexture.prototype, "coordinatesMode", {
  31648. get: function () {
  31649. return this._coordinatesMode;
  31650. },
  31651. /**
  31652. * How a texture is mapped.
  31653. *
  31654. * | Value | Type | Description |
  31655. * | ----- | ----------------------------------- | ----------- |
  31656. * | 0 | EXPLICIT_MODE | |
  31657. * | 1 | SPHERICAL_MODE | |
  31658. * | 2 | PLANAR_MODE | |
  31659. * | 3 | CUBIC_MODE | |
  31660. * | 4 | PROJECTION_MODE | |
  31661. * | 5 | SKYBOX_MODE | |
  31662. * | 6 | INVCUBIC_MODE | |
  31663. * | 7 | EQUIRECTANGULAR_MODE | |
  31664. * | 8 | FIXED_EQUIRECTANGULAR_MODE | |
  31665. * | 9 | FIXED_EQUIRECTANGULAR_MIRRORED_MODE | |
  31666. */
  31667. set: function (value) {
  31668. if (this._coordinatesMode === value) {
  31669. return;
  31670. }
  31671. this._coordinatesMode = value;
  31672. if (this._scene) {
  31673. this._scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  31674. }
  31675. },
  31676. enumerable: true,
  31677. configurable: true
  31678. });
  31679. Object.defineProperty(BaseTexture.prototype, "isRGBD", {
  31680. /**
  31681. * Gets whether or not the texture contains RGBD data.
  31682. */
  31683. get: function () {
  31684. return this._texture != null && this._texture._isRGBD;
  31685. },
  31686. enumerable: true,
  31687. configurable: true
  31688. });
  31689. Object.defineProperty(BaseTexture.prototype, "lodGenerationOffset", {
  31690. /**
  31691. * With prefiltered texture, defined the offset used during the prefiltering steps.
  31692. */
  31693. get: function () {
  31694. if (this._texture) {
  31695. return this._texture._lodGenerationOffset;
  31696. }
  31697. return 0.0;
  31698. },
  31699. set: function (value) {
  31700. if (this._texture) {
  31701. this._texture._lodGenerationOffset = value;
  31702. }
  31703. },
  31704. enumerable: true,
  31705. configurable: true
  31706. });
  31707. Object.defineProperty(BaseTexture.prototype, "lodGenerationScale", {
  31708. /**
  31709. * With prefiltered texture, defined the scale used during the prefiltering steps.
  31710. */
  31711. get: function () {
  31712. if (this._texture) {
  31713. return this._texture._lodGenerationScale;
  31714. }
  31715. return 0.0;
  31716. },
  31717. set: function (value) {
  31718. if (this._texture) {
  31719. this._texture._lodGenerationScale = value;
  31720. }
  31721. },
  31722. enumerable: true,
  31723. configurable: true
  31724. });
  31725. Object.defineProperty(BaseTexture.prototype, "uid", {
  31726. /**
  31727. * Define the unique id of the texture in the scene.
  31728. */
  31729. get: function () {
  31730. if (!this._uid) {
  31731. this._uid = BABYLON.Tools.RandomId();
  31732. }
  31733. return this._uid;
  31734. },
  31735. enumerable: true,
  31736. configurable: true
  31737. });
  31738. /**
  31739. * Return a string representation of the texture.
  31740. * @returns the texture as a string
  31741. */
  31742. BaseTexture.prototype.toString = function () {
  31743. return this.name;
  31744. };
  31745. /**
  31746. * Get the class name of the texture.
  31747. * @returns "BaseTexture"
  31748. */
  31749. BaseTexture.prototype.getClassName = function () {
  31750. return "BaseTexture";
  31751. };
  31752. Object.defineProperty(BaseTexture.prototype, "onDispose", {
  31753. /**
  31754. * Callback triggered when the texture has been disposed.
  31755. * Kept for back compatibility, you can use the onDisposeObservable instead.
  31756. */
  31757. set: function (callback) {
  31758. if (this._onDisposeObserver) {
  31759. this.onDisposeObservable.remove(this._onDisposeObserver);
  31760. }
  31761. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  31762. },
  31763. enumerable: true,
  31764. configurable: true
  31765. });
  31766. Object.defineProperty(BaseTexture.prototype, "isBlocking", {
  31767. /**
  31768. * Define if the texture is preventinga material to render or not.
  31769. * If not and the texture is not ready, the engine will use a default black texture instead.
  31770. */
  31771. get: function () {
  31772. return true;
  31773. },
  31774. enumerable: true,
  31775. configurable: true
  31776. });
  31777. /**
  31778. * Get the scene the texture belongs to.
  31779. * @returns the scene or null if undefined
  31780. */
  31781. BaseTexture.prototype.getScene = function () {
  31782. return this._scene;
  31783. };
  31784. /**
  31785. * Get the texture transform matrix used to offset tile the texture for istance.
  31786. * @returns the transformation matrix
  31787. */
  31788. BaseTexture.prototype.getTextureMatrix = function () {
  31789. return BABYLON.Matrix.IdentityReadOnly;
  31790. };
  31791. /**
  31792. * Get the texture reflection matrix used to rotate/transform the reflection.
  31793. * @returns the reflection matrix
  31794. */
  31795. BaseTexture.prototype.getReflectionTextureMatrix = function () {
  31796. return BABYLON.Matrix.IdentityReadOnly;
  31797. };
  31798. /**
  31799. * Get the underlying lower level texture from Babylon.
  31800. * @returns the insternal texture
  31801. */
  31802. BaseTexture.prototype.getInternalTexture = function () {
  31803. return this._texture;
  31804. };
  31805. /**
  31806. * Get if the texture is ready to be consumed (either it is ready or it is not blocking)
  31807. * @returns true if ready or not blocking
  31808. */
  31809. BaseTexture.prototype.isReadyOrNotBlocking = function () {
  31810. return !this.isBlocking || this.isReady();
  31811. };
  31812. /**
  31813. * Get if the texture is ready to be used (downloaded, converted, mip mapped...).
  31814. * @returns true if fully ready
  31815. */
  31816. BaseTexture.prototype.isReady = function () {
  31817. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  31818. this.delayLoad();
  31819. return false;
  31820. }
  31821. if (this._texture) {
  31822. return this._texture.isReady;
  31823. }
  31824. return false;
  31825. };
  31826. /**
  31827. * Get the size of the texture.
  31828. * @returns the texture size.
  31829. */
  31830. BaseTexture.prototype.getSize = function () {
  31831. if (this._texture) {
  31832. if (this._texture.width) {
  31833. this._cachedSize.width = this._texture.width;
  31834. this._cachedSize.height = this._texture.height;
  31835. return this._cachedSize;
  31836. }
  31837. if (this._texture._size) {
  31838. this._cachedSize.width = this._texture._size;
  31839. this._cachedSize.height = this._texture._size;
  31840. return this._cachedSize;
  31841. }
  31842. }
  31843. return this._cachedSize;
  31844. };
  31845. /**
  31846. * Get the base size of the texture.
  31847. * It can be different from the size if the texture has been resized for POT for instance
  31848. * @returns the base size
  31849. */
  31850. BaseTexture.prototype.getBaseSize = function () {
  31851. if (!this.isReady() || !this._texture) {
  31852. return BABYLON.Size.Zero();
  31853. }
  31854. if (this._texture._size) {
  31855. return new BABYLON.Size(this._texture._size, this._texture._size);
  31856. }
  31857. return new BABYLON.Size(this._texture.baseWidth, this._texture.baseHeight);
  31858. };
  31859. /**
  31860. * Scales the texture if is `canRescale()`
  31861. * @param ratio the resize factor we want to use to rescale
  31862. */
  31863. BaseTexture.prototype.scale = function (ratio) {
  31864. };
  31865. Object.defineProperty(BaseTexture.prototype, "canRescale", {
  31866. /**
  31867. * Get if the texture can rescale.
  31868. */
  31869. get: function () {
  31870. return false;
  31871. },
  31872. enumerable: true,
  31873. configurable: true
  31874. });
  31875. /** @hidden */
  31876. BaseTexture.prototype._getFromCache = function (url, noMipmap, sampling) {
  31877. if (!this._scene) {
  31878. return null;
  31879. }
  31880. var texturesCache = this._scene.getEngine().getLoadedTexturesCache();
  31881. for (var index = 0; index < texturesCache.length; index++) {
  31882. var texturesCacheEntry = texturesCache[index];
  31883. if (texturesCacheEntry.url === url && texturesCacheEntry.generateMipMaps === !noMipmap) {
  31884. if (!sampling || sampling === texturesCacheEntry.samplingMode) {
  31885. texturesCacheEntry.incrementReferences();
  31886. return texturesCacheEntry;
  31887. }
  31888. }
  31889. }
  31890. return null;
  31891. };
  31892. /** @hidden */
  31893. BaseTexture.prototype._rebuild = function () {
  31894. };
  31895. /**
  31896. * Triggers the load sequence in delayed load mode.
  31897. */
  31898. BaseTexture.prototype.delayLoad = function () {
  31899. };
  31900. /**
  31901. * Clones the texture.
  31902. * @returns the cloned texture
  31903. */
  31904. BaseTexture.prototype.clone = function () {
  31905. return null;
  31906. };
  31907. Object.defineProperty(BaseTexture.prototype, "textureType", {
  31908. /**
  31909. * Get the texture underlying type (INT, FLOAT...)
  31910. */
  31911. get: function () {
  31912. if (!this._texture) {
  31913. return BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  31914. }
  31915. return (this._texture.type !== undefined) ? this._texture.type : BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  31916. },
  31917. enumerable: true,
  31918. configurable: true
  31919. });
  31920. Object.defineProperty(BaseTexture.prototype, "textureFormat", {
  31921. /**
  31922. * Get the texture underlying format (RGB, RGBA...)
  31923. */
  31924. get: function () {
  31925. if (!this._texture) {
  31926. return BABYLON.Engine.TEXTUREFORMAT_RGBA;
  31927. }
  31928. return (this._texture.format !== undefined) ? this._texture.format : BABYLON.Engine.TEXTUREFORMAT_RGBA;
  31929. },
  31930. enumerable: true,
  31931. configurable: true
  31932. });
  31933. /**
  31934. * Reads the pixels stored in the webgl texture and returns them as an ArrayBuffer.
  31935. * This will returns an RGBA array buffer containing either in values (0-255) or
  31936. * float values (0-1) depending of the underlying buffer type.
  31937. * @param faceIndex defines the face of the texture to read (in case of cube texture)
  31938. * @param level defines the LOD level of the texture to read (in case of Mip Maps)
  31939. * @param buffer defines a user defined buffer to fill with data (can be null)
  31940. * @returns The Array buffer containing the pixels data.
  31941. */
  31942. BaseTexture.prototype.readPixels = function (faceIndex, level, buffer) {
  31943. if (faceIndex === void 0) { faceIndex = 0; }
  31944. if (level === void 0) { level = 0; }
  31945. if (buffer === void 0) { buffer = null; }
  31946. if (!this._texture) {
  31947. return null;
  31948. }
  31949. var size = this.getSize();
  31950. var width = size.width;
  31951. var height = size.height;
  31952. var scene = this.getScene();
  31953. if (!scene) {
  31954. return null;
  31955. }
  31956. var engine = scene.getEngine();
  31957. if (level != 0) {
  31958. width = width / Math.pow(2, level);
  31959. height = height / Math.pow(2, level);
  31960. width = Math.round(width);
  31961. height = Math.round(height);
  31962. }
  31963. if (this._texture.isCube) {
  31964. return engine._readTexturePixels(this._texture, width, height, faceIndex, level, buffer);
  31965. }
  31966. return engine._readTexturePixels(this._texture, width, height, -1, level, buffer);
  31967. };
  31968. /**
  31969. * Release and destroy the underlying lower level texture aka internalTexture.
  31970. */
  31971. BaseTexture.prototype.releaseInternalTexture = function () {
  31972. if (this._texture) {
  31973. this._texture.dispose();
  31974. this._texture = null;
  31975. }
  31976. };
  31977. Object.defineProperty(BaseTexture.prototype, "sphericalPolynomial", {
  31978. /**
  31979. * Get the polynomial representation of the texture data.
  31980. * This is mainly use as a fast way to recover IBL Diffuse irradiance data.
  31981. * @see https://learnopengl.com/PBR/IBL/Diffuse-irradiance
  31982. */
  31983. get: function () {
  31984. if (!this._texture || !BABYLON.CubeMapToSphericalPolynomialTools || !this.isReady()) {
  31985. return null;
  31986. }
  31987. if (!this._texture._sphericalPolynomial) {
  31988. this._texture._sphericalPolynomial =
  31989. BABYLON.CubeMapToSphericalPolynomialTools.ConvertCubeMapTextureToSphericalPolynomial(this);
  31990. }
  31991. return this._texture._sphericalPolynomial;
  31992. },
  31993. set: function (value) {
  31994. if (this._texture) {
  31995. this._texture._sphericalPolynomial = value;
  31996. }
  31997. },
  31998. enumerable: true,
  31999. configurable: true
  32000. });
  32001. Object.defineProperty(BaseTexture.prototype, "_lodTextureHigh", {
  32002. /** @hidden */
  32003. get: function () {
  32004. if (this._texture) {
  32005. return this._texture._lodTextureHigh;
  32006. }
  32007. return null;
  32008. },
  32009. enumerable: true,
  32010. configurable: true
  32011. });
  32012. Object.defineProperty(BaseTexture.prototype, "_lodTextureMid", {
  32013. /** @hidden */
  32014. get: function () {
  32015. if (this._texture) {
  32016. return this._texture._lodTextureMid;
  32017. }
  32018. return null;
  32019. },
  32020. enumerable: true,
  32021. configurable: true
  32022. });
  32023. Object.defineProperty(BaseTexture.prototype, "_lodTextureLow", {
  32024. /** @hidden */
  32025. get: function () {
  32026. if (this._texture) {
  32027. return this._texture._lodTextureLow;
  32028. }
  32029. return null;
  32030. },
  32031. enumerable: true,
  32032. configurable: true
  32033. });
  32034. /**
  32035. * Dispose the texture and release its associated resources.
  32036. */
  32037. BaseTexture.prototype.dispose = function () {
  32038. if (!this._scene) {
  32039. return;
  32040. }
  32041. // Animations
  32042. this._scene.stopAnimation(this);
  32043. // Remove from scene
  32044. this._scene._removePendingData(this);
  32045. var index = this._scene.textures.indexOf(this);
  32046. if (index >= 0) {
  32047. this._scene.textures.splice(index, 1);
  32048. }
  32049. this._scene.onTextureRemovedObservable.notifyObservers(this);
  32050. if (this._texture === undefined) {
  32051. return;
  32052. }
  32053. // Release
  32054. this.releaseInternalTexture();
  32055. // Callback
  32056. this.onDisposeObservable.notifyObservers(this);
  32057. this.onDisposeObservable.clear();
  32058. };
  32059. /**
  32060. * Serialize the texture into a JSON representation that can be parsed later on.
  32061. * @returns the JSON representation of the texture
  32062. */
  32063. BaseTexture.prototype.serialize = function () {
  32064. if (!this.name) {
  32065. return null;
  32066. }
  32067. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  32068. // Animations
  32069. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  32070. return serializationObject;
  32071. };
  32072. /**
  32073. * Helper function to be called back once a list of texture contains only ready textures.
  32074. * @param textures Define the list of textures to wait for
  32075. * @param callback Define the callback triggered once the entire list will be ready
  32076. */
  32077. BaseTexture.WhenAllReady = function (textures, callback) {
  32078. var numRemaining = textures.length;
  32079. if (numRemaining === 0) {
  32080. callback();
  32081. return;
  32082. }
  32083. var _loop_1 = function () {
  32084. texture = textures[i];
  32085. if (texture.isReady()) {
  32086. if (--numRemaining === 0) {
  32087. callback();
  32088. }
  32089. }
  32090. else {
  32091. onLoadObservable = texture.onLoadObservable;
  32092. var onLoadCallback_1 = function () {
  32093. onLoadObservable.removeCallback(onLoadCallback_1);
  32094. if (--numRemaining === 0) {
  32095. callback();
  32096. }
  32097. };
  32098. onLoadObservable.add(onLoadCallback_1);
  32099. }
  32100. };
  32101. var texture, onLoadObservable;
  32102. for (var i = 0; i < textures.length; i++) {
  32103. _loop_1();
  32104. }
  32105. };
  32106. /**
  32107. * Default anisotropic filtering level for the application.
  32108. * It is set to 4 as a good tradeoff between perf and quality.
  32109. */
  32110. BaseTexture.DEFAULT_ANISOTROPIC_FILTERING_LEVEL = 4;
  32111. __decorate([
  32112. BABYLON.serialize()
  32113. ], BaseTexture.prototype, "uniqueId", void 0);
  32114. __decorate([
  32115. BABYLON.serialize()
  32116. ], BaseTexture.prototype, "name", void 0);
  32117. __decorate([
  32118. BABYLON.serialize()
  32119. ], BaseTexture.prototype, "metadata", void 0);
  32120. __decorate([
  32121. BABYLON.serialize("hasAlpha")
  32122. ], BaseTexture.prototype, "_hasAlpha", void 0);
  32123. __decorate([
  32124. BABYLON.serialize()
  32125. ], BaseTexture.prototype, "getAlphaFromRGB", void 0);
  32126. __decorate([
  32127. BABYLON.serialize()
  32128. ], BaseTexture.prototype, "level", void 0);
  32129. __decorate([
  32130. BABYLON.serialize()
  32131. ], BaseTexture.prototype, "coordinatesIndex", void 0);
  32132. __decorate([
  32133. BABYLON.serialize("coordinatesMode")
  32134. ], BaseTexture.prototype, "_coordinatesMode", void 0);
  32135. __decorate([
  32136. BABYLON.serialize()
  32137. ], BaseTexture.prototype, "wrapU", void 0);
  32138. __decorate([
  32139. BABYLON.serialize()
  32140. ], BaseTexture.prototype, "wrapV", void 0);
  32141. __decorate([
  32142. BABYLON.serialize()
  32143. ], BaseTexture.prototype, "wrapR", void 0);
  32144. __decorate([
  32145. BABYLON.serialize()
  32146. ], BaseTexture.prototype, "anisotropicFilteringLevel", void 0);
  32147. __decorate([
  32148. BABYLON.serialize()
  32149. ], BaseTexture.prototype, "isCube", void 0);
  32150. __decorate([
  32151. BABYLON.serialize()
  32152. ], BaseTexture.prototype, "is3D", void 0);
  32153. __decorate([
  32154. BABYLON.serialize()
  32155. ], BaseTexture.prototype, "gammaSpace", void 0);
  32156. __decorate([
  32157. BABYLON.serialize()
  32158. ], BaseTexture.prototype, "invertZ", void 0);
  32159. __decorate([
  32160. BABYLON.serialize()
  32161. ], BaseTexture.prototype, "lodLevelInAlpha", void 0);
  32162. __decorate([
  32163. BABYLON.serialize()
  32164. ], BaseTexture.prototype, "lodGenerationOffset", null);
  32165. __decorate([
  32166. BABYLON.serialize()
  32167. ], BaseTexture.prototype, "lodGenerationScale", null);
  32168. __decorate([
  32169. BABYLON.serialize()
  32170. ], BaseTexture.prototype, "isRenderTarget", void 0);
  32171. return BaseTexture;
  32172. }());
  32173. BABYLON.BaseTexture = BaseTexture;
  32174. })(BABYLON || (BABYLON = {}));
  32175. //# sourceMappingURL=babylon.baseTexture.js.map
  32176. var BABYLON;
  32177. (function (BABYLON) {
  32178. /**
  32179. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  32180. * @see http://doc.babylonjs.com/babylon101/materials#texture
  32181. */
  32182. var Texture = /** @class */ (function (_super) {
  32183. __extends(Texture, _super);
  32184. /**
  32185. * Instantiates a new texture.
  32186. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  32187. * @see http://doc.babylonjs.com/babylon101/materials#texture
  32188. * @param url define the url of the picture to load as a texture
  32189. * @param scene define the scene the texture will belong to
  32190. * @param noMipmap define if the texture will require mip maps or not
  32191. * @param invertY define if the texture needs to be inverted on the y axis during loading
  32192. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  32193. * @param onLoad define a callback triggered when the texture has been loaded
  32194. * @param onError define a callback triggered when an error occurred during the loading session
  32195. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  32196. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  32197. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  32198. */
  32199. function Texture(url, scene, noMipmap, invertY, samplingMode, onLoad, onError, buffer, deleteBuffer, format) {
  32200. if (noMipmap === void 0) { noMipmap = false; }
  32201. if (invertY === void 0) { invertY = true; }
  32202. if (samplingMode === void 0) { samplingMode = Texture.TRILINEAR_SAMPLINGMODE; }
  32203. if (onLoad === void 0) { onLoad = null; }
  32204. if (onError === void 0) { onError = null; }
  32205. if (buffer === void 0) { buffer = null; }
  32206. if (deleteBuffer === void 0) { deleteBuffer = false; }
  32207. var _this = _super.call(this, scene) || this;
  32208. /**
  32209. * Define an offset on the texture to offset the u coordinates of the UVs
  32210. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  32211. */
  32212. _this.uOffset = 0;
  32213. /**
  32214. * Define an offset on the texture to offset the v coordinates of the UVs
  32215. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  32216. */
  32217. _this.vOffset = 0;
  32218. /**
  32219. * Define an offset on the texture to scale the u coordinates of the UVs
  32220. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  32221. */
  32222. _this.uScale = 1.0;
  32223. /**
  32224. * Define an offset on the texture to scale the v coordinates of the UVs
  32225. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  32226. */
  32227. _this.vScale = 1.0;
  32228. /**
  32229. * Define an offset on the texture to rotate around the u coordinates of the UVs
  32230. * @see http://doc.babylonjs.com/how_to/more_materials
  32231. */
  32232. _this.uAng = 0;
  32233. /**
  32234. * Define an offset on the texture to rotate around the v coordinates of the UVs
  32235. * @see http://doc.babylonjs.com/how_to/more_materials
  32236. */
  32237. _this.vAng = 0;
  32238. /**
  32239. * Define an offset on the texture to rotate around the w coordinates of the UVs (in case of 3d texture)
  32240. * @see http://doc.babylonjs.com/how_to/more_materials
  32241. */
  32242. _this.wAng = 0;
  32243. /**
  32244. * Defines the center of rotation (U)
  32245. */
  32246. _this.uRotationCenter = 0.5;
  32247. /**
  32248. * Defines the center of rotation (V)
  32249. */
  32250. _this.vRotationCenter = 0.5;
  32251. /**
  32252. * Defines the center of rotation (W)
  32253. */
  32254. _this.wRotationCenter = 0.5;
  32255. /**
  32256. * Observable triggered once the texture has been loaded.
  32257. */
  32258. _this.onLoadObservable = new BABYLON.Observable();
  32259. _this._isBlocking = true;
  32260. _this.name = url || "";
  32261. _this.url = url;
  32262. _this._noMipmap = noMipmap;
  32263. _this._invertY = invertY;
  32264. _this._samplingMode = samplingMode;
  32265. _this._buffer = buffer;
  32266. _this._deleteBuffer = deleteBuffer;
  32267. if (format) {
  32268. _this._format = format;
  32269. }
  32270. scene = _this.getScene();
  32271. if (!scene) {
  32272. return _this;
  32273. }
  32274. scene.getEngine().onBeforeTextureInitObservable.notifyObservers(_this);
  32275. var load = function () {
  32276. if (_this.onLoadObservable.hasObservers()) {
  32277. _this.onLoadObservable.notifyObservers(_this);
  32278. }
  32279. if (onLoad) {
  32280. onLoad();
  32281. }
  32282. if (!_this.isBlocking && scene) {
  32283. scene.resetCachedMaterial();
  32284. }
  32285. };
  32286. if (!_this.url) {
  32287. _this._delayedOnLoad = load;
  32288. _this._delayedOnError = onError;
  32289. return _this;
  32290. }
  32291. _this._texture = _this._getFromCache(_this.url, noMipmap, samplingMode);
  32292. if (!_this._texture) {
  32293. if (!scene.useDelayedTextureLoading) {
  32294. _this._texture = scene.getEngine().createTexture(_this.url, noMipmap, invertY, scene, _this._samplingMode, load, onError, _this._buffer, undefined, _this._format);
  32295. if (deleteBuffer) {
  32296. delete _this._buffer;
  32297. }
  32298. }
  32299. else {
  32300. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  32301. _this._delayedOnLoad = load;
  32302. _this._delayedOnError = onError;
  32303. }
  32304. }
  32305. else {
  32306. if (_this._texture.isReady) {
  32307. BABYLON.Tools.SetImmediate(function () { return load(); });
  32308. }
  32309. else {
  32310. _this._texture.onLoadedObservable.add(load);
  32311. }
  32312. }
  32313. return _this;
  32314. }
  32315. Object.defineProperty(Texture.prototype, "noMipmap", {
  32316. /**
  32317. * Are mip maps generated for this texture or not.
  32318. */
  32319. get: function () {
  32320. return this._noMipmap;
  32321. },
  32322. enumerable: true,
  32323. configurable: true
  32324. });
  32325. Object.defineProperty(Texture.prototype, "isBlocking", {
  32326. get: function () {
  32327. return this._isBlocking;
  32328. },
  32329. /**
  32330. * Is the texture preventing material to render while loading.
  32331. * If false, a default texture will be used instead of the loading one during the preparation step.
  32332. */
  32333. set: function (value) {
  32334. this._isBlocking = value;
  32335. },
  32336. enumerable: true,
  32337. configurable: true
  32338. });
  32339. Object.defineProperty(Texture.prototype, "samplingMode", {
  32340. /**
  32341. * Get the current sampling mode associated with the texture.
  32342. */
  32343. get: function () {
  32344. return this._samplingMode;
  32345. },
  32346. enumerable: true,
  32347. configurable: true
  32348. });
  32349. Object.defineProperty(Texture.prototype, "invertY", {
  32350. /**
  32351. * Gets a boolean indicating if the texture needs to be inverted on the y axis during loading
  32352. */
  32353. get: function () {
  32354. return this._invertY;
  32355. },
  32356. enumerable: true,
  32357. configurable: true
  32358. });
  32359. /**
  32360. * Update the url (and optional buffer) of this texture if url was null during construction.
  32361. * @param url the url of the texture
  32362. * @param buffer the buffer of the texture (defaults to null)
  32363. */
  32364. Texture.prototype.updateURL = function (url, buffer) {
  32365. if (buffer === void 0) { buffer = null; }
  32366. if (this.url) {
  32367. throw new Error("URL is already set");
  32368. }
  32369. this.url = url;
  32370. this._buffer = buffer;
  32371. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  32372. this.delayLoad();
  32373. };
  32374. /**
  32375. * Finish the loading sequence of a texture flagged as delayed load.
  32376. * @hidden
  32377. */
  32378. Texture.prototype.delayLoad = function () {
  32379. if (this.delayLoadState !== BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  32380. return;
  32381. }
  32382. var scene = this.getScene();
  32383. if (!scene) {
  32384. return;
  32385. }
  32386. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  32387. this._texture = this._getFromCache(this.url, this._noMipmap, this._samplingMode);
  32388. if (!this._texture) {
  32389. this._texture = scene.getEngine().createTexture(this.url, this._noMipmap, this._invertY, scene, this._samplingMode, this._delayedOnLoad, this._delayedOnError, this._buffer, null, this._format);
  32390. if (this._deleteBuffer) {
  32391. delete this._buffer;
  32392. }
  32393. }
  32394. else {
  32395. if (this._delayedOnLoad) {
  32396. if (this._texture.isReady) {
  32397. BABYLON.Tools.SetImmediate(this._delayedOnLoad);
  32398. }
  32399. else {
  32400. this._texture.onLoadedObservable.add(this._delayedOnLoad);
  32401. }
  32402. }
  32403. }
  32404. this._delayedOnLoad = null;
  32405. this._delayedOnError = null;
  32406. };
  32407. /**
  32408. * Update the sampling mode of the texture.
  32409. * Default is Trilinear mode.
  32410. *
  32411. * | Value | Type | Description |
  32412. * | ----- | ------------------ | ----------- |
  32413. * | 1 | NEAREST_SAMPLINGMODE or NEAREST_NEAREST_MIPLINEAR | Nearest is: mag = nearest, min = nearest, mip = linear |
  32414. * | 2 | BILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPNEAREST | Bilinear is: mag = linear, min = linear, mip = nearest |
  32415. * | 3 | TRILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPLINEAR | Trilinear is: mag = linear, min = linear, mip = linear |
  32416. * | 4 | NEAREST_NEAREST_MIPNEAREST | |
  32417. * | 5 | NEAREST_LINEAR_MIPNEAREST | |
  32418. * | 6 | NEAREST_LINEAR_MIPLINEAR | |
  32419. * | 7 | NEAREST_LINEAR | |
  32420. * | 8 | NEAREST_NEAREST | |
  32421. * | 9 | LINEAR_NEAREST_MIPNEAREST | |
  32422. * | 10 | LINEAR_NEAREST_MIPLINEAR | |
  32423. * | 11 | LINEAR_LINEAR | |
  32424. * | 12 | LINEAR_NEAREST | |
  32425. *
  32426. * > _mag_: magnification filter (close to the viewer)
  32427. * > _min_: minification filter (far from the viewer)
  32428. * > _mip_: filter used between mip map levels
  32429. *@param samplingMode Define the new sampling mode of the texture
  32430. */
  32431. Texture.prototype.updateSamplingMode = function (samplingMode) {
  32432. if (!this._texture) {
  32433. return;
  32434. }
  32435. var scene = this.getScene();
  32436. if (!scene) {
  32437. return;
  32438. }
  32439. this._samplingMode = samplingMode;
  32440. scene.getEngine().updateTextureSamplingMode(samplingMode, this._texture);
  32441. };
  32442. Texture.prototype._prepareRowForTextureGeneration = function (x, y, z, t) {
  32443. x *= this.uScale;
  32444. y *= this.vScale;
  32445. x -= this.uRotationCenter * this.uScale;
  32446. y -= this.vRotationCenter * this.vScale;
  32447. z -= this.wRotationCenter;
  32448. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(x, y, z, this._rowGenerationMatrix, t);
  32449. t.x += this.uRotationCenter * this.uScale + this.uOffset;
  32450. t.y += this.vRotationCenter * this.vScale + this.vOffset;
  32451. t.z += this.wRotationCenter;
  32452. };
  32453. /**
  32454. * Get the current texture matrix which includes the requested offsetting, tiling and rotation components.
  32455. * @returns the transform matrix of the texture.
  32456. */
  32457. Texture.prototype.getTextureMatrix = function () {
  32458. var _this = this;
  32459. if (this.uOffset === this._cachedUOffset &&
  32460. this.vOffset === this._cachedVOffset &&
  32461. this.uScale === this._cachedUScale &&
  32462. this.vScale === this._cachedVScale &&
  32463. this.uAng === this._cachedUAng &&
  32464. this.vAng === this._cachedVAng &&
  32465. this.wAng === this._cachedWAng) {
  32466. return this._cachedTextureMatrix;
  32467. }
  32468. this._cachedUOffset = this.uOffset;
  32469. this._cachedVOffset = this.vOffset;
  32470. this._cachedUScale = this.uScale;
  32471. this._cachedVScale = this.vScale;
  32472. this._cachedUAng = this.uAng;
  32473. this._cachedVAng = this.vAng;
  32474. this._cachedWAng = this.wAng;
  32475. if (!this._cachedTextureMatrix) {
  32476. this._cachedTextureMatrix = BABYLON.Matrix.Zero();
  32477. this._rowGenerationMatrix = new BABYLON.Matrix();
  32478. this._t0 = BABYLON.Vector3.Zero();
  32479. this._t1 = BABYLON.Vector3.Zero();
  32480. this._t2 = BABYLON.Vector3.Zero();
  32481. }
  32482. BABYLON.Matrix.RotationYawPitchRollToRef(this.vAng, this.uAng, this.wAng, this._rowGenerationMatrix);
  32483. this._prepareRowForTextureGeneration(0, 0, 0, this._t0);
  32484. this._prepareRowForTextureGeneration(1.0, 0, 0, this._t1);
  32485. this._prepareRowForTextureGeneration(0, 1.0, 0, this._t2);
  32486. this._t1.subtractInPlace(this._t0);
  32487. this._t2.subtractInPlace(this._t0);
  32488. BABYLON.Matrix.FromValuesToRef(this._t1.x, this._t1.y, this._t1.z, 0.0, this._t2.x, this._t2.y, this._t2.z, 0.0, this._t0.x, this._t0.y, this._t0.z, 0.0, 0.0, 0.0, 0.0, 1.0, this._cachedTextureMatrix);
  32489. var scene = this.getScene();
  32490. if (!scene) {
  32491. return this._cachedTextureMatrix;
  32492. }
  32493. scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag, function (mat) {
  32494. return mat.hasTexture(_this);
  32495. });
  32496. return this._cachedTextureMatrix;
  32497. };
  32498. /**
  32499. * Get the current matrix used to apply reflection. This is useful to rotate an environment texture for instance.
  32500. * @returns The reflection texture transform
  32501. */
  32502. Texture.prototype.getReflectionTextureMatrix = function () {
  32503. var _this = this;
  32504. var scene = this.getScene();
  32505. if (!scene) {
  32506. return this._cachedTextureMatrix;
  32507. }
  32508. if (this.uOffset === this._cachedUOffset &&
  32509. this.vOffset === this._cachedVOffset &&
  32510. this.uScale === this._cachedUScale &&
  32511. this.vScale === this._cachedVScale &&
  32512. this.coordinatesMode === this._cachedCoordinatesMode) {
  32513. if (this.coordinatesMode === Texture.PROJECTION_MODE) {
  32514. if (this._cachedProjectionMatrixId === scene.getProjectionMatrix().updateFlag) {
  32515. return this._cachedTextureMatrix;
  32516. }
  32517. }
  32518. else {
  32519. return this._cachedTextureMatrix;
  32520. }
  32521. }
  32522. if (!this._cachedTextureMatrix) {
  32523. this._cachedTextureMatrix = BABYLON.Matrix.Zero();
  32524. }
  32525. if (!this._projectionModeMatrix) {
  32526. this._projectionModeMatrix = BABYLON.Matrix.Zero();
  32527. }
  32528. this._cachedUOffset = this.uOffset;
  32529. this._cachedVOffset = this.vOffset;
  32530. this._cachedUScale = this.uScale;
  32531. this._cachedVScale = this.vScale;
  32532. this._cachedCoordinatesMode = this.coordinatesMode;
  32533. switch (this.coordinatesMode) {
  32534. case Texture.PLANAR_MODE:
  32535. BABYLON.Matrix.IdentityToRef(this._cachedTextureMatrix);
  32536. this._cachedTextureMatrix[0] = this.uScale;
  32537. this._cachedTextureMatrix[5] = this.vScale;
  32538. this._cachedTextureMatrix[12] = this.uOffset;
  32539. this._cachedTextureMatrix[13] = this.vOffset;
  32540. break;
  32541. case Texture.PROJECTION_MODE:
  32542. BABYLON.Matrix.FromValuesToRef(0.5, 0.0, 0.0, 0.0, 0.0, -0.5, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.5, 0.5, 1.0, 1.0, this._projectionModeMatrix);
  32543. var projectionMatrix = scene.getProjectionMatrix();
  32544. this._cachedProjectionMatrixId = projectionMatrix.updateFlag;
  32545. projectionMatrix.multiplyToRef(this._projectionModeMatrix, this._cachedTextureMatrix);
  32546. break;
  32547. default:
  32548. BABYLON.Matrix.IdentityToRef(this._cachedTextureMatrix);
  32549. break;
  32550. }
  32551. scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag, function (mat) {
  32552. return (mat.getActiveTextures().indexOf(_this) !== -1);
  32553. });
  32554. return this._cachedTextureMatrix;
  32555. };
  32556. /**
  32557. * Clones the texture.
  32558. * @returns the cloned texture
  32559. */
  32560. Texture.prototype.clone = function () {
  32561. var _this = this;
  32562. return BABYLON.SerializationHelper.Clone(function () {
  32563. return new Texture(_this._texture ? _this._texture.url : null, _this.getScene(), _this._noMipmap, _this._invertY, _this._samplingMode);
  32564. }, this);
  32565. };
  32566. /**
  32567. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  32568. * @returns The JSON representation of the texture
  32569. */
  32570. Texture.prototype.serialize = function () {
  32571. var serializationObject = _super.prototype.serialize.call(this);
  32572. if (typeof this._buffer === "string" && this._buffer.substr(0, 5) === "data:") {
  32573. serializationObject.base64String = this._buffer;
  32574. serializationObject.name = serializationObject.name.replace("data:", "");
  32575. }
  32576. serializationObject.invertY = this._invertY;
  32577. serializationObject.samplingMode = this.samplingMode;
  32578. return serializationObject;
  32579. };
  32580. /**
  32581. * Get the current class name of the texture useful for serialization or dynamic coding.
  32582. * @returns "Texture"
  32583. */
  32584. Texture.prototype.getClassName = function () {
  32585. return "Texture";
  32586. };
  32587. /**
  32588. * Dispose the texture and release its associated resources.
  32589. */
  32590. Texture.prototype.dispose = function () {
  32591. _super.prototype.dispose.call(this);
  32592. this.onLoadObservable.clear();
  32593. this._delayedOnLoad = null;
  32594. this._delayedOnError = null;
  32595. };
  32596. /**
  32597. * Parse the JSON representation of a texture in order to recreate the texture in the given scene.
  32598. * @param parsedTexture Define the JSON representation of the texture
  32599. * @param scene Define the scene the parsed texture should be instantiated in
  32600. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  32601. * @returns The parsed texture if successful
  32602. */
  32603. Texture.Parse = function (parsedTexture, scene, rootUrl) {
  32604. if (parsedTexture.customType) {
  32605. var customTexture = BABYLON.Tools.Instantiate(parsedTexture.customType);
  32606. // Update Sampling Mode
  32607. var parsedCustomTexture = customTexture.Parse(parsedTexture, scene, rootUrl);
  32608. if (parsedTexture.samplingMode && parsedCustomTexture.updateSamplingMode && parsedCustomTexture._samplingMode) {
  32609. if (parsedCustomTexture._samplingMode !== parsedTexture.samplingMode) {
  32610. parsedCustomTexture.updateSamplingMode(parsedTexture.samplingMode);
  32611. }
  32612. }
  32613. return parsedCustomTexture;
  32614. }
  32615. if (parsedTexture.isCube && !parsedTexture.isRenderTarget) {
  32616. return BABYLON.CubeTexture.Parse(parsedTexture, scene, rootUrl);
  32617. }
  32618. if (!parsedTexture.name && !parsedTexture.isRenderTarget) {
  32619. return null;
  32620. }
  32621. var texture = BABYLON.SerializationHelper.Parse(function () {
  32622. var generateMipMaps = true;
  32623. if (parsedTexture.noMipmap) {
  32624. generateMipMaps = false;
  32625. }
  32626. if (parsedTexture.mirrorPlane) {
  32627. var mirrorTexture = new BABYLON.MirrorTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene, generateMipMaps);
  32628. mirrorTexture._waitingRenderList = parsedTexture.renderList;
  32629. mirrorTexture.mirrorPlane = BABYLON.Plane.FromArray(parsedTexture.mirrorPlane);
  32630. return mirrorTexture;
  32631. }
  32632. else if (parsedTexture.isRenderTarget) {
  32633. var renderTargetTexture = null;
  32634. if (parsedTexture.isCube) {
  32635. // Search for an existing reflection probe (which contains a cube render target texture)
  32636. if (scene.reflectionProbes) {
  32637. for (var index = 0; index < scene.reflectionProbes.length; index++) {
  32638. var probe = scene.reflectionProbes[index];
  32639. if (probe.name === parsedTexture.name) {
  32640. return probe.cubeTexture;
  32641. }
  32642. }
  32643. }
  32644. }
  32645. else {
  32646. renderTargetTexture = new BABYLON.RenderTargetTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene, generateMipMaps);
  32647. renderTargetTexture._waitingRenderList = parsedTexture.renderList;
  32648. }
  32649. return renderTargetTexture;
  32650. }
  32651. else {
  32652. var texture;
  32653. if (parsedTexture.base64String) {
  32654. texture = Texture.CreateFromBase64String(parsedTexture.base64String, parsedTexture.name, scene, !generateMipMaps);
  32655. }
  32656. else {
  32657. var url = rootUrl + parsedTexture.name;
  32658. if (Texture.UseSerializedUrlIfAny && parsedTexture.url) {
  32659. url = parsedTexture.url;
  32660. }
  32661. texture = new Texture(url, scene, !generateMipMaps, parsedTexture.invertY);
  32662. }
  32663. return texture;
  32664. }
  32665. }, parsedTexture, scene);
  32666. // Update Sampling Mode
  32667. if (parsedTexture.samplingMode) {
  32668. var sampling = parsedTexture.samplingMode;
  32669. if (texture && texture._samplingMode !== sampling) {
  32670. texture.updateSamplingMode(sampling);
  32671. }
  32672. }
  32673. // Animations
  32674. if (texture && parsedTexture.animations) {
  32675. for (var animationIndex = 0; animationIndex < parsedTexture.animations.length; animationIndex++) {
  32676. var parsedAnimation = parsedTexture.animations[animationIndex];
  32677. texture.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  32678. }
  32679. }
  32680. return texture;
  32681. };
  32682. /**
  32683. * Creates a texture from its base 64 representation.
  32684. * @param data Define the base64 payload without the data: prefix
  32685. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  32686. * @param scene Define the scene the texture should belong to
  32687. * @param noMipmap Forces the texture to not create mip map information if true
  32688. * @param invertY define if the texture needs to be inverted on the y axis during loading
  32689. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  32690. * @param onLoad define a callback triggered when the texture has been loaded
  32691. * @param onError define a callback triggered when an error occurred during the loading session
  32692. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  32693. * @returns the created texture
  32694. */
  32695. Texture.CreateFromBase64String = function (data, name, scene, noMipmap, invertY, samplingMode, onLoad, onError, format) {
  32696. if (samplingMode === void 0) { samplingMode = Texture.TRILINEAR_SAMPLINGMODE; }
  32697. if (onLoad === void 0) { onLoad = null; }
  32698. if (onError === void 0) { onError = null; }
  32699. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  32700. return new Texture("data:" + name, scene, noMipmap, invertY, samplingMode, onLoad, onError, data, false, format);
  32701. };
  32702. /**
  32703. * Creates a texture from its data: representation. (data: will be added in case only the payload has been passed in)
  32704. * @param data Define the base64 payload without the data: prefix
  32705. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  32706. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  32707. * @param scene Define the scene the texture should belong to
  32708. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  32709. * @param noMipmap Forces the texture to not create mip map information if true
  32710. * @param invertY define if the texture needs to be inverted on the y axis during loading
  32711. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  32712. * @param onLoad define a callback triggered when the texture has been loaded
  32713. * @param onError define a callback triggered when an error occurred during the loading session
  32714. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  32715. * @returns the created texture
  32716. */
  32717. Texture.LoadFromDataString = function (name, buffer, scene, deleteBuffer, noMipmap, invertY, samplingMode, onLoad, onError, format) {
  32718. if (deleteBuffer === void 0) { deleteBuffer = false; }
  32719. if (noMipmap === void 0) { noMipmap = false; }
  32720. if (invertY === void 0) { invertY = true; }
  32721. if (samplingMode === void 0) { samplingMode = Texture.TRILINEAR_SAMPLINGMODE; }
  32722. if (onLoad === void 0) { onLoad = null; }
  32723. if (onError === void 0) { onError = null; }
  32724. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  32725. if (name.substr(0, 5) !== "data:") {
  32726. name = "data:" + name;
  32727. }
  32728. return new Texture(name, scene, noMipmap, invertY, samplingMode, onLoad, onError, buffer, deleteBuffer, format);
  32729. };
  32730. /** nearest is mag = nearest and min = nearest and mip = linear */
  32731. Texture.NEAREST_SAMPLINGMODE = BABYLON.Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  32732. /** nearest is mag = nearest and min = nearest and mip = linear */
  32733. Texture.NEAREST_NEAREST_MIPLINEAR = BABYLON.Engine.TEXTURE_NEAREST_NEAREST_MIPLINEAR; // nearest is mag = nearest and min = nearest and mip = linear
  32734. /** Bilinear is mag = linear and min = linear and mip = nearest */
  32735. Texture.BILINEAR_SAMPLINGMODE = BABYLON.Engine.TEXTURE_BILINEAR_SAMPLINGMODE;
  32736. /** Bilinear is mag = linear and min = linear and mip = nearest */
  32737. Texture.LINEAR_LINEAR_MIPNEAREST = BABYLON.Engine.TEXTURE_LINEAR_LINEAR_MIPNEAREST; // Bilinear is mag = linear and min = linear and mip = nearest
  32738. /** Trilinear is mag = linear and min = linear and mip = linear */
  32739. Texture.TRILINEAR_SAMPLINGMODE = BABYLON.Engine.TEXTURE_TRILINEAR_SAMPLINGMODE;
  32740. /** Trilinear is mag = linear and min = linear and mip = linear */
  32741. Texture.LINEAR_LINEAR_MIPLINEAR = BABYLON.Engine.TEXTURE_LINEAR_LINEAR_MIPLINEAR; // Trilinear is mag = linear and min = linear and mip = linear
  32742. /** mag = nearest and min = nearest and mip = nearest */
  32743. Texture.NEAREST_NEAREST_MIPNEAREST = BABYLON.Engine.TEXTURE_NEAREST_NEAREST_MIPNEAREST;
  32744. /** mag = nearest and min = linear and mip = nearest */
  32745. Texture.NEAREST_LINEAR_MIPNEAREST = BABYLON.Engine.TEXTURE_NEAREST_LINEAR_MIPNEAREST;
  32746. /** mag = nearest and min = linear and mip = linear */
  32747. Texture.NEAREST_LINEAR_MIPLINEAR = BABYLON.Engine.TEXTURE_NEAREST_LINEAR_MIPLINEAR;
  32748. /** mag = nearest and min = linear and mip = none */
  32749. Texture.NEAREST_LINEAR = BABYLON.Engine.TEXTURE_NEAREST_LINEAR;
  32750. /** mag = nearest and min = nearest and mip = none */
  32751. Texture.NEAREST_NEAREST = BABYLON.Engine.TEXTURE_NEAREST_NEAREST;
  32752. /** mag = linear and min = nearest and mip = nearest */
  32753. Texture.LINEAR_NEAREST_MIPNEAREST = BABYLON.Engine.TEXTURE_LINEAR_NEAREST_MIPNEAREST;
  32754. /** mag = linear and min = nearest and mip = linear */
  32755. Texture.LINEAR_NEAREST_MIPLINEAR = BABYLON.Engine.TEXTURE_LINEAR_NEAREST_MIPLINEAR;
  32756. /** mag = linear and min = linear and mip = none */
  32757. Texture.LINEAR_LINEAR = BABYLON.Engine.TEXTURE_LINEAR_LINEAR;
  32758. /** mag = linear and min = nearest and mip = none */
  32759. Texture.LINEAR_NEAREST = BABYLON.Engine.TEXTURE_LINEAR_NEAREST;
  32760. /** Explicit coordinates mode */
  32761. Texture.EXPLICIT_MODE = BABYLON.Engine.TEXTURE_EXPLICIT_MODE;
  32762. /** Spherical coordinates mode */
  32763. Texture.SPHERICAL_MODE = BABYLON.Engine.TEXTURE_SPHERICAL_MODE;
  32764. /** Planar coordinates mode */
  32765. Texture.PLANAR_MODE = BABYLON.Engine.TEXTURE_PLANAR_MODE;
  32766. /** Cubic coordinates mode */
  32767. Texture.CUBIC_MODE = BABYLON.Engine.TEXTURE_CUBIC_MODE;
  32768. /** Projection coordinates mode */
  32769. Texture.PROJECTION_MODE = BABYLON.Engine.TEXTURE_PROJECTION_MODE;
  32770. /** Inverse Cubic coordinates mode */
  32771. Texture.SKYBOX_MODE = BABYLON.Engine.TEXTURE_SKYBOX_MODE;
  32772. /** Inverse Cubic coordinates mode */
  32773. Texture.INVCUBIC_MODE = BABYLON.Engine.TEXTURE_INVCUBIC_MODE;
  32774. /** Equirectangular coordinates mode */
  32775. Texture.EQUIRECTANGULAR_MODE = BABYLON.Engine.TEXTURE_EQUIRECTANGULAR_MODE;
  32776. /** Equirectangular Fixed coordinates mode */
  32777. Texture.FIXED_EQUIRECTANGULAR_MODE = BABYLON.Engine.TEXTURE_FIXED_EQUIRECTANGULAR_MODE;
  32778. /** Equirectangular Fixed Mirrored coordinates mode */
  32779. Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE = BABYLON.Engine.TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE;
  32780. /** Texture is not repeating outside of 0..1 UVs */
  32781. Texture.CLAMP_ADDRESSMODE = BABYLON.Engine.TEXTURE_CLAMP_ADDRESSMODE;
  32782. /** Texture is repeating outside of 0..1 UVs */
  32783. Texture.WRAP_ADDRESSMODE = BABYLON.Engine.TEXTURE_WRAP_ADDRESSMODE;
  32784. /** Texture is repeating and mirrored */
  32785. Texture.MIRROR_ADDRESSMODE = BABYLON.Engine.TEXTURE_MIRROR_ADDRESSMODE;
  32786. /**
  32787. * 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
  32788. */
  32789. Texture.UseSerializedUrlIfAny = false;
  32790. __decorate([
  32791. BABYLON.serialize()
  32792. ], Texture.prototype, "url", void 0);
  32793. __decorate([
  32794. BABYLON.serialize()
  32795. ], Texture.prototype, "uOffset", void 0);
  32796. __decorate([
  32797. BABYLON.serialize()
  32798. ], Texture.prototype, "vOffset", void 0);
  32799. __decorate([
  32800. BABYLON.serialize()
  32801. ], Texture.prototype, "uScale", void 0);
  32802. __decorate([
  32803. BABYLON.serialize()
  32804. ], Texture.prototype, "vScale", void 0);
  32805. __decorate([
  32806. BABYLON.serialize()
  32807. ], Texture.prototype, "uAng", void 0);
  32808. __decorate([
  32809. BABYLON.serialize()
  32810. ], Texture.prototype, "vAng", void 0);
  32811. __decorate([
  32812. BABYLON.serialize()
  32813. ], Texture.prototype, "wAng", void 0);
  32814. __decorate([
  32815. BABYLON.serialize()
  32816. ], Texture.prototype, "uRotationCenter", void 0);
  32817. __decorate([
  32818. BABYLON.serialize()
  32819. ], Texture.prototype, "vRotationCenter", void 0);
  32820. __decorate([
  32821. BABYLON.serialize()
  32822. ], Texture.prototype, "wRotationCenter", void 0);
  32823. __decorate([
  32824. BABYLON.serialize()
  32825. ], Texture.prototype, "isBlocking", null);
  32826. return Texture;
  32827. }(BABYLON.BaseTexture));
  32828. BABYLON.Texture = Texture;
  32829. })(BABYLON || (BABYLON = {}));
  32830. //# sourceMappingURL=babylon.texture.js.map
  32831. var BABYLON;
  32832. (function (BABYLON) {
  32833. /**
  32834. * @hidden
  32835. **/
  32836. var _CreationDataStorage = /** @class */ (function () {
  32837. function _CreationDataStorage() {
  32838. }
  32839. return _CreationDataStorage;
  32840. }());
  32841. BABYLON._CreationDataStorage = _CreationDataStorage;
  32842. /**
  32843. * @hidden
  32844. **/
  32845. var _InstanceDataStorage = /** @class */ (function () {
  32846. function _InstanceDataStorage() {
  32847. this.visibleInstances = {};
  32848. this.renderIdForInstances = new Array();
  32849. this.batchCache = new _InstancesBatch();
  32850. this.instancesBufferSize = 32 * 16 * 4; // let's start with a maximum of 32 instances
  32851. }
  32852. return _InstanceDataStorage;
  32853. }());
  32854. /**
  32855. * @hidden
  32856. **/
  32857. var _InstancesBatch = /** @class */ (function () {
  32858. function _InstancesBatch() {
  32859. this.mustReturn = false;
  32860. this.visibleInstances = new Array();
  32861. this.renderSelf = new Array();
  32862. }
  32863. return _InstancesBatch;
  32864. }());
  32865. BABYLON._InstancesBatch = _InstancesBatch;
  32866. /**
  32867. * Class used to represent renderable models
  32868. */
  32869. var Mesh = /** @class */ (function (_super) {
  32870. __extends(Mesh, _super);
  32871. /**
  32872. * @constructor
  32873. * @param name The value used by scene.getMeshByName() to do a lookup.
  32874. * @param scene The scene to add this mesh to.
  32875. * @param parent The parent of this mesh, if it has one
  32876. * @param source An optional Mesh from which geometry is shared, cloned.
  32877. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  32878. * When false, achieved by calling a clone(), also passing False.
  32879. * This will make creation of children, recursive.
  32880. * @param clonePhysicsImpostor When cloning, include cloning mesh physics impostor, default True.
  32881. */
  32882. function Mesh(name, scene, parent, source, doNotCloneChildren, clonePhysicsImpostor) {
  32883. if (scene === void 0) { scene = null; }
  32884. if (parent === void 0) { parent = null; }
  32885. if (source === void 0) { source = null; }
  32886. if (clonePhysicsImpostor === void 0) { clonePhysicsImpostor = true; }
  32887. var _this = _super.call(this, name, scene) || this;
  32888. // Members
  32889. /**
  32890. * Gets the delay loading state of the mesh (when delay loading is turned on)
  32891. * @see http://doc.babylonjs.com/how_to/using_the_incremental_loading_system
  32892. */
  32893. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  32894. /**
  32895. * Gets the list of instances created from this mesh
  32896. * it is not supposed to be modified manually.
  32897. * Note also that the order of the InstancedMesh wihin the array is not significant and might change.
  32898. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  32899. */
  32900. _this.instances = new Array();
  32901. _this._LODLevels = new Array();
  32902. /** @hidden */
  32903. _this._instanceDataStorage = new _InstanceDataStorage();
  32904. // Use by builder only to know what orientation were the mesh build in.
  32905. /** @hidden */
  32906. _this._originalBuilderSideOrientation = Mesh.DEFAULTSIDE;
  32907. /**
  32908. * Use this property to change the original side orientation defined at construction time
  32909. */
  32910. _this.overrideMaterialSideOrientation = null;
  32911. _this._areNormalsFrozen = false; // Will be used by ribbons mainly
  32912. // Will be used to save a source mesh reference, If any
  32913. _this._source = null;
  32914. scene = _this.getScene();
  32915. if (source) {
  32916. // Geometry
  32917. if (source._geometry) {
  32918. source._geometry.applyToMesh(_this);
  32919. }
  32920. // Deep copy
  32921. BABYLON.Tools.DeepCopy(source, _this, ["name", "material", "skeleton", "instances", "parent", "uniqueId",
  32922. "source", "metadata", "hasLODLevels", "geometry", "isBlocked", "areNormalsFrozen",
  32923. "onBeforeDrawObservable", "onBeforeRenderObservable", "onAfterRenderObservable", "onBeforeDraw"
  32924. ], ["_poseMatrix"]);
  32925. // Source mesh
  32926. _this._source = source;
  32927. if (scene.useClonedMeshhMap) {
  32928. if (!source.meshMap) {
  32929. source.meshMap = {};
  32930. }
  32931. source.meshMap[_this.uniqueId] = _this;
  32932. }
  32933. // Construction Params
  32934. // Clone parameters allowing mesh to be updated in case of parametric shapes.
  32935. _this._originalBuilderSideOrientation = source._originalBuilderSideOrientation;
  32936. _this._creationDataStorage = source._creationDataStorage;
  32937. // Animation ranges
  32938. if (_this._source._ranges) {
  32939. var ranges = _this._source._ranges;
  32940. for (var name in ranges) {
  32941. if (!ranges.hasOwnProperty(name)) {
  32942. continue;
  32943. }
  32944. if (!ranges[name]) {
  32945. continue;
  32946. }
  32947. _this.createAnimationRange(name, ranges[name].from, ranges[name].to);
  32948. }
  32949. }
  32950. // Metadata
  32951. if (source.metadata && source.metadata.clone) {
  32952. _this.metadata = source.metadata.clone();
  32953. }
  32954. else {
  32955. _this.metadata = source.metadata;
  32956. }
  32957. // Tags
  32958. if (BABYLON.Tags && BABYLON.Tags.HasTags(source)) {
  32959. BABYLON.Tags.AddTagsTo(_this, BABYLON.Tags.GetTags(source, true));
  32960. }
  32961. // Parent
  32962. _this.parent = source.parent;
  32963. // Pivot
  32964. _this.setPivotMatrix(source.getPivotMatrix());
  32965. _this.id = name + "." + source.id;
  32966. // Material
  32967. _this.material = source.material;
  32968. var index;
  32969. if (!doNotCloneChildren) {
  32970. // Children
  32971. var directDescendants = source.getDescendants(true);
  32972. for (var index_1 = 0; index_1 < directDescendants.length; index_1++) {
  32973. var child = directDescendants[index_1];
  32974. if (child.clone) {
  32975. child.clone(name + "." + child.name, _this);
  32976. }
  32977. }
  32978. }
  32979. // Physics clone
  32980. var physicsEngine = _this.getScene().getPhysicsEngine();
  32981. if (clonePhysicsImpostor && physicsEngine) {
  32982. var impostor = physicsEngine.getImpostorForPhysicsObject(source);
  32983. if (impostor) {
  32984. _this.physicsImpostor = impostor.clone(_this);
  32985. }
  32986. }
  32987. // Particles
  32988. for (index = 0; index < scene.particleSystems.length; index++) {
  32989. var system = scene.particleSystems[index];
  32990. if (system.emitter === source) {
  32991. system.clone(system.name, _this);
  32992. }
  32993. }
  32994. _this.refreshBoundingInfo();
  32995. _this.computeWorldMatrix(true);
  32996. }
  32997. // Parent
  32998. if (parent !== null) {
  32999. _this.parent = parent;
  33000. }
  33001. return _this;
  33002. }
  33003. Object.defineProperty(Mesh.prototype, "onBeforeRenderObservable", {
  33004. /**
  33005. * An event triggered before rendering the mesh
  33006. */
  33007. get: function () {
  33008. if (!this._onBeforeRenderObservable) {
  33009. this._onBeforeRenderObservable = new BABYLON.Observable();
  33010. }
  33011. return this._onBeforeRenderObservable;
  33012. },
  33013. enumerable: true,
  33014. configurable: true
  33015. });
  33016. Object.defineProperty(Mesh.prototype, "onAfterRenderObservable", {
  33017. /**
  33018. * An event triggered after rendering the mesh
  33019. */
  33020. get: function () {
  33021. if (!this._onAfterRenderObservable) {
  33022. this._onAfterRenderObservable = new BABYLON.Observable();
  33023. }
  33024. return this._onAfterRenderObservable;
  33025. },
  33026. enumerable: true,
  33027. configurable: true
  33028. });
  33029. Object.defineProperty(Mesh.prototype, "onBeforeDrawObservable", {
  33030. /**
  33031. * An event triggered before drawing the mesh
  33032. */
  33033. get: function () {
  33034. if (!this._onBeforeDrawObservable) {
  33035. this._onBeforeDrawObservable = new BABYLON.Observable();
  33036. }
  33037. return this._onBeforeDrawObservable;
  33038. },
  33039. enumerable: true,
  33040. configurable: true
  33041. });
  33042. Object.defineProperty(Mesh.prototype, "onBeforeDraw", {
  33043. /**
  33044. * Sets a callback to call before drawing the mesh. It is recommended to use onBeforeDrawObservable instead
  33045. */
  33046. set: function (callback) {
  33047. if (this._onBeforeDrawObserver) {
  33048. this.onBeforeDrawObservable.remove(this._onBeforeDrawObserver);
  33049. }
  33050. this._onBeforeDrawObserver = this.onBeforeDrawObservable.add(callback);
  33051. },
  33052. enumerable: true,
  33053. configurable: true
  33054. });
  33055. Object.defineProperty(Mesh.prototype, "morphTargetManager", {
  33056. /**
  33057. * Gets or sets the morph target manager
  33058. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  33059. */
  33060. get: function () {
  33061. return this._morphTargetManager;
  33062. },
  33063. set: function (value) {
  33064. if (this._morphTargetManager === value) {
  33065. return;
  33066. }
  33067. this._morphTargetManager = value;
  33068. this._syncGeometryWithMorphTargetManager();
  33069. },
  33070. enumerable: true,
  33071. configurable: true
  33072. });
  33073. Object.defineProperty(Mesh.prototype, "source", {
  33074. /**
  33075. * Gets the source mesh (the one used to clone this one from)
  33076. */
  33077. get: function () {
  33078. return this._source;
  33079. },
  33080. enumerable: true,
  33081. configurable: true
  33082. });
  33083. Object.defineProperty(Mesh.prototype, "isUnIndexed", {
  33084. /**
  33085. * Gets or sets a boolean indicating that this mesh does not use index buffer
  33086. */
  33087. get: function () {
  33088. return this._unIndexed;
  33089. },
  33090. set: function (value) {
  33091. if (this._unIndexed !== value) {
  33092. this._unIndexed = value;
  33093. this._markSubMeshesAsAttributesDirty();
  33094. }
  33095. },
  33096. enumerable: true,
  33097. configurable: true
  33098. });
  33099. // Methods
  33100. /**
  33101. * Gets the class name
  33102. * @returns the string "Mesh".
  33103. */
  33104. Mesh.prototype.getClassName = function () {
  33105. return "Mesh";
  33106. };
  33107. /**
  33108. * Returns a description of this mesh
  33109. * @param fullDetails define if full details about this mesh must be used
  33110. * @returns a descriptive string representing this mesh
  33111. */
  33112. Mesh.prototype.toString = function (fullDetails) {
  33113. var ret = _super.prototype.toString.call(this, fullDetails);
  33114. ret += ", n vertices: " + this.getTotalVertices();
  33115. ret += ", parent: " + (this._waitingParentId ? this._waitingParentId : (this.parent ? this.parent.name : "NONE"));
  33116. if (this.animations) {
  33117. for (var i = 0; i < this.animations.length; i++) {
  33118. ret += ", animation[0]: " + this.animations[i].toString(fullDetails);
  33119. }
  33120. }
  33121. if (fullDetails) {
  33122. if (this._geometry) {
  33123. var ib = this.getIndices();
  33124. var vb = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  33125. if (vb && ib) {
  33126. ret += ", flat shading: " + (vb.length / 3 === ib.length ? "YES" : "NO");
  33127. }
  33128. }
  33129. else {
  33130. ret += ", flat shading: UNKNOWN";
  33131. }
  33132. }
  33133. return ret;
  33134. };
  33135. /** @hidden */
  33136. Mesh.prototype._unBindEffect = function () {
  33137. _super.prototype._unBindEffect.call(this);
  33138. for (var _i = 0, _a = this.instances; _i < _a.length; _i++) {
  33139. var instance = _a[_i];
  33140. instance._unBindEffect();
  33141. }
  33142. };
  33143. Object.defineProperty(Mesh.prototype, "hasLODLevels", {
  33144. /**
  33145. * Gets a boolean indicating if this mesh has LOD
  33146. */
  33147. get: function () {
  33148. return this._LODLevels.length > 0;
  33149. },
  33150. enumerable: true,
  33151. configurable: true
  33152. });
  33153. /**
  33154. * Gets the list of MeshLODLevel associated with the current mesh
  33155. * @returns an array of MeshLODLevel
  33156. */
  33157. Mesh.prototype.getLODLevels = function () {
  33158. return this._LODLevels;
  33159. };
  33160. Mesh.prototype._sortLODLevels = function () {
  33161. this._LODLevels.sort(function (a, b) {
  33162. if (a.distance < b.distance) {
  33163. return 1;
  33164. }
  33165. if (a.distance > b.distance) {
  33166. return -1;
  33167. }
  33168. return 0;
  33169. });
  33170. };
  33171. /**
  33172. * Add a mesh as LOD level triggered at the given distance.
  33173. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  33174. * @param distance The distance from the center of the object to show this level
  33175. * @param mesh The mesh to be added as LOD level (can be null)
  33176. * @return This mesh (for chaining)
  33177. */
  33178. Mesh.prototype.addLODLevel = function (distance, mesh) {
  33179. if (mesh && mesh._masterMesh) {
  33180. BABYLON.Tools.Warn("You cannot use a mesh as LOD level twice");
  33181. return this;
  33182. }
  33183. var level = new BABYLON.MeshLODLevel(distance, mesh);
  33184. this._LODLevels.push(level);
  33185. if (mesh) {
  33186. mesh._masterMesh = this;
  33187. }
  33188. this._sortLODLevels();
  33189. return this;
  33190. };
  33191. /**
  33192. * Returns the LOD level mesh at the passed distance or null if not found.
  33193. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  33194. * @param distance The distance from the center of the object to show this level
  33195. * @returns a Mesh or `null`
  33196. */
  33197. Mesh.prototype.getLODLevelAtDistance = function (distance) {
  33198. for (var index = 0; index < this._LODLevels.length; index++) {
  33199. var level = this._LODLevels[index];
  33200. if (level.distance === distance) {
  33201. return level.mesh;
  33202. }
  33203. }
  33204. return null;
  33205. };
  33206. /**
  33207. * Remove a mesh from the LOD array
  33208. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  33209. * @param mesh defines the mesh to be removed
  33210. * @return This mesh (for chaining)
  33211. */
  33212. Mesh.prototype.removeLODLevel = function (mesh) {
  33213. for (var index = 0; index < this._LODLevels.length; index++) {
  33214. if (this._LODLevels[index].mesh === mesh) {
  33215. this._LODLevels.splice(index, 1);
  33216. if (mesh) {
  33217. mesh._masterMesh = null;
  33218. }
  33219. }
  33220. }
  33221. this._sortLODLevels();
  33222. return this;
  33223. };
  33224. /**
  33225. * Returns the registered LOD mesh distant from the parameter `camera` position if any, else returns the current mesh.
  33226. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  33227. * @param camera defines the camera to use to compute distance
  33228. * @param boundingSphere defines a custom bounding sphere to use instead of the one from this mesh
  33229. * @return This mesh (for chaining)
  33230. */
  33231. Mesh.prototype.getLOD = function (camera, boundingSphere) {
  33232. if (!this._LODLevels || this._LODLevels.length === 0) {
  33233. return this;
  33234. }
  33235. var bSphere;
  33236. if (boundingSphere) {
  33237. bSphere = boundingSphere;
  33238. }
  33239. else {
  33240. var boundingInfo = this.getBoundingInfo();
  33241. bSphere = boundingInfo.boundingSphere;
  33242. }
  33243. var distanceToCamera = bSphere.centerWorld.subtract(camera.globalPosition).length();
  33244. if (this._LODLevels[this._LODLevels.length - 1].distance > distanceToCamera) {
  33245. if (this.onLODLevelSelection) {
  33246. this.onLODLevelSelection(distanceToCamera, this, this._LODLevels[this._LODLevels.length - 1].mesh);
  33247. }
  33248. return this;
  33249. }
  33250. for (var index = 0; index < this._LODLevels.length; index++) {
  33251. var level = this._LODLevels[index];
  33252. if (level.distance < distanceToCamera) {
  33253. if (level.mesh) {
  33254. level.mesh._preActivate();
  33255. level.mesh._updateSubMeshesBoundingInfo(this.worldMatrixFromCache);
  33256. }
  33257. if (this.onLODLevelSelection) {
  33258. this.onLODLevelSelection(distanceToCamera, this, level.mesh);
  33259. }
  33260. return level.mesh;
  33261. }
  33262. }
  33263. if (this.onLODLevelSelection) {
  33264. this.onLODLevelSelection(distanceToCamera, this, this);
  33265. }
  33266. return this;
  33267. };
  33268. Object.defineProperty(Mesh.prototype, "geometry", {
  33269. /**
  33270. * Gets the mesh internal Geometry object
  33271. */
  33272. get: function () {
  33273. return this._geometry;
  33274. },
  33275. enumerable: true,
  33276. configurable: true
  33277. });
  33278. /**
  33279. * Returns the total number of vertices within the mesh geometry or zero if the mesh has no geometry.
  33280. * @returns the total number of vertices
  33281. */
  33282. Mesh.prototype.getTotalVertices = function () {
  33283. if (this._geometry === null || this._geometry === undefined) {
  33284. return 0;
  33285. }
  33286. return this._geometry.getTotalVertices();
  33287. };
  33288. /**
  33289. * Returns the content of an associated vertex buffer
  33290. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  33291. * - BABYLON.VertexBuffer.PositionKind
  33292. * - BABYLON.VertexBuffer.UVKind
  33293. * - BABYLON.VertexBuffer.UV2Kind
  33294. * - BABYLON.VertexBuffer.UV3Kind
  33295. * - BABYLON.VertexBuffer.UV4Kind
  33296. * - BABYLON.VertexBuffer.UV5Kind
  33297. * - BABYLON.VertexBuffer.UV6Kind
  33298. * - BABYLON.VertexBuffer.ColorKind
  33299. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33300. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33301. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33302. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33303. * @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
  33304. * @param forceCopy defines a boolean forcing the copy of the buffer no matter what the value of copyWhenShared is
  33305. * @returns a FloatArray or null if the mesh has no geometry or no vertex buffer for this kind.
  33306. */
  33307. Mesh.prototype.getVerticesData = function (kind, copyWhenShared, forceCopy) {
  33308. if (!this._geometry) {
  33309. return null;
  33310. }
  33311. return this._geometry.getVerticesData(kind, copyWhenShared, forceCopy);
  33312. };
  33313. /**
  33314. * Returns the mesh VertexBuffer object from the requested `kind`
  33315. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  33316. * - BABYLON.VertexBuffer.PositionKind
  33317. * - BABYLON.VertexBuffer.UVKind
  33318. * - BABYLON.VertexBuffer.UV2Kind
  33319. * - BABYLON.VertexBuffer.UV3Kind
  33320. * - BABYLON.VertexBuffer.UV4Kind
  33321. * - BABYLON.VertexBuffer.UV5Kind
  33322. * - BABYLON.VertexBuffer.UV6Kind
  33323. * - BABYLON.VertexBuffer.ColorKind
  33324. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33325. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33326. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33327. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33328. * @returns a FloatArray or null if the mesh has no vertex buffer for this kind.
  33329. */
  33330. Mesh.prototype.getVertexBuffer = function (kind) {
  33331. if (!this._geometry) {
  33332. return null;
  33333. }
  33334. return this._geometry.getVertexBuffer(kind);
  33335. };
  33336. /**
  33337. * Tests if a specific vertex buffer is associated with this mesh
  33338. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  33339. * - BABYLON.VertexBuffer.PositionKind
  33340. * - BABYLON.VertexBuffer.UVKind
  33341. * - BABYLON.VertexBuffer.UV2Kind
  33342. * - BABYLON.VertexBuffer.UV3Kind
  33343. * - BABYLON.VertexBuffer.UV4Kind
  33344. * - BABYLON.VertexBuffer.UV5Kind
  33345. * - BABYLON.VertexBuffer.UV6Kind
  33346. * - BABYLON.VertexBuffer.ColorKind
  33347. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33348. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33349. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33350. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33351. * @returns a boolean
  33352. */
  33353. Mesh.prototype.isVerticesDataPresent = function (kind) {
  33354. if (!this._geometry) {
  33355. if (this._delayInfo) {
  33356. return this._delayInfo.indexOf(kind) !== -1;
  33357. }
  33358. return false;
  33359. }
  33360. return this._geometry.isVerticesDataPresent(kind);
  33361. };
  33362. /**
  33363. * Returns a boolean defining if the vertex data for the requested `kind` is updatable.
  33364. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  33365. * - BABYLON.VertexBuffer.PositionKind
  33366. * - BABYLON.VertexBuffer.UVKind
  33367. * - BABYLON.VertexBuffer.UV2Kind
  33368. * - BABYLON.VertexBuffer.UV3Kind
  33369. * - BABYLON.VertexBuffer.UV4Kind
  33370. * - BABYLON.VertexBuffer.UV5Kind
  33371. * - BABYLON.VertexBuffer.UV6Kind
  33372. * - BABYLON.VertexBuffer.ColorKind
  33373. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33374. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33375. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33376. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33377. * @returns a boolean
  33378. */
  33379. Mesh.prototype.isVertexBufferUpdatable = function (kind) {
  33380. if (!this._geometry) {
  33381. if (this._delayInfo) {
  33382. return this._delayInfo.indexOf(kind) !== -1;
  33383. }
  33384. return false;
  33385. }
  33386. return this._geometry.isVertexBufferUpdatable(kind);
  33387. };
  33388. /**
  33389. * Returns a string which contains the list of existing `kinds` of Vertex Data associated with this mesh.
  33390. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  33391. * - BABYLON.VertexBuffer.PositionKind
  33392. * - BABYLON.VertexBuffer.UVKind
  33393. * - BABYLON.VertexBuffer.UV2Kind
  33394. * - BABYLON.VertexBuffer.UV3Kind
  33395. * - BABYLON.VertexBuffer.UV4Kind
  33396. * - BABYLON.VertexBuffer.UV5Kind
  33397. * - BABYLON.VertexBuffer.UV6Kind
  33398. * - BABYLON.VertexBuffer.ColorKind
  33399. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33400. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33401. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33402. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33403. * @returns an array of strings
  33404. */
  33405. Mesh.prototype.getVerticesDataKinds = function () {
  33406. if (!this._geometry) {
  33407. var result = new Array();
  33408. if (this._delayInfo) {
  33409. this._delayInfo.forEach(function (kind, index, array) {
  33410. result.push(kind);
  33411. });
  33412. }
  33413. return result;
  33414. }
  33415. return this._geometry.getVerticesDataKinds();
  33416. };
  33417. /**
  33418. * Returns a positive integer : the total number of indices in this mesh geometry.
  33419. * @returns the numner of indices or zero if the mesh has no geometry.
  33420. */
  33421. Mesh.prototype.getTotalIndices = function () {
  33422. if (!this._geometry) {
  33423. return 0;
  33424. }
  33425. return this._geometry.getTotalIndices();
  33426. };
  33427. /**
  33428. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  33429. * @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.
  33430. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  33431. * @returns the indices array or an empty array if the mesh has no geometry
  33432. */
  33433. Mesh.prototype.getIndices = function (copyWhenShared, forceCopy) {
  33434. if (!this._geometry) {
  33435. return [];
  33436. }
  33437. return this._geometry.getIndices(copyWhenShared, forceCopy);
  33438. };
  33439. Object.defineProperty(Mesh.prototype, "isBlocked", {
  33440. get: function () {
  33441. return this._masterMesh !== null && this._masterMesh !== undefined;
  33442. },
  33443. enumerable: true,
  33444. configurable: true
  33445. });
  33446. /**
  33447. * Determine if the current mesh is ready to be rendered
  33448. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  33449. * @param forceInstanceSupport will check if the mesh will be ready when used with instances (false by default)
  33450. * @returns true if all associated assets are ready (material, textures, shaders)
  33451. */
  33452. Mesh.prototype.isReady = function (completeCheck, forceInstanceSupport) {
  33453. if (completeCheck === void 0) { completeCheck = false; }
  33454. if (forceInstanceSupport === void 0) { forceInstanceSupport = false; }
  33455. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  33456. return false;
  33457. }
  33458. if (!_super.prototype.isReady.call(this, completeCheck)) {
  33459. return false;
  33460. }
  33461. if (!this.subMeshes || this.subMeshes.length === 0) {
  33462. return true;
  33463. }
  33464. if (!completeCheck) {
  33465. return true;
  33466. }
  33467. var engine = this.getEngine();
  33468. var scene = this.getScene();
  33469. var hardwareInstancedRendering = forceInstanceSupport || engine.getCaps().instancedArrays && this.instances.length > 0;
  33470. this.computeWorldMatrix();
  33471. var mat = this.material || scene.defaultMaterial;
  33472. if (mat) {
  33473. if (mat._storeEffectOnSubMeshes) {
  33474. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  33475. var subMesh = _a[_i];
  33476. var effectiveMaterial = subMesh.getMaterial();
  33477. if (effectiveMaterial) {
  33478. if (effectiveMaterial._storeEffectOnSubMeshes) {
  33479. if (!effectiveMaterial.isReadyForSubMesh(this, subMesh, hardwareInstancedRendering)) {
  33480. return false;
  33481. }
  33482. }
  33483. else {
  33484. if (!effectiveMaterial.isReady(this, hardwareInstancedRendering)) {
  33485. return false;
  33486. }
  33487. }
  33488. }
  33489. }
  33490. }
  33491. else {
  33492. if (!mat.isReady(this, hardwareInstancedRendering)) {
  33493. return false;
  33494. }
  33495. }
  33496. }
  33497. // Shadows
  33498. for (var _b = 0, _c = this._lightSources; _b < _c.length; _b++) {
  33499. var light = _c[_b];
  33500. var generator = light.getShadowGenerator();
  33501. if (generator) {
  33502. for (var _d = 0, _e = this.subMeshes; _d < _e.length; _d++) {
  33503. var subMesh = _e[_d];
  33504. if (!generator.isReady(subMesh, hardwareInstancedRendering)) {
  33505. return false;
  33506. }
  33507. }
  33508. }
  33509. }
  33510. // LOD
  33511. for (var _f = 0, _g = this._LODLevels; _f < _g.length; _f++) {
  33512. var lod = _g[_f];
  33513. if (lod.mesh && !lod.mesh.isReady(hardwareInstancedRendering)) {
  33514. return false;
  33515. }
  33516. }
  33517. return true;
  33518. };
  33519. Object.defineProperty(Mesh.prototype, "areNormalsFrozen", {
  33520. /**
  33521. * 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.
  33522. */
  33523. get: function () {
  33524. return this._areNormalsFrozen;
  33525. },
  33526. enumerable: true,
  33527. configurable: true
  33528. });
  33529. /**
  33530. * 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.
  33531. * @returns the current mesh
  33532. */
  33533. Mesh.prototype.freezeNormals = function () {
  33534. this._areNormalsFrozen = true;
  33535. return this;
  33536. };
  33537. /**
  33538. * 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
  33539. * @returns the current mesh
  33540. */
  33541. Mesh.prototype.unfreezeNormals = function () {
  33542. this._areNormalsFrozen = false;
  33543. return this;
  33544. };
  33545. Object.defineProperty(Mesh.prototype, "overridenInstanceCount", {
  33546. /**
  33547. * Sets a value overriding the instance count. Only applicable when custom instanced InterleavedVertexBuffer are used rather than InstancedMeshs
  33548. */
  33549. set: function (count) {
  33550. this._instanceDataStorage.overridenInstanceCount = count;
  33551. },
  33552. enumerable: true,
  33553. configurable: true
  33554. });
  33555. // Methods
  33556. /** @hidden */
  33557. Mesh.prototype._preActivate = function () {
  33558. var sceneRenderId = this.getScene().getRenderId();
  33559. if (this._preActivateId === sceneRenderId) {
  33560. return this;
  33561. }
  33562. this._preActivateId = sceneRenderId;
  33563. this._instanceDataStorage.visibleInstances = null;
  33564. return this;
  33565. };
  33566. /** @hidden */
  33567. Mesh.prototype._preActivateForIntermediateRendering = function (renderId) {
  33568. if (this._instanceDataStorage.visibleInstances) {
  33569. this._instanceDataStorage.visibleInstances.intermediateDefaultRenderId = renderId;
  33570. }
  33571. return this;
  33572. };
  33573. /** @hidden */
  33574. Mesh.prototype._registerInstanceForRenderId = function (instance, renderId) {
  33575. if (!this._instanceDataStorage.visibleInstances) {
  33576. this._instanceDataStorage.visibleInstances = {
  33577. defaultRenderId: renderId,
  33578. selfDefaultRenderId: this._renderId
  33579. };
  33580. }
  33581. if (!this._instanceDataStorage.visibleInstances[renderId]) {
  33582. this._instanceDataStorage.visibleInstances[renderId] = new Array();
  33583. }
  33584. this._instanceDataStorage.visibleInstances[renderId].push(instance);
  33585. return this;
  33586. };
  33587. /**
  33588. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  33589. * This means the mesh underlying bounding box and sphere are recomputed.
  33590. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  33591. * @returns the current mesh
  33592. */
  33593. Mesh.prototype.refreshBoundingInfo = function (applySkeleton) {
  33594. if (applySkeleton === void 0) { applySkeleton = false; }
  33595. if (this._boundingInfo && this._boundingInfo.isLocked) {
  33596. return this;
  33597. }
  33598. var bias = this.geometry ? this.geometry.boundingBias : null;
  33599. this._refreshBoundingInfo(this._getPositionData(applySkeleton), bias);
  33600. return this;
  33601. };
  33602. /** @hidden */
  33603. Mesh.prototype._createGlobalSubMesh = function (force) {
  33604. var totalVertices = this.getTotalVertices();
  33605. if (!totalVertices || !this.getIndices()) {
  33606. return null;
  33607. }
  33608. // Check if we need to recreate the submeshes
  33609. if (this.subMeshes && this.subMeshes.length > 0) {
  33610. var ib = this.getIndices();
  33611. if (!ib) {
  33612. return null;
  33613. }
  33614. var totalIndices = ib.length;
  33615. var needToRecreate = false;
  33616. if (force) {
  33617. needToRecreate = true;
  33618. }
  33619. else {
  33620. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  33621. var submesh = _a[_i];
  33622. if (submesh.indexStart + submesh.indexCount >= totalIndices) {
  33623. needToRecreate = true;
  33624. break;
  33625. }
  33626. if (submesh.verticesStart + submesh.verticesCount >= totalVertices) {
  33627. needToRecreate = true;
  33628. break;
  33629. }
  33630. }
  33631. }
  33632. if (!needToRecreate) {
  33633. return this.subMeshes[0];
  33634. }
  33635. }
  33636. this.releaseSubMeshes();
  33637. return new BABYLON.SubMesh(0, 0, totalVertices, 0, this.getTotalIndices(), this);
  33638. };
  33639. /**
  33640. * This function will subdivide the mesh into multiple submeshes
  33641. * @param count defines the expected number of submeshes
  33642. */
  33643. Mesh.prototype.subdivide = function (count) {
  33644. if (count < 1) {
  33645. return;
  33646. }
  33647. var totalIndices = this.getTotalIndices();
  33648. var subdivisionSize = (totalIndices / count) | 0;
  33649. var offset = 0;
  33650. // Ensure that subdivisionSize is a multiple of 3
  33651. while (subdivisionSize % 3 !== 0) {
  33652. subdivisionSize++;
  33653. }
  33654. this.releaseSubMeshes();
  33655. for (var index = 0; index < count; index++) {
  33656. if (offset >= totalIndices) {
  33657. break;
  33658. }
  33659. BABYLON.SubMesh.CreateFromIndices(0, offset, Math.min(subdivisionSize, totalIndices - offset), this);
  33660. offset += subdivisionSize;
  33661. }
  33662. this.synchronizeInstances();
  33663. };
  33664. /**
  33665. * Copy a FloatArray into a specific associated vertex buffer
  33666. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  33667. * - BABYLON.VertexBuffer.PositionKind
  33668. * - BABYLON.VertexBuffer.UVKind
  33669. * - BABYLON.VertexBuffer.UV2Kind
  33670. * - BABYLON.VertexBuffer.UV3Kind
  33671. * - BABYLON.VertexBuffer.UV4Kind
  33672. * - BABYLON.VertexBuffer.UV5Kind
  33673. * - BABYLON.VertexBuffer.UV6Kind
  33674. * - BABYLON.VertexBuffer.ColorKind
  33675. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33676. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33677. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33678. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33679. * @param data defines the data source
  33680. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  33681. * @param stride defines the data stride size (can be null)
  33682. * @returns the current mesh
  33683. */
  33684. Mesh.prototype.setVerticesData = function (kind, data, updatable, stride) {
  33685. if (updatable === void 0) { updatable = false; }
  33686. if (!this._geometry) {
  33687. var vertexData = new BABYLON.VertexData();
  33688. vertexData.set(data, kind);
  33689. var scene = this.getScene();
  33690. new BABYLON.Geometry(BABYLON.Geometry.RandomId(), scene, vertexData, updatable, this);
  33691. }
  33692. else {
  33693. this._geometry.setVerticesData(kind, data, updatable, stride);
  33694. }
  33695. return this;
  33696. };
  33697. /**
  33698. * Flags an associated vertex buffer as updatable
  33699. * @param kind defines which buffer to use (positions, indices, normals, etc). Possible `kind` values :
  33700. * - BABYLON.VertexBuffer.PositionKind
  33701. * - BABYLON.VertexBuffer.UVKind
  33702. * - BABYLON.VertexBuffer.UV2Kind
  33703. * - BABYLON.VertexBuffer.UV3Kind
  33704. * - BABYLON.VertexBuffer.UV4Kind
  33705. * - BABYLON.VertexBuffer.UV5Kind
  33706. * - BABYLON.VertexBuffer.UV6Kind
  33707. * - BABYLON.VertexBuffer.ColorKind
  33708. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33709. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33710. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33711. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33712. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  33713. */
  33714. Mesh.prototype.markVerticesDataAsUpdatable = function (kind, updatable) {
  33715. if (updatable === void 0) { updatable = true; }
  33716. var vb = this.getVertexBuffer(kind);
  33717. if (!vb || vb.isUpdatable() === updatable) {
  33718. return;
  33719. }
  33720. this.setVerticesData(kind, this.getVerticesData(kind), updatable);
  33721. };
  33722. /**
  33723. * Sets the mesh global Vertex Buffer
  33724. * @param buffer defines the buffer to use
  33725. * @returns the current mesh
  33726. */
  33727. Mesh.prototype.setVerticesBuffer = function (buffer) {
  33728. if (!this._geometry) {
  33729. this._geometry = BABYLON.Geometry.CreateGeometryForMesh(this);
  33730. }
  33731. this._geometry.setVerticesBuffer(buffer);
  33732. return this;
  33733. };
  33734. /**
  33735. * Update a specific associated vertex buffer
  33736. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  33737. * - BABYLON.VertexBuffer.PositionKind
  33738. * - BABYLON.VertexBuffer.UVKind
  33739. * - BABYLON.VertexBuffer.UV2Kind
  33740. * - BABYLON.VertexBuffer.UV3Kind
  33741. * - BABYLON.VertexBuffer.UV4Kind
  33742. * - BABYLON.VertexBuffer.UV5Kind
  33743. * - BABYLON.VertexBuffer.UV6Kind
  33744. * - BABYLON.VertexBuffer.ColorKind
  33745. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33746. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33747. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33748. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33749. * @param data defines the data source
  33750. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  33751. * @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)
  33752. * @returns the current mesh
  33753. */
  33754. Mesh.prototype.updateVerticesData = function (kind, data, updateExtends, makeItUnique) {
  33755. if (!this._geometry) {
  33756. return this;
  33757. }
  33758. if (!makeItUnique) {
  33759. this._geometry.updateVerticesData(kind, data, updateExtends);
  33760. }
  33761. else {
  33762. this.makeGeometryUnique();
  33763. this.updateVerticesData(kind, data, updateExtends, false);
  33764. }
  33765. return this;
  33766. };
  33767. /**
  33768. * This method updates the vertex positions of an updatable mesh according to the `positionFunction` returned values.
  33769. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#other-shapes-updatemeshpositions
  33770. * @param positionFunction is a simple JS function what is passed the mesh `positions` array. It doesn't need to return anything
  33771. * @param computeNormals is a boolean (default true) to enable/disable the mesh normal recomputation after the vertex position update
  33772. * @returns the current mesh
  33773. */
  33774. Mesh.prototype.updateMeshPositions = function (positionFunction, computeNormals) {
  33775. if (computeNormals === void 0) { computeNormals = true; }
  33776. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  33777. if (!positions) {
  33778. return this;
  33779. }
  33780. positionFunction(positions);
  33781. this.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions, false, false);
  33782. if (computeNormals) {
  33783. var indices = this.getIndices();
  33784. var normals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  33785. if (!normals) {
  33786. return this;
  33787. }
  33788. BABYLON.VertexData.ComputeNormals(positions, indices, normals);
  33789. this.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals, false, false);
  33790. }
  33791. return this;
  33792. };
  33793. /**
  33794. * Creates a un-shared specific occurence of the geometry for the mesh.
  33795. * @returns the current mesh
  33796. */
  33797. Mesh.prototype.makeGeometryUnique = function () {
  33798. if (!this._geometry) {
  33799. return this;
  33800. }
  33801. var oldGeometry = this._geometry;
  33802. var geometry = this._geometry.copy(BABYLON.Geometry.RandomId());
  33803. oldGeometry.releaseForMesh(this, true);
  33804. geometry.applyToMesh(this);
  33805. return this;
  33806. };
  33807. /**
  33808. * Set the index buffer of this mesh
  33809. * @param indices defines the source data
  33810. * @param totalVertices defines the total number of vertices referenced by this index data (can be null)
  33811. * @param updatable defines if the updated index buffer must be flagged as updatable (default is false)
  33812. * @returns the current mesh
  33813. */
  33814. Mesh.prototype.setIndices = function (indices, totalVertices, updatable) {
  33815. if (totalVertices === void 0) { totalVertices = null; }
  33816. if (updatable === void 0) { updatable = false; }
  33817. if (!this._geometry) {
  33818. var vertexData = new BABYLON.VertexData();
  33819. vertexData.indices = indices;
  33820. var scene = this.getScene();
  33821. new BABYLON.Geometry(BABYLON.Geometry.RandomId(), scene, vertexData, updatable, this);
  33822. }
  33823. else {
  33824. this._geometry.setIndices(indices, totalVertices, updatable);
  33825. }
  33826. return this;
  33827. };
  33828. /**
  33829. * Update the current index buffer
  33830. * @param indices defines the source data
  33831. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  33832. * @returns the current mesh
  33833. */
  33834. Mesh.prototype.updateIndices = function (indices, offset) {
  33835. if (!this._geometry) {
  33836. return this;
  33837. }
  33838. this._geometry.updateIndices(indices, offset);
  33839. return this;
  33840. };
  33841. /**
  33842. * Invert the geometry to move from a right handed system to a left handed one.
  33843. * @returns the current mesh
  33844. */
  33845. Mesh.prototype.toLeftHanded = function () {
  33846. if (!this._geometry) {
  33847. return this;
  33848. }
  33849. this._geometry.toLeftHanded();
  33850. return this;
  33851. };
  33852. /** @hidden */
  33853. Mesh.prototype._bind = function (subMesh, effect, fillMode) {
  33854. if (!this._geometry) {
  33855. return this;
  33856. }
  33857. var engine = this.getScene().getEngine();
  33858. // Wireframe
  33859. var indexToBind;
  33860. if (this._unIndexed) {
  33861. indexToBind = null;
  33862. }
  33863. else {
  33864. switch (fillMode) {
  33865. case BABYLON.Material.PointFillMode:
  33866. indexToBind = null;
  33867. break;
  33868. case BABYLON.Material.WireFrameFillMode:
  33869. indexToBind = subMesh._getLinesIndexBuffer(this.getIndices(), engine);
  33870. break;
  33871. default:
  33872. case BABYLON.Material.TriangleFillMode:
  33873. indexToBind = this._unIndexed ? null : this._geometry.getIndexBuffer();
  33874. break;
  33875. }
  33876. }
  33877. // VBOs
  33878. this._geometry._bind(effect, indexToBind);
  33879. return this;
  33880. };
  33881. /** @hidden */
  33882. Mesh.prototype._draw = function (subMesh, fillMode, instancesCount, alternate) {
  33883. if (alternate === void 0) { alternate = false; }
  33884. if (!this._geometry || !this._geometry.getVertexBuffers() || (!this._unIndexed && !this._geometry.getIndexBuffer())) {
  33885. return this;
  33886. }
  33887. if (this._onBeforeDrawObservable) {
  33888. this._onBeforeDrawObservable.notifyObservers(this);
  33889. }
  33890. var scene = this.getScene();
  33891. var engine = scene.getEngine();
  33892. if (this._unIndexed || fillMode == BABYLON.Material.PointFillMode) {
  33893. // or triangles as points
  33894. engine.drawArraysType(fillMode, subMesh.verticesStart, subMesh.verticesCount, instancesCount);
  33895. }
  33896. else if (fillMode == BABYLON.Material.WireFrameFillMode) {
  33897. // Triangles as wireframe
  33898. engine.drawElementsType(fillMode, 0, subMesh._linesIndexCount, instancesCount);
  33899. }
  33900. else {
  33901. engine.drawElementsType(fillMode, subMesh.indexStart, subMesh.indexCount, instancesCount);
  33902. }
  33903. if (scene._isAlternateRenderingEnabled && !alternate) {
  33904. var effect = subMesh.effect || this._effectiveMaterial.getEffect();
  33905. if (!effect || !scene.activeCamera) {
  33906. return this;
  33907. }
  33908. scene._switchToAlternateCameraConfiguration(true);
  33909. this._effectiveMaterial.bindView(effect);
  33910. this._effectiveMaterial.bindViewProjection(effect);
  33911. engine.setViewport(scene.activeCamera._alternateCamera.viewport);
  33912. this._draw(subMesh, fillMode, instancesCount, true);
  33913. engine.setViewport(scene.activeCamera.viewport);
  33914. scene._switchToAlternateCameraConfiguration(false);
  33915. this._effectiveMaterial.bindView(effect);
  33916. this._effectiveMaterial.bindViewProjection(effect);
  33917. }
  33918. return this;
  33919. };
  33920. /**
  33921. * Registers for this mesh a javascript function called just before the rendering process
  33922. * @param func defines the function to call before rendering this mesh
  33923. * @returns the current mesh
  33924. */
  33925. Mesh.prototype.registerBeforeRender = function (func) {
  33926. this.onBeforeRenderObservable.add(func);
  33927. return this;
  33928. };
  33929. /**
  33930. * Disposes a previously registered javascript function called before the rendering
  33931. * @param func defines the function to remove
  33932. * @returns the current mesh
  33933. */
  33934. Mesh.prototype.unregisterBeforeRender = function (func) {
  33935. this.onBeforeRenderObservable.removeCallback(func);
  33936. return this;
  33937. };
  33938. /**
  33939. * Registers for this mesh a javascript function called just after the rendering is complete
  33940. * @param func defines the function to call after rendering this mesh
  33941. * @returns the current mesh
  33942. */
  33943. Mesh.prototype.registerAfterRender = function (func) {
  33944. this.onAfterRenderObservable.add(func);
  33945. return this;
  33946. };
  33947. /**
  33948. * Disposes a previously registered javascript function called after the rendering.
  33949. * @param func defines the function to remove
  33950. * @returns the current mesh
  33951. */
  33952. Mesh.prototype.unregisterAfterRender = function (func) {
  33953. this.onAfterRenderObservable.removeCallback(func);
  33954. return this;
  33955. };
  33956. /** @hidden */
  33957. Mesh.prototype._getInstancesRenderList = function (subMeshId) {
  33958. var scene = this.getScene();
  33959. var batchCache = this._instanceDataStorage.batchCache;
  33960. batchCache.mustReturn = false;
  33961. batchCache.renderSelf[subMeshId] = this.isEnabled() && this.isVisible;
  33962. batchCache.visibleInstances[subMeshId] = null;
  33963. if (this._instanceDataStorage.visibleInstances) {
  33964. var visibleInstances = this._instanceDataStorage.visibleInstances;
  33965. var currentRenderId = scene.getRenderId();
  33966. var defaultRenderId = (scene._isInIntermediateRendering() ? visibleInstances.intermediateDefaultRenderId : visibleInstances.defaultRenderId);
  33967. batchCache.visibleInstances[subMeshId] = visibleInstances[currentRenderId];
  33968. var selfRenderId = this._renderId;
  33969. if (!batchCache.visibleInstances[subMeshId] && defaultRenderId) {
  33970. batchCache.visibleInstances[subMeshId] = visibleInstances[defaultRenderId];
  33971. currentRenderId = Math.max(defaultRenderId, currentRenderId);
  33972. selfRenderId = Math.max(visibleInstances.selfDefaultRenderId, currentRenderId);
  33973. }
  33974. var visibleInstancesForSubMesh = batchCache.visibleInstances[subMeshId];
  33975. if (visibleInstancesForSubMesh && visibleInstancesForSubMesh.length) {
  33976. if (this._instanceDataStorage.renderIdForInstances[subMeshId] === currentRenderId) {
  33977. batchCache.mustReturn = true;
  33978. return batchCache;
  33979. }
  33980. if (currentRenderId !== selfRenderId) {
  33981. batchCache.renderSelf[subMeshId] = false;
  33982. }
  33983. }
  33984. this._instanceDataStorage.renderIdForInstances[subMeshId] = currentRenderId;
  33985. }
  33986. return batchCache;
  33987. };
  33988. /** @hidden */
  33989. Mesh.prototype._renderWithInstances = function (subMesh, fillMode, batch, effect, engine) {
  33990. var visibleInstances = batch.visibleInstances[subMesh._id];
  33991. if (!visibleInstances) {
  33992. return this;
  33993. }
  33994. var matricesCount = visibleInstances.length + 1;
  33995. var bufferSize = matricesCount * 16 * 4;
  33996. var instanceStorage = this._instanceDataStorage;
  33997. var currentInstancesBufferSize = instanceStorage.instancesBufferSize;
  33998. var instancesBuffer = instanceStorage.instancesBuffer;
  33999. while (instanceStorage.instancesBufferSize < bufferSize) {
  34000. instanceStorage.instancesBufferSize *= 2;
  34001. }
  34002. if (!instanceStorage.instancesData || currentInstancesBufferSize != instanceStorage.instancesBufferSize) {
  34003. instanceStorage.instancesData = new Float32Array(instanceStorage.instancesBufferSize / 4);
  34004. }
  34005. var offset = 0;
  34006. var instancesCount = 0;
  34007. var world = this.getWorldMatrix();
  34008. if (batch.renderSelf[subMesh._id]) {
  34009. world.copyToArray(instanceStorage.instancesData, offset);
  34010. offset += 16;
  34011. instancesCount++;
  34012. }
  34013. if (visibleInstances) {
  34014. for (var instanceIndex = 0; instanceIndex < visibleInstances.length; instanceIndex++) {
  34015. var instance = visibleInstances[instanceIndex];
  34016. instance.getWorldMatrix().copyToArray(instanceStorage.instancesData, offset);
  34017. offset += 16;
  34018. instancesCount++;
  34019. }
  34020. }
  34021. if (!instancesBuffer || currentInstancesBufferSize != instanceStorage.instancesBufferSize) {
  34022. if (instancesBuffer) {
  34023. instancesBuffer.dispose();
  34024. }
  34025. instancesBuffer = new BABYLON.Buffer(engine, instanceStorage.instancesData, true, 16, false, true);
  34026. instanceStorage.instancesBuffer = instancesBuffer;
  34027. this.setVerticesBuffer(instancesBuffer.createVertexBuffer("world0", 0, 4));
  34028. this.setVerticesBuffer(instancesBuffer.createVertexBuffer("world1", 4, 4));
  34029. this.setVerticesBuffer(instancesBuffer.createVertexBuffer("world2", 8, 4));
  34030. this.setVerticesBuffer(instancesBuffer.createVertexBuffer("world3", 12, 4));
  34031. }
  34032. else {
  34033. instancesBuffer.updateDirectly(instanceStorage.instancesData, 0, instancesCount);
  34034. }
  34035. this._bind(subMesh, effect, fillMode);
  34036. this._draw(subMesh, fillMode, instancesCount);
  34037. engine.unbindInstanceAttributes();
  34038. return this;
  34039. };
  34040. /** @hidden */
  34041. Mesh.prototype._processRendering = function (subMesh, effect, fillMode, batch, hardwareInstancedRendering, onBeforeDraw, effectiveMaterial) {
  34042. var scene = this.getScene();
  34043. var engine = scene.getEngine();
  34044. if (hardwareInstancedRendering) {
  34045. this._renderWithInstances(subMesh, fillMode, batch, effect, engine);
  34046. }
  34047. else {
  34048. if (batch.renderSelf[subMesh._id]) {
  34049. // Draw
  34050. if (onBeforeDraw) {
  34051. onBeforeDraw(false, this.getWorldMatrix(), effectiveMaterial);
  34052. }
  34053. this._draw(subMesh, fillMode, this._instanceDataStorage.overridenInstanceCount);
  34054. }
  34055. var visibleInstancesForSubMesh = batch.visibleInstances[subMesh._id];
  34056. if (visibleInstancesForSubMesh) {
  34057. for (var instanceIndex = 0; instanceIndex < visibleInstancesForSubMesh.length; instanceIndex++) {
  34058. var instance = visibleInstancesForSubMesh[instanceIndex];
  34059. // World
  34060. var world = instance.getWorldMatrix();
  34061. if (onBeforeDraw) {
  34062. onBeforeDraw(true, world, effectiveMaterial);
  34063. }
  34064. // Draw
  34065. this._draw(subMesh, fillMode);
  34066. }
  34067. }
  34068. }
  34069. return this;
  34070. };
  34071. /**
  34072. * 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
  34073. * @param subMesh defines the subMesh to render
  34074. * @param enableAlphaMode defines if alpha mode can be changed
  34075. * @returns the current mesh
  34076. */
  34077. Mesh.prototype.render = function (subMesh, enableAlphaMode) {
  34078. if (this._checkOcclusionQuery()) {
  34079. return this;
  34080. }
  34081. var scene = this.getScene();
  34082. // Managing instances
  34083. var batch = this._getInstancesRenderList(subMesh._id);
  34084. if (batch.mustReturn) {
  34085. return this;
  34086. }
  34087. // Checking geometry state
  34088. if (!this._geometry || !this._geometry.getVertexBuffers() || (!this._unIndexed && !this._geometry.getIndexBuffer())) {
  34089. return this;
  34090. }
  34091. if (this._onBeforeRenderObservable) {
  34092. this._onBeforeRenderObservable.notifyObservers(this);
  34093. }
  34094. var engine = scene.getEngine();
  34095. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
  34096. // Material
  34097. var material = subMesh.getMaterial();
  34098. if (!material) {
  34099. return this;
  34100. }
  34101. this._effectiveMaterial = material;
  34102. if (this._effectiveMaterial._storeEffectOnSubMeshes) {
  34103. if (!this._effectiveMaterial.isReadyForSubMesh(this, subMesh, hardwareInstancedRendering)) {
  34104. return this;
  34105. }
  34106. }
  34107. else if (!this._effectiveMaterial.isReady(this, hardwareInstancedRendering)) {
  34108. return this;
  34109. }
  34110. // Alpha mode
  34111. if (enableAlphaMode) {
  34112. engine.setAlphaMode(this._effectiveMaterial.alphaMode);
  34113. }
  34114. for (var _i = 0, _a = scene._beforeRenderingMeshStage; _i < _a.length; _i++) {
  34115. var step = _a[_i];
  34116. step.action(this, subMesh, batch);
  34117. }
  34118. var effect;
  34119. if (this._effectiveMaterial._storeEffectOnSubMeshes) {
  34120. effect = subMesh.effect;
  34121. }
  34122. else {
  34123. effect = this._effectiveMaterial.getEffect();
  34124. }
  34125. if (!effect) {
  34126. return this;
  34127. }
  34128. var sideOrientation = this.overrideMaterialSideOrientation;
  34129. if (sideOrientation == null) {
  34130. sideOrientation = this._effectiveMaterial.sideOrientation;
  34131. if (this._getWorldMatrixDeterminant() < 0) {
  34132. sideOrientation = (sideOrientation === BABYLON.Material.ClockWiseSideOrientation ? BABYLON.Material.CounterClockWiseSideOrientation : BABYLON.Material.ClockWiseSideOrientation);
  34133. }
  34134. }
  34135. var reverse = this._effectiveMaterial._preBind(effect, sideOrientation);
  34136. if (this._effectiveMaterial.forceDepthWrite) {
  34137. engine.setDepthWrite(true);
  34138. }
  34139. // Bind
  34140. var fillMode = scene.forcePointsCloud ? BABYLON.Material.PointFillMode : (scene.forceWireframe ? BABYLON.Material.WireFrameFillMode : this._effectiveMaterial.fillMode);
  34141. if (!hardwareInstancedRendering) { // Binding will be done later because we need to add more info to the VB
  34142. this._bind(subMesh, effect, fillMode);
  34143. }
  34144. var world = this.getWorldMatrix();
  34145. if (this._effectiveMaterial._storeEffectOnSubMeshes) {
  34146. this._effectiveMaterial.bindForSubMesh(world, this, subMesh);
  34147. }
  34148. else {
  34149. this._effectiveMaterial.bind(world, this);
  34150. }
  34151. if (!this._effectiveMaterial.backFaceCulling && this._effectiveMaterial.separateCullingPass) {
  34152. engine.setState(true, this._effectiveMaterial.zOffset, false, !reverse);
  34153. this._processRendering(subMesh, effect, fillMode, batch, hardwareInstancedRendering, this._onBeforeDraw, this._effectiveMaterial);
  34154. engine.setState(true, this._effectiveMaterial.zOffset, false, reverse);
  34155. }
  34156. // Draw
  34157. this._processRendering(subMesh, effect, fillMode, batch, hardwareInstancedRendering, this._onBeforeDraw, this._effectiveMaterial);
  34158. // Unbind
  34159. this._effectiveMaterial.unbind();
  34160. for (var _b = 0, _c = scene._afterRenderingMeshStage; _b < _c.length; _b++) {
  34161. var step = _c[_b];
  34162. step.action(this, subMesh, batch);
  34163. }
  34164. if (this._onAfterRenderObservable) {
  34165. this._onAfterRenderObservable.notifyObservers(this);
  34166. }
  34167. return this;
  34168. };
  34169. Mesh.prototype._onBeforeDraw = function (isInstance, world, effectiveMaterial) {
  34170. if (isInstance && effectiveMaterial) {
  34171. effectiveMaterial.bindOnlyWorldMatrix(world);
  34172. }
  34173. };
  34174. /**
  34175. * Renormalize the mesh and patch it up if there are no weights
  34176. * Similar to normalization by adding the weights compute the reciprocal and multiply all elements, this wil ensure that everything adds to 1.
  34177. * However in the case of zero weights then we set just a single influence to 1.
  34178. * We check in the function for extra's present and if so we use the normalizeSkinWeightsWithExtras rather than the FourWeights version.
  34179. */
  34180. Mesh.prototype.cleanMatrixWeights = function () {
  34181. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  34182. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsExtraKind)) {
  34183. this.normalizeSkinWeightsAndExtra();
  34184. }
  34185. else {
  34186. this.normalizeSkinFourWeights();
  34187. }
  34188. }
  34189. };
  34190. // faster 4 weight version.
  34191. Mesh.prototype.normalizeSkinFourWeights = function () {
  34192. var matricesWeights = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  34193. var numWeights = matricesWeights.length;
  34194. for (var a = 0; a < numWeights; a += 4) {
  34195. // accumulate weights
  34196. var t = matricesWeights[a] + matricesWeights[a + 1] + matricesWeights[a + 2] + matricesWeights[a + 3];
  34197. // check for invalid weight and just set it to 1.
  34198. if (t === 0) {
  34199. matricesWeights[a] = 1;
  34200. }
  34201. else {
  34202. // renormalize so everything adds to 1 use reciprical
  34203. var recip = 1 / t;
  34204. matricesWeights[a] *= recip;
  34205. matricesWeights[a + 1] *= recip;
  34206. matricesWeights[a + 2] *= recip;
  34207. matricesWeights[a + 3] *= recip;
  34208. }
  34209. }
  34210. this.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, matricesWeights);
  34211. };
  34212. // handle special case of extra verts. (in theory gltf can handle 12 influences)
  34213. Mesh.prototype.normalizeSkinWeightsAndExtra = function () {
  34214. var matricesWeightsExtra = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  34215. var matricesWeights = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  34216. var numWeights = matricesWeights.length;
  34217. for (var a = 0; a < numWeights; a += 4) {
  34218. // accumulate weights
  34219. var t = matricesWeights[a] + matricesWeights[a + 1] + matricesWeights[a + 2] + matricesWeights[a + 3];
  34220. t += matricesWeightsExtra[a] + matricesWeightsExtra[a + 1] + matricesWeightsExtra[a + 2] + matricesWeightsExtra[a + 3];
  34221. // check for invalid weight and just set it to 1.
  34222. if (t === 0) {
  34223. matricesWeights[a] = 1;
  34224. }
  34225. else {
  34226. // renormalize so everything adds to 1 use reciprical
  34227. var recip = 1 / t;
  34228. matricesWeights[a] *= recip;
  34229. matricesWeights[a + 1] *= recip;
  34230. matricesWeights[a + 2] *= recip;
  34231. matricesWeights[a + 3] *= recip;
  34232. // same goes for extras
  34233. matricesWeightsExtra[a] *= recip;
  34234. matricesWeightsExtra[a + 1] *= recip;
  34235. matricesWeightsExtra[a + 2] *= recip;
  34236. matricesWeightsExtra[a + 3] *= recip;
  34237. }
  34238. }
  34239. this.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, matricesWeights);
  34240. this.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, matricesWeightsExtra);
  34241. };
  34242. /**
  34243. * ValidateSkinning is used to determine that a mesh has valid skinning data along with skin metrics, if missing weights,
  34244. * or not normalized it is returned as invalid mesh the string can be used for console logs, or on screen messages to let
  34245. * the user know there was an issue with importing the mesh
  34246. * @returns a validation object with skinned, valid and report string
  34247. */
  34248. Mesh.prototype.validateSkinning = function () {
  34249. var matricesWeightsExtra = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  34250. var matricesWeights = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  34251. if (matricesWeights === null || this.skeleton == null) {
  34252. return { skinned: false, valid: true, report: "not skinned" };
  34253. }
  34254. var numWeights = matricesWeights.length;
  34255. var numberNotSorted = 0;
  34256. var missingWeights = 0;
  34257. var maxUsedWeights = 0;
  34258. var numberNotNormalized = 0;
  34259. var numInfluences = matricesWeightsExtra === null ? 4 : 8;
  34260. var usedWeightCounts = new Array();
  34261. for (var a = 0; a <= numInfluences; a++) {
  34262. usedWeightCounts[a] = 0;
  34263. }
  34264. var toleranceEpsilon = 0.001;
  34265. for (var a = 0; a < numWeights; a += 4) {
  34266. var lastWeight = matricesWeights[a];
  34267. var t = lastWeight;
  34268. var usedWeights = t === 0 ? 0 : 1;
  34269. for (var b = 1; b < numInfluences; b++) {
  34270. var d = b < 4 ? matricesWeights[a + b] : matricesWeightsExtra[a + b - 4];
  34271. if (d > lastWeight) {
  34272. numberNotSorted++;
  34273. }
  34274. if (d !== 0) {
  34275. usedWeights++;
  34276. }
  34277. t += d;
  34278. lastWeight = d;
  34279. }
  34280. // count the buffer weights usage
  34281. usedWeightCounts[usedWeights]++;
  34282. // max influences
  34283. if (usedWeights > maxUsedWeights) {
  34284. maxUsedWeights = usedWeights;
  34285. }
  34286. // check for invalid weight and just set it to 1.
  34287. if (t === 0) {
  34288. missingWeights++;
  34289. }
  34290. else {
  34291. // renormalize so everything adds to 1 use reciprical
  34292. var recip = 1 / t;
  34293. var tolerance = 0;
  34294. for (b = 0; b < numInfluences; b++) {
  34295. if (b < 4) {
  34296. tolerance += Math.abs(matricesWeights[a + b] - (matricesWeights[a + b] * recip));
  34297. }
  34298. else {
  34299. tolerance += Math.abs(matricesWeightsExtra[a + b - 4] - (matricesWeightsExtra[a + b - 4] * recip));
  34300. }
  34301. }
  34302. // arbitary epsilon value for dicdating not normalized
  34303. if (tolerance > toleranceEpsilon) {
  34304. numberNotNormalized++;
  34305. }
  34306. }
  34307. }
  34308. // validate bone indices are in range of the skeleton
  34309. var numBones = this.skeleton.bones.length;
  34310. var matricesIndices = this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
  34311. var matricesIndicesExtra = this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  34312. var numBadBoneIndices = 0;
  34313. for (var a = 0; a < numWeights; a++) {
  34314. for (var b = 0; b < numInfluences; b++) {
  34315. var index = b < 4 ? matricesIndices[b] : matricesIndicesExtra[b - 4];
  34316. if (index >= numBones || index < 0) {
  34317. numBadBoneIndices++;
  34318. }
  34319. }
  34320. }
  34321. // log mesh stats
  34322. var output = "Number of Weights = " + numWeights / 4 + "\nMaximum influences = " + maxUsedWeights +
  34323. "\nMissing Weights = " + missingWeights + "\nNot Sorted = " + numberNotSorted +
  34324. "\nNot Normalized = " + numberNotNormalized + "\nWeightCounts = [" + usedWeightCounts + "]" +
  34325. "\nNumber of bones = " + numBones + "\nBad Bone Indices = " + numBadBoneIndices;
  34326. return { skinned: true, valid: missingWeights === 0 && numberNotNormalized === 0 && numBadBoneIndices === 0, report: output };
  34327. };
  34328. /** @hidden */
  34329. Mesh.prototype._checkDelayState = function () {
  34330. var scene = this.getScene();
  34331. if (this._geometry) {
  34332. this._geometry.load(scene);
  34333. }
  34334. else if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  34335. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADING;
  34336. this._queueLoad(scene);
  34337. }
  34338. return this;
  34339. };
  34340. Mesh.prototype._queueLoad = function (scene) {
  34341. var _this = this;
  34342. scene._addPendingData(this);
  34343. var getBinaryData = (this.delayLoadingFile.indexOf(".babylonbinarymeshdata") !== -1);
  34344. BABYLON.Tools.LoadFile(this.delayLoadingFile, function (data) {
  34345. if (data instanceof ArrayBuffer) {
  34346. _this._delayLoadingFunction(data, _this);
  34347. }
  34348. else {
  34349. _this._delayLoadingFunction(JSON.parse(data), _this);
  34350. }
  34351. _this.instances.forEach(function (instance) {
  34352. instance._syncSubMeshes();
  34353. });
  34354. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  34355. scene._removePendingData(_this);
  34356. }, function () { }, scene.offlineProvider, getBinaryData);
  34357. return this;
  34358. };
  34359. /**
  34360. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  34361. * A mesh is in the frustum if its bounding box intersects the frustum
  34362. * @param frustumPlanes defines the frustum to test
  34363. * @returns true if the mesh is in the frustum planes
  34364. */
  34365. Mesh.prototype.isInFrustum = function (frustumPlanes) {
  34366. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  34367. return false;
  34368. }
  34369. if (!_super.prototype.isInFrustum.call(this, frustumPlanes)) {
  34370. return false;
  34371. }
  34372. this._checkDelayState();
  34373. return true;
  34374. };
  34375. /**
  34376. * Sets the mesh material by the material or multiMaterial `id` property
  34377. * @param id is a string identifying the material or the multiMaterial
  34378. * @returns the current mesh
  34379. */
  34380. Mesh.prototype.setMaterialByID = function (id) {
  34381. var materials = this.getScene().materials;
  34382. var index;
  34383. for (index = materials.length - 1; index > -1; index--) {
  34384. if (materials[index].id === id) {
  34385. this.material = materials[index];
  34386. return this;
  34387. }
  34388. }
  34389. // Multi
  34390. var multiMaterials = this.getScene().multiMaterials;
  34391. for (index = multiMaterials.length - 1; index > -1; index--) {
  34392. if (multiMaterials[index].id === id) {
  34393. this.material = multiMaterials[index];
  34394. return this;
  34395. }
  34396. }
  34397. return this;
  34398. };
  34399. /**
  34400. * Returns as a new array populated with the mesh material and/or skeleton, if any.
  34401. * @returns an array of IAnimatable
  34402. */
  34403. Mesh.prototype.getAnimatables = function () {
  34404. var results = new Array();
  34405. if (this.material) {
  34406. results.push(this.material);
  34407. }
  34408. if (this.skeleton) {
  34409. results.push(this.skeleton);
  34410. }
  34411. return results;
  34412. };
  34413. /**
  34414. * Modifies the mesh geometry according to the passed transformation matrix.
  34415. * This method returns nothing but it really modifies the mesh even if it's originally not set as updatable.
  34416. * The mesh normals are modified using the same transformation.
  34417. * Note that, under the hood, this method sets a new VertexBuffer each call.
  34418. * @param transform defines the transform matrix to use
  34419. * @see http://doc.babylonjs.com/resources/baking_transformations
  34420. * @returns the current mesh
  34421. */
  34422. Mesh.prototype.bakeTransformIntoVertices = function (transform) {
  34423. // Position
  34424. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  34425. return this;
  34426. }
  34427. var submeshes = this.subMeshes.splice(0);
  34428. this._resetPointsArrayCache();
  34429. var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  34430. var temp = new Array();
  34431. var index;
  34432. for (index = 0; index < data.length; index += 3) {
  34433. BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.FromArray(data, index), transform).toArray(temp, index);
  34434. }
  34435. this.setVerticesData(BABYLON.VertexBuffer.PositionKind, temp, this.getVertexBuffer(BABYLON.VertexBuffer.PositionKind).isUpdatable());
  34436. // Normals
  34437. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  34438. data = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  34439. temp = [];
  34440. for (index = 0; index < data.length; index += 3) {
  34441. BABYLON.Vector3.TransformNormal(BABYLON.Vector3.FromArray(data, index), transform).normalize().toArray(temp, index);
  34442. }
  34443. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, temp, this.getVertexBuffer(BABYLON.VertexBuffer.NormalKind).isUpdatable());
  34444. }
  34445. // flip faces?
  34446. if (transform.m[0] * transform.m[5] * transform.m[10] < 0) {
  34447. this.flipFaces();
  34448. }
  34449. // Restore submeshes
  34450. this.releaseSubMeshes();
  34451. this.subMeshes = submeshes;
  34452. return this;
  34453. };
  34454. /**
  34455. * Modifies the mesh geometry according to its own current World Matrix.
  34456. * The mesh World Matrix is then reset.
  34457. * This method returns nothing but really modifies the mesh even if it's originally not set as updatable.
  34458. * Note that, under the hood, this method sets a new VertexBuffer each call.
  34459. * @see http://doc.babylonjs.com/resources/baking_transformations
  34460. * @returns the current mesh
  34461. */
  34462. Mesh.prototype.bakeCurrentTransformIntoVertices = function () {
  34463. this.bakeTransformIntoVertices(this.computeWorldMatrix(true));
  34464. this.scaling.copyFromFloats(1, 1, 1);
  34465. this.position.copyFromFloats(0, 0, 0);
  34466. this.rotation.copyFromFloats(0, 0, 0);
  34467. //only if quaternion is already set
  34468. if (this.rotationQuaternion) {
  34469. this.rotationQuaternion = BABYLON.Quaternion.Identity();
  34470. }
  34471. this._worldMatrix = BABYLON.Matrix.Identity();
  34472. return this;
  34473. };
  34474. Object.defineProperty(Mesh.prototype, "_positions", {
  34475. // Cache
  34476. /** @hidden */
  34477. get: function () {
  34478. if (this._geometry) {
  34479. return this._geometry._positions;
  34480. }
  34481. return null;
  34482. },
  34483. enumerable: true,
  34484. configurable: true
  34485. });
  34486. /** @hidden */
  34487. Mesh.prototype._resetPointsArrayCache = function () {
  34488. if (this._geometry) {
  34489. this._geometry._resetPointsArrayCache();
  34490. }
  34491. return this;
  34492. };
  34493. /** @hidden */
  34494. Mesh.prototype._generatePointsArray = function () {
  34495. if (this._geometry) {
  34496. return this._geometry._generatePointsArray();
  34497. }
  34498. return false;
  34499. };
  34500. /**
  34501. * Returns a new Mesh object generated from the current mesh properties.
  34502. * This method must not get confused with createInstance()
  34503. * @param name is a string, the name given to the new mesh
  34504. * @param newParent can be any Node object (default `null`)
  34505. * @param doNotCloneChildren allows/denies the recursive cloning of the original mesh children if any (default `false`)
  34506. * @param clonePhysicsImpostor allows/denies the cloning in the same time of the original mesh `body` used by the physics engine, if any (default `true`)
  34507. * @returns a new mesh
  34508. */
  34509. Mesh.prototype.clone = function (name, newParent, doNotCloneChildren, clonePhysicsImpostor) {
  34510. if (name === void 0) { name = ""; }
  34511. if (clonePhysicsImpostor === void 0) { clonePhysicsImpostor = true; }
  34512. return new Mesh(name, this.getScene(), newParent, this, doNotCloneChildren, clonePhysicsImpostor);
  34513. };
  34514. /**
  34515. * Releases resources associated with this mesh.
  34516. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  34517. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  34518. */
  34519. Mesh.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  34520. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  34521. this.morphTargetManager = null;
  34522. if (this._geometry) {
  34523. this._geometry.releaseForMesh(this, true);
  34524. }
  34525. if (this._onBeforeDrawObservable) {
  34526. this._onBeforeDrawObservable.clear();
  34527. }
  34528. if (this._onBeforeRenderObservable) {
  34529. this._onBeforeRenderObservable.clear();
  34530. }
  34531. if (this._onAfterRenderObservable) {
  34532. this._onAfterRenderObservable.clear();
  34533. }
  34534. // Sources
  34535. if (this._scene.useClonedMeshhMap) {
  34536. if (this.meshMap) {
  34537. for (var uniqueId in this.meshMap) {
  34538. var mesh = this.meshMap[uniqueId];
  34539. if (mesh) {
  34540. mesh._source = null;
  34541. this.meshMap[uniqueId] = undefined;
  34542. }
  34543. }
  34544. }
  34545. if (this._source && this._source.meshMap) {
  34546. this._source.meshMap[this.uniqueId] = undefined;
  34547. }
  34548. }
  34549. else {
  34550. var meshes = this.getScene().meshes;
  34551. for (var _i = 0, meshes_1 = meshes; _i < meshes_1.length; _i++) {
  34552. var abstractMesh = meshes_1[_i];
  34553. var mesh = abstractMesh;
  34554. if (mesh._source && mesh._source === this) {
  34555. mesh._source = null;
  34556. }
  34557. }
  34558. }
  34559. this._source = null;
  34560. // Instances
  34561. if (this._instanceDataStorage.instancesBuffer) {
  34562. this._instanceDataStorage.instancesBuffer.dispose();
  34563. this._instanceDataStorage.instancesBuffer = null;
  34564. }
  34565. while (this.instances.length) {
  34566. this.instances[0].dispose();
  34567. }
  34568. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  34569. };
  34570. /**
  34571. * Modifies the mesh geometry according to a displacement map.
  34572. * 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.
  34573. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  34574. * @param url is a string, the URL from the image file is to be downloaded.
  34575. * @param minHeight is the lower limit of the displacement.
  34576. * @param maxHeight is the upper limit of the displacement.
  34577. * @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.
  34578. * @param uvOffset is an optional vector2 used to offset UV.
  34579. * @param uvScale is an optional vector2 used to scale UV.
  34580. * @param forceUpdate defines whether or not to force an update of the generated buffers. This is useful to apply on a deserialized model for instance.
  34581. * @returns the Mesh.
  34582. */
  34583. Mesh.prototype.applyDisplacementMap = function (url, minHeight, maxHeight, onSuccess, uvOffset, uvScale, forceUpdate) {
  34584. var _this = this;
  34585. if (forceUpdate === void 0) { forceUpdate = false; }
  34586. var scene = this.getScene();
  34587. var onload = function (img) {
  34588. // Getting height map data
  34589. var canvas = document.createElement("canvas");
  34590. var context = canvas.getContext("2d");
  34591. var heightMapWidth = img.width;
  34592. var heightMapHeight = img.height;
  34593. canvas.width = heightMapWidth;
  34594. canvas.height = heightMapHeight;
  34595. context.drawImage(img, 0, 0);
  34596. // Create VertexData from map data
  34597. //Cast is due to wrong definition in lib.d.ts from ts 1.3 - https://github.com/Microsoft/TypeScript/issues/949
  34598. var buffer = context.getImageData(0, 0, heightMapWidth, heightMapHeight).data;
  34599. _this.applyDisplacementMapFromBuffer(buffer, heightMapWidth, heightMapHeight, minHeight, maxHeight, uvOffset, uvScale, forceUpdate);
  34600. //execute success callback, if set
  34601. if (onSuccess) {
  34602. onSuccess(_this);
  34603. }
  34604. };
  34605. BABYLON.Tools.LoadImage(url, onload, function () { }, scene.offlineProvider);
  34606. return this;
  34607. };
  34608. /**
  34609. * Modifies the mesh geometry according to a displacementMap buffer.
  34610. * 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.
  34611. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  34612. * @param buffer is a `Uint8Array` buffer containing series of `Uint8` lower than 255, the red, green, blue and alpha values of each successive pixel.
  34613. * @param heightMapWidth is the width of the buffer image.
  34614. * @param heightMapHeight is the height of the buffer image.
  34615. * @param minHeight is the lower limit of the displacement.
  34616. * @param maxHeight is the upper limit of the displacement.
  34617. * @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.
  34618. * @param uvOffset is an optional vector2 used to offset UV.
  34619. * @param uvScale is an optional vector2 used to scale UV.
  34620. * @param forceUpdate defines whether or not to force an update of the generated buffers. This is useful to apply on a deserialized model for instance.
  34621. * @returns the Mesh.
  34622. */
  34623. Mesh.prototype.applyDisplacementMapFromBuffer = function (buffer, heightMapWidth, heightMapHeight, minHeight, maxHeight, uvOffset, uvScale, forceUpdate) {
  34624. if (forceUpdate === void 0) { forceUpdate = false; }
  34625. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)
  34626. || !this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)
  34627. || !this.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  34628. BABYLON.Tools.Warn("Cannot call applyDisplacementMap: Given mesh is not complete. Position, Normal or UV are missing");
  34629. return this;
  34630. }
  34631. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind, true, true);
  34632. var normals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  34633. var uvs = this.getVerticesData(BABYLON.VertexBuffer.UVKind);
  34634. var position = BABYLON.Vector3.Zero();
  34635. var normal = BABYLON.Vector3.Zero();
  34636. var uv = BABYLON.Vector2.Zero();
  34637. uvOffset = uvOffset || BABYLON.Vector2.Zero();
  34638. uvScale = uvScale || new BABYLON.Vector2(1, 1);
  34639. for (var index = 0; index < positions.length; index += 3) {
  34640. BABYLON.Vector3.FromArrayToRef(positions, index, position);
  34641. BABYLON.Vector3.FromArrayToRef(normals, index, normal);
  34642. BABYLON.Vector2.FromArrayToRef(uvs, (index / 3) * 2, uv);
  34643. // Compute height
  34644. var u = ((Math.abs(uv.x * uvScale.x + uvOffset.x) * heightMapWidth) % heightMapWidth) | 0;
  34645. var v = ((Math.abs(uv.y * uvScale.y + uvOffset.y) * heightMapHeight) % heightMapHeight) | 0;
  34646. var pos = (u + v * heightMapWidth) * 4;
  34647. var r = buffer[pos] / 255.0;
  34648. var g = buffer[pos + 1] / 255.0;
  34649. var b = buffer[pos + 2] / 255.0;
  34650. var gradient = r * 0.3 + g * 0.59 + b * 0.11;
  34651. normal.normalize();
  34652. normal.scaleInPlace(minHeight + (maxHeight - minHeight) * gradient);
  34653. position = position.add(normal);
  34654. position.toArray(positions, index);
  34655. }
  34656. BABYLON.VertexData.ComputeNormals(positions, this.getIndices(), normals);
  34657. if (forceUpdate) {
  34658. this.setVerticesData(BABYLON.VertexBuffer.PositionKind, positions);
  34659. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals);
  34660. }
  34661. else {
  34662. this.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions);
  34663. this.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals);
  34664. }
  34665. return this;
  34666. };
  34667. /**
  34668. * Modify the mesh to get a flat shading rendering.
  34669. * This means each mesh facet will then have its own normals. Usually new vertices are added in the mesh geometry to get this result.
  34670. * Warning : the mesh is really modified even if not set originally as updatable and, under the hood, a new VertexBuffer is allocated.
  34671. * @returns current mesh
  34672. */
  34673. Mesh.prototype.convertToFlatShadedMesh = function () {
  34674. var kinds = this.getVerticesDataKinds();
  34675. var vbs = {};
  34676. var data = {};
  34677. var newdata = {};
  34678. var updatableNormals = false;
  34679. var kindIndex;
  34680. var kind;
  34681. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34682. kind = kinds[kindIndex];
  34683. var vertexBuffer = this.getVertexBuffer(kind);
  34684. if (kind === BABYLON.VertexBuffer.NormalKind) {
  34685. updatableNormals = vertexBuffer.isUpdatable();
  34686. kinds.splice(kindIndex, 1);
  34687. kindIndex--;
  34688. continue;
  34689. }
  34690. vbs[kind] = vertexBuffer;
  34691. data[kind] = vbs[kind].getData();
  34692. newdata[kind] = [];
  34693. }
  34694. // Save previous submeshes
  34695. var previousSubmeshes = this.subMeshes.slice(0);
  34696. var indices = this.getIndices();
  34697. var totalIndices = this.getTotalIndices();
  34698. // Generating unique vertices per face
  34699. var index;
  34700. for (index = 0; index < totalIndices; index++) {
  34701. var vertexIndex = indices[index];
  34702. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34703. kind = kinds[kindIndex];
  34704. var stride = vbs[kind].getStrideSize();
  34705. for (var offset = 0; offset < stride; offset++) {
  34706. newdata[kind].push(data[kind][vertexIndex * stride + offset]);
  34707. }
  34708. }
  34709. }
  34710. // Updating faces & normal
  34711. var normals = [];
  34712. var positions = newdata[BABYLON.VertexBuffer.PositionKind];
  34713. for (index = 0; index < totalIndices; index += 3) {
  34714. indices[index] = index;
  34715. indices[index + 1] = index + 1;
  34716. indices[index + 2] = index + 2;
  34717. var p1 = BABYLON.Vector3.FromArray(positions, index * 3);
  34718. var p2 = BABYLON.Vector3.FromArray(positions, (index + 1) * 3);
  34719. var p3 = BABYLON.Vector3.FromArray(positions, (index + 2) * 3);
  34720. var p1p2 = p1.subtract(p2);
  34721. var p3p2 = p3.subtract(p2);
  34722. var normal = BABYLON.Vector3.Normalize(BABYLON.Vector3.Cross(p1p2, p3p2));
  34723. // Store same normals for every vertex
  34724. for (var localIndex = 0; localIndex < 3; localIndex++) {
  34725. normals.push(normal.x);
  34726. normals.push(normal.y);
  34727. normals.push(normal.z);
  34728. }
  34729. }
  34730. this.setIndices(indices);
  34731. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals, updatableNormals);
  34732. // Updating vertex buffers
  34733. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34734. kind = kinds[kindIndex];
  34735. this.setVerticesData(kind, newdata[kind], vbs[kind].isUpdatable());
  34736. }
  34737. // Updating submeshes
  34738. this.releaseSubMeshes();
  34739. for (var submeshIndex = 0; submeshIndex < previousSubmeshes.length; submeshIndex++) {
  34740. var previousOne = previousSubmeshes[submeshIndex];
  34741. BABYLON.SubMesh.AddToMesh(previousOne.materialIndex, previousOne.indexStart, previousOne.indexCount, previousOne.indexStart, previousOne.indexCount, this);
  34742. }
  34743. this.synchronizeInstances();
  34744. return this;
  34745. };
  34746. /**
  34747. * This method removes all the mesh indices and add new vertices (duplication) in order to unfold facets into buffers.
  34748. * In other words, more vertices, no more indices and a single bigger VBO.
  34749. * The mesh is really modified even if not set originally as updatable. Under the hood, a new VertexBuffer is allocated.
  34750. * @returns current mesh
  34751. */
  34752. Mesh.prototype.convertToUnIndexedMesh = function () {
  34753. var kinds = this.getVerticesDataKinds();
  34754. var vbs = {};
  34755. var data = {};
  34756. var newdata = {};
  34757. var kindIndex;
  34758. var kind;
  34759. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34760. kind = kinds[kindIndex];
  34761. var vertexBuffer = this.getVertexBuffer(kind);
  34762. vbs[kind] = vertexBuffer;
  34763. data[kind] = vbs[kind].getData();
  34764. newdata[kind] = [];
  34765. }
  34766. // Save previous submeshes
  34767. var previousSubmeshes = this.subMeshes.slice(0);
  34768. var indices = this.getIndices();
  34769. var totalIndices = this.getTotalIndices();
  34770. // Generating unique vertices per face
  34771. var index;
  34772. for (index = 0; index < totalIndices; index++) {
  34773. var vertexIndex = indices[index];
  34774. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34775. kind = kinds[kindIndex];
  34776. var stride = vbs[kind].getStrideSize();
  34777. for (var offset = 0; offset < stride; offset++) {
  34778. newdata[kind].push(data[kind][vertexIndex * stride + offset]);
  34779. }
  34780. }
  34781. }
  34782. // Updating indices
  34783. for (index = 0; index < totalIndices; index += 3) {
  34784. indices[index] = index;
  34785. indices[index + 1] = index + 1;
  34786. indices[index + 2] = index + 2;
  34787. }
  34788. this.setIndices(indices);
  34789. // Updating vertex buffers
  34790. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34791. kind = kinds[kindIndex];
  34792. this.setVerticesData(kind, newdata[kind], vbs[kind].isUpdatable());
  34793. }
  34794. // Updating submeshes
  34795. this.releaseSubMeshes();
  34796. for (var submeshIndex = 0; submeshIndex < previousSubmeshes.length; submeshIndex++) {
  34797. var previousOne = previousSubmeshes[submeshIndex];
  34798. BABYLON.SubMesh.AddToMesh(previousOne.materialIndex, previousOne.indexStart, previousOne.indexCount, previousOne.indexStart, previousOne.indexCount, this);
  34799. }
  34800. this._unIndexed = true;
  34801. this.synchronizeInstances();
  34802. return this;
  34803. };
  34804. /**
  34805. * Inverses facet orientations.
  34806. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  34807. * @param flipNormals will also inverts the normals
  34808. * @returns current mesh
  34809. */
  34810. Mesh.prototype.flipFaces = function (flipNormals) {
  34811. if (flipNormals === void 0) { flipNormals = false; }
  34812. var vertex_data = BABYLON.VertexData.ExtractFromMesh(this);
  34813. var i;
  34814. if (flipNormals && this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind) && vertex_data.normals) {
  34815. for (i = 0; i < vertex_data.normals.length; i++) {
  34816. vertex_data.normals[i] *= -1;
  34817. }
  34818. }
  34819. if (vertex_data.indices) {
  34820. var temp;
  34821. for (i = 0; i < vertex_data.indices.length; i += 3) {
  34822. // reassign indices
  34823. temp = vertex_data.indices[i + 1];
  34824. vertex_data.indices[i + 1] = vertex_data.indices[i + 2];
  34825. vertex_data.indices[i + 2] = temp;
  34826. }
  34827. }
  34828. vertex_data.applyToMesh(this);
  34829. return this;
  34830. };
  34831. // Instances
  34832. /**
  34833. * Creates a new InstancedMesh object from the mesh model.
  34834. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  34835. * @param name defines the name of the new instance
  34836. * @returns a new InstancedMesh
  34837. */
  34838. Mesh.prototype.createInstance = function (name) {
  34839. return new BABYLON.InstancedMesh(name, this);
  34840. };
  34841. /**
  34842. * Synchronises all the mesh instance submeshes to the current mesh submeshes, if any.
  34843. * After this call, all the mesh instances have the same submeshes than the current mesh.
  34844. * @returns the current mesh
  34845. */
  34846. Mesh.prototype.synchronizeInstances = function () {
  34847. for (var instanceIndex = 0; instanceIndex < this.instances.length; instanceIndex++) {
  34848. var instance = this.instances[instanceIndex];
  34849. instance._syncSubMeshes();
  34850. }
  34851. return this;
  34852. };
  34853. /**
  34854. * Optimization of the mesh's indices, in case a mesh has duplicated vertices.
  34855. * The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes.
  34856. * This should be used together with the simplification to avoid disappearing triangles.
  34857. * @param successCallback an optional success callback to be called after the optimization finished.
  34858. * @returns the current mesh
  34859. */
  34860. Mesh.prototype.optimizeIndices = function (successCallback) {
  34861. var _this = this;
  34862. var indices = this.getIndices();
  34863. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  34864. if (!positions || !indices) {
  34865. return this;
  34866. }
  34867. var vectorPositions = new Array();
  34868. for (var pos = 0; pos < positions.length; pos = pos + 3) {
  34869. vectorPositions.push(BABYLON.Vector3.FromArray(positions, pos));
  34870. }
  34871. var dupes = new Array();
  34872. BABYLON.AsyncLoop.SyncAsyncForLoop(vectorPositions.length, 40, function (iteration) {
  34873. var realPos = vectorPositions.length - 1 - iteration;
  34874. var testedPosition = vectorPositions[realPos];
  34875. for (var j = 0; j < realPos; ++j) {
  34876. var againstPosition = vectorPositions[j];
  34877. if (testedPosition.equals(againstPosition)) {
  34878. dupes[realPos] = j;
  34879. break;
  34880. }
  34881. }
  34882. }, function () {
  34883. for (var i = 0; i < indices.length; ++i) {
  34884. indices[i] = dupes[indices[i]] || indices[i];
  34885. }
  34886. //indices are now reordered
  34887. var originalSubMeshes = _this.subMeshes.slice(0);
  34888. _this.setIndices(indices);
  34889. _this.subMeshes = originalSubMeshes;
  34890. if (successCallback) {
  34891. successCallback(_this);
  34892. }
  34893. });
  34894. return this;
  34895. };
  34896. /**
  34897. * Serialize current mesh
  34898. * @param serializationObject defines the object which will receive the serialization data
  34899. */
  34900. Mesh.prototype.serialize = function (serializationObject) {
  34901. serializationObject.name = this.name;
  34902. serializationObject.id = this.id;
  34903. serializationObject.type = this.getClassName();
  34904. if (BABYLON.Tags && BABYLON.Tags.HasTags(this)) {
  34905. serializationObject.tags = BABYLON.Tags.GetTags(this);
  34906. }
  34907. serializationObject.position = this.position.asArray();
  34908. if (this.rotationQuaternion) {
  34909. serializationObject.rotationQuaternion = this.rotationQuaternion.asArray();
  34910. }
  34911. else if (this.rotation) {
  34912. serializationObject.rotation = this.rotation.asArray();
  34913. }
  34914. serializationObject.scaling = this.scaling.asArray();
  34915. if (this._postMultiplyPivotMatrix) {
  34916. serializationObject.pivotMatrix = this.getPivotMatrix().asArray();
  34917. }
  34918. else {
  34919. serializationObject.localMatrix = this.getPivotMatrix().asArray();
  34920. }
  34921. serializationObject.isEnabled = this.isEnabled(false);
  34922. serializationObject.isVisible = this.isVisible;
  34923. serializationObject.infiniteDistance = this.infiniteDistance;
  34924. serializationObject.pickable = this.isPickable;
  34925. serializationObject.receiveShadows = this.receiveShadows;
  34926. serializationObject.billboardMode = this.billboardMode;
  34927. serializationObject.visibility = this.visibility;
  34928. serializationObject.checkCollisions = this.checkCollisions;
  34929. serializationObject.isBlocker = this.isBlocker;
  34930. // Parent
  34931. if (this.parent) {
  34932. serializationObject.parentId = this.parent.id;
  34933. }
  34934. // Geometry
  34935. serializationObject.isUnIndexed = this.isUnIndexed;
  34936. var geometry = this._geometry;
  34937. if (geometry) {
  34938. var geometryId = geometry.id;
  34939. serializationObject.geometryId = geometryId;
  34940. // SubMeshes
  34941. serializationObject.subMeshes = [];
  34942. for (var subIndex = 0; subIndex < this.subMeshes.length; subIndex++) {
  34943. var subMesh = this.subMeshes[subIndex];
  34944. serializationObject.subMeshes.push({
  34945. materialIndex: subMesh.materialIndex,
  34946. verticesStart: subMesh.verticesStart,
  34947. verticesCount: subMesh.verticesCount,
  34948. indexStart: subMesh.indexStart,
  34949. indexCount: subMesh.indexCount
  34950. });
  34951. }
  34952. }
  34953. // Material
  34954. if (this.material) {
  34955. serializationObject.materialId = this.material.id;
  34956. }
  34957. else {
  34958. this.material = null;
  34959. }
  34960. // Morph targets
  34961. if (this.morphTargetManager) {
  34962. serializationObject.morphTargetManagerId = this.morphTargetManager.uniqueId;
  34963. }
  34964. // Skeleton
  34965. if (this.skeleton) {
  34966. serializationObject.skeletonId = this.skeleton.id;
  34967. }
  34968. // Physics
  34969. //TODO implement correct serialization for physics impostors.
  34970. var impostor = this.getPhysicsImpostor();
  34971. if (impostor) {
  34972. serializationObject.physicsMass = impostor.getParam("mass");
  34973. serializationObject.physicsFriction = impostor.getParam("friction");
  34974. serializationObject.physicsRestitution = impostor.getParam("mass");
  34975. serializationObject.physicsImpostor = impostor.type;
  34976. }
  34977. // Metadata
  34978. if (this.metadata) {
  34979. serializationObject.metadata = this.metadata;
  34980. }
  34981. // Instances
  34982. serializationObject.instances = [];
  34983. for (var index = 0; index < this.instances.length; index++) {
  34984. var instance = this.instances[index];
  34985. if (instance.doNotSerialize) {
  34986. continue;
  34987. }
  34988. var serializationInstance = {
  34989. name: instance.name,
  34990. id: instance.id,
  34991. position: instance.position.asArray(),
  34992. scaling: instance.scaling.asArray()
  34993. };
  34994. if (instance.parent) {
  34995. serializationInstance.parentId = instance.parent.id;
  34996. }
  34997. if (instance.rotationQuaternion) {
  34998. serializationInstance.rotationQuaternion = instance.rotationQuaternion.asArray();
  34999. }
  35000. else if (instance.rotation) {
  35001. serializationInstance.rotation = instance.rotation.asArray();
  35002. }
  35003. serializationObject.instances.push(serializationInstance);
  35004. // Animations
  35005. BABYLON.Animation.AppendSerializedAnimations(instance, serializationInstance);
  35006. serializationInstance.ranges = instance.serializeAnimationRanges();
  35007. }
  35008. //
  35009. // Animations
  35010. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  35011. serializationObject.ranges = this.serializeAnimationRanges();
  35012. // Layer mask
  35013. serializationObject.layerMask = this.layerMask;
  35014. // Alpha
  35015. serializationObject.alphaIndex = this.alphaIndex;
  35016. serializationObject.hasVertexAlpha = this.hasVertexAlpha;
  35017. // Overlay
  35018. serializationObject.overlayAlpha = this.overlayAlpha;
  35019. serializationObject.overlayColor = this.overlayColor.asArray();
  35020. serializationObject.renderOverlay = this.renderOverlay;
  35021. // Fog
  35022. serializationObject.applyFog = this.applyFog;
  35023. // Action Manager
  35024. if (this.actionManager) {
  35025. serializationObject.actions = this.actionManager.serialize(this.name);
  35026. }
  35027. };
  35028. /** @hidden */
  35029. Mesh.prototype._syncGeometryWithMorphTargetManager = function () {
  35030. if (!this.geometry) {
  35031. return;
  35032. }
  35033. this._markSubMeshesAsAttributesDirty();
  35034. var morphTargetManager = this._morphTargetManager;
  35035. if (morphTargetManager && morphTargetManager.vertexCount) {
  35036. if (morphTargetManager.vertexCount !== this.getTotalVertices()) {
  35037. BABYLON.Tools.Error("Mesh is incompatible with morph targets. Targets and mesh must all have the same vertices count.");
  35038. this.morphTargetManager = null;
  35039. return;
  35040. }
  35041. for (var index = 0; index < morphTargetManager.numInfluencers; index++) {
  35042. var morphTarget = morphTargetManager.getActiveTarget(index);
  35043. var positions = morphTarget.getPositions();
  35044. if (!positions) {
  35045. BABYLON.Tools.Error("Invalid morph target. Target must have positions.");
  35046. return;
  35047. }
  35048. this.geometry.setVerticesData(BABYLON.VertexBuffer.PositionKind + index, positions, false, 3);
  35049. var normals = morphTarget.getNormals();
  35050. if (normals) {
  35051. this.geometry.setVerticesData(BABYLON.VertexBuffer.NormalKind + index, normals, false, 3);
  35052. }
  35053. var tangents = morphTarget.getTangents();
  35054. if (tangents) {
  35055. this.geometry.setVerticesData(BABYLON.VertexBuffer.TangentKind + index, tangents, false, 3);
  35056. }
  35057. }
  35058. }
  35059. else {
  35060. var index = 0;
  35061. // Positions
  35062. while (this.geometry.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind + index)) {
  35063. this.geometry.removeVerticesData(BABYLON.VertexBuffer.PositionKind + index);
  35064. if (this.geometry.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind + index)) {
  35065. this.geometry.removeVerticesData(BABYLON.VertexBuffer.NormalKind + index);
  35066. }
  35067. if (this.geometry.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind + index)) {
  35068. this.geometry.removeVerticesData(BABYLON.VertexBuffer.TangentKind + index);
  35069. }
  35070. index++;
  35071. }
  35072. }
  35073. };
  35074. // Statics
  35075. /**
  35076. * Returns a new Mesh object parsed from the source provided.
  35077. * @param parsedMesh is the source
  35078. * @param scene defines the hosting scene
  35079. * @param rootUrl is the root URL to prefix the `delayLoadingFile` property with
  35080. * @returns a new Mesh
  35081. */
  35082. Mesh.Parse = function (parsedMesh, scene, rootUrl) {
  35083. var mesh;
  35084. if (parsedMesh.type && parsedMesh.type === "GroundMesh") {
  35085. mesh = BABYLON.GroundMesh.Parse(parsedMesh, scene);
  35086. }
  35087. else {
  35088. mesh = new Mesh(parsedMesh.name, scene);
  35089. }
  35090. mesh.id = parsedMesh.id;
  35091. if (BABYLON.Tags) {
  35092. BABYLON.Tags.AddTagsTo(mesh, parsedMesh.tags);
  35093. }
  35094. mesh.position = BABYLON.Vector3.FromArray(parsedMesh.position);
  35095. if (parsedMesh.metadata !== undefined) {
  35096. mesh.metadata = parsedMesh.metadata;
  35097. }
  35098. if (parsedMesh.rotationQuaternion) {
  35099. mesh.rotationQuaternion = BABYLON.Quaternion.FromArray(parsedMesh.rotationQuaternion);
  35100. }
  35101. else if (parsedMesh.rotation) {
  35102. mesh.rotation = BABYLON.Vector3.FromArray(parsedMesh.rotation);
  35103. }
  35104. mesh.scaling = BABYLON.Vector3.FromArray(parsedMesh.scaling);
  35105. if (parsedMesh.localMatrix) {
  35106. mesh.setPreTransformMatrix(BABYLON.Matrix.FromArray(parsedMesh.localMatrix));
  35107. }
  35108. else if (parsedMesh.pivotMatrix) {
  35109. mesh.setPivotMatrix(BABYLON.Matrix.FromArray(parsedMesh.pivotMatrix));
  35110. }
  35111. mesh.setEnabled(parsedMesh.isEnabled);
  35112. mesh.isVisible = parsedMesh.isVisible;
  35113. mesh.infiniteDistance = parsedMesh.infiniteDistance;
  35114. mesh.showBoundingBox = parsedMesh.showBoundingBox;
  35115. mesh.showSubMeshesBoundingBox = parsedMesh.showSubMeshesBoundingBox;
  35116. if (parsedMesh.applyFog !== undefined) {
  35117. mesh.applyFog = parsedMesh.applyFog;
  35118. }
  35119. if (parsedMesh.pickable !== undefined) {
  35120. mesh.isPickable = parsedMesh.pickable;
  35121. }
  35122. if (parsedMesh.alphaIndex !== undefined) {
  35123. mesh.alphaIndex = parsedMesh.alphaIndex;
  35124. }
  35125. mesh.receiveShadows = parsedMesh.receiveShadows;
  35126. mesh.billboardMode = parsedMesh.billboardMode;
  35127. if (parsedMesh.visibility !== undefined) {
  35128. mesh.visibility = parsedMesh.visibility;
  35129. }
  35130. mesh.checkCollisions = parsedMesh.checkCollisions;
  35131. if (parsedMesh.isBlocker !== undefined) {
  35132. mesh.isBlocker = parsedMesh.isBlocker;
  35133. }
  35134. mesh._shouldGenerateFlatShading = parsedMesh.useFlatShading;
  35135. // freezeWorldMatrix
  35136. if (parsedMesh.freezeWorldMatrix) {
  35137. mesh._waitingFreezeWorldMatrix = parsedMesh.freezeWorldMatrix;
  35138. }
  35139. // Parent
  35140. if (parsedMesh.parentId) {
  35141. mesh._waitingParentId = parsedMesh.parentId;
  35142. }
  35143. // Actions
  35144. if (parsedMesh.actions !== undefined) {
  35145. mesh._waitingActions = parsedMesh.actions;
  35146. }
  35147. // Overlay
  35148. if (parsedMesh.overlayAlpha !== undefined) {
  35149. mesh.overlayAlpha = parsedMesh.overlayAlpha;
  35150. }
  35151. if (parsedMesh.overlayColor !== undefined) {
  35152. mesh.overlayColor = BABYLON.Color3.FromArray(parsedMesh.overlayColor);
  35153. }
  35154. if (parsedMesh.renderOverlay !== undefined) {
  35155. mesh.renderOverlay = parsedMesh.renderOverlay;
  35156. }
  35157. // Geometry
  35158. mesh.isUnIndexed = !!parsedMesh.isUnIndexed;
  35159. mesh.hasVertexAlpha = parsedMesh.hasVertexAlpha;
  35160. if (parsedMesh.delayLoadingFile) {
  35161. mesh.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  35162. mesh.delayLoadingFile = rootUrl + parsedMesh.delayLoadingFile;
  35163. mesh._boundingInfo = new BABYLON.BoundingInfo(BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMinimum), BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMaximum));
  35164. if (parsedMesh._binaryInfo) {
  35165. mesh._binaryInfo = parsedMesh._binaryInfo;
  35166. }
  35167. mesh._delayInfo = [];
  35168. if (parsedMesh.hasUVs) {
  35169. mesh._delayInfo.push(BABYLON.VertexBuffer.UVKind);
  35170. }
  35171. if (parsedMesh.hasUVs2) {
  35172. mesh._delayInfo.push(BABYLON.VertexBuffer.UV2Kind);
  35173. }
  35174. if (parsedMesh.hasUVs3) {
  35175. mesh._delayInfo.push(BABYLON.VertexBuffer.UV3Kind);
  35176. }
  35177. if (parsedMesh.hasUVs4) {
  35178. mesh._delayInfo.push(BABYLON.VertexBuffer.UV4Kind);
  35179. }
  35180. if (parsedMesh.hasUVs5) {
  35181. mesh._delayInfo.push(BABYLON.VertexBuffer.UV5Kind);
  35182. }
  35183. if (parsedMesh.hasUVs6) {
  35184. mesh._delayInfo.push(BABYLON.VertexBuffer.UV6Kind);
  35185. }
  35186. if (parsedMesh.hasColors) {
  35187. mesh._delayInfo.push(BABYLON.VertexBuffer.ColorKind);
  35188. }
  35189. if (parsedMesh.hasMatricesIndices) {
  35190. mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  35191. }
  35192. if (parsedMesh.hasMatricesWeights) {
  35193. mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  35194. }
  35195. mesh._delayLoadingFunction = BABYLON.Geometry._ImportGeometry;
  35196. if (BABYLON.SceneLoader.ForceFullSceneLoadingForIncremental) {
  35197. mesh._checkDelayState();
  35198. }
  35199. }
  35200. else {
  35201. BABYLON.Geometry._ImportGeometry(parsedMesh, mesh);
  35202. }
  35203. // Material
  35204. if (parsedMesh.materialId) {
  35205. mesh.setMaterialByID(parsedMesh.materialId);
  35206. }
  35207. else {
  35208. mesh.material = null;
  35209. }
  35210. // Morph targets
  35211. if (parsedMesh.morphTargetManagerId > -1) {
  35212. mesh.morphTargetManager = scene.getMorphTargetManagerById(parsedMesh.morphTargetManagerId);
  35213. }
  35214. // Skeleton
  35215. if (parsedMesh.skeletonId > -1) {
  35216. mesh.skeleton = scene.getLastSkeletonByID(parsedMesh.skeletonId);
  35217. if (parsedMesh.numBoneInfluencers) {
  35218. mesh.numBoneInfluencers = parsedMesh.numBoneInfluencers;
  35219. }
  35220. }
  35221. // Animations
  35222. if (parsedMesh.animations) {
  35223. for (var animationIndex = 0; animationIndex < parsedMesh.animations.length; animationIndex++) {
  35224. var parsedAnimation = parsedMesh.animations[animationIndex];
  35225. mesh.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  35226. }
  35227. BABYLON.Node.ParseAnimationRanges(mesh, parsedMesh, scene);
  35228. }
  35229. if (parsedMesh.autoAnimate) {
  35230. scene.beginAnimation(mesh, parsedMesh.autoAnimateFrom, parsedMesh.autoAnimateTo, parsedMesh.autoAnimateLoop, parsedMesh.autoAnimateSpeed || 1.0);
  35231. }
  35232. // Layer Mask
  35233. if (parsedMesh.layerMask && (!isNaN(parsedMesh.layerMask))) {
  35234. mesh.layerMask = Math.abs(parseInt(parsedMesh.layerMask));
  35235. }
  35236. else {
  35237. mesh.layerMask = 0x0FFFFFFF;
  35238. }
  35239. // Physics
  35240. if (parsedMesh.physicsImpostor) {
  35241. mesh.physicsImpostor = new BABYLON.PhysicsImpostor(mesh, parsedMesh.physicsImpostor, {
  35242. mass: parsedMesh.physicsMass,
  35243. friction: parsedMesh.physicsFriction,
  35244. restitution: parsedMesh.physicsRestitution
  35245. }, scene);
  35246. }
  35247. // Instances
  35248. if (parsedMesh.instances) {
  35249. for (var index = 0; index < parsedMesh.instances.length; index++) {
  35250. var parsedInstance = parsedMesh.instances[index];
  35251. var instance = mesh.createInstance(parsedInstance.name);
  35252. if (parsedInstance.id) {
  35253. instance.id = parsedInstance.id;
  35254. }
  35255. if (BABYLON.Tags) {
  35256. if (parsedInstance.tags) {
  35257. BABYLON.Tags.AddTagsTo(instance, parsedInstance.tags);
  35258. }
  35259. else {
  35260. BABYLON.Tags.AddTagsTo(instance, parsedMesh.tags);
  35261. }
  35262. }
  35263. instance.position = BABYLON.Vector3.FromArray(parsedInstance.position);
  35264. if (parsedInstance.parentId) {
  35265. instance._waitingParentId = parsedInstance.parentId;
  35266. }
  35267. if (parsedInstance.rotationQuaternion) {
  35268. instance.rotationQuaternion = BABYLON.Quaternion.FromArray(parsedInstance.rotationQuaternion);
  35269. }
  35270. else if (parsedInstance.rotation) {
  35271. instance.rotation = BABYLON.Vector3.FromArray(parsedInstance.rotation);
  35272. }
  35273. instance.scaling = BABYLON.Vector3.FromArray(parsedInstance.scaling);
  35274. if (parsedInstance.checkCollisions != undefined && parsedInstance.checkCollisions != null) {
  35275. instance.checkCollisions = parsedInstance.checkCollisions;
  35276. }
  35277. if (parsedInstance.pickable != undefined && parsedInstance.pickable != null) {
  35278. instance.isPickable = parsedInstance.pickable;
  35279. }
  35280. if (parsedInstance.showBoundingBox != undefined && parsedInstance.showBoundingBox != null) {
  35281. instance.showBoundingBox = parsedInstance.showBoundingBox;
  35282. }
  35283. if (parsedInstance.showSubMeshesBoundingBox != undefined && parsedInstance.showSubMeshesBoundingBox != null) {
  35284. instance.showSubMeshesBoundingBox = parsedInstance.showSubMeshesBoundingBox;
  35285. }
  35286. if (parsedInstance.alphaIndex != undefined && parsedInstance.showSubMeshesBoundingBox != null) {
  35287. instance.alphaIndex = parsedInstance.alphaIndex;
  35288. }
  35289. // Physics
  35290. if (parsedInstance.physicsImpostor) {
  35291. instance.physicsImpostor = new BABYLON.PhysicsImpostor(instance, parsedInstance.physicsImpostor, {
  35292. mass: parsedInstance.physicsMass,
  35293. friction: parsedInstance.physicsFriction,
  35294. restitution: parsedInstance.physicsRestitution
  35295. }, scene);
  35296. }
  35297. // Animation
  35298. if (parsedInstance.animations) {
  35299. for (animationIndex = 0; animationIndex < parsedInstance.animations.length; animationIndex++) {
  35300. parsedAnimation = parsedInstance.animations[animationIndex];
  35301. instance.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  35302. }
  35303. BABYLON.Node.ParseAnimationRanges(instance, parsedInstance, scene);
  35304. if (parsedInstance.autoAnimate) {
  35305. scene.beginAnimation(instance, parsedInstance.autoAnimateFrom, parsedInstance.autoAnimateTo, parsedInstance.autoAnimateLoop, parsedInstance.autoAnimateSpeed || 1.0);
  35306. }
  35307. }
  35308. }
  35309. }
  35310. return mesh;
  35311. };
  35312. /**
  35313. * Creates a ribbon mesh. Please consider using the same method from the MeshBuilder class instead
  35314. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  35315. * @param name defines the name of the mesh to create
  35316. * @param pathArray is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry.
  35317. * @param closeArray creates a seam between the first and the last paths of the path array (default is false)
  35318. * @param closePath creates a seam between the first and the last points of each path of the path array
  35319. * @param offset is taken in account only if the `pathArray` is containing a single path
  35320. * @param scene defines the hosting scene
  35321. * @param updatable defines if the mesh must be flagged as updatable
  35322. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35323. * @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)
  35324. * @returns a new Mesh
  35325. */
  35326. Mesh.CreateRibbon = function (name, pathArray, closeArray, closePath, offset, scene, updatable, sideOrientation, instance) {
  35327. if (closeArray === void 0) { closeArray = false; }
  35328. if (updatable === void 0) { updatable = false; }
  35329. return BABYLON.MeshBuilder.CreateRibbon(name, {
  35330. pathArray: pathArray,
  35331. closeArray: closeArray,
  35332. closePath: closePath,
  35333. offset: offset,
  35334. updatable: updatable,
  35335. sideOrientation: sideOrientation,
  35336. instance: instance
  35337. }, scene);
  35338. };
  35339. /**
  35340. * Creates a plane polygonal mesh. By default, this is a disc. Please consider using the same method from the MeshBuilder class instead
  35341. * @param name defines the name of the mesh to create
  35342. * @param radius sets the radius size (float) of the polygon (default 0.5)
  35343. * @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
  35344. * @param scene defines the hosting scene
  35345. * @param updatable defines if the mesh must be flagged as updatable
  35346. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35347. * @returns a new Mesh
  35348. */
  35349. Mesh.CreateDisc = function (name, radius, tessellation, scene, updatable, sideOrientation) {
  35350. if (scene === void 0) { scene = null; }
  35351. var options = {
  35352. radius: radius,
  35353. tessellation: tessellation,
  35354. sideOrientation: sideOrientation,
  35355. updatable: updatable
  35356. };
  35357. return BABYLON.MeshBuilder.CreateDisc(name, options, scene);
  35358. };
  35359. /**
  35360. * Creates a box mesh. Please consider using the same method from the MeshBuilder class instead
  35361. * @param name defines the name of the mesh to create
  35362. * @param size sets the size (float) of each box side (default 1)
  35363. * @param scene defines the hosting scene
  35364. * @param updatable defines if the mesh must be flagged as updatable
  35365. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35366. * @returns a new Mesh
  35367. */
  35368. Mesh.CreateBox = function (name, size, scene, updatable, sideOrientation) {
  35369. if (scene === void 0) { scene = null; }
  35370. var options = {
  35371. size: size,
  35372. sideOrientation: sideOrientation,
  35373. updatable: updatable
  35374. };
  35375. return BABYLON.MeshBuilder.CreateBox(name, options, scene);
  35376. };
  35377. /**
  35378. * Creates a sphere mesh. Please consider using the same method from the MeshBuilder class instead
  35379. * @param name defines the name of the mesh to create
  35380. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  35381. * @param diameter sets the diameter size (float) of the sphere (default 1)
  35382. * @param scene defines the hosting scene
  35383. * @param updatable defines if the mesh must be flagged as updatable
  35384. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35385. * @returns a new Mesh
  35386. */
  35387. Mesh.CreateSphere = function (name, segments, diameter, scene, updatable, sideOrientation) {
  35388. var options = {
  35389. segments: segments,
  35390. diameterX: diameter,
  35391. diameterY: diameter,
  35392. diameterZ: diameter,
  35393. sideOrientation: sideOrientation,
  35394. updatable: updatable
  35395. };
  35396. return BABYLON.MeshBuilder.CreateSphere(name, options, scene);
  35397. };
  35398. /**
  35399. * Creates a cylinder or a cone mesh. Please consider using the same method from the MeshBuilder class instead
  35400. * @param name defines the name of the mesh to create
  35401. * @param height sets the height size (float) of the cylinder/cone (float, default 2)
  35402. * @param diameterTop set the top cap diameter (floats, default 1)
  35403. * @param diameterBottom set the bottom cap diameter (floats, default 1). This value can't be zero
  35404. * @param tessellation sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance
  35405. * @param subdivisions sets the number of rings along the cylinder height (positive integer, default 1)
  35406. * @param scene defines the hosting scene
  35407. * @param updatable defines if the mesh must be flagged as updatable
  35408. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35409. * @returns a new Mesh
  35410. */
  35411. Mesh.CreateCylinder = function (name, height, diameterTop, diameterBottom, tessellation, subdivisions, scene, updatable, sideOrientation) {
  35412. if (scene === undefined || !(scene instanceof BABYLON.Scene)) {
  35413. if (scene !== undefined) {
  35414. sideOrientation = updatable || Mesh.DEFAULTSIDE;
  35415. updatable = scene;
  35416. }
  35417. scene = subdivisions;
  35418. subdivisions = 1;
  35419. }
  35420. var options = {
  35421. height: height,
  35422. diameterTop: diameterTop,
  35423. diameterBottom: diameterBottom,
  35424. tessellation: tessellation,
  35425. subdivisions: subdivisions,
  35426. sideOrientation: sideOrientation,
  35427. updatable: updatable
  35428. };
  35429. return BABYLON.MeshBuilder.CreateCylinder(name, options, scene);
  35430. };
  35431. // Torus (Code from SharpDX.org)
  35432. /**
  35433. * Creates a torus mesh. Please consider using the same method from the MeshBuilder class instead
  35434. * @param name defines the name of the mesh to create
  35435. * @param diameter sets the diameter size (float) of the torus (default 1)
  35436. * @param thickness sets the diameter size of the tube of the torus (float, default 0.5)
  35437. * @param tessellation sets the number of torus sides (postive integer, default 16)
  35438. * @param scene defines the hosting scene
  35439. * @param updatable defines if the mesh must be flagged as updatable
  35440. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35441. * @returns a new Mesh
  35442. */
  35443. Mesh.CreateTorus = function (name, diameter, thickness, tessellation, scene, updatable, sideOrientation) {
  35444. var options = {
  35445. diameter: diameter,
  35446. thickness: thickness,
  35447. tessellation: tessellation,
  35448. sideOrientation: sideOrientation,
  35449. updatable: updatable
  35450. };
  35451. return BABYLON.MeshBuilder.CreateTorus(name, options, scene);
  35452. };
  35453. /**
  35454. * Creates a torus knot mesh. Please consider using the same method from the MeshBuilder class instead
  35455. * @param name defines the name of the mesh to create
  35456. * @param radius sets the global radius size (float) of the torus knot (default 2)
  35457. * @param tube sets the diameter size of the tube of the torus (float, default 0.5)
  35458. * @param radialSegments sets the number of sides on each tube segments (positive integer, default 32)
  35459. * @param tubularSegments sets the number of tubes to decompose the knot into (positive integer, default 32)
  35460. * @param p the number of windings on X axis (positive integers, default 2)
  35461. * @param q the number of windings on Y axis (positive integers, default 3)
  35462. * @param scene defines the hosting scene
  35463. * @param updatable defines if the mesh must be flagged as updatable
  35464. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35465. * @returns a new Mesh
  35466. */
  35467. Mesh.CreateTorusKnot = function (name, radius, tube, radialSegments, tubularSegments, p, q, scene, updatable, sideOrientation) {
  35468. var options = {
  35469. radius: radius,
  35470. tube: tube,
  35471. radialSegments: radialSegments,
  35472. tubularSegments: tubularSegments,
  35473. p: p,
  35474. q: q,
  35475. sideOrientation: sideOrientation,
  35476. updatable: updatable
  35477. };
  35478. return BABYLON.MeshBuilder.CreateTorusKnot(name, options, scene);
  35479. };
  35480. /**
  35481. * Creates a line mesh. Please consider using the same method from the MeshBuilder class instead.
  35482. * @param name defines the name of the mesh to create
  35483. * @param points is an array successive Vector3
  35484. * @param scene defines the hosting scene
  35485. * @param updatable defines if the mesh must be flagged as updatable
  35486. * @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).
  35487. * @returns a new Mesh
  35488. */
  35489. Mesh.CreateLines = function (name, points, scene, updatable, instance) {
  35490. if (scene === void 0) { scene = null; }
  35491. if (updatable === void 0) { updatable = false; }
  35492. if (instance === void 0) { instance = null; }
  35493. var options = {
  35494. points: points,
  35495. updatable: updatable,
  35496. instance: instance
  35497. };
  35498. return BABYLON.MeshBuilder.CreateLines(name, options, scene);
  35499. };
  35500. /**
  35501. * Creates a dashed line mesh. Please consider using the same method from the MeshBuilder class instead
  35502. * @param name defines the name of the mesh to create
  35503. * @param points is an array successive Vector3
  35504. * @param dashSize is the size of the dashes relatively the dash number (positive float, default 3)
  35505. * @param gapSize is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  35506. * @param dashNb is the intended total number of dashes (positive integer, default 200)
  35507. * @param scene defines the hosting scene
  35508. * @param updatable defines if the mesh must be flagged as updatable
  35509. * @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)
  35510. * @returns a new Mesh
  35511. */
  35512. Mesh.CreateDashedLines = function (name, points, dashSize, gapSize, dashNb, scene, updatable, instance) {
  35513. if (scene === void 0) { scene = null; }
  35514. var options = {
  35515. points: points,
  35516. dashSize: dashSize,
  35517. gapSize: gapSize,
  35518. dashNb: dashNb,
  35519. updatable: updatable,
  35520. instance: instance
  35521. };
  35522. return BABYLON.MeshBuilder.CreateDashedLines(name, options, scene);
  35523. };
  35524. /**
  35525. * Creates a polygon mesh.
  35526. * Please consider using the same method from the MeshBuilder class instead.
  35527. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh.
  35528. * 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.
  35529. * You can set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  35530. * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  35531. * Remember you can only change the shape positions, not their number when updating a polygon.
  35532. */
  35533. /**
  35534. * Creates a polygon mesh.Please consider using the same method from the MeshBuilder class instead
  35535. * @see http://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  35536. * @param name defines the name of the mesh to create
  35537. * @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
  35538. * @param scene defines the hosting scene
  35539. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  35540. * @param updatable defines if the mesh must be flagged as updatable
  35541. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35542. * @returns a new Mesh
  35543. */
  35544. Mesh.CreatePolygon = function (name, shape, scene, holes, updatable, sideOrientation) {
  35545. var options = {
  35546. shape: shape,
  35547. holes: holes,
  35548. updatable: updatable,
  35549. sideOrientation: sideOrientation
  35550. };
  35551. return BABYLON.MeshBuilder.CreatePolygon(name, options, scene);
  35552. };
  35553. /**
  35554. * Creates an extruded polygon mesh, with depth in the Y direction. Please consider using the same method from the MeshBuilder class instead.
  35555. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-non-regular-polygon
  35556. * @param name defines the name of the mesh to create
  35557. * @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
  35558. * @param depth defines the height of extrusion
  35559. * @param scene defines the hosting scene
  35560. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  35561. * @param updatable defines if the mesh must be flagged as updatable
  35562. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35563. * @returns a new Mesh
  35564. */
  35565. Mesh.ExtrudePolygon = function (name, shape, depth, scene, holes, updatable, sideOrientation) {
  35566. var options = {
  35567. shape: shape,
  35568. holes: holes,
  35569. depth: depth,
  35570. updatable: updatable,
  35571. sideOrientation: sideOrientation
  35572. };
  35573. return BABYLON.MeshBuilder.ExtrudePolygon(name, options, scene);
  35574. };
  35575. /**
  35576. * Creates an extruded shape mesh.
  35577. * 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
  35578. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  35579. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  35580. * @param name defines the name of the mesh to create
  35581. * @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
  35582. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  35583. * @param scale is the value to scale the shape
  35584. * @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
  35585. * @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
  35586. * @param scene defines the hosting scene
  35587. * @param updatable defines if the mesh must be flagged as updatable
  35588. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35589. * @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)
  35590. * @returns a new Mesh
  35591. */
  35592. Mesh.ExtrudeShape = function (name, shape, path, scale, rotation, cap, scene, updatable, sideOrientation, instance) {
  35593. if (scene === void 0) { scene = null; }
  35594. var options = {
  35595. shape: shape,
  35596. path: path,
  35597. scale: scale,
  35598. rotation: rotation,
  35599. cap: (cap === 0) ? 0 : cap || Mesh.NO_CAP,
  35600. sideOrientation: sideOrientation,
  35601. instance: instance,
  35602. updatable: updatable
  35603. };
  35604. return BABYLON.MeshBuilder.ExtrudeShape(name, options, scene);
  35605. };
  35606. /**
  35607. * Creates an custom extruded shape mesh.
  35608. * The custom extrusion is a parametric shape.
  35609. * It has no predefined shape. Its final shape will depend on the input parameters.
  35610. * Please consider using the same method from the MeshBuilder class instead
  35611. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  35612. * @param name defines the name of the mesh to create
  35613. * @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
  35614. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  35615. * @param scaleFunction is a custom Javascript function called on each path point
  35616. * @param rotationFunction is a custom Javascript function called on each path point
  35617. * @param ribbonCloseArray forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  35618. * @param ribbonClosePath forces the extrusion underlying ribbon to close its `pathArray`
  35619. * @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
  35620. * @param scene defines the hosting scene
  35621. * @param updatable defines if the mesh must be flagged as updatable
  35622. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35623. * @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)
  35624. * @returns a new Mesh
  35625. */
  35626. Mesh.ExtrudeShapeCustom = function (name, shape, path, scaleFunction, rotationFunction, ribbonCloseArray, ribbonClosePath, cap, scene, updatable, sideOrientation, instance) {
  35627. var options = {
  35628. shape: shape,
  35629. path: path,
  35630. scaleFunction: scaleFunction,
  35631. rotationFunction: rotationFunction,
  35632. ribbonCloseArray: ribbonCloseArray,
  35633. ribbonClosePath: ribbonClosePath,
  35634. cap: (cap === 0) ? 0 : cap || Mesh.NO_CAP,
  35635. sideOrientation: sideOrientation,
  35636. instance: instance,
  35637. updatable: updatable
  35638. };
  35639. return BABYLON.MeshBuilder.ExtrudeShapeCustom(name, options, scene);
  35640. };
  35641. /**
  35642. * Creates lathe mesh.
  35643. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe.
  35644. * Please consider using the same method from the MeshBuilder class instead
  35645. * @param name defines the name of the mesh to create
  35646. * @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
  35647. * @param radius is the radius value of the lathe
  35648. * @param tessellation is the side number of the lathe.
  35649. * @param scene defines the hosting scene
  35650. * @param updatable defines if the mesh must be flagged as updatable
  35651. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35652. * @returns a new Mesh
  35653. */
  35654. Mesh.CreateLathe = function (name, shape, radius, tessellation, scene, updatable, sideOrientation) {
  35655. var options = {
  35656. shape: shape,
  35657. radius: radius,
  35658. tessellation: tessellation,
  35659. sideOrientation: sideOrientation,
  35660. updatable: updatable
  35661. };
  35662. return BABYLON.MeshBuilder.CreateLathe(name, options, scene);
  35663. };
  35664. /**
  35665. * Creates a plane mesh. Please consider using the same method from the MeshBuilder class instead
  35666. * @param name defines the name of the mesh to create
  35667. * @param size sets the size (float) of both sides of the plane at once (default 1)
  35668. * @param scene defines the hosting scene
  35669. * @param updatable defines if the mesh must be flagged as updatable
  35670. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35671. * @returns a new Mesh
  35672. */
  35673. Mesh.CreatePlane = function (name, size, scene, updatable, sideOrientation) {
  35674. var options = {
  35675. size: size,
  35676. width: size,
  35677. height: size,
  35678. sideOrientation: sideOrientation,
  35679. updatable: updatable
  35680. };
  35681. return BABYLON.MeshBuilder.CreatePlane(name, options, scene);
  35682. };
  35683. /**
  35684. * Creates a ground mesh.
  35685. * Please consider using the same method from the MeshBuilder class instead
  35686. * @param name defines the name of the mesh to create
  35687. * @param width set the width of the ground
  35688. * @param height set the height of the ground
  35689. * @param subdivisions sets the number of subdivisions per side
  35690. * @param scene defines the hosting scene
  35691. * @param updatable defines if the mesh must be flagged as updatable
  35692. * @returns a new Mesh
  35693. */
  35694. Mesh.CreateGround = function (name, width, height, subdivisions, scene, updatable) {
  35695. var options = {
  35696. width: width,
  35697. height: height,
  35698. subdivisions: subdivisions,
  35699. updatable: updatable
  35700. };
  35701. return BABYLON.MeshBuilder.CreateGround(name, options, scene);
  35702. };
  35703. /**
  35704. * Creates a tiled ground mesh.
  35705. * Please consider using the same method from the MeshBuilder class instead
  35706. * @param name defines the name of the mesh to create
  35707. * @param xmin set the ground minimum X coordinate
  35708. * @param zmin set the ground minimum Y coordinate
  35709. * @param xmax set the ground maximum X coordinate
  35710. * @param zmax set the ground maximum Z coordinate
  35711. * @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
  35712. * @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
  35713. * @param scene defines the hosting scene
  35714. * @param updatable defines if the mesh must be flagged as updatable
  35715. * @returns a new Mesh
  35716. */
  35717. Mesh.CreateTiledGround = function (name, xmin, zmin, xmax, zmax, subdivisions, precision, scene, updatable) {
  35718. var options = {
  35719. xmin: xmin,
  35720. zmin: zmin,
  35721. xmax: xmax,
  35722. zmax: zmax,
  35723. subdivisions: subdivisions,
  35724. precision: precision,
  35725. updatable: updatable
  35726. };
  35727. return BABYLON.MeshBuilder.CreateTiledGround(name, options, scene);
  35728. };
  35729. /**
  35730. * Creates a ground mesh from a height map.
  35731. * Please consider using the same method from the MeshBuilder class instead
  35732. * @see http://doc.babylonjs.com/babylon101/height_map
  35733. * @param name defines the name of the mesh to create
  35734. * @param url sets the URL of the height map image resource
  35735. * @param width set the ground width size
  35736. * @param height set the ground height size
  35737. * @param subdivisions sets the number of subdivision per side
  35738. * @param minHeight is the minimum altitude on the ground
  35739. * @param maxHeight is the maximum altitude on the ground
  35740. * @param scene defines the hosting scene
  35741. * @param updatable defines if the mesh must be flagged as updatable
  35742. * @param onReady is a callback function that will be called once the mesh is built (the height map download can last some time)
  35743. * @param alphaFilter will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  35744. * @returns a new Mesh
  35745. */
  35746. Mesh.CreateGroundFromHeightMap = function (name, url, width, height, subdivisions, minHeight, maxHeight, scene, updatable, onReady, alphaFilter) {
  35747. var options = {
  35748. width: width,
  35749. height: height,
  35750. subdivisions: subdivisions,
  35751. minHeight: minHeight,
  35752. maxHeight: maxHeight,
  35753. updatable: updatable,
  35754. onReady: onReady,
  35755. alphaFilter: alphaFilter
  35756. };
  35757. return BABYLON.MeshBuilder.CreateGroundFromHeightMap(name, url, options, scene);
  35758. };
  35759. /**
  35760. * Creates a tube mesh.
  35761. * The tube is a parametric shape.
  35762. * It has no predefined shape. Its final shape will depend on the input parameters.
  35763. * Please consider using the same method from the MeshBuilder class instead
  35764. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  35765. * @param name defines the name of the mesh to create
  35766. * @param path is a required array of successive Vector3. It is the curve used as the axis of the tube
  35767. * @param radius sets the tube radius size
  35768. * @param tessellation is the number of sides on the tubular surface
  35769. * @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
  35770. * @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
  35771. * @param scene defines the hosting scene
  35772. * @param updatable defines if the mesh must be flagged as updatable
  35773. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35774. * @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)
  35775. * @returns a new Mesh
  35776. */
  35777. Mesh.CreateTube = function (name, path, radius, tessellation, radiusFunction, cap, scene, updatable, sideOrientation, instance) {
  35778. var options = {
  35779. path: path,
  35780. radius: radius,
  35781. tessellation: tessellation,
  35782. radiusFunction: radiusFunction,
  35783. arc: 1,
  35784. cap: cap,
  35785. updatable: updatable,
  35786. sideOrientation: sideOrientation,
  35787. instance: instance
  35788. };
  35789. return BABYLON.MeshBuilder.CreateTube(name, options, scene);
  35790. };
  35791. /**
  35792. * Creates a polyhedron mesh.
  35793. * Please consider using the same method from the MeshBuilder class instead.
  35794. * * 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
  35795. * * The parameter `size` (positive float, default 1) sets the polygon size
  35796. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  35797. * * 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`
  35798. * * 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
  35799. * * 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)`)
  35800. * * To understand how to set `faceUV` or `faceColors`, please read this by considering the right number of faces of your polyhedron, instead of only 6 for the box : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  35801. * * 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
  35802. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  35803. * * 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
  35804. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  35805. * @param name defines the name of the mesh to create
  35806. * @param options defines the options used to create the mesh
  35807. * @param scene defines the hosting scene
  35808. * @returns a new Mesh
  35809. */
  35810. Mesh.CreatePolyhedron = function (name, options, scene) {
  35811. return BABYLON.MeshBuilder.CreatePolyhedron(name, options, scene);
  35812. };
  35813. /**
  35814. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  35815. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  35816. * * 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`)
  35817. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  35818. * * 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
  35819. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  35820. * * 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
  35821. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  35822. * @param name defines the name of the mesh
  35823. * @param options defines the options used to create the mesh
  35824. * @param scene defines the hosting scene
  35825. * @returns a new Mesh
  35826. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  35827. */
  35828. Mesh.CreateIcoSphere = function (name, options, scene) {
  35829. return BABYLON.MeshBuilder.CreateIcoSphere(name, options, scene);
  35830. };
  35831. /**
  35832. * Creates a decal mesh.
  35833. * Please consider using the same method from the MeshBuilder class instead.
  35834. * A decal is a mesh usually applied as a model onto the surface of another mesh
  35835. * @param name defines the name of the mesh
  35836. * @param sourceMesh defines the mesh receiving the decal
  35837. * @param position sets the position of the decal in world coordinates
  35838. * @param normal sets the normal of the mesh where the decal is applied onto in world coordinates
  35839. * @param size sets the decal scaling
  35840. * @param angle sets the angle to rotate the decal
  35841. * @returns a new Mesh
  35842. */
  35843. Mesh.CreateDecal = function (name, sourceMesh, position, normal, size, angle) {
  35844. var options = {
  35845. position: position,
  35846. normal: normal,
  35847. size: size,
  35848. angle: angle
  35849. };
  35850. return BABYLON.MeshBuilder.CreateDecal(name, sourceMesh, options);
  35851. };
  35852. // Skeletons
  35853. /**
  35854. * Prepare internal position array for software CPU skinning
  35855. * @returns original positions used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh
  35856. */
  35857. Mesh.prototype.setPositionsForCPUSkinning = function () {
  35858. if (!this._sourcePositions) {
  35859. var source = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  35860. if (!source) {
  35861. return this._sourcePositions;
  35862. }
  35863. this._sourcePositions = new Float32Array(source);
  35864. if (!this.isVertexBufferUpdatable(BABYLON.VertexBuffer.PositionKind)) {
  35865. this.setVerticesData(BABYLON.VertexBuffer.PositionKind, source, true);
  35866. }
  35867. }
  35868. return this._sourcePositions;
  35869. };
  35870. /**
  35871. * Prepare internal normal array for software CPU skinning
  35872. * @returns original normals used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.
  35873. */
  35874. Mesh.prototype.setNormalsForCPUSkinning = function () {
  35875. if (!this._sourceNormals) {
  35876. var source = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  35877. if (!source) {
  35878. return this._sourceNormals;
  35879. }
  35880. this._sourceNormals = new Float32Array(source);
  35881. if (!this.isVertexBufferUpdatable(BABYLON.VertexBuffer.NormalKind)) {
  35882. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, source, true);
  35883. }
  35884. }
  35885. return this._sourceNormals;
  35886. };
  35887. /**
  35888. * Updates the vertex buffer by applying transformation from the bones
  35889. * @param skeleton defines the skeleton to apply to current mesh
  35890. * @returns the current mesh
  35891. */
  35892. Mesh.prototype.applySkeleton = function (skeleton) {
  35893. if (!this.geometry) {
  35894. return this;
  35895. }
  35896. if (this.geometry._softwareSkinningFrameId == this.getScene().getFrameId()) {
  35897. return this;
  35898. }
  35899. this.geometry._softwareSkinningFrameId = this.getScene().getFrameId();
  35900. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  35901. return this;
  35902. }
  35903. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  35904. return this;
  35905. }
  35906. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind)) {
  35907. return this;
  35908. }
  35909. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  35910. return this;
  35911. }
  35912. if (!this._sourcePositions) {
  35913. var submeshes = this.subMeshes.slice();
  35914. this.setPositionsForCPUSkinning();
  35915. this.subMeshes = submeshes;
  35916. }
  35917. if (!this._sourceNormals) {
  35918. this.setNormalsForCPUSkinning();
  35919. }
  35920. // positionsData checks for not being Float32Array will only pass at most once
  35921. var positionsData = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  35922. if (!positionsData) {
  35923. return this;
  35924. }
  35925. if (!(positionsData instanceof Float32Array)) {
  35926. positionsData = new Float32Array(positionsData);
  35927. }
  35928. // normalsData checks for not being Float32Array will only pass at most once
  35929. var normalsData = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  35930. if (!normalsData) {
  35931. return this;
  35932. }
  35933. if (!(normalsData instanceof Float32Array)) {
  35934. normalsData = new Float32Array(normalsData);
  35935. }
  35936. var matricesIndicesData = this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
  35937. var matricesWeightsData = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  35938. if (!matricesWeightsData || !matricesIndicesData) {
  35939. return this;
  35940. }
  35941. var needExtras = this.numBoneInfluencers > 4;
  35942. var matricesIndicesExtraData = needExtras ? this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind) : null;
  35943. var matricesWeightsExtraData = needExtras ? this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind) : null;
  35944. var skeletonMatrices = skeleton.getTransformMatrices(this);
  35945. var tempVector3 = BABYLON.Vector3.Zero();
  35946. var finalMatrix = new BABYLON.Matrix();
  35947. var tempMatrix = new BABYLON.Matrix();
  35948. var matWeightIdx = 0;
  35949. var inf;
  35950. for (var index = 0; index < positionsData.length; index += 3, matWeightIdx += 4) {
  35951. var weight;
  35952. for (inf = 0; inf < 4; inf++) {
  35953. weight = matricesWeightsData[matWeightIdx + inf];
  35954. if (weight > 0) {
  35955. BABYLON.Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesData[matWeightIdx + inf] * 16), weight, tempMatrix);
  35956. finalMatrix.addToSelf(tempMatrix);
  35957. }
  35958. }
  35959. if (needExtras) {
  35960. for (inf = 0; inf < 4; inf++) {
  35961. weight = matricesWeightsExtraData[matWeightIdx + inf];
  35962. if (weight > 0) {
  35963. BABYLON.Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesExtraData[matWeightIdx + inf] * 16), weight, tempMatrix);
  35964. finalMatrix.addToSelf(tempMatrix);
  35965. }
  35966. }
  35967. }
  35968. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(this._sourcePositions[index], this._sourcePositions[index + 1], this._sourcePositions[index + 2], finalMatrix, tempVector3);
  35969. tempVector3.toArray(positionsData, index);
  35970. BABYLON.Vector3.TransformNormalFromFloatsToRef(this._sourceNormals[index], this._sourceNormals[index + 1], this._sourceNormals[index + 2], finalMatrix, tempVector3);
  35971. tempVector3.toArray(normalsData, index);
  35972. finalMatrix.reset();
  35973. }
  35974. this.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positionsData);
  35975. this.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normalsData);
  35976. return this;
  35977. };
  35978. // Tools
  35979. /**
  35980. * 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
  35981. * @param meshes defines the list of meshes to scan
  35982. * @returns an object `{min:` Vector3`, max:` Vector3`}`
  35983. */
  35984. Mesh.MinMax = function (meshes) {
  35985. var minVector = null;
  35986. var maxVector = null;
  35987. meshes.forEach(function (mesh, index, array) {
  35988. var boundingInfo = mesh.getBoundingInfo();
  35989. var boundingBox = boundingInfo.boundingBox;
  35990. if (!minVector || !maxVector) {
  35991. minVector = boundingBox.minimumWorld;
  35992. maxVector = boundingBox.maximumWorld;
  35993. }
  35994. else {
  35995. minVector.minimizeInPlace(boundingBox.minimumWorld);
  35996. maxVector.maximizeInPlace(boundingBox.maximumWorld);
  35997. }
  35998. });
  35999. if (!minVector || !maxVector) {
  36000. return {
  36001. min: BABYLON.Vector3.Zero(),
  36002. max: BABYLON.Vector3.Zero()
  36003. };
  36004. }
  36005. return {
  36006. min: minVector,
  36007. max: maxVector
  36008. };
  36009. };
  36010. /**
  36011. * Returns the center of the `{min:` Vector3`, max:` Vector3`}` or the center of MinMax vector3 computed from a mesh array
  36012. * @param meshesOrMinMaxVector could be an array of meshes or a `{min:` Vector3`, max:` Vector3`}` object
  36013. * @returns a vector3
  36014. */
  36015. Mesh.Center = function (meshesOrMinMaxVector) {
  36016. var minMaxVector = (meshesOrMinMaxVector instanceof Array) ? Mesh.MinMax(meshesOrMinMaxVector) : meshesOrMinMaxVector;
  36017. return BABYLON.Vector3.Center(minMaxVector.min, minMaxVector.max);
  36018. };
  36019. /**
  36020. * Merge the array of meshes into a single mesh for performance reasons.
  36021. * @param meshes defines he vertices source. They should all be of the same material. Entries can empty
  36022. * @param disposeSource when true (default), dispose of the vertices from the source meshes
  36023. * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true
  36024. * @param meshSubclass when set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.
  36025. * @param subdivideWithSubMeshes when true (false default), subdivide mesh to his subMesh array with meshes source.
  36026. * @returns a new mesh
  36027. */
  36028. Mesh.MergeMeshes = function (meshes, disposeSource, allow32BitsIndices, meshSubclass, subdivideWithSubMeshes) {
  36029. if (disposeSource === void 0) { disposeSource = true; }
  36030. var index;
  36031. if (!allow32BitsIndices) {
  36032. var totalVertices = 0;
  36033. // Counting vertices
  36034. for (index = 0; index < meshes.length; index++) {
  36035. if (meshes[index]) {
  36036. totalVertices += meshes[index].getTotalVertices();
  36037. if (totalVertices > 65536) {
  36038. BABYLON.Tools.Warn("Cannot merge meshes because resulting mesh will have more than 65536 vertices. Please use allow32BitsIndices = true to use 32 bits indices");
  36039. return null;
  36040. }
  36041. }
  36042. }
  36043. }
  36044. // Merge
  36045. var vertexData = null;
  36046. var otherVertexData;
  36047. var indiceArray = new Array();
  36048. var source = null;
  36049. for (index = 0; index < meshes.length; index++) {
  36050. if (meshes[index]) {
  36051. var wm = meshes[index].computeWorldMatrix(true);
  36052. otherVertexData = BABYLON.VertexData.ExtractFromMesh(meshes[index], true, true);
  36053. otherVertexData.transform(wm);
  36054. if (vertexData) {
  36055. vertexData.merge(otherVertexData, allow32BitsIndices);
  36056. }
  36057. else {
  36058. vertexData = otherVertexData;
  36059. source = meshes[index];
  36060. }
  36061. if (subdivideWithSubMeshes) {
  36062. indiceArray.push(meshes[index].getTotalIndices());
  36063. }
  36064. }
  36065. }
  36066. source = source;
  36067. if (!meshSubclass) {
  36068. meshSubclass = new Mesh(source.name + "_merged", source.getScene());
  36069. }
  36070. vertexData.applyToMesh(meshSubclass);
  36071. // Setting properties
  36072. meshSubclass.material = source.material;
  36073. meshSubclass.checkCollisions = source.checkCollisions;
  36074. // Cleaning
  36075. if (disposeSource) {
  36076. for (index = 0; index < meshes.length; index++) {
  36077. if (meshes[index]) {
  36078. meshes[index].dispose();
  36079. }
  36080. }
  36081. }
  36082. // Subdivide
  36083. if (subdivideWithSubMeshes) {
  36084. //-- removal of global submesh
  36085. meshSubclass.releaseSubMeshes();
  36086. index = 0;
  36087. var offset = 0;
  36088. //-- apply subdivision according to index table
  36089. while (index < indiceArray.length) {
  36090. BABYLON.SubMesh.CreateFromIndices(0, offset, indiceArray[index], meshSubclass);
  36091. offset += indiceArray[index];
  36092. index++;
  36093. }
  36094. }
  36095. return meshSubclass;
  36096. };
  36097. /** @hidden */
  36098. Mesh.prototype.addInstance = function (instance) {
  36099. instance._indexInSourceMeshInstanceArray = this.instances.length;
  36100. this.instances.push(instance);
  36101. };
  36102. /** @hidden */
  36103. Mesh.prototype.removeInstance = function (instance) {
  36104. // Remove from mesh
  36105. var index = instance._indexInSourceMeshInstanceArray;
  36106. if (index != -1) {
  36107. if (index !== this.instances.length - 1) {
  36108. var last = this.instances[this.instances.length - 1];
  36109. this.instances[index] = last;
  36110. last._indexInSourceMeshInstanceArray = index;
  36111. }
  36112. instance._indexInSourceMeshInstanceArray = -1;
  36113. this.instances.pop();
  36114. }
  36115. };
  36116. // Consts
  36117. /**
  36118. * Mesh side orientation : usually the external or front surface
  36119. */
  36120. Mesh.FRONTSIDE = 0;
  36121. /**
  36122. * Mesh side orientation : usually the internal or back surface
  36123. */
  36124. Mesh.BACKSIDE = 1;
  36125. /**
  36126. * Mesh side orientation : both internal and external or front and back surfaces
  36127. */
  36128. Mesh.DOUBLESIDE = 2;
  36129. /**
  36130. * Mesh side orientation : by default, `FRONTSIDE`
  36131. */
  36132. Mesh.DEFAULTSIDE = 0;
  36133. /**
  36134. * Mesh cap setting : no cap
  36135. */
  36136. Mesh.NO_CAP = 0;
  36137. /**
  36138. * Mesh cap setting : one cap at the beginning of the mesh
  36139. */
  36140. Mesh.CAP_START = 1;
  36141. /**
  36142. * Mesh cap setting : one cap at the end of the mesh
  36143. */
  36144. Mesh.CAP_END = 2;
  36145. /**
  36146. * Mesh cap setting : two caps, one at the beginning and one at the end of the mesh
  36147. */
  36148. Mesh.CAP_ALL = 3;
  36149. return Mesh;
  36150. }(BABYLON.AbstractMesh));
  36151. BABYLON.Mesh = Mesh;
  36152. })(BABYLON || (BABYLON = {}));
  36153. //# sourceMappingURL=babylon.mesh.js.map
  36154. var BABYLON;
  36155. (function (BABYLON) {
  36156. /**
  36157. * Base class for submeshes
  36158. */
  36159. var BaseSubMesh = /** @class */ (function () {
  36160. function BaseSubMesh() {
  36161. }
  36162. Object.defineProperty(BaseSubMesh.prototype, "effect", {
  36163. /**
  36164. * Gets associated effect
  36165. */
  36166. get: function () {
  36167. return this._materialEffect;
  36168. },
  36169. enumerable: true,
  36170. configurable: true
  36171. });
  36172. /**
  36173. * Sets associated effect (effect used to render this submesh)
  36174. * @param effect defines the effect to associate with
  36175. * @param defines defines the set of defines used to compile this effect
  36176. */
  36177. BaseSubMesh.prototype.setEffect = function (effect, defines) {
  36178. if (defines === void 0) { defines = null; }
  36179. if (this._materialEffect === effect) {
  36180. if (!effect) {
  36181. this._materialDefines = null;
  36182. }
  36183. return;
  36184. }
  36185. this._materialDefines = defines;
  36186. this._materialEffect = effect;
  36187. };
  36188. return BaseSubMesh;
  36189. }());
  36190. BABYLON.BaseSubMesh = BaseSubMesh;
  36191. /**
  36192. * Defines a subdivision inside a mesh
  36193. */
  36194. var SubMesh = /** @class */ (function (_super) {
  36195. __extends(SubMesh, _super);
  36196. /**
  36197. * Creates a new submesh
  36198. * @param materialIndex defines the material index to use
  36199. * @param verticesStart defines vertex index start
  36200. * @param verticesCount defines vertices count
  36201. * @param indexStart defines index start
  36202. * @param indexCount defines indices count
  36203. * @param mesh defines the parent mesh
  36204. * @param renderingMesh defines an optional rendering mesh
  36205. * @param createBoundingBox defines if bounding box should be created for this submesh
  36206. */
  36207. function SubMesh(
  36208. /** the material index to use */
  36209. materialIndex,
  36210. /** vertex index start */
  36211. verticesStart,
  36212. /** vertices count */
  36213. verticesCount,
  36214. /** index start */
  36215. indexStart,
  36216. /** indices count */
  36217. indexCount, mesh, renderingMesh, createBoundingBox) {
  36218. if (createBoundingBox === void 0) { createBoundingBox = true; }
  36219. var _this = _super.call(this) || this;
  36220. _this.materialIndex = materialIndex;
  36221. _this.verticesStart = verticesStart;
  36222. _this.verticesCount = verticesCount;
  36223. _this.indexStart = indexStart;
  36224. _this.indexCount = indexCount;
  36225. /** @hidden */
  36226. _this._renderId = 0;
  36227. _this._mesh = mesh;
  36228. _this._renderingMesh = renderingMesh || mesh;
  36229. mesh.subMeshes.push(_this);
  36230. _this._trianglePlanes = [];
  36231. _this._id = mesh.subMeshes.length - 1;
  36232. if (createBoundingBox) {
  36233. _this.refreshBoundingInfo();
  36234. mesh.computeWorldMatrix(true);
  36235. }
  36236. return _this;
  36237. }
  36238. /**
  36239. * Add a new submesh to a mesh
  36240. * @param materialIndex defines the material index to use
  36241. * @param verticesStart defines vertex index start
  36242. * @param verticesCount defines vertices count
  36243. * @param indexStart defines index start
  36244. * @param indexCount defines indices count
  36245. * @param mesh defines the parent mesh
  36246. * @param renderingMesh defines an optional rendering mesh
  36247. * @param createBoundingBox defines if bounding box should be created for this submesh
  36248. * @returns the new submesh
  36249. */
  36250. SubMesh.AddToMesh = function (materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh, renderingMesh, createBoundingBox) {
  36251. if (createBoundingBox === void 0) { createBoundingBox = true; }
  36252. return new SubMesh(materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh, renderingMesh, createBoundingBox);
  36253. };
  36254. Object.defineProperty(SubMesh.prototype, "IsGlobal", {
  36255. /**
  36256. * Returns true if this submesh covers the entire parent mesh
  36257. * @ignorenaming
  36258. */
  36259. get: function () {
  36260. return (this.verticesStart === 0 && this.verticesCount === this._mesh.getTotalVertices());
  36261. },
  36262. enumerable: true,
  36263. configurable: true
  36264. });
  36265. /**
  36266. * Returns the submesh BoudingInfo object
  36267. * @returns current bounding info (or mesh's one if the submesh is global)
  36268. */
  36269. SubMesh.prototype.getBoundingInfo = function () {
  36270. if (this.IsGlobal) {
  36271. return this._mesh.getBoundingInfo();
  36272. }
  36273. return this._boundingInfo;
  36274. };
  36275. /**
  36276. * Sets the submesh BoundingInfo
  36277. * @param boundingInfo defines the new bounding info to use
  36278. * @returns the SubMesh
  36279. */
  36280. SubMesh.prototype.setBoundingInfo = function (boundingInfo) {
  36281. this._boundingInfo = boundingInfo;
  36282. return this;
  36283. };
  36284. /**
  36285. * Returns the mesh of the current submesh
  36286. * @return the parent mesh
  36287. */
  36288. SubMesh.prototype.getMesh = function () {
  36289. return this._mesh;
  36290. };
  36291. /**
  36292. * Returns the rendering mesh of the submesh
  36293. * @returns the rendering mesh (could be different from parent mesh)
  36294. */
  36295. SubMesh.prototype.getRenderingMesh = function () {
  36296. return this._renderingMesh;
  36297. };
  36298. /**
  36299. * Returns the submesh material
  36300. * @returns null or the current material
  36301. */
  36302. SubMesh.prototype.getMaterial = function () {
  36303. var rootMaterial = this._renderingMesh.material;
  36304. if (rootMaterial === null || rootMaterial === undefined) {
  36305. return this._mesh.getScene().defaultMaterial;
  36306. }
  36307. else if (rootMaterial.getSubMaterial) {
  36308. var multiMaterial = rootMaterial;
  36309. var effectiveMaterial = multiMaterial.getSubMaterial(this.materialIndex);
  36310. if (this._currentMaterial !== effectiveMaterial) {
  36311. this._currentMaterial = effectiveMaterial;
  36312. this._materialDefines = null;
  36313. }
  36314. return effectiveMaterial;
  36315. }
  36316. return rootMaterial;
  36317. };
  36318. // Methods
  36319. /**
  36320. * Sets a new updated BoundingInfo object to the submesh
  36321. * @returns the SubMesh
  36322. */
  36323. SubMesh.prototype.refreshBoundingInfo = function () {
  36324. this._lastColliderWorldVertices = null;
  36325. if (this.IsGlobal || !this._renderingMesh || !this._renderingMesh.geometry) {
  36326. return this;
  36327. }
  36328. var data = this._renderingMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  36329. if (!data) {
  36330. this._boundingInfo = this._mesh.getBoundingInfo();
  36331. return this;
  36332. }
  36333. var indices = this._renderingMesh.getIndices();
  36334. var extend;
  36335. //is this the only submesh?
  36336. if (this.indexStart === 0 && this.indexCount === indices.length) {
  36337. var boundingInfo = this._renderingMesh.getBoundingInfo();
  36338. //the rendering mesh's bounding info can be used, it is the standard submesh for all indices.
  36339. extend = { minimum: boundingInfo.minimum.clone(), maximum: boundingInfo.maximum.clone() };
  36340. }
  36341. else {
  36342. extend = BABYLON.Tools.ExtractMinAndMaxIndexed(data, indices, this.indexStart, this.indexCount, this._renderingMesh.geometry.boundingBias);
  36343. }
  36344. if (this._boundingInfo) {
  36345. this._boundingInfo.reConstruct(extend.minimum, extend.maximum);
  36346. }
  36347. else {
  36348. this._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
  36349. }
  36350. return this;
  36351. };
  36352. /** @hidden */
  36353. SubMesh.prototype._checkCollision = function (collider) {
  36354. var boundingInfo = this.getBoundingInfo();
  36355. return boundingInfo._checkCollision(collider);
  36356. };
  36357. /**
  36358. * Updates the submesh BoundingInfo
  36359. * @param world defines the world matrix to use to update the bounding info
  36360. * @returns the submesh
  36361. */
  36362. SubMesh.prototype.updateBoundingInfo = function (world) {
  36363. var boundingInfo = this.getBoundingInfo();
  36364. if (!boundingInfo) {
  36365. this.refreshBoundingInfo();
  36366. boundingInfo = this.getBoundingInfo();
  36367. }
  36368. boundingInfo.update(world);
  36369. return this;
  36370. };
  36371. /**
  36372. * True is the submesh bounding box intersects the frustum defined by the passed array of planes.
  36373. * @param frustumPlanes defines the frustum planes
  36374. * @returns true if the submesh is intersecting with the frustum
  36375. */
  36376. SubMesh.prototype.isInFrustum = function (frustumPlanes) {
  36377. var boundingInfo = this.getBoundingInfo();
  36378. if (!boundingInfo) {
  36379. return false;
  36380. }
  36381. return boundingInfo.isInFrustum(frustumPlanes, this._mesh.cullingStrategy);
  36382. };
  36383. /**
  36384. * True is the submesh bounding box is completely inside the frustum defined by the passed array of planes
  36385. * @param frustumPlanes defines the frustum planes
  36386. * @returns true if the submesh is inside the frustum
  36387. */
  36388. SubMesh.prototype.isCompletelyInFrustum = function (frustumPlanes) {
  36389. var boundingInfo = this.getBoundingInfo();
  36390. if (!boundingInfo) {
  36391. return false;
  36392. }
  36393. return boundingInfo.isCompletelyInFrustum(frustumPlanes);
  36394. };
  36395. /**
  36396. * Renders the submesh
  36397. * @param enableAlphaMode defines if alpha needs to be used
  36398. * @returns the submesh
  36399. */
  36400. SubMesh.prototype.render = function (enableAlphaMode) {
  36401. this._renderingMesh.render(this, enableAlphaMode);
  36402. return this;
  36403. };
  36404. /**
  36405. * @hidden
  36406. */
  36407. SubMesh.prototype._getLinesIndexBuffer = function (indices, engine) {
  36408. if (!this._linesIndexBuffer) {
  36409. var linesIndices = [];
  36410. for (var index = this.indexStart; index < this.indexStart + this.indexCount; index += 3) {
  36411. linesIndices.push(indices[index], indices[index + 1], indices[index + 1], indices[index + 2], indices[index + 2], indices[index]);
  36412. }
  36413. this._linesIndexBuffer = engine.createIndexBuffer(linesIndices);
  36414. this._linesIndexCount = linesIndices.length;
  36415. }
  36416. return this._linesIndexBuffer;
  36417. };
  36418. /**
  36419. * Checks if the submesh intersects with a ray
  36420. * @param ray defines the ray to test
  36421. * @returns true is the passed ray intersects the submesh bounding box
  36422. */
  36423. SubMesh.prototype.canIntersects = function (ray) {
  36424. var boundingInfo = this.getBoundingInfo();
  36425. if (!boundingInfo) {
  36426. return false;
  36427. }
  36428. return ray.intersectsBox(boundingInfo.boundingBox);
  36429. };
  36430. /**
  36431. * Intersects current submesh with a ray
  36432. * @param ray defines the ray to test
  36433. * @param positions defines mesh's positions array
  36434. * @param indices defines mesh's indices array
  36435. * @param fastCheck defines if only bounding info should be used
  36436. * @returns intersection info or null if no intersection
  36437. */
  36438. SubMesh.prototype.intersects = function (ray, positions, indices, fastCheck) {
  36439. var material = this.getMaterial();
  36440. if (!material) {
  36441. return null;
  36442. }
  36443. switch (material.fillMode) {
  36444. case BABYLON.Material.PointListDrawMode:
  36445. case BABYLON.Material.LineListDrawMode:
  36446. case BABYLON.Material.LineLoopDrawMode:
  36447. case BABYLON.Material.LineStripDrawMode:
  36448. case BABYLON.Material.TriangleFanDrawMode:
  36449. case BABYLON.Material.TriangleStripDrawMode:
  36450. return null;
  36451. }
  36452. // LineMesh first as it's also a Mesh...
  36453. if (BABYLON.LinesMesh) {
  36454. if (this._mesh.getClassName() === "InstancedLinesMesh" || this._mesh.getClassName() === "LinesMesh") {
  36455. return this._intersectLines(ray, positions, indices, this._mesh.intersectionThreshold, fastCheck);
  36456. }
  36457. }
  36458. return this._intersectTriangles(ray, positions, indices, fastCheck);
  36459. };
  36460. /** @hidden */
  36461. SubMesh.prototype._intersectLines = function (ray, positions, indices, intersectionThreshold, fastCheck) {
  36462. var intersectInfo = null;
  36463. // Line test
  36464. for (var index = this.indexStart; index < this.indexStart + this.indexCount; index += 2) {
  36465. var p0 = positions[indices[index]];
  36466. var p1 = positions[indices[index + 1]];
  36467. var length = ray.intersectionSegment(p0, p1, intersectionThreshold);
  36468. if (length < 0) {
  36469. continue;
  36470. }
  36471. if (fastCheck || !intersectInfo || length < intersectInfo.distance) {
  36472. intersectInfo = new BABYLON.IntersectionInfo(null, null, length);
  36473. if (fastCheck) {
  36474. break;
  36475. }
  36476. }
  36477. }
  36478. return intersectInfo;
  36479. };
  36480. /** @hidden */
  36481. SubMesh.prototype._intersectTriangles = function (ray, positions, indices, fastCheck) {
  36482. var intersectInfo = null;
  36483. // Triangles test
  36484. for (var index = this.indexStart; index < this.indexStart + this.indexCount; index += 3) {
  36485. var p0 = positions[indices[index]];
  36486. var p1 = positions[indices[index + 1]];
  36487. var p2 = positions[indices[index + 2]];
  36488. var currentIntersectInfo = ray.intersectsTriangle(p0, p1, p2);
  36489. if (currentIntersectInfo) {
  36490. if (currentIntersectInfo.distance < 0) {
  36491. continue;
  36492. }
  36493. if (fastCheck || !intersectInfo || currentIntersectInfo.distance < intersectInfo.distance) {
  36494. intersectInfo = currentIntersectInfo;
  36495. intersectInfo.faceId = index / 3;
  36496. if (fastCheck) {
  36497. break;
  36498. }
  36499. }
  36500. }
  36501. }
  36502. return intersectInfo;
  36503. };
  36504. /** @hidden */
  36505. SubMesh.prototype._rebuild = function () {
  36506. if (this._linesIndexBuffer) {
  36507. this._linesIndexBuffer = null;
  36508. }
  36509. };
  36510. // Clone
  36511. /**
  36512. * Creates a new submesh from the passed mesh
  36513. * @param newMesh defines the new hosting mesh
  36514. * @param newRenderingMesh defines an optional rendering mesh
  36515. * @returns the new submesh
  36516. */
  36517. SubMesh.prototype.clone = function (newMesh, newRenderingMesh) {
  36518. var result = new SubMesh(this.materialIndex, this.verticesStart, this.verticesCount, this.indexStart, this.indexCount, newMesh, newRenderingMesh, false);
  36519. if (!this.IsGlobal) {
  36520. var boundingInfo = this.getBoundingInfo();
  36521. if (!boundingInfo) {
  36522. return result;
  36523. }
  36524. result._boundingInfo = new BABYLON.BoundingInfo(boundingInfo.minimum, boundingInfo.maximum);
  36525. }
  36526. return result;
  36527. };
  36528. // Dispose
  36529. /**
  36530. * Release associated resources
  36531. */
  36532. SubMesh.prototype.dispose = function () {
  36533. if (this._linesIndexBuffer) {
  36534. this._mesh.getScene().getEngine()._releaseBuffer(this._linesIndexBuffer);
  36535. this._linesIndexBuffer = null;
  36536. }
  36537. // Remove from mesh
  36538. var index = this._mesh.subMeshes.indexOf(this);
  36539. this._mesh.subMeshes.splice(index, 1);
  36540. };
  36541. // Statics
  36542. /**
  36543. * Creates a new submesh from indices data
  36544. * @param materialIndex the index of the main mesh material
  36545. * @param startIndex the index where to start the copy in the mesh indices array
  36546. * @param indexCount the number of indices to copy then from the startIndex
  36547. * @param mesh the main mesh to create the submesh from
  36548. * @param renderingMesh the optional rendering mesh
  36549. * @returns a new submesh
  36550. */
  36551. SubMesh.CreateFromIndices = function (materialIndex, startIndex, indexCount, mesh, renderingMesh) {
  36552. var minVertexIndex = Number.MAX_VALUE;
  36553. var maxVertexIndex = -Number.MAX_VALUE;
  36554. renderingMesh = (renderingMesh || mesh);
  36555. var indices = renderingMesh.getIndices();
  36556. for (var index = startIndex; index < startIndex + indexCount; index++) {
  36557. var vertexIndex = indices[index];
  36558. if (vertexIndex < minVertexIndex) {
  36559. minVertexIndex = vertexIndex;
  36560. }
  36561. if (vertexIndex > maxVertexIndex) {
  36562. maxVertexIndex = vertexIndex;
  36563. }
  36564. }
  36565. return new SubMesh(materialIndex, minVertexIndex, maxVertexIndex - minVertexIndex + 1, startIndex, indexCount, mesh, renderingMesh);
  36566. };
  36567. return SubMesh;
  36568. }(BaseSubMesh));
  36569. BABYLON.SubMesh = SubMesh;
  36570. })(BABYLON || (BABYLON = {}));
  36571. //# sourceMappingURL=babylon.subMesh.js.map
  36572. var __assign = (this && this.__assign) || function () {
  36573. __assign = Object.assign || function(t) {
  36574. for (var s, i = 1, n = arguments.length; i < n; i++) {
  36575. s = arguments[i];
  36576. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  36577. t[p] = s[p];
  36578. }
  36579. return t;
  36580. };
  36581. return __assign.apply(this, arguments);
  36582. };
  36583. var BABYLON;
  36584. (function (BABYLON) {
  36585. /**
  36586. * Manages the defines for the Material
  36587. */
  36588. var MaterialDefines = /** @class */ (function () {
  36589. function MaterialDefines() {
  36590. this._isDirty = true;
  36591. /** @hidden */
  36592. this._areLightsDirty = true;
  36593. /** @hidden */
  36594. this._areAttributesDirty = true;
  36595. /** @hidden */
  36596. this._areTexturesDirty = true;
  36597. /** @hidden */
  36598. this._areFresnelDirty = true;
  36599. /** @hidden */
  36600. this._areMiscDirty = true;
  36601. /** @hidden */
  36602. this._areImageProcessingDirty = true;
  36603. /** @hidden */
  36604. this._normals = false;
  36605. /** @hidden */
  36606. this._uvs = false;
  36607. /** @hidden */
  36608. this._needNormals = false;
  36609. /** @hidden */
  36610. this._needUVs = false;
  36611. }
  36612. Object.defineProperty(MaterialDefines.prototype, "isDirty", {
  36613. /**
  36614. * Specifies if the material needs to be re-calculated
  36615. */
  36616. get: function () {
  36617. return this._isDirty;
  36618. },
  36619. enumerable: true,
  36620. configurable: true
  36621. });
  36622. /**
  36623. * Marks the material to indicate that it has been re-calculated
  36624. */
  36625. MaterialDefines.prototype.markAsProcessed = function () {
  36626. this._isDirty = false;
  36627. this._areAttributesDirty = false;
  36628. this._areTexturesDirty = false;
  36629. this._areFresnelDirty = false;
  36630. this._areLightsDirty = false;
  36631. this._areMiscDirty = false;
  36632. this._areImageProcessingDirty = false;
  36633. };
  36634. /**
  36635. * Marks the material to indicate that it needs to be re-calculated
  36636. */
  36637. MaterialDefines.prototype.markAsUnprocessed = function () {
  36638. this._isDirty = true;
  36639. };
  36640. /**
  36641. * Marks the material to indicate all of its defines need to be re-calculated
  36642. */
  36643. MaterialDefines.prototype.markAllAsDirty = function () {
  36644. this._areTexturesDirty = true;
  36645. this._areAttributesDirty = true;
  36646. this._areLightsDirty = true;
  36647. this._areFresnelDirty = true;
  36648. this._areMiscDirty = true;
  36649. this._areImageProcessingDirty = true;
  36650. this._isDirty = true;
  36651. };
  36652. /**
  36653. * Marks the material to indicate that image processing needs to be re-calculated
  36654. */
  36655. MaterialDefines.prototype.markAsImageProcessingDirty = function () {
  36656. this._areImageProcessingDirty = true;
  36657. this._isDirty = true;
  36658. };
  36659. /**
  36660. * Marks the material to indicate the lights need to be re-calculated
  36661. */
  36662. MaterialDefines.prototype.markAsLightDirty = function () {
  36663. this._areLightsDirty = true;
  36664. this._isDirty = true;
  36665. };
  36666. /**
  36667. * Marks the attribute state as changed
  36668. */
  36669. MaterialDefines.prototype.markAsAttributesDirty = function () {
  36670. this._areAttributesDirty = true;
  36671. this._isDirty = true;
  36672. };
  36673. /**
  36674. * Marks the texture state as changed
  36675. */
  36676. MaterialDefines.prototype.markAsTexturesDirty = function () {
  36677. this._areTexturesDirty = true;
  36678. this._isDirty = true;
  36679. };
  36680. /**
  36681. * Marks the fresnel state as changed
  36682. */
  36683. MaterialDefines.prototype.markAsFresnelDirty = function () {
  36684. this._areFresnelDirty = true;
  36685. this._isDirty = true;
  36686. };
  36687. /**
  36688. * Marks the misc state as changed
  36689. */
  36690. MaterialDefines.prototype.markAsMiscDirty = function () {
  36691. this._areMiscDirty = true;
  36692. this._isDirty = true;
  36693. };
  36694. /**
  36695. * Rebuilds the material defines
  36696. */
  36697. MaterialDefines.prototype.rebuild = function () {
  36698. if (this._keys) {
  36699. delete this._keys;
  36700. }
  36701. this._keys = [];
  36702. for (var _i = 0, _a = Object.keys(this); _i < _a.length; _i++) {
  36703. var key = _a[_i];
  36704. if (key[0] === "_") {
  36705. continue;
  36706. }
  36707. this._keys.push(key);
  36708. }
  36709. };
  36710. /**
  36711. * Specifies if two material defines are equal
  36712. * @param other - A material define instance to compare to
  36713. * @returns - Boolean indicating if the material defines are equal (true) or not (false)
  36714. */
  36715. MaterialDefines.prototype.isEqual = function (other) {
  36716. if (this._keys.length !== other._keys.length) {
  36717. return false;
  36718. }
  36719. for (var index = 0; index < this._keys.length; index++) {
  36720. var prop = this._keys[index];
  36721. if (this[prop] !== other[prop]) {
  36722. return false;
  36723. }
  36724. }
  36725. return true;
  36726. };
  36727. /**
  36728. * Clones this instance's defines to another instance
  36729. * @param other - material defines to clone values to
  36730. */
  36731. MaterialDefines.prototype.cloneTo = function (other) {
  36732. if (this._keys.length !== other._keys.length) {
  36733. other._keys = this._keys.slice(0);
  36734. }
  36735. for (var index = 0; index < this._keys.length; index++) {
  36736. var prop = this._keys[index];
  36737. other[prop] = this[prop];
  36738. }
  36739. };
  36740. /**
  36741. * Resets the material define values
  36742. */
  36743. MaterialDefines.prototype.reset = function () {
  36744. for (var index = 0; index < this._keys.length; index++) {
  36745. var prop = this._keys[index];
  36746. var type = typeof this[prop];
  36747. switch (type) {
  36748. case "number":
  36749. this[prop] = 0;
  36750. break;
  36751. case "string":
  36752. this[prop] = "";
  36753. break;
  36754. default:
  36755. this[prop] = false;
  36756. break;
  36757. }
  36758. }
  36759. };
  36760. /**
  36761. * Converts the material define values to a string
  36762. * @returns - String of material define information
  36763. */
  36764. MaterialDefines.prototype.toString = function () {
  36765. var result = "";
  36766. for (var index = 0; index < this._keys.length; index++) {
  36767. var prop = this._keys[index];
  36768. var value = this[prop];
  36769. var type = typeof value;
  36770. switch (type) {
  36771. case "number":
  36772. case "string":
  36773. result += "#define " + prop + " " + value + "\n";
  36774. break;
  36775. default:
  36776. if (value) {
  36777. result += "#define " + prop + "\n";
  36778. }
  36779. break;
  36780. }
  36781. }
  36782. return result;
  36783. };
  36784. return MaterialDefines;
  36785. }());
  36786. BABYLON.MaterialDefines = MaterialDefines;
  36787. /**
  36788. * Base class for the main features of a material in Babylon.js
  36789. */
  36790. var Material = /** @class */ (function () {
  36791. /**
  36792. * Creates a material instance
  36793. * @param name defines the name of the material
  36794. * @param scene defines the scene to reference
  36795. * @param doNotAdd specifies if the material should be added to the scene
  36796. */
  36797. function Material(name, scene, doNotAdd) {
  36798. /**
  36799. * Gets or sets user defined metadata
  36800. */
  36801. this.metadata = null;
  36802. /**
  36803. * Specifies if the ready state should be checked on each call
  36804. */
  36805. this.checkReadyOnEveryCall = false;
  36806. /**
  36807. * Specifies if the ready state should be checked once
  36808. */
  36809. this.checkReadyOnlyOnce = false;
  36810. /**
  36811. * The state of the material
  36812. */
  36813. this.state = "";
  36814. /**
  36815. * The alpha value of the material
  36816. */
  36817. this._alpha = 1.0;
  36818. /**
  36819. * Specifies if back face culling is enabled
  36820. */
  36821. this._backFaceCulling = true;
  36822. /**
  36823. * Specifies if the material should be serialized
  36824. */
  36825. this.doNotSerialize = false;
  36826. /**
  36827. * @hidden
  36828. */
  36829. this._storeEffectOnSubMeshes = false;
  36830. /**
  36831. * An event triggered when the material is disposed
  36832. */
  36833. this.onDisposeObservable = new BABYLON.Observable();
  36834. /**
  36835. * Stores the value of the alpha mode
  36836. */
  36837. this._alphaMode = BABYLON.Engine.ALPHA_COMBINE;
  36838. /**
  36839. * Stores the state of the need depth pre-pass value
  36840. */
  36841. this._needDepthPrePass = false;
  36842. /**
  36843. * Specifies if depth writing should be disabled
  36844. */
  36845. this.disableDepthWrite = false;
  36846. /**
  36847. * Specifies if depth writing should be forced
  36848. */
  36849. this.forceDepthWrite = false;
  36850. /**
  36851. * Specifies if there should be a separate pass for culling
  36852. */
  36853. this.separateCullingPass = false;
  36854. /**
  36855. * Stores the state specifing if fog should be enabled
  36856. */
  36857. this._fogEnabled = true;
  36858. /**
  36859. * Stores the size of points
  36860. */
  36861. this.pointSize = 1.0;
  36862. /**
  36863. * Stores the z offset value
  36864. */
  36865. this.zOffset = 0;
  36866. /**
  36867. * @hidden
  36868. * Specifies if the material was previously ready
  36869. */
  36870. this._wasPreviouslyReady = false;
  36871. /**
  36872. * Stores the fill mode state
  36873. */
  36874. this._fillMode = Material.TriangleFillMode;
  36875. /** @hidden */
  36876. this._indexInSceneMaterialArray = -1;
  36877. this.name = name;
  36878. this.id = name || BABYLON.Tools.RandomId();
  36879. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  36880. this.uniqueId = this._scene.getUniqueId();
  36881. if (this._scene.useRightHandedSystem) {
  36882. this.sideOrientation = Material.ClockWiseSideOrientation;
  36883. }
  36884. else {
  36885. this.sideOrientation = Material.CounterClockWiseSideOrientation;
  36886. }
  36887. this._uniformBuffer = new BABYLON.UniformBuffer(this._scene.getEngine());
  36888. this._useUBO = this.getScene().getEngine().supportsUniformBuffers;
  36889. if (!doNotAdd) {
  36890. this._scene.addMaterial(this);
  36891. }
  36892. if (this._scene.useMaterialMeshMap) {
  36893. this.meshMap = {};
  36894. }
  36895. }
  36896. Object.defineProperty(Material, "TriangleFillMode", {
  36897. /**
  36898. * Returns the triangle fill mode
  36899. */
  36900. get: function () {
  36901. return Material._TriangleFillMode;
  36902. },
  36903. enumerable: true,
  36904. configurable: true
  36905. });
  36906. Object.defineProperty(Material, "WireFrameFillMode", {
  36907. /**
  36908. * Returns the wireframe mode
  36909. */
  36910. get: function () {
  36911. return Material._WireFrameFillMode;
  36912. },
  36913. enumerable: true,
  36914. configurable: true
  36915. });
  36916. Object.defineProperty(Material, "PointFillMode", {
  36917. /**
  36918. * Returns the point fill mode
  36919. */
  36920. get: function () {
  36921. return Material._PointFillMode;
  36922. },
  36923. enumerable: true,
  36924. configurable: true
  36925. });
  36926. Object.defineProperty(Material, "PointListDrawMode", {
  36927. /**
  36928. * Returns the point list draw mode
  36929. */
  36930. get: function () {
  36931. return Material._PointListDrawMode;
  36932. },
  36933. enumerable: true,
  36934. configurable: true
  36935. });
  36936. Object.defineProperty(Material, "LineListDrawMode", {
  36937. /**
  36938. * Returns the line list draw mode
  36939. */
  36940. get: function () {
  36941. return Material._LineListDrawMode;
  36942. },
  36943. enumerable: true,
  36944. configurable: true
  36945. });
  36946. Object.defineProperty(Material, "LineLoopDrawMode", {
  36947. /**
  36948. * Returns the line loop draw mode
  36949. */
  36950. get: function () {
  36951. return Material._LineLoopDrawMode;
  36952. },
  36953. enumerable: true,
  36954. configurable: true
  36955. });
  36956. Object.defineProperty(Material, "LineStripDrawMode", {
  36957. /**
  36958. * Returns the line strip draw mode
  36959. */
  36960. get: function () {
  36961. return Material._LineStripDrawMode;
  36962. },
  36963. enumerable: true,
  36964. configurable: true
  36965. });
  36966. Object.defineProperty(Material, "TriangleStripDrawMode", {
  36967. /**
  36968. * Returns the triangle strip draw mode
  36969. */
  36970. get: function () {
  36971. return Material._TriangleStripDrawMode;
  36972. },
  36973. enumerable: true,
  36974. configurable: true
  36975. });
  36976. Object.defineProperty(Material, "TriangleFanDrawMode", {
  36977. /**
  36978. * Returns the triangle fan draw mode
  36979. */
  36980. get: function () {
  36981. return Material._TriangleFanDrawMode;
  36982. },
  36983. enumerable: true,
  36984. configurable: true
  36985. });
  36986. Object.defineProperty(Material, "ClockWiseSideOrientation", {
  36987. /**
  36988. * Returns the clock-wise side orientation
  36989. */
  36990. get: function () {
  36991. return Material._ClockWiseSideOrientation;
  36992. },
  36993. enumerable: true,
  36994. configurable: true
  36995. });
  36996. Object.defineProperty(Material, "CounterClockWiseSideOrientation", {
  36997. /**
  36998. * Returns the counter clock-wise side orientation
  36999. */
  37000. get: function () {
  37001. return Material._CounterClockWiseSideOrientation;
  37002. },
  37003. enumerable: true,
  37004. configurable: true
  37005. });
  37006. Object.defineProperty(Material.prototype, "alpha", {
  37007. /**
  37008. * Gets the alpha value of the material
  37009. */
  37010. get: function () {
  37011. return this._alpha;
  37012. },
  37013. /**
  37014. * Sets the alpha value of the material
  37015. */
  37016. set: function (value) {
  37017. if (this._alpha === value) {
  37018. return;
  37019. }
  37020. this._alpha = value;
  37021. this.markAsDirty(Material.MiscDirtyFlag);
  37022. },
  37023. enumerable: true,
  37024. configurable: true
  37025. });
  37026. Object.defineProperty(Material.prototype, "backFaceCulling", {
  37027. /**
  37028. * Gets the back-face culling state
  37029. */
  37030. get: function () {
  37031. return this._backFaceCulling;
  37032. },
  37033. /**
  37034. * Sets the back-face culling state
  37035. */
  37036. set: function (value) {
  37037. if (this._backFaceCulling === value) {
  37038. return;
  37039. }
  37040. this._backFaceCulling = value;
  37041. this.markAsDirty(Material.TextureDirtyFlag);
  37042. },
  37043. enumerable: true,
  37044. configurable: true
  37045. });
  37046. Object.defineProperty(Material.prototype, "hasRenderTargetTextures", {
  37047. /**
  37048. * Gets a boolean indicating that current material needs to register RTT
  37049. */
  37050. get: function () {
  37051. return false;
  37052. },
  37053. enumerable: true,
  37054. configurable: true
  37055. });
  37056. Object.defineProperty(Material.prototype, "onDispose", {
  37057. /**
  37058. * Called during a dispose event
  37059. */
  37060. set: function (callback) {
  37061. if (this._onDisposeObserver) {
  37062. this.onDisposeObservable.remove(this._onDisposeObserver);
  37063. }
  37064. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  37065. },
  37066. enumerable: true,
  37067. configurable: true
  37068. });
  37069. Object.defineProperty(Material.prototype, "onBindObservable", {
  37070. /**
  37071. * An event triggered when the material is bound
  37072. */
  37073. get: function () {
  37074. if (!this._onBindObservable) {
  37075. this._onBindObservable = new BABYLON.Observable();
  37076. }
  37077. return this._onBindObservable;
  37078. },
  37079. enumerable: true,
  37080. configurable: true
  37081. });
  37082. Object.defineProperty(Material.prototype, "onBind", {
  37083. /**
  37084. * Called during a bind event
  37085. */
  37086. set: function (callback) {
  37087. if (this._onBindObserver) {
  37088. this.onBindObservable.remove(this._onBindObserver);
  37089. }
  37090. this._onBindObserver = this.onBindObservable.add(callback);
  37091. },
  37092. enumerable: true,
  37093. configurable: true
  37094. });
  37095. Object.defineProperty(Material.prototype, "onUnBindObservable", {
  37096. /**
  37097. * An event triggered when the material is unbound
  37098. */
  37099. get: function () {
  37100. if (!this._onUnBindObservable) {
  37101. this._onUnBindObservable = new BABYLON.Observable();
  37102. }
  37103. return this._onUnBindObservable;
  37104. },
  37105. enumerable: true,
  37106. configurable: true
  37107. });
  37108. Object.defineProperty(Material.prototype, "alphaMode", {
  37109. /**
  37110. * Gets the value of the alpha mode
  37111. */
  37112. get: function () {
  37113. return this._alphaMode;
  37114. },
  37115. /**
  37116. * Sets the value of the alpha mode.
  37117. *
  37118. * | Value | Type | Description |
  37119. * | --- | --- | --- |
  37120. * | 0 | ALPHA_DISABLE | |
  37121. * | 1 | ALPHA_ADD | |
  37122. * | 2 | ALPHA_COMBINE | |
  37123. * | 3 | ALPHA_SUBTRACT | |
  37124. * | 4 | ALPHA_MULTIPLY | |
  37125. * | 5 | ALPHA_MAXIMIZED | |
  37126. * | 6 | ALPHA_ONEONE | |
  37127. * | 7 | ALPHA_PREMULTIPLIED | |
  37128. * | 8 | ALPHA_PREMULTIPLIED_PORTERDUFF | |
  37129. * | 9 | ALPHA_INTERPOLATE | |
  37130. * | 10 | ALPHA_SCREENMODE | |
  37131. *
  37132. */
  37133. set: function (value) {
  37134. if (this._alphaMode === value) {
  37135. return;
  37136. }
  37137. this._alphaMode = value;
  37138. this.markAsDirty(Material.TextureDirtyFlag);
  37139. },
  37140. enumerable: true,
  37141. configurable: true
  37142. });
  37143. Object.defineProperty(Material.prototype, "needDepthPrePass", {
  37144. /**
  37145. * Gets the depth pre-pass value
  37146. */
  37147. get: function () {
  37148. return this._needDepthPrePass;
  37149. },
  37150. /**
  37151. * Sets the need depth pre-pass value
  37152. */
  37153. set: function (value) {
  37154. if (this._needDepthPrePass === value) {
  37155. return;
  37156. }
  37157. this._needDepthPrePass = value;
  37158. if (this._needDepthPrePass) {
  37159. this.checkReadyOnEveryCall = true;
  37160. }
  37161. },
  37162. enumerable: true,
  37163. configurable: true
  37164. });
  37165. Object.defineProperty(Material.prototype, "fogEnabled", {
  37166. /**
  37167. * Gets the value of the fog enabled state
  37168. */
  37169. get: function () {
  37170. return this._fogEnabled;
  37171. },
  37172. /**
  37173. * Sets the state for enabling fog
  37174. */
  37175. set: function (value) {
  37176. if (this._fogEnabled === value) {
  37177. return;
  37178. }
  37179. this._fogEnabled = value;
  37180. this.markAsDirty(Material.MiscDirtyFlag);
  37181. },
  37182. enumerable: true,
  37183. configurable: true
  37184. });
  37185. Object.defineProperty(Material.prototype, "wireframe", {
  37186. /**
  37187. * Gets a value specifying if wireframe mode is enabled
  37188. */
  37189. get: function () {
  37190. switch (this._fillMode) {
  37191. case Material.WireFrameFillMode:
  37192. case Material.LineListDrawMode:
  37193. case Material.LineLoopDrawMode:
  37194. case Material.LineStripDrawMode:
  37195. return true;
  37196. }
  37197. return this._scene.forceWireframe;
  37198. },
  37199. /**
  37200. * Sets the state of wireframe mode
  37201. */
  37202. set: function (value) {
  37203. this.fillMode = (value ? Material.WireFrameFillMode : Material.TriangleFillMode);
  37204. },
  37205. enumerable: true,
  37206. configurable: true
  37207. });
  37208. Object.defineProperty(Material.prototype, "pointsCloud", {
  37209. /**
  37210. * Gets the value specifying if point clouds are enabled
  37211. */
  37212. get: function () {
  37213. switch (this._fillMode) {
  37214. case Material.PointFillMode:
  37215. case Material.PointListDrawMode:
  37216. return true;
  37217. }
  37218. return this._scene.forcePointsCloud;
  37219. },
  37220. /**
  37221. * Sets the state of point cloud mode
  37222. */
  37223. set: function (value) {
  37224. this.fillMode = (value ? Material.PointFillMode : Material.TriangleFillMode);
  37225. },
  37226. enumerable: true,
  37227. configurable: true
  37228. });
  37229. Object.defineProperty(Material.prototype, "fillMode", {
  37230. /**
  37231. * Gets the material fill mode
  37232. */
  37233. get: function () {
  37234. return this._fillMode;
  37235. },
  37236. /**
  37237. * Sets the material fill mode
  37238. */
  37239. set: function (value) {
  37240. if (this._fillMode === value) {
  37241. return;
  37242. }
  37243. this._fillMode = value;
  37244. this.markAsDirty(Material.MiscDirtyFlag);
  37245. },
  37246. enumerable: true,
  37247. configurable: true
  37248. });
  37249. /**
  37250. * Returns a string representation of the current material
  37251. * @param fullDetails defines a boolean indicating which levels of logging is desired
  37252. * @returns a string with material information
  37253. */
  37254. Material.prototype.toString = function (fullDetails) {
  37255. var ret = "Name: " + this.name;
  37256. if (fullDetails) {
  37257. }
  37258. return ret;
  37259. };
  37260. /**
  37261. * Gets the class name of the material
  37262. * @returns a string with the class name of the material
  37263. */
  37264. Material.prototype.getClassName = function () {
  37265. return "Material";
  37266. };
  37267. Object.defineProperty(Material.prototype, "isFrozen", {
  37268. /**
  37269. * Specifies if updates for the material been locked
  37270. */
  37271. get: function () {
  37272. return this.checkReadyOnlyOnce;
  37273. },
  37274. enumerable: true,
  37275. configurable: true
  37276. });
  37277. /**
  37278. * Locks updates for the material
  37279. */
  37280. Material.prototype.freeze = function () {
  37281. this.checkReadyOnlyOnce = true;
  37282. };
  37283. /**
  37284. * Unlocks updates for the material
  37285. */
  37286. Material.prototype.unfreeze = function () {
  37287. this.checkReadyOnlyOnce = false;
  37288. };
  37289. /**
  37290. * Specifies if the material is ready to be used
  37291. * @param mesh defines the mesh to check
  37292. * @param useInstances specifies if instances should be used
  37293. * @returns a boolean indicating if the material is ready to be used
  37294. */
  37295. Material.prototype.isReady = function (mesh, useInstances) {
  37296. return true;
  37297. };
  37298. /**
  37299. * Specifies that the submesh is ready to be used
  37300. * @param mesh defines the mesh to check
  37301. * @param subMesh defines which submesh to check
  37302. * @param useInstances specifies that instances should be used
  37303. * @returns a boolean indicating that the submesh is ready or not
  37304. */
  37305. Material.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  37306. return false;
  37307. };
  37308. /**
  37309. * Returns the material effect
  37310. * @returns the effect associated with the material
  37311. */
  37312. Material.prototype.getEffect = function () {
  37313. return this._effect;
  37314. };
  37315. /**
  37316. * Returns the current scene
  37317. * @returns a Scene
  37318. */
  37319. Material.prototype.getScene = function () {
  37320. return this._scene;
  37321. };
  37322. /**
  37323. * Specifies if the material will require alpha blending
  37324. * @returns a boolean specifying if alpha blending is needed
  37325. */
  37326. Material.prototype.needAlphaBlending = function () {
  37327. return (this.alpha < 1.0);
  37328. };
  37329. /**
  37330. * Specifies if the mesh will require alpha blending
  37331. * @param mesh defines the mesh to check
  37332. * @returns a boolean specifying if alpha blending is needed for the mesh
  37333. */
  37334. Material.prototype.needAlphaBlendingForMesh = function (mesh) {
  37335. return this.needAlphaBlending() || (mesh.visibility < 1.0) || mesh.hasVertexAlpha;
  37336. };
  37337. /**
  37338. * Specifies if this material should be rendered in alpha test mode
  37339. * @returns a boolean specifying if an alpha test is needed.
  37340. */
  37341. Material.prototype.needAlphaTesting = function () {
  37342. return false;
  37343. };
  37344. /**
  37345. * Gets the texture used for the alpha test
  37346. * @returns the texture to use for alpha testing
  37347. */
  37348. Material.prototype.getAlphaTestTexture = function () {
  37349. return null;
  37350. };
  37351. /**
  37352. * Marks the material to indicate that it needs to be re-calculated
  37353. */
  37354. Material.prototype.markDirty = function () {
  37355. this._wasPreviouslyReady = false;
  37356. };
  37357. /** @hidden */
  37358. Material.prototype._preBind = function (effect, overrideOrientation) {
  37359. if (overrideOrientation === void 0) { overrideOrientation = null; }
  37360. var engine = this._scene.getEngine();
  37361. var orientation = (overrideOrientation == null) ? this.sideOrientation : overrideOrientation;
  37362. var reverse = orientation === Material.ClockWiseSideOrientation;
  37363. engine.enableEffect(effect ? effect : this._effect);
  37364. engine.setState(this.backFaceCulling, this.zOffset, false, reverse);
  37365. return reverse;
  37366. };
  37367. /**
  37368. * Binds the material to the mesh
  37369. * @param world defines the world transformation matrix
  37370. * @param mesh defines the mesh to bind the material to
  37371. */
  37372. Material.prototype.bind = function (world, mesh) {
  37373. };
  37374. /**
  37375. * Binds the submesh to the material
  37376. * @param world defines the world transformation matrix
  37377. * @param mesh defines the mesh containing the submesh
  37378. * @param subMesh defines the submesh to bind the material to
  37379. */
  37380. Material.prototype.bindForSubMesh = function (world, mesh, subMesh) {
  37381. };
  37382. /**
  37383. * Binds the world matrix to the material
  37384. * @param world defines the world transformation matrix
  37385. */
  37386. Material.prototype.bindOnlyWorldMatrix = function (world) {
  37387. };
  37388. /**
  37389. * Binds the scene's uniform buffer to the effect.
  37390. * @param effect defines the effect to bind to the scene uniform buffer
  37391. * @param sceneUbo defines the uniform buffer storing scene data
  37392. */
  37393. Material.prototype.bindSceneUniformBuffer = function (effect, sceneUbo) {
  37394. sceneUbo.bindToEffect(effect, "Scene");
  37395. };
  37396. /**
  37397. * Binds the view matrix to the effect
  37398. * @param effect defines the effect to bind the view matrix to
  37399. */
  37400. Material.prototype.bindView = function (effect) {
  37401. if (!this._useUBO) {
  37402. effect.setMatrix("view", this.getScene().getViewMatrix());
  37403. }
  37404. else {
  37405. this.bindSceneUniformBuffer(effect, this.getScene().getSceneUniformBuffer());
  37406. }
  37407. };
  37408. /**
  37409. * Binds the view projection matrix to the effect
  37410. * @param effect defines the effect to bind the view projection matrix to
  37411. */
  37412. Material.prototype.bindViewProjection = function (effect) {
  37413. if (!this._useUBO) {
  37414. effect.setMatrix("viewProjection", this.getScene().getTransformMatrix());
  37415. }
  37416. else {
  37417. this.bindSceneUniformBuffer(effect, this.getScene().getSceneUniformBuffer());
  37418. }
  37419. };
  37420. /**
  37421. * Specifies if material alpha testing should be turned on for the mesh
  37422. * @param mesh defines the mesh to check
  37423. */
  37424. Material.prototype._shouldTurnAlphaTestOn = function (mesh) {
  37425. return (!this.needAlphaBlendingForMesh(mesh) && this.needAlphaTesting());
  37426. };
  37427. /**
  37428. * Processes to execute after binding the material to a mesh
  37429. * @param mesh defines the rendered mesh
  37430. */
  37431. Material.prototype._afterBind = function (mesh) {
  37432. this._scene._cachedMaterial = this;
  37433. if (mesh) {
  37434. this._scene._cachedVisibility = mesh.visibility;
  37435. }
  37436. else {
  37437. this._scene._cachedVisibility = 1;
  37438. }
  37439. if (this._onBindObservable && mesh) {
  37440. this._onBindObservable.notifyObservers(mesh);
  37441. }
  37442. if (this.disableDepthWrite) {
  37443. var engine = this._scene.getEngine();
  37444. this._cachedDepthWriteState = engine.getDepthWrite();
  37445. engine.setDepthWrite(false);
  37446. }
  37447. };
  37448. /**
  37449. * Unbinds the material from the mesh
  37450. */
  37451. Material.prototype.unbind = function () {
  37452. if (this._onUnBindObservable) {
  37453. this._onUnBindObservable.notifyObservers(this);
  37454. }
  37455. if (this.disableDepthWrite) {
  37456. var engine = this._scene.getEngine();
  37457. engine.setDepthWrite(this._cachedDepthWriteState);
  37458. }
  37459. };
  37460. /**
  37461. * Gets the active textures from the material
  37462. * @returns an array of textures
  37463. */
  37464. Material.prototype.getActiveTextures = function () {
  37465. return [];
  37466. };
  37467. /**
  37468. * Specifies if the material uses a texture
  37469. * @param texture defines the texture to check against the material
  37470. * @returns a boolean specifying if the material uses the texture
  37471. */
  37472. Material.prototype.hasTexture = function (texture) {
  37473. return false;
  37474. };
  37475. /**
  37476. * Makes a duplicate of the material, and gives it a new name
  37477. * @param name defines the new name for the duplicated material
  37478. * @returns the cloned material
  37479. */
  37480. Material.prototype.clone = function (name) {
  37481. return null;
  37482. };
  37483. /**
  37484. * Gets the meshes bound to the material
  37485. * @returns an array of meshes bound to the material
  37486. */
  37487. Material.prototype.getBindedMeshes = function () {
  37488. var _this = this;
  37489. if (this.meshMap) {
  37490. var result = new Array();
  37491. for (var meshId in this.meshMap) {
  37492. var mesh = this.meshMap[meshId];
  37493. if (mesh) {
  37494. result.push(mesh);
  37495. }
  37496. }
  37497. return result;
  37498. }
  37499. else {
  37500. var meshes = this._scene.meshes;
  37501. return meshes.filter(function (mesh) { return mesh.material === _this; });
  37502. }
  37503. };
  37504. /**
  37505. * Force shader compilation
  37506. * @param mesh defines the mesh associated with this material
  37507. * @param onCompiled defines a function to execute once the material is compiled
  37508. * @param options defines the options to configure the compilation
  37509. */
  37510. Material.prototype.forceCompilation = function (mesh, onCompiled, options) {
  37511. var _this = this;
  37512. var localOptions = __assign({ clipPlane: false }, options);
  37513. var subMesh = new BABYLON.BaseSubMesh();
  37514. var scene = this.getScene();
  37515. var checkReady = function () {
  37516. if (!_this._scene || !_this._scene.getEngine()) {
  37517. return;
  37518. }
  37519. if (subMesh._materialDefines) {
  37520. subMesh._materialDefines._renderId = -1;
  37521. }
  37522. var clipPlaneState = scene.clipPlane;
  37523. if (localOptions.clipPlane) {
  37524. scene.clipPlane = new BABYLON.Plane(0, 0, 0, 1);
  37525. }
  37526. if (_this._storeEffectOnSubMeshes) {
  37527. if (_this.isReadyForSubMesh(mesh, subMesh)) {
  37528. if (onCompiled) {
  37529. onCompiled(_this);
  37530. }
  37531. }
  37532. else {
  37533. setTimeout(checkReady, 16);
  37534. }
  37535. }
  37536. else {
  37537. if (_this.isReady(mesh)) {
  37538. if (onCompiled) {
  37539. onCompiled(_this);
  37540. }
  37541. }
  37542. else {
  37543. setTimeout(checkReady, 16);
  37544. }
  37545. }
  37546. if (localOptions.clipPlane) {
  37547. scene.clipPlane = clipPlaneState;
  37548. }
  37549. };
  37550. checkReady();
  37551. };
  37552. /**
  37553. * Force shader compilation
  37554. * @param mesh defines the mesh that will use this material
  37555. * @param options defines additional options for compiling the shaders
  37556. * @returns a promise that resolves when the compilation completes
  37557. */
  37558. Material.prototype.forceCompilationAsync = function (mesh, options) {
  37559. var _this = this;
  37560. return new Promise(function (resolve) {
  37561. _this.forceCompilation(mesh, function () {
  37562. resolve();
  37563. }, options);
  37564. });
  37565. };
  37566. /**
  37567. * Marks a define in the material to indicate that it needs to be re-computed
  37568. * @param flag defines a flag used to determine which parts of the material have to be marked as dirty
  37569. */
  37570. Material.prototype.markAsDirty = function (flag) {
  37571. if (this.getScene().blockMaterialDirtyMechanism) {
  37572. return;
  37573. }
  37574. Material._DirtyCallbackArray.length = 0;
  37575. if (flag & Material.TextureDirtyFlag) {
  37576. Material._DirtyCallbackArray.push(Material._TextureDirtyCallBack);
  37577. }
  37578. if (flag & Material.LightDirtyFlag) {
  37579. Material._DirtyCallbackArray.push(Material._LightsDirtyCallBack);
  37580. }
  37581. if (flag & Material.FresnelDirtyFlag) {
  37582. Material._DirtyCallbackArray.push(Material._FresnelDirtyCallBack);
  37583. }
  37584. if (flag & Material.AttributesDirtyFlag) {
  37585. Material._DirtyCallbackArray.push(Material._AttributeDirtyCallBack);
  37586. }
  37587. if (flag & Material.MiscDirtyFlag) {
  37588. Material._DirtyCallbackArray.push(Material._MiscDirtyCallBack);
  37589. }
  37590. if (Material._DirtyCallbackArray.length) {
  37591. this._markAllSubMeshesAsDirty(Material._RunDirtyCallBacks);
  37592. }
  37593. this.getScene().resetCachedMaterial();
  37594. };
  37595. /**
  37596. * Marks all submeshes of a material to indicate that their material defines need to be re-calculated
  37597. * @param func defines a function which checks material defines against the submeshes
  37598. */
  37599. Material.prototype._markAllSubMeshesAsDirty = function (func) {
  37600. if (this.getScene().blockMaterialDirtyMechanism) {
  37601. return;
  37602. }
  37603. var meshes = this.getScene().meshes;
  37604. for (var _i = 0, meshes_1 = meshes; _i < meshes_1.length; _i++) {
  37605. var mesh = meshes_1[_i];
  37606. if (!mesh.subMeshes) {
  37607. continue;
  37608. }
  37609. for (var _a = 0, _b = mesh.subMeshes; _a < _b.length; _a++) {
  37610. var subMesh = _b[_a];
  37611. if (subMesh.getMaterial() !== this) {
  37612. continue;
  37613. }
  37614. if (!subMesh._materialDefines) {
  37615. continue;
  37616. }
  37617. func(subMesh._materialDefines);
  37618. }
  37619. }
  37620. };
  37621. /**
  37622. * Indicates that image processing needs to be re-calculated for all submeshes
  37623. */
  37624. Material.prototype._markAllSubMeshesAsImageProcessingDirty = function () {
  37625. this._markAllSubMeshesAsDirty(Material._ImageProcessingDirtyCallBack);
  37626. };
  37627. /**
  37628. * Indicates that textures need to be re-calculated for all submeshes
  37629. */
  37630. Material.prototype._markAllSubMeshesAsTexturesDirty = function () {
  37631. this._markAllSubMeshesAsDirty(Material._TextureDirtyCallBack);
  37632. };
  37633. /**
  37634. * Indicates that fresnel needs to be re-calculated for all submeshes
  37635. */
  37636. Material.prototype._markAllSubMeshesAsFresnelDirty = function () {
  37637. this._markAllSubMeshesAsDirty(Material._FresnelDirtyCallBack);
  37638. };
  37639. /**
  37640. * Indicates that fresnel and misc need to be re-calculated for all submeshes
  37641. */
  37642. Material.prototype._markAllSubMeshesAsFresnelAndMiscDirty = function () {
  37643. this._markAllSubMeshesAsDirty(Material._FresnelAndMiscDirtyCallBack);
  37644. };
  37645. /**
  37646. * Indicates that lights need to be re-calculated for all submeshes
  37647. */
  37648. Material.prototype._markAllSubMeshesAsLightsDirty = function () {
  37649. this._markAllSubMeshesAsDirty(Material._LightsDirtyCallBack);
  37650. };
  37651. /**
  37652. * Indicates that attributes need to be re-calculated for all submeshes
  37653. */
  37654. Material.prototype._markAllSubMeshesAsAttributesDirty = function () {
  37655. this._markAllSubMeshesAsDirty(Material._AttributeDirtyCallBack);
  37656. };
  37657. /**
  37658. * Indicates that misc needs to be re-calculated for all submeshes
  37659. */
  37660. Material.prototype._markAllSubMeshesAsMiscDirty = function () {
  37661. this._markAllSubMeshesAsDirty(Material._MiscDirtyCallBack);
  37662. };
  37663. /**
  37664. * Indicates that textures and misc need to be re-calculated for all submeshes
  37665. */
  37666. Material.prototype._markAllSubMeshesAsTexturesAndMiscDirty = function () {
  37667. this._markAllSubMeshesAsDirty(Material._TextureAndMiscDirtyCallBack);
  37668. };
  37669. /**
  37670. * Disposes the material
  37671. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  37672. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  37673. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  37674. */
  37675. Material.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures, notBoundToMesh) {
  37676. var scene = this.getScene();
  37677. // Animations
  37678. scene.stopAnimation(this);
  37679. scene.freeProcessedMaterials();
  37680. // Remove from scene
  37681. scene.removeMaterial(this);
  37682. if (notBoundToMesh !== true) {
  37683. // Remove from meshes
  37684. if (this.meshMap) {
  37685. for (var meshId in this.meshMap) {
  37686. var mesh = this.meshMap[meshId];
  37687. if (mesh) {
  37688. mesh.material = null; // will set the entry in the map to undefined
  37689. this.releaseVertexArrayObject(mesh, forceDisposeEffect);
  37690. }
  37691. }
  37692. }
  37693. else {
  37694. var meshes = scene.meshes;
  37695. for (var _i = 0, meshes_2 = meshes; _i < meshes_2.length; _i++) {
  37696. var mesh = meshes_2[_i];
  37697. if (mesh.material === this) {
  37698. mesh.material = null;
  37699. this.releaseVertexArrayObject(mesh, forceDisposeEffect);
  37700. }
  37701. }
  37702. }
  37703. }
  37704. this._uniformBuffer.dispose();
  37705. // Shader are kept in cache for further use but we can get rid of this by using forceDisposeEffect
  37706. if (forceDisposeEffect && this._effect) {
  37707. if (!this._storeEffectOnSubMeshes) {
  37708. scene.getEngine()._releaseEffect(this._effect);
  37709. }
  37710. this._effect = null;
  37711. }
  37712. // Callback
  37713. this.onDisposeObservable.notifyObservers(this);
  37714. this.onDisposeObservable.clear();
  37715. if (this._onBindObservable) {
  37716. this._onBindObservable.clear();
  37717. }
  37718. if (this._onUnBindObservable) {
  37719. this._onUnBindObservable.clear();
  37720. }
  37721. };
  37722. /** @hidden */
  37723. Material.prototype.releaseVertexArrayObject = function (mesh, forceDisposeEffect) {
  37724. if (mesh.geometry) {
  37725. var geometry = (mesh.geometry);
  37726. var scene = this.getScene();
  37727. if (this._storeEffectOnSubMeshes) {
  37728. for (var _i = 0, _a = mesh.subMeshes; _i < _a.length; _i++) {
  37729. var subMesh = _a[_i];
  37730. geometry._releaseVertexArrayObject(subMesh._materialEffect);
  37731. if (forceDisposeEffect && subMesh._materialEffect) {
  37732. scene.getEngine()._releaseEffect(subMesh._materialEffect);
  37733. }
  37734. }
  37735. }
  37736. else {
  37737. geometry._releaseVertexArrayObject(this._effect);
  37738. }
  37739. }
  37740. };
  37741. /**
  37742. * Serializes this material
  37743. * @returns the serialized material object
  37744. */
  37745. Material.prototype.serialize = function () {
  37746. return BABYLON.SerializationHelper.Serialize(this);
  37747. };
  37748. /**
  37749. * Creates a MultiMaterial from parsed MultiMaterial data.
  37750. * @param parsedMultiMaterial defines parsed MultiMaterial data.
  37751. * @param scene defines the hosting scene
  37752. * @returns a new MultiMaterial
  37753. */
  37754. Material.ParseMultiMaterial = function (parsedMultiMaterial, scene) {
  37755. var multiMaterial = new BABYLON.MultiMaterial(parsedMultiMaterial.name, scene);
  37756. multiMaterial.id = parsedMultiMaterial.id;
  37757. if (BABYLON.Tags) {
  37758. BABYLON.Tags.AddTagsTo(multiMaterial, parsedMultiMaterial.tags);
  37759. }
  37760. for (var matIndex = 0; matIndex < parsedMultiMaterial.materials.length; matIndex++) {
  37761. var subMatId = parsedMultiMaterial.materials[matIndex];
  37762. if (subMatId) {
  37763. multiMaterial.subMaterials.push(scene.getMaterialByID(subMatId));
  37764. }
  37765. else {
  37766. multiMaterial.subMaterials.push(null);
  37767. }
  37768. }
  37769. return multiMaterial;
  37770. };
  37771. /**
  37772. * Creates a material from parsed material data
  37773. * @param parsedMaterial defines parsed material data
  37774. * @param scene defines the hosting scene
  37775. * @param rootUrl defines the root URL to use to load textures
  37776. * @returns a new material
  37777. */
  37778. Material.Parse = function (parsedMaterial, scene, rootUrl) {
  37779. if (!parsedMaterial.customType || parsedMaterial.customType === "BABYLON.StandardMaterial") {
  37780. return BABYLON.StandardMaterial.Parse(parsedMaterial, scene, rootUrl);
  37781. }
  37782. if (parsedMaterial.customType === "BABYLON.PBRMaterial" && parsedMaterial.overloadedAlbedo) {
  37783. parsedMaterial.customType = "BABYLON.LegacyPBRMaterial";
  37784. if (!BABYLON.LegacyPBRMaterial) {
  37785. BABYLON.Tools.Error("Your scene is trying to load a legacy version of the PBRMaterial, please, include it from the materials library.");
  37786. return;
  37787. }
  37788. }
  37789. var materialType = BABYLON.Tools.Instantiate(parsedMaterial.customType);
  37790. return materialType.Parse(parsedMaterial, scene, rootUrl);
  37791. };
  37792. // Triangle views
  37793. Material._TriangleFillMode = 0;
  37794. Material._WireFrameFillMode = 1;
  37795. Material._PointFillMode = 2;
  37796. // Draw modes
  37797. Material._PointListDrawMode = 3;
  37798. Material._LineListDrawMode = 4;
  37799. Material._LineLoopDrawMode = 5;
  37800. Material._LineStripDrawMode = 6;
  37801. Material._TriangleStripDrawMode = 7;
  37802. Material._TriangleFanDrawMode = 8;
  37803. /**
  37804. * Stores the clock-wise side orientation
  37805. */
  37806. Material._ClockWiseSideOrientation = 0;
  37807. /**
  37808. * Stores the counter clock-wise side orientation
  37809. */
  37810. Material._CounterClockWiseSideOrientation = 1;
  37811. /**
  37812. * The dirty texture flag value
  37813. */
  37814. Material.TextureDirtyFlag = 1;
  37815. /**
  37816. * The dirty light flag value
  37817. */
  37818. Material.LightDirtyFlag = 2;
  37819. /**
  37820. * The dirty fresnel flag value
  37821. */
  37822. Material.FresnelDirtyFlag = 4;
  37823. /**
  37824. * The dirty attribute flag value
  37825. */
  37826. Material.AttributesDirtyFlag = 8;
  37827. /**
  37828. * The dirty misc flag value
  37829. */
  37830. Material.MiscDirtyFlag = 16;
  37831. /**
  37832. * The all dirty flag value
  37833. */
  37834. Material.AllDirtyFlag = 31;
  37835. Material._ImageProcessingDirtyCallBack = function (defines) { return defines.markAsImageProcessingDirty(); };
  37836. Material._TextureDirtyCallBack = function (defines) { return defines.markAsTexturesDirty(); };
  37837. Material._FresnelDirtyCallBack = function (defines) { return defines.markAsFresnelDirty(); };
  37838. Material._MiscDirtyCallBack = function (defines) { return defines.markAsMiscDirty(); };
  37839. Material._LightsDirtyCallBack = function (defines) { return defines.markAsLightDirty(); };
  37840. Material._AttributeDirtyCallBack = function (defines) { return defines.markAsAttributesDirty(); };
  37841. Material._FresnelAndMiscDirtyCallBack = function (defines) {
  37842. Material._FresnelDirtyCallBack(defines);
  37843. Material._MiscDirtyCallBack(defines);
  37844. };
  37845. Material._TextureAndMiscDirtyCallBack = function (defines) {
  37846. Material._TextureDirtyCallBack(defines);
  37847. Material._MiscDirtyCallBack(defines);
  37848. };
  37849. Material._DirtyCallbackArray = [];
  37850. Material._RunDirtyCallBacks = function (defines) {
  37851. for (var _i = 0, _a = Material._DirtyCallbackArray; _i < _a.length; _i++) {
  37852. var cb = _a[_i];
  37853. cb(defines);
  37854. }
  37855. };
  37856. __decorate([
  37857. BABYLON.serialize()
  37858. ], Material.prototype, "id", void 0);
  37859. __decorate([
  37860. BABYLON.serialize()
  37861. ], Material.prototype, "uniqueId", void 0);
  37862. __decorate([
  37863. BABYLON.serialize()
  37864. ], Material.prototype, "name", void 0);
  37865. __decorate([
  37866. BABYLON.serialize()
  37867. ], Material.prototype, "checkReadyOnEveryCall", void 0);
  37868. __decorate([
  37869. BABYLON.serialize()
  37870. ], Material.prototype, "checkReadyOnlyOnce", void 0);
  37871. __decorate([
  37872. BABYLON.serialize()
  37873. ], Material.prototype, "state", void 0);
  37874. __decorate([
  37875. BABYLON.serialize("alpha")
  37876. ], Material.prototype, "_alpha", void 0);
  37877. __decorate([
  37878. BABYLON.serialize("backFaceCulling")
  37879. ], Material.prototype, "_backFaceCulling", void 0);
  37880. __decorate([
  37881. BABYLON.serialize()
  37882. ], Material.prototype, "sideOrientation", void 0);
  37883. __decorate([
  37884. BABYLON.serialize("alphaMode")
  37885. ], Material.prototype, "_alphaMode", void 0);
  37886. __decorate([
  37887. BABYLON.serialize()
  37888. ], Material.prototype, "_needDepthPrePass", void 0);
  37889. __decorate([
  37890. BABYLON.serialize()
  37891. ], Material.prototype, "disableDepthWrite", void 0);
  37892. __decorate([
  37893. BABYLON.serialize()
  37894. ], Material.prototype, "forceDepthWrite", void 0);
  37895. __decorate([
  37896. BABYLON.serialize()
  37897. ], Material.prototype, "separateCullingPass", void 0);
  37898. __decorate([
  37899. BABYLON.serialize("fogEnabled")
  37900. ], Material.prototype, "_fogEnabled", void 0);
  37901. __decorate([
  37902. BABYLON.serialize()
  37903. ], Material.prototype, "pointSize", void 0);
  37904. __decorate([
  37905. BABYLON.serialize()
  37906. ], Material.prototype, "zOffset", void 0);
  37907. __decorate([
  37908. BABYLON.serialize()
  37909. ], Material.prototype, "wireframe", null);
  37910. __decorate([
  37911. BABYLON.serialize()
  37912. ], Material.prototype, "pointsCloud", null);
  37913. __decorate([
  37914. BABYLON.serialize()
  37915. ], Material.prototype, "fillMode", null);
  37916. return Material;
  37917. }());
  37918. BABYLON.Material = Material;
  37919. })(BABYLON || (BABYLON = {}));
  37920. //# sourceMappingURL=babylon.material.js.map
  37921. var BABYLON;
  37922. (function (BABYLON) {
  37923. /**
  37924. * Uniform buffer objects.
  37925. *
  37926. * Handles blocks of uniform on the GPU.
  37927. *
  37928. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  37929. *
  37930. * For more information, please refer to :
  37931. * https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  37932. */
  37933. var UniformBuffer = /** @class */ (function () {
  37934. /**
  37935. * Instantiates a new Uniform buffer objects.
  37936. *
  37937. * Handles blocks of uniform on the GPU.
  37938. *
  37939. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  37940. *
  37941. * For more information, please refer to :
  37942. * @see https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  37943. * @param engine Define the engine the buffer is associated with
  37944. * @param data Define the data contained in the buffer
  37945. * @param dynamic Define if the buffer is updatable
  37946. */
  37947. function UniformBuffer(engine, data, dynamic) {
  37948. this._engine = engine;
  37949. this._noUBO = !engine.supportsUniformBuffers;
  37950. this._dynamic = dynamic;
  37951. this._data = data || [];
  37952. this._uniformLocations = {};
  37953. this._uniformSizes = {};
  37954. this._uniformLocationPointer = 0;
  37955. this._needSync = false;
  37956. if (this._noUBO) {
  37957. this.updateMatrix3x3 = this._updateMatrix3x3ForEffect;
  37958. this.updateMatrix2x2 = this._updateMatrix2x2ForEffect;
  37959. this.updateFloat = this._updateFloatForEffect;
  37960. this.updateFloat2 = this._updateFloat2ForEffect;
  37961. this.updateFloat3 = this._updateFloat3ForEffect;
  37962. this.updateFloat4 = this._updateFloat4ForEffect;
  37963. this.updateMatrix = this._updateMatrixForEffect;
  37964. this.updateVector3 = this._updateVector3ForEffect;
  37965. this.updateVector4 = this._updateVector4ForEffect;
  37966. this.updateColor3 = this._updateColor3ForEffect;
  37967. this.updateColor4 = this._updateColor4ForEffect;
  37968. }
  37969. else {
  37970. this._engine._uniformBuffers.push(this);
  37971. this.updateMatrix3x3 = this._updateMatrix3x3ForUniform;
  37972. this.updateMatrix2x2 = this._updateMatrix2x2ForUniform;
  37973. this.updateFloat = this._updateFloatForUniform;
  37974. this.updateFloat2 = this._updateFloat2ForUniform;
  37975. this.updateFloat3 = this._updateFloat3ForUniform;
  37976. this.updateFloat4 = this._updateFloat4ForUniform;
  37977. this.updateMatrix = this._updateMatrixForUniform;
  37978. this.updateVector3 = this._updateVector3ForUniform;
  37979. this.updateVector4 = this._updateVector4ForUniform;
  37980. this.updateColor3 = this._updateColor3ForUniform;
  37981. this.updateColor4 = this._updateColor4ForUniform;
  37982. }
  37983. }
  37984. Object.defineProperty(UniformBuffer.prototype, "useUbo", {
  37985. /**
  37986. * Indicates if the buffer is using the WebGL2 UBO implementation,
  37987. * or just falling back on setUniformXXX calls.
  37988. */
  37989. get: function () {
  37990. return !this._noUBO;
  37991. },
  37992. enumerable: true,
  37993. configurable: true
  37994. });
  37995. Object.defineProperty(UniformBuffer.prototype, "isSync", {
  37996. /**
  37997. * Indicates if the WebGL underlying uniform buffer is in sync
  37998. * with the javascript cache data.
  37999. */
  38000. get: function () {
  38001. return !this._needSync;
  38002. },
  38003. enumerable: true,
  38004. configurable: true
  38005. });
  38006. /**
  38007. * Indicates if the WebGL underlying uniform buffer is dynamic.
  38008. * Also, a dynamic UniformBuffer will disable cache verification and always
  38009. * update the underlying WebGL uniform buffer to the GPU.
  38010. * @returns if Dynamic, otherwise false
  38011. */
  38012. UniformBuffer.prototype.isDynamic = function () {
  38013. return this._dynamic !== undefined;
  38014. };
  38015. /**
  38016. * The data cache on JS side.
  38017. * @returns the underlying data as a float array
  38018. */
  38019. UniformBuffer.prototype.getData = function () {
  38020. return this._bufferData;
  38021. };
  38022. /**
  38023. * The underlying WebGL Uniform buffer.
  38024. * @returns the webgl buffer
  38025. */
  38026. UniformBuffer.prototype.getBuffer = function () {
  38027. return this._buffer;
  38028. };
  38029. /**
  38030. * std140 layout specifies how to align data within an UBO structure.
  38031. * See https://khronos.org/registry/OpenGL/specs/gl/glspec45.core.pdf#page=159
  38032. * for specs.
  38033. */
  38034. UniformBuffer.prototype._fillAlignment = function (size) {
  38035. // This code has been simplified because we only use floats, vectors of 1, 2, 3, 4 components
  38036. // and 4x4 matrices
  38037. // TODO : change if other types are used
  38038. var alignment;
  38039. if (size <= 2) {
  38040. alignment = size;
  38041. }
  38042. else {
  38043. alignment = 4;
  38044. }
  38045. if ((this._uniformLocationPointer % alignment) !== 0) {
  38046. var oldPointer = this._uniformLocationPointer;
  38047. this._uniformLocationPointer += alignment - (this._uniformLocationPointer % alignment);
  38048. var diff = this._uniformLocationPointer - oldPointer;
  38049. for (var i = 0; i < diff; i++) {
  38050. this._data.push(0);
  38051. }
  38052. }
  38053. };
  38054. /**
  38055. * Adds an uniform in the buffer.
  38056. * Warning : the subsequents calls of this function must be in the same order as declared in the shader
  38057. * for the layout to be correct !
  38058. * @param name Name of the uniform, as used in the uniform block in the shader.
  38059. * @param size Data size, or data directly.
  38060. */
  38061. UniformBuffer.prototype.addUniform = function (name, size) {
  38062. if (this._noUBO) {
  38063. return;
  38064. }
  38065. if (this._uniformLocations[name] !== undefined) {
  38066. // Already existing uniform
  38067. return;
  38068. }
  38069. // This function must be called in the order of the shader layout !
  38070. // size can be the size of the uniform, or data directly
  38071. var data;
  38072. if (size instanceof Array) {
  38073. data = size;
  38074. size = data.length;
  38075. }
  38076. else {
  38077. size = size;
  38078. data = [];
  38079. // Fill with zeros
  38080. for (var i = 0; i < size; i++) {
  38081. data.push(0);
  38082. }
  38083. }
  38084. this._fillAlignment(size);
  38085. this._uniformSizes[name] = size;
  38086. this._uniformLocations[name] = this._uniformLocationPointer;
  38087. this._uniformLocationPointer += size;
  38088. for (var i = 0; i < size; i++) {
  38089. this._data.push(data[i]);
  38090. }
  38091. this._needSync = true;
  38092. };
  38093. /**
  38094. * Adds a Matrix 4x4 to the uniform buffer.
  38095. * @param name Name of the uniform, as used in the uniform block in the shader.
  38096. * @param mat A 4x4 matrix.
  38097. */
  38098. UniformBuffer.prototype.addMatrix = function (name, mat) {
  38099. this.addUniform(name, Array.prototype.slice.call(mat.toArray()));
  38100. };
  38101. /**
  38102. * Adds a vec2 to the uniform buffer.
  38103. * @param name Name of the uniform, as used in the uniform block in the shader.
  38104. * @param x Define the x component value of the vec2
  38105. * @param y Define the y component value of the vec2
  38106. */
  38107. UniformBuffer.prototype.addFloat2 = function (name, x, y) {
  38108. var temp = [x, y];
  38109. this.addUniform(name, temp);
  38110. };
  38111. /**
  38112. * Adds a vec3 to the uniform buffer.
  38113. * @param name Name of the uniform, as used in the uniform block in the shader.
  38114. * @param x Define the x component value of the vec3
  38115. * @param y Define the y component value of the vec3
  38116. * @param z Define the z component value of the vec3
  38117. */
  38118. UniformBuffer.prototype.addFloat3 = function (name, x, y, z) {
  38119. var temp = [x, y, z];
  38120. this.addUniform(name, temp);
  38121. };
  38122. /**
  38123. * Adds a vec3 to the uniform buffer.
  38124. * @param name Name of the uniform, as used in the uniform block in the shader.
  38125. * @param color Define the vec3 from a Color
  38126. */
  38127. UniformBuffer.prototype.addColor3 = function (name, color) {
  38128. var temp = new Array();
  38129. color.toArray(temp);
  38130. this.addUniform(name, temp);
  38131. };
  38132. /**
  38133. * Adds a vec4 to the uniform buffer.
  38134. * @param name Name of the uniform, as used in the uniform block in the shader.
  38135. * @param color Define the rgb components from a Color
  38136. * @param alpha Define the a component of the vec4
  38137. */
  38138. UniformBuffer.prototype.addColor4 = function (name, color, alpha) {
  38139. var temp = new Array();
  38140. color.toArray(temp);
  38141. temp.push(alpha);
  38142. this.addUniform(name, temp);
  38143. };
  38144. /**
  38145. * Adds a vec3 to the uniform buffer.
  38146. * @param name Name of the uniform, as used in the uniform block in the shader.
  38147. * @param vector Define the vec3 components from a Vector
  38148. */
  38149. UniformBuffer.prototype.addVector3 = function (name, vector) {
  38150. var temp = new Array();
  38151. vector.toArray(temp);
  38152. this.addUniform(name, temp);
  38153. };
  38154. /**
  38155. * Adds a Matrix 3x3 to the uniform buffer.
  38156. * @param name Name of the uniform, as used in the uniform block in the shader.
  38157. */
  38158. UniformBuffer.prototype.addMatrix3x3 = function (name) {
  38159. this.addUniform(name, 12);
  38160. };
  38161. /**
  38162. * Adds a Matrix 2x2 to the uniform buffer.
  38163. * @param name Name of the uniform, as used in the uniform block in the shader.
  38164. */
  38165. UniformBuffer.prototype.addMatrix2x2 = function (name) {
  38166. this.addUniform(name, 8);
  38167. };
  38168. /**
  38169. * Effectively creates the WebGL Uniform Buffer, once layout is completed with `addUniform`.
  38170. */
  38171. UniformBuffer.prototype.create = function () {
  38172. if (this._noUBO) {
  38173. return;
  38174. }
  38175. if (this._buffer) {
  38176. return; // nothing to do
  38177. }
  38178. // See spec, alignment must be filled as a vec4
  38179. this._fillAlignment(4);
  38180. this._bufferData = new Float32Array(this._data);
  38181. this._rebuild();
  38182. this._needSync = true;
  38183. };
  38184. /** @hidden */
  38185. UniformBuffer.prototype._rebuild = function () {
  38186. if (this._noUBO) {
  38187. return;
  38188. }
  38189. if (this._dynamic) {
  38190. this._buffer = this._engine.createDynamicUniformBuffer(this._bufferData);
  38191. }
  38192. else {
  38193. this._buffer = this._engine.createUniformBuffer(this._bufferData);
  38194. }
  38195. };
  38196. /**
  38197. * Updates the WebGL Uniform Buffer on the GPU.
  38198. * If the `dynamic` flag is set to true, no cache comparison is done.
  38199. * Otherwise, the buffer will be updated only if the cache differs.
  38200. */
  38201. UniformBuffer.prototype.update = function () {
  38202. if (!this._buffer) {
  38203. this.create();
  38204. return;
  38205. }
  38206. if (!this._dynamic && !this._needSync) {
  38207. return;
  38208. }
  38209. this._engine.updateUniformBuffer(this._buffer, this._bufferData);
  38210. this._needSync = false;
  38211. };
  38212. /**
  38213. * Updates the value of an uniform. The `update` method must be called afterwards to make it effective in the GPU.
  38214. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  38215. * @param data Define the flattened data
  38216. * @param size Define the size of the data.
  38217. */
  38218. UniformBuffer.prototype.updateUniform = function (uniformName, data, size) {
  38219. var location = this._uniformLocations[uniformName];
  38220. if (location === undefined) {
  38221. if (this._buffer) {
  38222. // Cannot add an uniform if the buffer is already created
  38223. BABYLON.Tools.Error("Cannot add an uniform after UBO has been created.");
  38224. return;
  38225. }
  38226. this.addUniform(uniformName, size);
  38227. location = this._uniformLocations[uniformName];
  38228. }
  38229. if (!this._buffer) {
  38230. this.create();
  38231. }
  38232. if (!this._dynamic) {
  38233. // Cache for static uniform buffers
  38234. var changed = false;
  38235. for (var i = 0; i < size; i++) {
  38236. if (this._bufferData[location + i] !== data[i]) {
  38237. changed = true;
  38238. this._bufferData[location + i] = data[i];
  38239. }
  38240. }
  38241. this._needSync = this._needSync || changed;
  38242. }
  38243. else {
  38244. // No cache for dynamic
  38245. for (var i = 0; i < size; i++) {
  38246. this._bufferData[location + i] = data[i];
  38247. }
  38248. }
  38249. };
  38250. // Update methods
  38251. UniformBuffer.prototype._updateMatrix3x3ForUniform = function (name, matrix) {
  38252. // To match std140, matrix must be realigned
  38253. for (var i = 0; i < 3; i++) {
  38254. UniformBuffer._tempBuffer[i * 4] = matrix[i * 3];
  38255. UniformBuffer._tempBuffer[i * 4 + 1] = matrix[i * 3 + 1];
  38256. UniformBuffer._tempBuffer[i * 4 + 2] = matrix[i * 3 + 2];
  38257. UniformBuffer._tempBuffer[i * 4 + 3] = 0.0;
  38258. }
  38259. this.updateUniform(name, UniformBuffer._tempBuffer, 12);
  38260. };
  38261. UniformBuffer.prototype._updateMatrix3x3ForEffect = function (name, matrix) {
  38262. this._currentEffect.setMatrix3x3(name, matrix);
  38263. };
  38264. UniformBuffer.prototype._updateMatrix2x2ForEffect = function (name, matrix) {
  38265. this._currentEffect.setMatrix2x2(name, matrix);
  38266. };
  38267. UniformBuffer.prototype._updateMatrix2x2ForUniform = function (name, matrix) {
  38268. // To match std140, matrix must be realigned
  38269. for (var i = 0; i < 2; i++) {
  38270. UniformBuffer._tempBuffer[i * 4] = matrix[i * 2];
  38271. UniformBuffer._tempBuffer[i * 4 + 1] = matrix[i * 2 + 1];
  38272. UniformBuffer._tempBuffer[i * 4 + 2] = 0.0;
  38273. UniformBuffer._tempBuffer[i * 4 + 3] = 0.0;
  38274. }
  38275. this.updateUniform(name, UniformBuffer._tempBuffer, 8);
  38276. };
  38277. UniformBuffer.prototype._updateFloatForEffect = function (name, x) {
  38278. this._currentEffect.setFloat(name, x);
  38279. };
  38280. UniformBuffer.prototype._updateFloatForUniform = function (name, x) {
  38281. UniformBuffer._tempBuffer[0] = x;
  38282. this.updateUniform(name, UniformBuffer._tempBuffer, 1);
  38283. };
  38284. UniformBuffer.prototype._updateFloat2ForEffect = function (name, x, y, suffix) {
  38285. if (suffix === void 0) { suffix = ""; }
  38286. this._currentEffect.setFloat2(name + suffix, x, y);
  38287. };
  38288. UniformBuffer.prototype._updateFloat2ForUniform = function (name, x, y, suffix) {
  38289. if (suffix === void 0) { suffix = ""; }
  38290. UniformBuffer._tempBuffer[0] = x;
  38291. UniformBuffer._tempBuffer[1] = y;
  38292. this.updateUniform(name, UniformBuffer._tempBuffer, 2);
  38293. };
  38294. UniformBuffer.prototype._updateFloat3ForEffect = function (name, x, y, z, suffix) {
  38295. if (suffix === void 0) { suffix = ""; }
  38296. this._currentEffect.setFloat3(name + suffix, x, y, z);
  38297. };
  38298. UniformBuffer.prototype._updateFloat3ForUniform = function (name, x, y, z, suffix) {
  38299. if (suffix === void 0) { suffix = ""; }
  38300. UniformBuffer._tempBuffer[0] = x;
  38301. UniformBuffer._tempBuffer[1] = y;
  38302. UniformBuffer._tempBuffer[2] = z;
  38303. this.updateUniform(name, UniformBuffer._tempBuffer, 3);
  38304. };
  38305. UniformBuffer.prototype._updateFloat4ForEffect = function (name, x, y, z, w, suffix) {
  38306. if (suffix === void 0) { suffix = ""; }
  38307. this._currentEffect.setFloat4(name + suffix, x, y, z, w);
  38308. };
  38309. UniformBuffer.prototype._updateFloat4ForUniform = function (name, x, y, z, w, suffix) {
  38310. if (suffix === void 0) { suffix = ""; }
  38311. UniformBuffer._tempBuffer[0] = x;
  38312. UniformBuffer._tempBuffer[1] = y;
  38313. UniformBuffer._tempBuffer[2] = z;
  38314. UniformBuffer._tempBuffer[3] = w;
  38315. this.updateUniform(name, UniformBuffer._tempBuffer, 4);
  38316. };
  38317. UniformBuffer.prototype._updateMatrixForEffect = function (name, mat) {
  38318. this._currentEffect.setMatrix(name, mat);
  38319. };
  38320. UniformBuffer.prototype._updateMatrixForUniform = function (name, mat) {
  38321. this.updateUniform(name, mat.toArray(), 16);
  38322. };
  38323. UniformBuffer.prototype._updateVector3ForEffect = function (name, vector) {
  38324. this._currentEffect.setVector3(name, vector);
  38325. };
  38326. UniformBuffer.prototype._updateVector3ForUniform = function (name, vector) {
  38327. vector.toArray(UniformBuffer._tempBuffer);
  38328. this.updateUniform(name, UniformBuffer._tempBuffer, 3);
  38329. };
  38330. UniformBuffer.prototype._updateVector4ForEffect = function (name, vector) {
  38331. this._currentEffect.setVector4(name, vector);
  38332. };
  38333. UniformBuffer.prototype._updateVector4ForUniform = function (name, vector) {
  38334. vector.toArray(UniformBuffer._tempBuffer);
  38335. this.updateUniform(name, UniformBuffer._tempBuffer, 4);
  38336. };
  38337. UniformBuffer.prototype._updateColor3ForEffect = function (name, color, suffix) {
  38338. if (suffix === void 0) { suffix = ""; }
  38339. this._currentEffect.setColor3(name + suffix, color);
  38340. };
  38341. UniformBuffer.prototype._updateColor3ForUniform = function (name, color, suffix) {
  38342. if (suffix === void 0) { suffix = ""; }
  38343. color.toArray(UniformBuffer._tempBuffer);
  38344. this.updateUniform(name, UniformBuffer._tempBuffer, 3);
  38345. };
  38346. UniformBuffer.prototype._updateColor4ForEffect = function (name, color, alpha, suffix) {
  38347. if (suffix === void 0) { suffix = ""; }
  38348. this._currentEffect.setColor4(name + suffix, color, alpha);
  38349. };
  38350. UniformBuffer.prototype._updateColor4ForUniform = function (name, color, alpha, suffix) {
  38351. if (suffix === void 0) { suffix = ""; }
  38352. color.toArray(UniformBuffer._tempBuffer);
  38353. UniformBuffer._tempBuffer[3] = alpha;
  38354. this.updateUniform(name, UniformBuffer._tempBuffer, 4);
  38355. };
  38356. /**
  38357. * Sets a sampler uniform on the effect.
  38358. * @param name Define the name of the sampler.
  38359. * @param texture Define the texture to set in the sampler
  38360. */
  38361. UniformBuffer.prototype.setTexture = function (name, texture) {
  38362. this._currentEffect.setTexture(name, texture);
  38363. };
  38364. /**
  38365. * Directly updates the value of the uniform in the cache AND on the GPU.
  38366. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  38367. * @param data Define the flattened data
  38368. */
  38369. UniformBuffer.prototype.updateUniformDirectly = function (uniformName, data) {
  38370. this.updateUniform(uniformName, data, data.length);
  38371. this.update();
  38372. };
  38373. /**
  38374. * Binds this uniform buffer to an effect.
  38375. * @param effect Define the effect to bind the buffer to
  38376. * @param name Name of the uniform block in the shader.
  38377. */
  38378. UniformBuffer.prototype.bindToEffect = function (effect, name) {
  38379. this._currentEffect = effect;
  38380. if (this._noUBO || !this._buffer) {
  38381. return;
  38382. }
  38383. effect.bindUniformBuffer(this._buffer, name);
  38384. };
  38385. /**
  38386. * Disposes the uniform buffer.
  38387. */
  38388. UniformBuffer.prototype.dispose = function () {
  38389. if (this._noUBO) {
  38390. return;
  38391. }
  38392. var uniformBuffers = this._engine._uniformBuffers;
  38393. var index = uniformBuffers.indexOf(this);
  38394. if (index !== -1) {
  38395. uniformBuffers[index] = uniformBuffers[uniformBuffers.length - 1];
  38396. uniformBuffers.pop();
  38397. }
  38398. if (!this._buffer) {
  38399. return;
  38400. }
  38401. if (this._engine._releaseBuffer(this._buffer)) {
  38402. this._buffer = null;
  38403. }
  38404. };
  38405. // Pool for avoiding memory leaks
  38406. UniformBuffer._MAX_UNIFORM_SIZE = 256;
  38407. UniformBuffer._tempBuffer = new Float32Array(UniformBuffer._MAX_UNIFORM_SIZE);
  38408. return UniformBuffer;
  38409. }());
  38410. BABYLON.UniformBuffer = UniformBuffer;
  38411. })(BABYLON || (BABYLON = {}));
  38412. //# sourceMappingURL=babylon.uniformBuffer.js.map
  38413. var BABYLON;
  38414. (function (BABYLON) {
  38415. /**
  38416. * This class contains the various kinds of data on every vertex of a mesh used in determining its shape and appearance
  38417. */
  38418. var VertexData = /** @class */ (function () {
  38419. function VertexData() {
  38420. }
  38421. /**
  38422. * Uses the passed data array to set the set the values for the specified kind of data
  38423. * @param data a linear array of floating numbers
  38424. * @param kind the type of data that is being set, eg positions, colors etc
  38425. */
  38426. VertexData.prototype.set = function (data, kind) {
  38427. switch (kind) {
  38428. case BABYLON.VertexBuffer.PositionKind:
  38429. this.positions = data;
  38430. break;
  38431. case BABYLON.VertexBuffer.NormalKind:
  38432. this.normals = data;
  38433. break;
  38434. case BABYLON.VertexBuffer.TangentKind:
  38435. this.tangents = data;
  38436. break;
  38437. case BABYLON.VertexBuffer.UVKind:
  38438. this.uvs = data;
  38439. break;
  38440. case BABYLON.VertexBuffer.UV2Kind:
  38441. this.uvs2 = data;
  38442. break;
  38443. case BABYLON.VertexBuffer.UV3Kind:
  38444. this.uvs3 = data;
  38445. break;
  38446. case BABYLON.VertexBuffer.UV4Kind:
  38447. this.uvs4 = data;
  38448. break;
  38449. case BABYLON.VertexBuffer.UV5Kind:
  38450. this.uvs5 = data;
  38451. break;
  38452. case BABYLON.VertexBuffer.UV6Kind:
  38453. this.uvs6 = data;
  38454. break;
  38455. case BABYLON.VertexBuffer.ColorKind:
  38456. this.colors = data;
  38457. break;
  38458. case BABYLON.VertexBuffer.MatricesIndicesKind:
  38459. this.matricesIndices = data;
  38460. break;
  38461. case BABYLON.VertexBuffer.MatricesWeightsKind:
  38462. this.matricesWeights = data;
  38463. break;
  38464. case BABYLON.VertexBuffer.MatricesIndicesExtraKind:
  38465. this.matricesIndicesExtra = data;
  38466. break;
  38467. case BABYLON.VertexBuffer.MatricesWeightsExtraKind:
  38468. this.matricesWeightsExtra = data;
  38469. break;
  38470. }
  38471. };
  38472. /**
  38473. * Associates the vertexData to the passed Mesh.
  38474. * Sets it as updatable or not (default `false`)
  38475. * @param mesh the mesh the vertexData is applied to
  38476. * @param updatable when used and having the value true allows new data to update the vertexData
  38477. * @returns the VertexData
  38478. */
  38479. VertexData.prototype.applyToMesh = function (mesh, updatable) {
  38480. this._applyTo(mesh, updatable);
  38481. return this;
  38482. };
  38483. /**
  38484. * Associates the vertexData to the passed Geometry.
  38485. * Sets it as updatable or not (default `false`)
  38486. * @param geometry the geometry the vertexData is applied to
  38487. * @param updatable when used and having the value true allows new data to update the vertexData
  38488. * @returns VertexData
  38489. */
  38490. VertexData.prototype.applyToGeometry = function (geometry, updatable) {
  38491. this._applyTo(geometry, updatable);
  38492. return this;
  38493. };
  38494. /**
  38495. * Updates the associated mesh
  38496. * @param mesh the mesh to be updated
  38497. * @param updateExtends when true the mesh BoundingInfo will be renewed when and if position kind is updated, optional with default false
  38498. * @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
  38499. * @returns VertexData
  38500. */
  38501. VertexData.prototype.updateMesh = function (mesh, updateExtends, makeItUnique) {
  38502. this._update(mesh);
  38503. return this;
  38504. };
  38505. /**
  38506. * Updates the associated geometry
  38507. * @param geometry the geometry to be updated
  38508. * @param updateExtends when true BoundingInfo will be renewed when and if position kind is updated, optional with default false
  38509. * @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
  38510. * @returns VertexData.
  38511. */
  38512. VertexData.prototype.updateGeometry = function (geometry, updateExtends, makeItUnique) {
  38513. this._update(geometry);
  38514. return this;
  38515. };
  38516. VertexData.prototype._applyTo = function (meshOrGeometry, updatable) {
  38517. if (updatable === void 0) { updatable = false; }
  38518. if (this.positions) {
  38519. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.PositionKind, this.positions, updatable);
  38520. }
  38521. if (this.normals) {
  38522. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.NormalKind, this.normals, updatable);
  38523. }
  38524. if (this.tangents) {
  38525. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.TangentKind, this.tangents, updatable);
  38526. }
  38527. if (this.uvs) {
  38528. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UVKind, this.uvs, updatable);
  38529. }
  38530. if (this.uvs2) {
  38531. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV2Kind, this.uvs2, updatable);
  38532. }
  38533. if (this.uvs3) {
  38534. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV3Kind, this.uvs3, updatable);
  38535. }
  38536. if (this.uvs4) {
  38537. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV4Kind, this.uvs4, updatable);
  38538. }
  38539. if (this.uvs5) {
  38540. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV5Kind, this.uvs5, updatable);
  38541. }
  38542. if (this.uvs6) {
  38543. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV6Kind, this.uvs6, updatable);
  38544. }
  38545. if (this.colors) {
  38546. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.ColorKind, this.colors, updatable);
  38547. }
  38548. if (this.matricesIndices) {
  38549. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, this.matricesIndices, updatable);
  38550. }
  38551. if (this.matricesWeights) {
  38552. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, this.matricesWeights, updatable);
  38553. }
  38554. if (this.matricesIndicesExtra) {
  38555. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, this.matricesIndicesExtra, updatable);
  38556. }
  38557. if (this.matricesWeightsExtra) {
  38558. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind, this.matricesWeightsExtra, updatable);
  38559. }
  38560. if (this.indices) {
  38561. meshOrGeometry.setIndices(this.indices, null, updatable);
  38562. }
  38563. else {
  38564. meshOrGeometry.setIndices([], null);
  38565. }
  38566. return this;
  38567. };
  38568. VertexData.prototype._update = function (meshOrGeometry, updateExtends, makeItUnique) {
  38569. if (this.positions) {
  38570. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.PositionKind, this.positions, updateExtends, makeItUnique);
  38571. }
  38572. if (this.normals) {
  38573. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.NormalKind, this.normals, updateExtends, makeItUnique);
  38574. }
  38575. if (this.tangents) {
  38576. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.TangentKind, this.tangents, updateExtends, makeItUnique);
  38577. }
  38578. if (this.uvs) {
  38579. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UVKind, this.uvs, updateExtends, makeItUnique);
  38580. }
  38581. if (this.uvs2) {
  38582. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV2Kind, this.uvs2, updateExtends, makeItUnique);
  38583. }
  38584. if (this.uvs3) {
  38585. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV3Kind, this.uvs3, updateExtends, makeItUnique);
  38586. }
  38587. if (this.uvs4) {
  38588. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV4Kind, this.uvs4, updateExtends, makeItUnique);
  38589. }
  38590. if (this.uvs5) {
  38591. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV5Kind, this.uvs5, updateExtends, makeItUnique);
  38592. }
  38593. if (this.uvs6) {
  38594. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV6Kind, this.uvs6, updateExtends, makeItUnique);
  38595. }
  38596. if (this.colors) {
  38597. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.ColorKind, this.colors, updateExtends, makeItUnique);
  38598. }
  38599. if (this.matricesIndices) {
  38600. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, this.matricesIndices, updateExtends, makeItUnique);
  38601. }
  38602. if (this.matricesWeights) {
  38603. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, this.matricesWeights, updateExtends, makeItUnique);
  38604. }
  38605. if (this.matricesIndicesExtra) {
  38606. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, this.matricesIndicesExtra, updateExtends, makeItUnique);
  38607. }
  38608. if (this.matricesWeightsExtra) {
  38609. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind, this.matricesWeightsExtra, updateExtends, makeItUnique);
  38610. }
  38611. if (this.indices) {
  38612. meshOrGeometry.setIndices(this.indices, null);
  38613. }
  38614. return this;
  38615. };
  38616. /**
  38617. * Transforms each position and each normal of the vertexData according to the passed Matrix
  38618. * @param matrix the transforming matrix
  38619. * @returns the VertexData
  38620. */
  38621. VertexData.prototype.transform = function (matrix) {
  38622. var flip = matrix.m[0] * matrix.m[5] * matrix.m[10] < 0;
  38623. var transformed = BABYLON.Vector3.Zero();
  38624. var index;
  38625. if (this.positions) {
  38626. var position = BABYLON.Vector3.Zero();
  38627. for (index = 0; index < this.positions.length; index += 3) {
  38628. BABYLON.Vector3.FromArrayToRef(this.positions, index, position);
  38629. BABYLON.Vector3.TransformCoordinatesToRef(position, matrix, transformed);
  38630. this.positions[index] = transformed.x;
  38631. this.positions[index + 1] = transformed.y;
  38632. this.positions[index + 2] = transformed.z;
  38633. }
  38634. }
  38635. if (this.normals) {
  38636. var normal = BABYLON.Vector3.Zero();
  38637. for (index = 0; index < this.normals.length; index += 3) {
  38638. BABYLON.Vector3.FromArrayToRef(this.normals, index, normal);
  38639. BABYLON.Vector3.TransformNormalToRef(normal, matrix, transformed);
  38640. this.normals[index] = transformed.x;
  38641. this.normals[index + 1] = transformed.y;
  38642. this.normals[index + 2] = transformed.z;
  38643. }
  38644. }
  38645. if (this.tangents) {
  38646. var tangent = BABYLON.Vector4.Zero();
  38647. var tangentTransformed = BABYLON.Vector4.Zero();
  38648. for (index = 0; index < this.tangents.length; index += 4) {
  38649. BABYLON.Vector4.FromArrayToRef(this.tangents, index, tangent);
  38650. BABYLON.Vector4.TransformNormalToRef(tangent, matrix, tangentTransformed);
  38651. this.tangents[index] = tangentTransformed.x;
  38652. this.tangents[index + 1] = tangentTransformed.y;
  38653. this.tangents[index + 2] = tangentTransformed.z;
  38654. this.tangents[index + 3] = tangentTransformed.w;
  38655. }
  38656. }
  38657. if (flip && this.indices) {
  38658. for (index = 0; index < this.indices.length; index += 3) {
  38659. var tmp = this.indices[index + 1];
  38660. this.indices[index + 1] = this.indices[index + 2];
  38661. this.indices[index + 2] = tmp;
  38662. }
  38663. }
  38664. return this;
  38665. };
  38666. /**
  38667. * Merges the passed VertexData into the current one
  38668. * @param other the VertexData to be merged into the current one
  38669. * @param use32BitsIndices defines a boolean indicating if indices must be store in a 32 bits array
  38670. * @returns the modified VertexData
  38671. */
  38672. VertexData.prototype.merge = function (other, use32BitsIndices) {
  38673. if (use32BitsIndices === void 0) { use32BitsIndices = false; }
  38674. this._validate();
  38675. other._validate();
  38676. if (!this.normals !== !other.normals ||
  38677. !this.tangents !== !other.tangents ||
  38678. !this.uvs !== !other.uvs ||
  38679. !this.uvs2 !== !other.uvs2 ||
  38680. !this.uvs3 !== !other.uvs3 ||
  38681. !this.uvs4 !== !other.uvs4 ||
  38682. !this.uvs5 !== !other.uvs5 ||
  38683. !this.uvs6 !== !other.uvs6 ||
  38684. !this.colors !== !other.colors ||
  38685. !this.matricesIndices !== !other.matricesIndices ||
  38686. !this.matricesWeights !== !other.matricesWeights ||
  38687. !this.matricesIndicesExtra !== !other.matricesIndicesExtra ||
  38688. !this.matricesWeightsExtra !== !other.matricesWeightsExtra) {
  38689. throw new Error("Cannot merge vertex data that do not have the same set of attributes");
  38690. }
  38691. if (other.indices) {
  38692. if (!this.indices) {
  38693. this.indices = [];
  38694. }
  38695. var offset = this.positions ? this.positions.length / 3 : 0;
  38696. var isSrcTypedArray = this.indices.BYTES_PER_ELEMENT !== undefined;
  38697. if (isSrcTypedArray) {
  38698. var len = this.indices.length + other.indices.length;
  38699. var temp = use32BitsIndices || this.indices instanceof Uint32Array ? new Uint32Array(len) : new Uint16Array(len);
  38700. temp.set(this.indices);
  38701. var decal = this.indices.length;
  38702. for (var index = 0; index < other.indices.length; index++) {
  38703. temp[decal + index] = other.indices[index] + offset;
  38704. }
  38705. this.indices = temp;
  38706. }
  38707. else {
  38708. for (var index = 0; index < other.indices.length; index++) {
  38709. this.indices.push(other.indices[index] + offset);
  38710. }
  38711. }
  38712. }
  38713. this.positions = this._mergeElement(this.positions, other.positions);
  38714. this.normals = this._mergeElement(this.normals, other.normals);
  38715. this.tangents = this._mergeElement(this.tangents, other.tangents);
  38716. this.uvs = this._mergeElement(this.uvs, other.uvs);
  38717. this.uvs2 = this._mergeElement(this.uvs2, other.uvs2);
  38718. this.uvs3 = this._mergeElement(this.uvs3, other.uvs3);
  38719. this.uvs4 = this._mergeElement(this.uvs4, other.uvs4);
  38720. this.uvs5 = this._mergeElement(this.uvs5, other.uvs5);
  38721. this.uvs6 = this._mergeElement(this.uvs6, other.uvs6);
  38722. this.colors = this._mergeElement(this.colors, other.colors);
  38723. this.matricesIndices = this._mergeElement(this.matricesIndices, other.matricesIndices);
  38724. this.matricesWeights = this._mergeElement(this.matricesWeights, other.matricesWeights);
  38725. this.matricesIndicesExtra = this._mergeElement(this.matricesIndicesExtra, other.matricesIndicesExtra);
  38726. this.matricesWeightsExtra = this._mergeElement(this.matricesWeightsExtra, other.matricesWeightsExtra);
  38727. return this;
  38728. };
  38729. VertexData.prototype._mergeElement = function (source, other) {
  38730. if (!source) {
  38731. return other;
  38732. }
  38733. if (!other) {
  38734. return source;
  38735. }
  38736. var len = other.length + source.length;
  38737. var isSrcTypedArray = source instanceof Float32Array;
  38738. var isOthTypedArray = other instanceof Float32Array;
  38739. // use non-loop method when the source is Float32Array
  38740. if (isSrcTypedArray) {
  38741. var ret32 = new Float32Array(len);
  38742. ret32.set(source);
  38743. ret32.set(other, source.length);
  38744. return ret32;
  38745. // source is number[], when other is also use concat
  38746. }
  38747. else if (!isOthTypedArray) {
  38748. return source.concat(other);
  38749. // source is a number[], but other is a Float32Array, loop required
  38750. }
  38751. else {
  38752. var ret = source.slice(0); // copy source to a separate array
  38753. for (var i = 0, len = other.length; i < len; i++) {
  38754. ret.push(other[i]);
  38755. }
  38756. return ret;
  38757. }
  38758. };
  38759. VertexData.prototype._validate = function () {
  38760. if (!this.positions) {
  38761. throw new Error("Positions are required");
  38762. }
  38763. var getElementCount = function (kind, values) {
  38764. var stride = BABYLON.VertexBuffer.DeduceStride(kind);
  38765. if ((values.length % stride) !== 0) {
  38766. throw new Error("The " + kind + "s array count must be a multiple of " + stride);
  38767. }
  38768. return values.length / stride;
  38769. };
  38770. var positionsElementCount = getElementCount(BABYLON.VertexBuffer.PositionKind, this.positions);
  38771. var validateElementCount = function (kind, values) {
  38772. var elementCount = getElementCount(kind, values);
  38773. if (elementCount !== positionsElementCount) {
  38774. throw new Error("The " + kind + "s element count (" + elementCount + ") does not match the positions count (" + positionsElementCount + ")");
  38775. }
  38776. };
  38777. if (this.normals) {
  38778. validateElementCount(BABYLON.VertexBuffer.NormalKind, this.normals);
  38779. }
  38780. if (this.tangents) {
  38781. validateElementCount(BABYLON.VertexBuffer.TangentKind, this.tangents);
  38782. }
  38783. if (this.uvs) {
  38784. validateElementCount(BABYLON.VertexBuffer.UVKind, this.uvs);
  38785. }
  38786. if (this.uvs2) {
  38787. validateElementCount(BABYLON.VertexBuffer.UV2Kind, this.uvs2);
  38788. }
  38789. if (this.uvs3) {
  38790. validateElementCount(BABYLON.VertexBuffer.UV3Kind, this.uvs3);
  38791. }
  38792. if (this.uvs4) {
  38793. validateElementCount(BABYLON.VertexBuffer.UV4Kind, this.uvs4);
  38794. }
  38795. if (this.uvs5) {
  38796. validateElementCount(BABYLON.VertexBuffer.UV5Kind, this.uvs5);
  38797. }
  38798. if (this.uvs6) {
  38799. validateElementCount(BABYLON.VertexBuffer.UV6Kind, this.uvs6);
  38800. }
  38801. if (this.colors) {
  38802. validateElementCount(BABYLON.VertexBuffer.ColorKind, this.colors);
  38803. }
  38804. if (this.matricesIndices) {
  38805. validateElementCount(BABYLON.VertexBuffer.MatricesIndicesKind, this.matricesIndices);
  38806. }
  38807. if (this.matricesWeights) {
  38808. validateElementCount(BABYLON.VertexBuffer.MatricesWeightsKind, this.matricesWeights);
  38809. }
  38810. if (this.matricesIndicesExtra) {
  38811. validateElementCount(BABYLON.VertexBuffer.MatricesIndicesExtraKind, this.matricesIndicesExtra);
  38812. }
  38813. if (this.matricesWeightsExtra) {
  38814. validateElementCount(BABYLON.VertexBuffer.MatricesWeightsExtraKind, this.matricesWeightsExtra);
  38815. }
  38816. };
  38817. /**
  38818. * Serializes the VertexData
  38819. * @returns a serialized object
  38820. */
  38821. VertexData.prototype.serialize = function () {
  38822. var serializationObject = this.serialize();
  38823. if (this.positions) {
  38824. serializationObject.positions = this.positions;
  38825. }
  38826. if (this.normals) {
  38827. serializationObject.normals = this.normals;
  38828. }
  38829. if (this.tangents) {
  38830. serializationObject.tangents = this.tangents;
  38831. }
  38832. if (this.uvs) {
  38833. serializationObject.uvs = this.uvs;
  38834. }
  38835. if (this.uvs2) {
  38836. serializationObject.uvs2 = this.uvs2;
  38837. }
  38838. if (this.uvs3) {
  38839. serializationObject.uvs3 = this.uvs3;
  38840. }
  38841. if (this.uvs4) {
  38842. serializationObject.uvs4 = this.uvs4;
  38843. }
  38844. if (this.uvs5) {
  38845. serializationObject.uvs5 = this.uvs5;
  38846. }
  38847. if (this.uvs6) {
  38848. serializationObject.uvs6 = this.uvs6;
  38849. }
  38850. if (this.colors) {
  38851. serializationObject.colors = this.colors;
  38852. }
  38853. if (this.matricesIndices) {
  38854. serializationObject.matricesIndices = this.matricesIndices;
  38855. serializationObject.matricesIndices._isExpanded = true;
  38856. }
  38857. if (this.matricesWeights) {
  38858. serializationObject.matricesWeights = this.matricesWeights;
  38859. }
  38860. if (this.matricesIndicesExtra) {
  38861. serializationObject.matricesIndicesExtra = this.matricesIndicesExtra;
  38862. serializationObject.matricesIndicesExtra._isExpanded = true;
  38863. }
  38864. if (this.matricesWeightsExtra) {
  38865. serializationObject.matricesWeightsExtra = this.matricesWeightsExtra;
  38866. }
  38867. serializationObject.indices = this.indices;
  38868. return serializationObject;
  38869. };
  38870. // Statics
  38871. /**
  38872. * Extracts the vertexData from a mesh
  38873. * @param mesh the mesh from which to extract the VertexData
  38874. * @param copyWhenShared defines if the VertexData must be cloned when shared between multiple meshes, optional, default false
  38875. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  38876. * @returns the object VertexData associated to the passed mesh
  38877. */
  38878. VertexData.ExtractFromMesh = function (mesh, copyWhenShared, forceCopy) {
  38879. return VertexData._ExtractFrom(mesh, copyWhenShared, forceCopy);
  38880. };
  38881. /**
  38882. * Extracts the vertexData from the geometry
  38883. * @param geometry the geometry from which to extract the VertexData
  38884. * @param copyWhenShared defines if the VertexData must be cloned when the geometrty is shared between multiple meshes, optional, default false
  38885. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  38886. * @returns the object VertexData associated to the passed mesh
  38887. */
  38888. VertexData.ExtractFromGeometry = function (geometry, copyWhenShared, forceCopy) {
  38889. return VertexData._ExtractFrom(geometry, copyWhenShared, forceCopy);
  38890. };
  38891. VertexData._ExtractFrom = function (meshOrGeometry, copyWhenShared, forceCopy) {
  38892. var result = new VertexData();
  38893. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  38894. result.positions = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.PositionKind, copyWhenShared, forceCopy);
  38895. }
  38896. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  38897. result.normals = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.NormalKind, copyWhenShared, forceCopy);
  38898. }
  38899. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind)) {
  38900. result.tangents = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.TangentKind, copyWhenShared, forceCopy);
  38901. }
  38902. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  38903. result.uvs = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UVKind, copyWhenShared, forceCopy);
  38904. }
  38905. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  38906. result.uvs2 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV2Kind, copyWhenShared, forceCopy);
  38907. }
  38908. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV3Kind)) {
  38909. result.uvs3 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV3Kind, copyWhenShared, forceCopy);
  38910. }
  38911. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV4Kind)) {
  38912. result.uvs4 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV4Kind, copyWhenShared, forceCopy);
  38913. }
  38914. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV5Kind)) {
  38915. result.uvs5 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV5Kind, copyWhenShared, forceCopy);
  38916. }
  38917. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV6Kind)) {
  38918. result.uvs6 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV6Kind, copyWhenShared, forceCopy);
  38919. }
  38920. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  38921. result.colors = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.ColorKind, copyWhenShared, forceCopy);
  38922. }
  38923. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind)) {
  38924. result.matricesIndices = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, copyWhenShared, forceCopy);
  38925. }
  38926. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  38927. result.matricesWeights = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, copyWhenShared, forceCopy);
  38928. }
  38929. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesExtraKind)) {
  38930. result.matricesIndicesExtra = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, copyWhenShared, forceCopy);
  38931. }
  38932. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsExtraKind)) {
  38933. result.matricesWeightsExtra = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind, copyWhenShared, forceCopy);
  38934. }
  38935. result.indices = meshOrGeometry.getIndices(copyWhenShared, forceCopy);
  38936. return result;
  38937. };
  38938. /**
  38939. * Creates the VertexData for a Ribbon
  38940. * @param options an object used to set the following optional parameters for the ribbon, required but can be empty
  38941. * * pathArray array of paths, each of which an array of successive Vector3
  38942. * * closeArray creates a seam between the first and the last paths of the pathArray, optional, default false
  38943. * * closePath creates a seam between the first and the last points of each path of the path array, optional, default false
  38944. * * 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
  38945. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  38946. * * 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)
  38947. * * 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)
  38948. * * invertUV swaps in the U and V coordinates when applying a texture, optional, default false
  38949. * * uvs a linear array, of length 2 * number of vertices, of custom UV values, optional
  38950. * * colors a linear array, of length 4 * number of vertices, of custom color values, optional
  38951. * @returns the VertexData of the ribbon
  38952. */
  38953. VertexData.CreateRibbon = function (options) {
  38954. var pathArray = options.pathArray;
  38955. var closeArray = options.closeArray || false;
  38956. var closePath = options.closePath || false;
  38957. var invertUV = options.invertUV || false;
  38958. var defaultOffset = Math.floor(pathArray[0].length / 2);
  38959. var offset = options.offset || defaultOffset;
  38960. offset = offset > defaultOffset ? defaultOffset : Math.floor(offset); // offset max allowed : defaultOffset
  38961. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  38962. var customUV = options.uvs;
  38963. var customColors = options.colors;
  38964. var positions = [];
  38965. var indices = [];
  38966. var normals = [];
  38967. var uvs = [];
  38968. var us = []; // us[path_id] = [uDist1, uDist2, uDist3 ... ] distances between points on path path_id
  38969. var vs = []; // vs[i] = [vDist1, vDist2, vDist3, ... ] distances between points i of consecutives paths from pathArray
  38970. var uTotalDistance = []; // uTotalDistance[p] : total distance of path p
  38971. var vTotalDistance = []; // vTotalDistance[i] : total distance between points i of first and last path from pathArray
  38972. var minlg; // minimal length among all paths from pathArray
  38973. var lg = []; // array of path lengths : nb of vertex per path
  38974. var idx = []; // array of path indexes : index of each path (first vertex) in the total vertex number
  38975. var p; // path iterator
  38976. var i; // point iterator
  38977. var j; // point iterator
  38978. // if single path in pathArray
  38979. if (pathArray.length < 2) {
  38980. var ar1 = [];
  38981. var ar2 = [];
  38982. for (i = 0; i < pathArray[0].length - offset; i++) {
  38983. ar1.push(pathArray[0][i]);
  38984. ar2.push(pathArray[0][i + offset]);
  38985. }
  38986. pathArray = [ar1, ar2];
  38987. }
  38988. // positions and horizontal distances (u)
  38989. var idc = 0;
  38990. var closePathCorr = (closePath) ? 1 : 0; // the final index will be +1 if closePath
  38991. var path;
  38992. var l;
  38993. minlg = pathArray[0].length;
  38994. var vectlg;
  38995. var dist;
  38996. for (p = 0; p < pathArray.length; p++) {
  38997. uTotalDistance[p] = 0;
  38998. us[p] = [0];
  38999. path = pathArray[p];
  39000. l = path.length;
  39001. minlg = (minlg < l) ? minlg : l;
  39002. j = 0;
  39003. while (j < l) {
  39004. positions.push(path[j].x, path[j].y, path[j].z);
  39005. if (j > 0) {
  39006. vectlg = path[j].subtract(path[j - 1]).length();
  39007. dist = vectlg + uTotalDistance[p];
  39008. us[p].push(dist);
  39009. uTotalDistance[p] = dist;
  39010. }
  39011. j++;
  39012. }
  39013. if (closePath) { // an extra hidden vertex is added in the "positions" array
  39014. j--;
  39015. positions.push(path[0].x, path[0].y, path[0].z);
  39016. vectlg = path[j].subtract(path[0]).length();
  39017. dist = vectlg + uTotalDistance[p];
  39018. us[p].push(dist);
  39019. uTotalDistance[p] = dist;
  39020. }
  39021. lg[p] = l + closePathCorr;
  39022. idx[p] = idc;
  39023. idc += (l + closePathCorr);
  39024. }
  39025. // vertical distances (v)
  39026. var path1;
  39027. var path2;
  39028. var vertex1 = null;
  39029. var vertex2 = null;
  39030. for (i = 0; i < minlg + closePathCorr; i++) {
  39031. vTotalDistance[i] = 0;
  39032. vs[i] = [0];
  39033. for (p = 0; p < pathArray.length - 1; p++) {
  39034. path1 = pathArray[p];
  39035. path2 = pathArray[p + 1];
  39036. if (i === minlg) { // closePath
  39037. vertex1 = path1[0];
  39038. vertex2 = path2[0];
  39039. }
  39040. else {
  39041. vertex1 = path1[i];
  39042. vertex2 = path2[i];
  39043. }
  39044. vectlg = vertex2.subtract(vertex1).length();
  39045. dist = vectlg + vTotalDistance[i];
  39046. vs[i].push(dist);
  39047. vTotalDistance[i] = dist;
  39048. }
  39049. if (closeArray && vertex2 && vertex1) {
  39050. path1 = pathArray[p];
  39051. path2 = pathArray[0];
  39052. if (i === minlg) { // closePath
  39053. vertex2 = path2[0];
  39054. }
  39055. vectlg = vertex2.subtract(vertex1).length();
  39056. dist = vectlg + vTotalDistance[i];
  39057. vTotalDistance[i] = dist;
  39058. }
  39059. }
  39060. // uvs
  39061. var u;
  39062. var v;
  39063. if (customUV) {
  39064. for (p = 0; p < customUV.length; p++) {
  39065. uvs.push(customUV[p].x, customUV[p].y);
  39066. }
  39067. }
  39068. else {
  39069. for (p = 0; p < pathArray.length; p++) {
  39070. for (i = 0; i < minlg + closePathCorr; i++) {
  39071. u = (uTotalDistance[p] != 0.0) ? us[p][i] / uTotalDistance[p] : 0.0;
  39072. v = (vTotalDistance[i] != 0.0) ? vs[i][p] / vTotalDistance[i] : 0.0;
  39073. if (invertUV) {
  39074. uvs.push(v, u);
  39075. }
  39076. else {
  39077. uvs.push(u, v);
  39078. }
  39079. }
  39080. }
  39081. }
  39082. // indices
  39083. p = 0; // path index
  39084. var pi = 0; // positions array index
  39085. var l1 = lg[p] - 1; // path1 length
  39086. var l2 = lg[p + 1] - 1; // path2 length
  39087. var min = (l1 < l2) ? l1 : l2; // current path stop index
  39088. var shft = idx[1] - idx[0]; // shift
  39089. var path1nb = closeArray ? lg.length : lg.length - 1; // number of path1 to iterate on
  39090. while (pi <= min && p < path1nb) { // stay under min and don't go over next to last path
  39091. // 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
  39092. indices.push(pi, pi + shft, pi + 1);
  39093. indices.push(pi + shft + 1, pi + 1, pi + shft);
  39094. pi += 1;
  39095. if (pi === min) { // if end of one of two consecutive paths reached, go to next existing path
  39096. p++;
  39097. if (p === lg.length - 1) { // last path of pathArray reached <=> closeArray == true
  39098. shft = idx[0] - idx[p];
  39099. l1 = lg[p] - 1;
  39100. l2 = lg[0] - 1;
  39101. }
  39102. else {
  39103. shft = idx[p + 1] - idx[p];
  39104. l1 = lg[p] - 1;
  39105. l2 = lg[p + 1] - 1;
  39106. }
  39107. pi = idx[p];
  39108. min = (l1 < l2) ? l1 + pi : l2 + pi;
  39109. }
  39110. }
  39111. // normals
  39112. VertexData.ComputeNormals(positions, indices, normals);
  39113. if (closePath) { // update both the first and last vertex normals to their average value
  39114. var indexFirst = 0;
  39115. var indexLast = 0;
  39116. for (p = 0; p < pathArray.length; p++) {
  39117. indexFirst = idx[p] * 3;
  39118. if (p + 1 < pathArray.length) {
  39119. indexLast = (idx[p + 1] - 1) * 3;
  39120. }
  39121. else {
  39122. indexLast = normals.length - 3;
  39123. }
  39124. normals[indexFirst] = (normals[indexFirst] + normals[indexLast]) * 0.5;
  39125. normals[indexFirst + 1] = (normals[indexFirst + 1] + normals[indexLast + 1]) * 0.5;
  39126. normals[indexFirst + 2] = (normals[indexFirst + 2] + normals[indexLast + 2]) * 0.5;
  39127. normals[indexLast] = normals[indexFirst];
  39128. normals[indexLast + 1] = normals[indexFirst + 1];
  39129. normals[indexLast + 2] = normals[indexFirst + 2];
  39130. }
  39131. }
  39132. // sides
  39133. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  39134. // Colors
  39135. var colors = null;
  39136. if (customColors) {
  39137. colors = new Float32Array(customColors.length * 4);
  39138. for (var c = 0; c < customColors.length; c++) {
  39139. colors[c * 4] = customColors[c].r;
  39140. colors[c * 4 + 1] = customColors[c].g;
  39141. colors[c * 4 + 2] = customColors[c].b;
  39142. colors[c * 4 + 3] = customColors[c].a;
  39143. }
  39144. }
  39145. // Result
  39146. var vertexData = new VertexData();
  39147. var positions32 = new Float32Array(positions);
  39148. var normals32 = new Float32Array(normals);
  39149. var uvs32 = new Float32Array(uvs);
  39150. vertexData.indices = indices;
  39151. vertexData.positions = positions32;
  39152. vertexData.normals = normals32;
  39153. vertexData.uvs = uvs32;
  39154. if (colors) {
  39155. vertexData.set(colors, BABYLON.VertexBuffer.ColorKind);
  39156. }
  39157. if (closePath) {
  39158. vertexData._idx = idx;
  39159. }
  39160. return vertexData;
  39161. };
  39162. /**
  39163. * Creates the VertexData for a box
  39164. * @param options an object used to set the following optional parameters for the box, required but can be empty
  39165. * * size sets the width, height and depth of the box to the value of size, optional default 1
  39166. * * width sets the width (x direction) of the box, overwrites the width set by size, optional, default size
  39167. * * height sets the height (y direction) of the box, overwrites the height set by size, optional, default size
  39168. * * depth sets the depth (z direction) of the box, overwrites the depth set by size, optional, default size
  39169. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  39170. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  39171. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39172. * * 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)
  39173. * * 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)
  39174. * @returns the VertexData of the box
  39175. */
  39176. VertexData.CreateBox = function (options) {
  39177. var normalsSource = [
  39178. new BABYLON.Vector3(0, 0, 1),
  39179. new BABYLON.Vector3(0, 0, -1),
  39180. new BABYLON.Vector3(1, 0, 0),
  39181. new BABYLON.Vector3(-1, 0, 0),
  39182. new BABYLON.Vector3(0, 1, 0),
  39183. new BABYLON.Vector3(0, -1, 0)
  39184. ];
  39185. var indices = [];
  39186. var positions = [];
  39187. var normals = [];
  39188. var uvs = [];
  39189. var width = options.width || options.size || 1;
  39190. var height = options.height || options.size || 1;
  39191. var depth = options.depth || options.size || 1;
  39192. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  39193. var faceUV = options.faceUV || new Array(6);
  39194. var faceColors = options.faceColors;
  39195. var colors = [];
  39196. // default face colors and UV if undefined
  39197. for (var f = 0; f < 6; f++) {
  39198. if (faceUV[f] === undefined) {
  39199. faceUV[f] = new BABYLON.Vector4(0, 0, 1, 1);
  39200. }
  39201. if (faceColors && faceColors[f] === undefined) {
  39202. faceColors[f] = new BABYLON.Color4(1, 1, 1, 1);
  39203. }
  39204. }
  39205. var scaleVector = new BABYLON.Vector3(width / 2, height / 2, depth / 2);
  39206. // Create each face in turn.
  39207. for (var index = 0; index < normalsSource.length; index++) {
  39208. var normal = normalsSource[index];
  39209. // Get two vectors perpendicular to the face normal and to each other.
  39210. var side1 = new BABYLON.Vector3(normal.y, normal.z, normal.x);
  39211. var side2 = BABYLON.Vector3.Cross(normal, side1);
  39212. // Six indices (two triangles) per face.
  39213. var verticesLength = positions.length / 3;
  39214. indices.push(verticesLength);
  39215. indices.push(verticesLength + 1);
  39216. indices.push(verticesLength + 2);
  39217. indices.push(verticesLength);
  39218. indices.push(verticesLength + 2);
  39219. indices.push(verticesLength + 3);
  39220. // Four vertices per face.
  39221. var vertex = normal.subtract(side1).subtract(side2).multiply(scaleVector);
  39222. positions.push(vertex.x, vertex.y, vertex.z);
  39223. normals.push(normal.x, normal.y, normal.z);
  39224. uvs.push(faceUV[index].z, faceUV[index].w);
  39225. if (faceColors) {
  39226. colors.push(faceColors[index].r, faceColors[index].g, faceColors[index].b, faceColors[index].a);
  39227. }
  39228. vertex = normal.subtract(side1).add(side2).multiply(scaleVector);
  39229. positions.push(vertex.x, vertex.y, vertex.z);
  39230. normals.push(normal.x, normal.y, normal.z);
  39231. uvs.push(faceUV[index].x, faceUV[index].w);
  39232. if (faceColors) {
  39233. colors.push(faceColors[index].r, faceColors[index].g, faceColors[index].b, faceColors[index].a);
  39234. }
  39235. vertex = normal.add(side1).add(side2).multiply(scaleVector);
  39236. positions.push(vertex.x, vertex.y, vertex.z);
  39237. normals.push(normal.x, normal.y, normal.z);
  39238. uvs.push(faceUV[index].x, faceUV[index].y);
  39239. if (faceColors) {
  39240. colors.push(faceColors[index].r, faceColors[index].g, faceColors[index].b, faceColors[index].a);
  39241. }
  39242. vertex = normal.add(side1).subtract(side2).multiply(scaleVector);
  39243. positions.push(vertex.x, vertex.y, vertex.z);
  39244. normals.push(normal.x, normal.y, normal.z);
  39245. uvs.push(faceUV[index].z, faceUV[index].y);
  39246. if (faceColors) {
  39247. colors.push(faceColors[index].r, faceColors[index].g, faceColors[index].b, faceColors[index].a);
  39248. }
  39249. }
  39250. // sides
  39251. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  39252. // Result
  39253. var vertexData = new VertexData();
  39254. vertexData.indices = indices;
  39255. vertexData.positions = positions;
  39256. vertexData.normals = normals;
  39257. vertexData.uvs = uvs;
  39258. if (faceColors) {
  39259. var totalColors = (sideOrientation === BABYLON.Mesh.DOUBLESIDE) ? colors.concat(colors) : colors;
  39260. vertexData.colors = totalColors;
  39261. }
  39262. return vertexData;
  39263. };
  39264. /**
  39265. * Creates the VertexData for an ellipsoid, defaults to a sphere
  39266. * @param options an object used to set the following optional parameters for the box, required but can be empty
  39267. * * segments sets the number of horizontal strips optional, default 32
  39268. * * diameter sets the axes dimensions, diameterX, diameterY and diameterZ to the value of diameter, optional default 1
  39269. * * diameterX sets the diameterX (x direction) of the ellipsoid, overwrites the diameterX set by diameter, optional, default diameter
  39270. * * diameterY sets the diameterY (y direction) of the ellipsoid, overwrites the diameterY set by diameter, optional, default diameter
  39271. * * diameterZ sets the diameterZ (z direction) of the ellipsoid, overwrites the diameterZ set by diameter, optional, default diameter
  39272. * * 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
  39273. * * 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
  39274. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39275. * * 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)
  39276. * * 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)
  39277. * @returns the VertexData of the ellipsoid
  39278. */
  39279. VertexData.CreateSphere = function (options) {
  39280. var segments = options.segments || 32;
  39281. var diameterX = options.diameterX || options.diameter || 1;
  39282. var diameterY = options.diameterY || options.diameter || 1;
  39283. var diameterZ = options.diameterZ || options.diameter || 1;
  39284. var arc = options.arc && (options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc || 1.0;
  39285. var slice = options.slice && (options.slice <= 0) ? 1.0 : options.slice || 1.0;
  39286. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  39287. var radius = new BABYLON.Vector3(diameterX / 2, diameterY / 2, diameterZ / 2);
  39288. var totalZRotationSteps = 2 + segments;
  39289. var totalYRotationSteps = 2 * totalZRotationSteps;
  39290. var indices = [];
  39291. var positions = [];
  39292. var normals = [];
  39293. var uvs = [];
  39294. for (var zRotationStep = 0; zRotationStep <= totalZRotationSteps; zRotationStep++) {
  39295. var normalizedZ = zRotationStep / totalZRotationSteps;
  39296. var angleZ = normalizedZ * Math.PI * slice;
  39297. for (var yRotationStep = 0; yRotationStep <= totalYRotationSteps; yRotationStep++) {
  39298. var normalizedY = yRotationStep / totalYRotationSteps;
  39299. var angleY = normalizedY * Math.PI * 2 * arc;
  39300. var rotationZ = BABYLON.Matrix.RotationZ(-angleZ);
  39301. var rotationY = BABYLON.Matrix.RotationY(angleY);
  39302. var afterRotZ = BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.Up(), rotationZ);
  39303. var complete = BABYLON.Vector3.TransformCoordinates(afterRotZ, rotationY);
  39304. var vertex = complete.multiply(radius);
  39305. var normal = complete.divide(radius).normalize();
  39306. positions.push(vertex.x, vertex.y, vertex.z);
  39307. normals.push(normal.x, normal.y, normal.z);
  39308. uvs.push(normalizedY, normalizedZ);
  39309. }
  39310. if (zRotationStep > 0) {
  39311. var verticesCount = positions.length / 3;
  39312. for (var firstIndex = verticesCount - 2 * (totalYRotationSteps + 1); (firstIndex + totalYRotationSteps + 2) < verticesCount; firstIndex++) {
  39313. indices.push((firstIndex));
  39314. indices.push((firstIndex + 1));
  39315. indices.push(firstIndex + totalYRotationSteps + 1);
  39316. indices.push((firstIndex + totalYRotationSteps + 1));
  39317. indices.push((firstIndex + 1));
  39318. indices.push((firstIndex + totalYRotationSteps + 2));
  39319. }
  39320. }
  39321. }
  39322. // Sides
  39323. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  39324. // Result
  39325. var vertexData = new VertexData();
  39326. vertexData.indices = indices;
  39327. vertexData.positions = positions;
  39328. vertexData.normals = normals;
  39329. vertexData.uvs = uvs;
  39330. return vertexData;
  39331. };
  39332. /**
  39333. * Creates the VertexData for a cylinder, cone or prism
  39334. * @param options an object used to set the following optional parameters for the box, required but can be empty
  39335. * * height sets the height (y direction) of the cylinder, optional, default 2
  39336. * * diameterTop sets the diameter of the top of the cone, overwrites diameter, optional, default diameter
  39337. * * diameterBottom sets the diameter of the bottom of the cone, overwrites diameter, optional, default diameter
  39338. * * diameter sets the diameter of the top and bottom of the cone, optional default 1
  39339. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  39340. * * subdivisions` the number of rings along the cylinder height, optional, default 1
  39341. * * 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
  39342. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  39343. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  39344. * * hasRings when true makes each subdivision independantly treated as a face for faceUV and faceColors, optional, default false
  39345. * * enclose when true closes an open cylinder by adding extra flat faces between the height axis and vertical edges, think cut cake
  39346. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39347. * * 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)
  39348. * * 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)
  39349. * @returns the VertexData of the cylinder, cone or prism
  39350. */
  39351. VertexData.CreateCylinder = function (options) {
  39352. var height = options.height || 2;
  39353. var diameterTop = (options.diameterTop === 0) ? 0 : options.diameterTop || options.diameter || 1;
  39354. var diameterBottom = (options.diameterBottom === 0) ? 0 : options.diameterBottom || options.diameter || 1;
  39355. var tessellation = options.tessellation || 24;
  39356. var subdivisions = options.subdivisions || 1;
  39357. var hasRings = options.hasRings ? true : false;
  39358. var enclose = options.enclose ? true : false;
  39359. var arc = options.arc && (options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc || 1.0;
  39360. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  39361. var faceUV = options.faceUV || new Array(3);
  39362. var faceColors = options.faceColors;
  39363. // default face colors and UV if undefined
  39364. var quadNb = (arc !== 1 && enclose) ? 2 : 0;
  39365. var ringNb = (hasRings) ? subdivisions : 1;
  39366. var surfaceNb = 2 + (1 + quadNb) * ringNb;
  39367. var f;
  39368. for (f = 0; f < surfaceNb; f++) {
  39369. if (faceColors && faceColors[f] === undefined) {
  39370. faceColors[f] = new BABYLON.Color4(1, 1, 1, 1);
  39371. }
  39372. }
  39373. for (f = 0; f < surfaceNb; f++) {
  39374. if (faceUV && faceUV[f] === undefined) {
  39375. faceUV[f] = new BABYLON.Vector4(0, 0, 1, 1);
  39376. }
  39377. }
  39378. var indices = new Array();
  39379. var positions = new Array();
  39380. var normals = new Array();
  39381. var uvs = new Array();
  39382. var colors = new Array();
  39383. var angle_step = Math.PI * 2 * arc / tessellation;
  39384. var angle;
  39385. var h;
  39386. var radius;
  39387. var tan = (diameterBottom - diameterTop) / 2 / height;
  39388. var ringVertex = BABYLON.Vector3.Zero();
  39389. var ringNormal = BABYLON.Vector3.Zero();
  39390. var ringFirstVertex = BABYLON.Vector3.Zero();
  39391. var ringFirstNormal = BABYLON.Vector3.Zero();
  39392. var quadNormal = BABYLON.Vector3.Zero();
  39393. var Y = BABYLON.Axis.Y;
  39394. // positions, normals, uvs
  39395. var i;
  39396. var j;
  39397. var r;
  39398. var ringIdx = 1;
  39399. var s = 1; // surface index
  39400. var cs = 0;
  39401. var v = 0;
  39402. for (i = 0; i <= subdivisions; i++) {
  39403. h = i / subdivisions;
  39404. radius = (h * (diameterTop - diameterBottom) + diameterBottom) / 2;
  39405. ringIdx = (hasRings && i !== 0 && i !== subdivisions) ? 2 : 1;
  39406. for (r = 0; r < ringIdx; r++) {
  39407. if (hasRings) {
  39408. s += r;
  39409. }
  39410. if (enclose) {
  39411. s += 2 * r;
  39412. }
  39413. for (j = 0; j <= tessellation; j++) {
  39414. angle = j * angle_step;
  39415. // position
  39416. ringVertex.x = Math.cos(-angle) * radius;
  39417. ringVertex.y = -height / 2 + h * height;
  39418. ringVertex.z = Math.sin(-angle) * radius;
  39419. // normal
  39420. if (diameterTop === 0 && i === subdivisions) {
  39421. // if no top cap, reuse former normals
  39422. ringNormal.x = normals[normals.length - (tessellation + 1) * 3];
  39423. ringNormal.y = normals[normals.length - (tessellation + 1) * 3 + 1];
  39424. ringNormal.z = normals[normals.length - (tessellation + 1) * 3 + 2];
  39425. }
  39426. else {
  39427. ringNormal.x = ringVertex.x;
  39428. ringNormal.z = ringVertex.z;
  39429. ringNormal.y = Math.sqrt(ringNormal.x * ringNormal.x + ringNormal.z * ringNormal.z) * tan;
  39430. ringNormal.normalize();
  39431. }
  39432. // keep first ring vertex values for enclose
  39433. if (j === 0) {
  39434. ringFirstVertex.copyFrom(ringVertex);
  39435. ringFirstNormal.copyFrom(ringNormal);
  39436. }
  39437. positions.push(ringVertex.x, ringVertex.y, ringVertex.z);
  39438. normals.push(ringNormal.x, ringNormal.y, ringNormal.z);
  39439. if (hasRings) {
  39440. v = (cs !== s) ? faceUV[s].y : faceUV[s].w;
  39441. }
  39442. else {
  39443. v = faceUV[s].y + (faceUV[s].w - faceUV[s].y) * h;
  39444. }
  39445. uvs.push(faceUV[s].x + (faceUV[s].z - faceUV[s].x) * j / tessellation, v);
  39446. if (faceColors) {
  39447. colors.push(faceColors[s].r, faceColors[s].g, faceColors[s].b, faceColors[s].a);
  39448. }
  39449. }
  39450. // if enclose, add four vertices and their dedicated normals
  39451. if (arc !== 1 && enclose) {
  39452. positions.push(ringVertex.x, ringVertex.y, ringVertex.z);
  39453. positions.push(0, ringVertex.y, 0);
  39454. positions.push(0, ringVertex.y, 0);
  39455. positions.push(ringFirstVertex.x, ringFirstVertex.y, ringFirstVertex.z);
  39456. BABYLON.Vector3.CrossToRef(Y, ringNormal, quadNormal);
  39457. quadNormal.normalize();
  39458. normals.push(quadNormal.x, quadNormal.y, quadNormal.z, quadNormal.x, quadNormal.y, quadNormal.z);
  39459. BABYLON.Vector3.CrossToRef(ringFirstNormal, Y, quadNormal);
  39460. quadNormal.normalize();
  39461. normals.push(quadNormal.x, quadNormal.y, quadNormal.z, quadNormal.x, quadNormal.y, quadNormal.z);
  39462. if (hasRings) {
  39463. v = (cs !== s) ? faceUV[s + 1].y : faceUV[s + 1].w;
  39464. }
  39465. else {
  39466. v = faceUV[s + 1].y + (faceUV[s + 1].w - faceUV[s + 1].y) * h;
  39467. }
  39468. uvs.push(faceUV[s + 1].x, v);
  39469. uvs.push(faceUV[s + 1].z, v);
  39470. if (hasRings) {
  39471. v = (cs !== s) ? faceUV[s + 2].y : faceUV[s + 2].w;
  39472. }
  39473. else {
  39474. v = faceUV[s + 2].y + (faceUV[s + 2].w - faceUV[s + 2].y) * h;
  39475. }
  39476. uvs.push(faceUV[s + 2].x, v);
  39477. uvs.push(faceUV[s + 2].z, v);
  39478. if (faceColors) {
  39479. colors.push(faceColors[s + 1].r, faceColors[s + 1].g, faceColors[s + 1].b, faceColors[s + 1].a);
  39480. colors.push(faceColors[s + 1].r, faceColors[s + 1].g, faceColors[s + 1].b, faceColors[s + 1].a);
  39481. colors.push(faceColors[s + 2].r, faceColors[s + 2].g, faceColors[s + 2].b, faceColors[s + 2].a);
  39482. colors.push(faceColors[s + 2].r, faceColors[s + 2].g, faceColors[s + 2].b, faceColors[s + 2].a);
  39483. }
  39484. }
  39485. if (cs !== s) {
  39486. cs = s;
  39487. }
  39488. }
  39489. }
  39490. // indices
  39491. var e = (arc !== 1 && enclose) ? tessellation + 4 : tessellation; // correction of number of iteration if enclose
  39492. var s;
  39493. i = 0;
  39494. for (s = 0; s < subdivisions; s++) {
  39495. var i0 = 0;
  39496. var i1 = 0;
  39497. var i2 = 0;
  39498. var i3 = 0;
  39499. for (j = 0; j < tessellation; j++) {
  39500. i0 = i * (e + 1) + j;
  39501. i1 = (i + 1) * (e + 1) + j;
  39502. i2 = i * (e + 1) + (j + 1);
  39503. i3 = (i + 1) * (e + 1) + (j + 1);
  39504. indices.push(i0, i1, i2);
  39505. indices.push(i3, i2, i1);
  39506. }
  39507. if (arc !== 1 && enclose) { // if enclose, add two quads
  39508. indices.push(i0 + 2, i1 + 2, i2 + 2);
  39509. indices.push(i3 + 2, i2 + 2, i1 + 2);
  39510. indices.push(i0 + 4, i1 + 4, i2 + 4);
  39511. indices.push(i3 + 4, i2 + 4, i1 + 4);
  39512. }
  39513. i = (hasRings) ? (i + 2) : (i + 1);
  39514. }
  39515. // Caps
  39516. var createCylinderCap = function (isTop) {
  39517. var radius = isTop ? diameterTop / 2 : diameterBottom / 2;
  39518. if (radius === 0) {
  39519. return;
  39520. }
  39521. // Cap positions, normals & uvs
  39522. var angle;
  39523. var circleVector;
  39524. var i;
  39525. var u = (isTop) ? faceUV[surfaceNb - 1] : faceUV[0];
  39526. var c = null;
  39527. if (faceColors) {
  39528. c = (isTop) ? faceColors[surfaceNb - 1] : faceColors[0];
  39529. }
  39530. // cap center
  39531. var vbase = positions.length / 3;
  39532. var offset = isTop ? height / 2 : -height / 2;
  39533. var center = new BABYLON.Vector3(0, offset, 0);
  39534. positions.push(center.x, center.y, center.z);
  39535. normals.push(0, isTop ? 1 : -1, 0);
  39536. uvs.push(u.x + (u.z - u.x) * 0.5, u.y + (u.w - u.y) * 0.5);
  39537. if (c) {
  39538. colors.push(c.r, c.g, c.b, c.a);
  39539. }
  39540. var textureScale = new BABYLON.Vector2(0.5, 0.5);
  39541. for (i = 0; i <= tessellation; i++) {
  39542. angle = Math.PI * 2 * i * arc / tessellation;
  39543. var cos = Math.cos(-angle);
  39544. var sin = Math.sin(-angle);
  39545. circleVector = new BABYLON.Vector3(cos * radius, offset, sin * radius);
  39546. var textureCoordinate = new BABYLON.Vector2(cos * textureScale.x + 0.5, sin * textureScale.y + 0.5);
  39547. positions.push(circleVector.x, circleVector.y, circleVector.z);
  39548. normals.push(0, isTop ? 1 : -1, 0);
  39549. uvs.push(u.x + (u.z - u.x) * textureCoordinate.x, u.y + (u.w - u.y) * textureCoordinate.y);
  39550. if (c) {
  39551. colors.push(c.r, c.g, c.b, c.a);
  39552. }
  39553. }
  39554. // Cap indices
  39555. for (i = 0; i < tessellation; i++) {
  39556. if (!isTop) {
  39557. indices.push(vbase);
  39558. indices.push(vbase + (i + 1));
  39559. indices.push(vbase + (i + 2));
  39560. }
  39561. else {
  39562. indices.push(vbase);
  39563. indices.push(vbase + (i + 2));
  39564. indices.push(vbase + (i + 1));
  39565. }
  39566. }
  39567. };
  39568. // add caps to geometry
  39569. createCylinderCap(false);
  39570. createCylinderCap(true);
  39571. // Sides
  39572. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  39573. var vertexData = new VertexData();
  39574. vertexData.indices = indices;
  39575. vertexData.positions = positions;
  39576. vertexData.normals = normals;
  39577. vertexData.uvs = uvs;
  39578. if (faceColors) {
  39579. vertexData.colors = colors;
  39580. }
  39581. return vertexData;
  39582. };
  39583. /**
  39584. * Creates the VertexData for a torus
  39585. * @param options an object used to set the following optional parameters for the box, required but can be empty
  39586. * * diameter the diameter of the torus, optional default 1
  39587. * * thickness the diameter of the tube forming the torus, optional default 0.5
  39588. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  39589. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39590. * * 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)
  39591. * * 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)
  39592. * @returns the VertexData of the torus
  39593. */
  39594. VertexData.CreateTorus = function (options) {
  39595. var indices = [];
  39596. var positions = [];
  39597. var normals = [];
  39598. var uvs = [];
  39599. var diameter = options.diameter || 1;
  39600. var thickness = options.thickness || 0.5;
  39601. var tessellation = options.tessellation || 16;
  39602. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  39603. var stride = tessellation + 1;
  39604. for (var i = 0; i <= tessellation; i++) {
  39605. var u = i / tessellation;
  39606. var outerAngle = i * Math.PI * 2.0 / tessellation - Math.PI / 2.0;
  39607. var transform = BABYLON.Matrix.Translation(diameter / 2.0, 0, 0).multiply(BABYLON.Matrix.RotationY(outerAngle));
  39608. for (var j = 0; j <= tessellation; j++) {
  39609. var v = 1 - j / tessellation;
  39610. var innerAngle = j * Math.PI * 2.0 / tessellation + Math.PI;
  39611. var dx = Math.cos(innerAngle);
  39612. var dy = Math.sin(innerAngle);
  39613. // Create a vertex.
  39614. var normal = new BABYLON.Vector3(dx, dy, 0);
  39615. var position = normal.scale(thickness / 2);
  39616. var textureCoordinate = new BABYLON.Vector2(u, v);
  39617. position = BABYLON.Vector3.TransformCoordinates(position, transform);
  39618. normal = BABYLON.Vector3.TransformNormal(normal, transform);
  39619. positions.push(position.x, position.y, position.z);
  39620. normals.push(normal.x, normal.y, normal.z);
  39621. uvs.push(textureCoordinate.x, textureCoordinate.y);
  39622. // And create indices for two triangles.
  39623. var nextI = (i + 1) % stride;
  39624. var nextJ = (j + 1) % stride;
  39625. indices.push(i * stride + j);
  39626. indices.push(i * stride + nextJ);
  39627. indices.push(nextI * stride + j);
  39628. indices.push(i * stride + nextJ);
  39629. indices.push(nextI * stride + nextJ);
  39630. indices.push(nextI * stride + j);
  39631. }
  39632. }
  39633. // Sides
  39634. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  39635. // Result
  39636. var vertexData = new VertexData();
  39637. vertexData.indices = indices;
  39638. vertexData.positions = positions;
  39639. vertexData.normals = normals;
  39640. vertexData.uvs = uvs;
  39641. return vertexData;
  39642. };
  39643. /**
  39644. * Creates the VertexData of the LineSystem
  39645. * @param options an object used to set the following optional parameters for the LineSystem, required but can be empty
  39646. * - lines an array of lines, each line being an array of successive Vector3
  39647. * - colors an array of line colors, each of the line colors being an array of successive Color4, one per line point
  39648. * @returns the VertexData of the LineSystem
  39649. */
  39650. VertexData.CreateLineSystem = function (options) {
  39651. var indices = [];
  39652. var positions = [];
  39653. var lines = options.lines;
  39654. var colors = options.colors;
  39655. var vertexColors = [];
  39656. var idx = 0;
  39657. for (var l = 0; l < lines.length; l++) {
  39658. var points = lines[l];
  39659. for (var index = 0; index < points.length; index++) {
  39660. positions.push(points[index].x, points[index].y, points[index].z);
  39661. if (colors) {
  39662. var color = colors[l];
  39663. vertexColors.push(color[index].r, color[index].g, color[index].b, color[index].a);
  39664. }
  39665. if (index > 0) {
  39666. indices.push(idx - 1);
  39667. indices.push(idx);
  39668. }
  39669. idx++;
  39670. }
  39671. }
  39672. var vertexData = new VertexData();
  39673. vertexData.indices = indices;
  39674. vertexData.positions = positions;
  39675. if (colors) {
  39676. vertexData.colors = vertexColors;
  39677. }
  39678. return vertexData;
  39679. };
  39680. /**
  39681. * Create the VertexData for a DashedLines
  39682. * @param options an object used to set the following optional parameters for the DashedLines, required but can be empty
  39683. * - points an array successive Vector3
  39684. * - dashSize the size of the dashes relative to the dash number, optional, default 3
  39685. * - gapSize the size of the gap between two successive dashes relative to the dash number, optional, default 1
  39686. * - dashNb the intended total number of dashes, optional, default 200
  39687. * @returns the VertexData for the DashedLines
  39688. */
  39689. VertexData.CreateDashedLines = function (options) {
  39690. var dashSize = options.dashSize || 3;
  39691. var gapSize = options.gapSize || 1;
  39692. var dashNb = options.dashNb || 200;
  39693. var points = options.points;
  39694. var positions = new Array();
  39695. var indices = new Array();
  39696. var curvect = BABYLON.Vector3.Zero();
  39697. var lg = 0;
  39698. var nb = 0;
  39699. var shft = 0;
  39700. var dashshft = 0;
  39701. var curshft = 0;
  39702. var idx = 0;
  39703. var i = 0;
  39704. for (i = 0; i < points.length - 1; i++) {
  39705. points[i + 1].subtractToRef(points[i], curvect);
  39706. lg += curvect.length();
  39707. }
  39708. shft = lg / dashNb;
  39709. dashshft = dashSize * shft / (dashSize + gapSize);
  39710. for (i = 0; i < points.length - 1; i++) {
  39711. points[i + 1].subtractToRef(points[i], curvect);
  39712. nb = Math.floor(curvect.length() / shft);
  39713. curvect.normalize();
  39714. for (var j = 0; j < nb; j++) {
  39715. curshft = shft * j;
  39716. positions.push(points[i].x + curshft * curvect.x, points[i].y + curshft * curvect.y, points[i].z + curshft * curvect.z);
  39717. positions.push(points[i].x + (curshft + dashshft) * curvect.x, points[i].y + (curshft + dashshft) * curvect.y, points[i].z + (curshft + dashshft) * curvect.z);
  39718. indices.push(idx, idx + 1);
  39719. idx += 2;
  39720. }
  39721. }
  39722. // Result
  39723. var vertexData = new VertexData();
  39724. vertexData.positions = positions;
  39725. vertexData.indices = indices;
  39726. return vertexData;
  39727. };
  39728. /**
  39729. * Creates the VertexData for a Ground
  39730. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  39731. * - width the width (x direction) of the ground, optional, default 1
  39732. * - height the height (z direction) of the ground, optional, default 1
  39733. * - subdivisions the number of subdivisions per side, optional, default 1
  39734. * @returns the VertexData of the Ground
  39735. */
  39736. VertexData.CreateGround = function (options) {
  39737. var indices = [];
  39738. var positions = [];
  39739. var normals = [];
  39740. var uvs = [];
  39741. var row, col;
  39742. var width = options.width || 1;
  39743. var height = options.height || 1;
  39744. var subdivisionsX = options.subdivisionsX || options.subdivisions || 1;
  39745. var subdivisionsY = options.subdivisionsY || options.subdivisions || 1;
  39746. for (row = 0; row <= subdivisionsY; row++) {
  39747. for (col = 0; col <= subdivisionsX; col++) {
  39748. var position = new BABYLON.Vector3((col * width) / subdivisionsX - (width / 2.0), 0, ((subdivisionsY - row) * height) / subdivisionsY - (height / 2.0));
  39749. var normal = new BABYLON.Vector3(0, 1.0, 0);
  39750. positions.push(position.x, position.y, position.z);
  39751. normals.push(normal.x, normal.y, normal.z);
  39752. uvs.push(col / subdivisionsX, 1.0 - row / subdivisionsY);
  39753. }
  39754. }
  39755. for (row = 0; row < subdivisionsY; row++) {
  39756. for (col = 0; col < subdivisionsX; col++) {
  39757. indices.push(col + 1 + (row + 1) * (subdivisionsX + 1));
  39758. indices.push(col + 1 + row * (subdivisionsX + 1));
  39759. indices.push(col + row * (subdivisionsX + 1));
  39760. indices.push(col + (row + 1) * (subdivisionsX + 1));
  39761. indices.push(col + 1 + (row + 1) * (subdivisionsX + 1));
  39762. indices.push(col + row * (subdivisionsX + 1));
  39763. }
  39764. }
  39765. // Result
  39766. var vertexData = new VertexData();
  39767. vertexData.indices = indices;
  39768. vertexData.positions = positions;
  39769. vertexData.normals = normals;
  39770. vertexData.uvs = uvs;
  39771. return vertexData;
  39772. };
  39773. /**
  39774. * Creates the VertexData for a TiledGround by subdividing the ground into tiles
  39775. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  39776. * * xmin the ground minimum X coordinate, optional, default -1
  39777. * * zmin the ground minimum Z coordinate, optional, default -1
  39778. * * xmax the ground maximum X coordinate, optional, default 1
  39779. * * zmax the ground maximum Z coordinate, optional, default 1
  39780. * * 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}
  39781. * * 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}
  39782. * @returns the VertexData of the TiledGround
  39783. */
  39784. VertexData.CreateTiledGround = function (options) {
  39785. var xmin = (options.xmin !== undefined && options.xmin !== null) ? options.xmin : -1.0;
  39786. var zmin = (options.zmin !== undefined && options.zmin !== null) ? options.zmin : -1.0;
  39787. var xmax = (options.xmax !== undefined && options.xmax !== null) ? options.xmax : 1.0;
  39788. var zmax = (options.zmax !== undefined && options.zmax !== null) ? options.zmax : 1.0;
  39789. var subdivisions = options.subdivisions || { w: 1, h: 1 };
  39790. var precision = options.precision || { w: 1, h: 1 };
  39791. var indices = new Array();
  39792. var positions = new Array();
  39793. var normals = new Array();
  39794. var uvs = new Array();
  39795. var row, col, tileRow, tileCol;
  39796. subdivisions.h = (subdivisions.h < 1) ? 1 : subdivisions.h;
  39797. subdivisions.w = (subdivisions.w < 1) ? 1 : subdivisions.w;
  39798. precision.w = (precision.w < 1) ? 1 : precision.w;
  39799. precision.h = (precision.h < 1) ? 1 : precision.h;
  39800. var tileSize = {
  39801. 'w': (xmax - xmin) / subdivisions.w,
  39802. 'h': (zmax - zmin) / subdivisions.h
  39803. };
  39804. function applyTile(xTileMin, zTileMin, xTileMax, zTileMax) {
  39805. // Indices
  39806. var base = positions.length / 3;
  39807. var rowLength = precision.w + 1;
  39808. for (row = 0; row < precision.h; row++) {
  39809. for (col = 0; col < precision.w; col++) {
  39810. var square = [
  39811. base + col + row * rowLength,
  39812. base + (col + 1) + row * rowLength,
  39813. base + (col + 1) + (row + 1) * rowLength,
  39814. base + col + (row + 1) * rowLength
  39815. ];
  39816. indices.push(square[1]);
  39817. indices.push(square[2]);
  39818. indices.push(square[3]);
  39819. indices.push(square[0]);
  39820. indices.push(square[1]);
  39821. indices.push(square[3]);
  39822. }
  39823. }
  39824. // Position, normals and uvs
  39825. var position = BABYLON.Vector3.Zero();
  39826. var normal = new BABYLON.Vector3(0, 1.0, 0);
  39827. for (row = 0; row <= precision.h; row++) {
  39828. position.z = (row * (zTileMax - zTileMin)) / precision.h + zTileMin;
  39829. for (col = 0; col <= precision.w; col++) {
  39830. position.x = (col * (xTileMax - xTileMin)) / precision.w + xTileMin;
  39831. position.y = 0;
  39832. positions.push(position.x, position.y, position.z);
  39833. normals.push(normal.x, normal.y, normal.z);
  39834. uvs.push(col / precision.w, row / precision.h);
  39835. }
  39836. }
  39837. }
  39838. for (tileRow = 0; tileRow < subdivisions.h; tileRow++) {
  39839. for (tileCol = 0; tileCol < subdivisions.w; tileCol++) {
  39840. applyTile(xmin + tileCol * tileSize.w, zmin + tileRow * tileSize.h, xmin + (tileCol + 1) * tileSize.w, zmin + (tileRow + 1) * tileSize.h);
  39841. }
  39842. }
  39843. // Result
  39844. var vertexData = new VertexData();
  39845. vertexData.indices = indices;
  39846. vertexData.positions = positions;
  39847. vertexData.normals = normals;
  39848. vertexData.uvs = uvs;
  39849. return vertexData;
  39850. };
  39851. /**
  39852. * Creates the VertexData of the Ground designed from a heightmap
  39853. * @param options an object used to set the following parameters for the Ground, required and provided by MeshBuilder.CreateGroundFromHeightMap
  39854. * * width the width (x direction) of the ground
  39855. * * height the height (z direction) of the ground
  39856. * * subdivisions the number of subdivisions per side
  39857. * * minHeight the minimum altitude on the ground, optional, default 0
  39858. * * maxHeight the maximum altitude on the ground, optional default 1
  39859. * * colorFilter the filter to apply to the image pixel colors to compute the height, optional Color3, default (0.3, 0.59, 0.11)
  39860. * * buffer the array holding the image color data
  39861. * * bufferWidth the width of image
  39862. * * bufferHeight the height of image
  39863. * * alphaFilter Remove any data where the alpha channel is below this value, defaults 0 (all data visible)
  39864. * @returns the VertexData of the Ground designed from a heightmap
  39865. */
  39866. VertexData.CreateGroundFromHeightMap = function (options) {
  39867. var indices = [];
  39868. var positions = [];
  39869. var normals = [];
  39870. var uvs = [];
  39871. var row, col;
  39872. var filter = options.colorFilter || new BABYLON.Color3(0.3, 0.59, 0.11);
  39873. var alphaFilter = options.alphaFilter || 0.0;
  39874. // Vertices
  39875. for (row = 0; row <= options.subdivisions; row++) {
  39876. for (col = 0; col <= options.subdivisions; col++) {
  39877. 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));
  39878. // Compute height
  39879. var heightMapX = (((position.x + options.width / 2) / options.width) * (options.bufferWidth - 1)) | 0;
  39880. var heightMapY = ((1.0 - (position.z + options.height / 2) / options.height) * (options.bufferHeight - 1)) | 0;
  39881. var pos = (heightMapX + heightMapY * options.bufferWidth) * 4;
  39882. var r = options.buffer[pos] / 255.0;
  39883. var g = options.buffer[pos + 1] / 255.0;
  39884. var b = options.buffer[pos + 2] / 255.0;
  39885. var a = options.buffer[pos + 3] / 255.0;
  39886. var gradient = r * filter.r + g * filter.g + b * filter.b;
  39887. // If our alpha channel is not within our filter then we will assign a 'special' height
  39888. // Then when building the indices, we will ignore any vertex that is using the special height
  39889. if (a >= alphaFilter) {
  39890. position.y = options.minHeight + (options.maxHeight - options.minHeight) * gradient;
  39891. }
  39892. else {
  39893. position.y = options.minHeight - BABYLON.Epsilon; // We can't have a height below minHeight, normally.
  39894. }
  39895. // Add vertex
  39896. positions.push(position.x, position.y, position.z);
  39897. normals.push(0, 0, 0);
  39898. uvs.push(col / options.subdivisions, 1.0 - row / options.subdivisions);
  39899. }
  39900. }
  39901. // Indices
  39902. for (row = 0; row < options.subdivisions; row++) {
  39903. for (col = 0; col < options.subdivisions; col++) {
  39904. // Calculate Indices
  39905. var idx1 = (col + 1 + (row + 1) * (options.subdivisions + 1));
  39906. var idx2 = (col + 1 + row * (options.subdivisions + 1));
  39907. var idx3 = (col + row * (options.subdivisions + 1));
  39908. var idx4 = (col + (row + 1) * (options.subdivisions + 1));
  39909. // Check that all indices are visible (based on our special height)
  39910. // Only display the vertex if all Indices are visible
  39911. // Positions are stored x,y,z for each vertex, hence the * 3 and + 1 for height
  39912. var isVisibleIdx1 = positions[idx1 * 3 + 1] >= options.minHeight;
  39913. var isVisibleIdx2 = positions[idx2 * 3 + 1] >= options.minHeight;
  39914. var isVisibleIdx3 = positions[idx3 * 3 + 1] >= options.minHeight;
  39915. if (isVisibleIdx1 && isVisibleIdx2 && isVisibleIdx3) {
  39916. indices.push(idx1);
  39917. indices.push(idx2);
  39918. indices.push(idx3);
  39919. }
  39920. var isVisibleIdx4 = positions[idx4 * 3 + 1] >= options.minHeight;
  39921. if (isVisibleIdx4 && isVisibleIdx1 && isVisibleIdx3) {
  39922. indices.push(idx4);
  39923. indices.push(idx1);
  39924. indices.push(idx3);
  39925. }
  39926. }
  39927. }
  39928. // Normals
  39929. VertexData.ComputeNormals(positions, indices, normals);
  39930. // Result
  39931. var vertexData = new VertexData();
  39932. vertexData.indices = indices;
  39933. vertexData.positions = positions;
  39934. vertexData.normals = normals;
  39935. vertexData.uvs = uvs;
  39936. return vertexData;
  39937. };
  39938. /**
  39939. * Creates the VertexData for a Plane
  39940. * @param options an object used to set the following optional parameters for the plane, required but can be empty
  39941. * * size sets the width and height of the plane to the value of size, optional default 1
  39942. * * width sets the width (x direction) of the plane, overwrites the width set by size, optional, default size
  39943. * * height sets the height (y direction) of the plane, overwrites the height set by size, optional, default size
  39944. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39945. * * 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)
  39946. * * 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)
  39947. * @returns the VertexData of the box
  39948. */
  39949. VertexData.CreatePlane = function (options) {
  39950. var indices = [];
  39951. var positions = [];
  39952. var normals = [];
  39953. var uvs = [];
  39954. var width = options.width || options.size || 1;
  39955. var height = options.height || options.size || 1;
  39956. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  39957. // Vertices
  39958. var halfWidth = width / 2.0;
  39959. var halfHeight = height / 2.0;
  39960. positions.push(-halfWidth, -halfHeight, 0);
  39961. normals.push(0, 0, -1.0);
  39962. uvs.push(0.0, 0.0);
  39963. positions.push(halfWidth, -halfHeight, 0);
  39964. normals.push(0, 0, -1.0);
  39965. uvs.push(1.0, 0.0);
  39966. positions.push(halfWidth, halfHeight, 0);
  39967. normals.push(0, 0, -1.0);
  39968. uvs.push(1.0, 1.0);
  39969. positions.push(-halfWidth, halfHeight, 0);
  39970. normals.push(0, 0, -1.0);
  39971. uvs.push(0.0, 1.0);
  39972. // Indices
  39973. indices.push(0);
  39974. indices.push(1);
  39975. indices.push(2);
  39976. indices.push(0);
  39977. indices.push(2);
  39978. indices.push(3);
  39979. // Sides
  39980. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  39981. // Result
  39982. var vertexData = new VertexData();
  39983. vertexData.indices = indices;
  39984. vertexData.positions = positions;
  39985. vertexData.normals = normals;
  39986. vertexData.uvs = uvs;
  39987. return vertexData;
  39988. };
  39989. /**
  39990. * Creates the VertexData of the Disc or regular Polygon
  39991. * @param options an object used to set the following optional parameters for the disc, required but can be empty
  39992. * * radius the radius of the disc, optional default 0.5
  39993. * * tessellation the number of polygon sides, optional, default 64
  39994. * * 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
  39995. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39996. * * 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)
  39997. * * 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)
  39998. * @returns the VertexData of the box
  39999. */
  40000. VertexData.CreateDisc = function (options) {
  40001. var positions = new Array();
  40002. var indices = new Array();
  40003. var normals = new Array();
  40004. var uvs = new Array();
  40005. var radius = options.radius || 0.5;
  40006. var tessellation = options.tessellation || 64;
  40007. var arc = options.arc && (options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc || 1.0;
  40008. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  40009. // positions and uvs
  40010. positions.push(0, 0, 0); // disc center first
  40011. uvs.push(0.5, 0.5);
  40012. var theta = Math.PI * 2 * arc;
  40013. var step = theta / tessellation;
  40014. for (var a = 0; a < theta; a += step) {
  40015. var x = Math.cos(a);
  40016. var y = Math.sin(a);
  40017. var u = (x + 1) / 2;
  40018. var v = (1 - y) / 2;
  40019. positions.push(radius * x, radius * y, 0);
  40020. uvs.push(u, v);
  40021. }
  40022. if (arc === 1) {
  40023. positions.push(positions[3], positions[4], positions[5]); // close the circle
  40024. uvs.push(uvs[2], uvs[3]);
  40025. }
  40026. //indices
  40027. var vertexNb = positions.length / 3;
  40028. for (var i = 1; i < vertexNb - 1; i++) {
  40029. indices.push(i + 1, 0, i);
  40030. }
  40031. // result
  40032. VertexData.ComputeNormals(positions, indices, normals);
  40033. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  40034. var vertexData = new VertexData();
  40035. vertexData.indices = indices;
  40036. vertexData.positions = positions;
  40037. vertexData.normals = normals;
  40038. vertexData.uvs = uvs;
  40039. return vertexData;
  40040. };
  40041. /**
  40042. * Creates the VertexData for an irregular Polygon in the XoZ plane using a mesh built by polygonTriangulation.build()
  40043. * All parameters are provided by MeshBuilder.CreatePolygon as needed
  40044. * @param polygon a mesh built from polygonTriangulation.build()
  40045. * @param sideOrientation takes the values BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  40046. * @param fUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  40047. * @param fColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  40048. * @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)
  40049. * @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)
  40050. * @returns the VertexData of the Polygon
  40051. */
  40052. VertexData.CreatePolygon = function (polygon, sideOrientation, fUV, fColors, frontUVs, backUVs) {
  40053. var faceUV = fUV || new Array(3);
  40054. var faceColors = fColors;
  40055. var colors = [];
  40056. // default face colors and UV if undefined
  40057. for (var f = 0; f < 3; f++) {
  40058. if (faceUV[f] === undefined) {
  40059. faceUV[f] = new BABYLON.Vector4(0, 0, 1, 1);
  40060. }
  40061. if (faceColors && faceColors[f] === undefined) {
  40062. faceColors[f] = new BABYLON.Color4(1, 1, 1, 1);
  40063. }
  40064. }
  40065. var positions = polygon.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  40066. var normals = polygon.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  40067. var uvs = polygon.getVerticesData(BABYLON.VertexBuffer.UVKind);
  40068. var indices = polygon.getIndices();
  40069. // set face colours and textures
  40070. var idx = 0;
  40071. var face = 0;
  40072. for (var index = 0; index < normals.length; index += 3) {
  40073. //Edge Face no. 1
  40074. if (Math.abs(normals[index + 1]) < 0.001) {
  40075. face = 1;
  40076. }
  40077. //Top Face no. 0
  40078. if (Math.abs(normals[index + 1] - 1) < 0.001) {
  40079. face = 0;
  40080. }
  40081. //Bottom Face no. 2
  40082. if (Math.abs(normals[index + 1] + 1) < 0.001) {
  40083. face = 2;
  40084. }
  40085. idx = index / 3;
  40086. uvs[2 * idx] = (1 - uvs[2 * idx]) * faceUV[face].x + uvs[2 * idx] * faceUV[face].z;
  40087. uvs[2 * idx + 1] = (1 - uvs[2 * idx + 1]) * faceUV[face].y + uvs[2 * idx + 1] * faceUV[face].w;
  40088. if (faceColors) {
  40089. colors.push(faceColors[face].r, faceColors[face].g, faceColors[face].b, faceColors[face].a);
  40090. }
  40091. }
  40092. // sides
  40093. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, frontUVs, backUVs);
  40094. // Result
  40095. var vertexData = new VertexData();
  40096. vertexData.indices = indices;
  40097. vertexData.positions = positions;
  40098. vertexData.normals = normals;
  40099. vertexData.uvs = uvs;
  40100. if (faceColors) {
  40101. var totalColors = (sideOrientation === BABYLON.Mesh.DOUBLESIDE) ? colors.concat(colors) : colors;
  40102. vertexData.colors = totalColors;
  40103. }
  40104. return vertexData;
  40105. };
  40106. /**
  40107. * Creates the VertexData of the IcoSphere
  40108. * @param options an object used to set the following optional parameters for the IcoSphere, required but can be empty
  40109. * * radius the radius of the IcoSphere, optional default 1
  40110. * * radiusX allows stretching in the x direction, optional, default radius
  40111. * * radiusY allows stretching in the y direction, optional, default radius
  40112. * * radiusZ allows stretching in the z direction, optional, default radius
  40113. * * flat when true creates a flat shaded mesh, optional, default true
  40114. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  40115. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  40116. * * 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)
  40117. * * 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)
  40118. * @returns the VertexData of the IcoSphere
  40119. */
  40120. VertexData.CreateIcoSphere = function (options) {
  40121. var sideOrientation = options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  40122. var radius = options.radius || 1;
  40123. var flat = (options.flat === undefined) ? true : options.flat;
  40124. var subdivisions = options.subdivisions || 4;
  40125. var radiusX = options.radiusX || radius;
  40126. var radiusY = options.radiusY || radius;
  40127. var radiusZ = options.radiusZ || radius;
  40128. var t = (1 + Math.sqrt(5)) / 2;
  40129. // 12 vertex x,y,z
  40130. var ico_vertices = [
  40131. -1, t, -0, 1, t, 0, -1, -t, 0, 1, -t, 0,
  40132. 0, -1, -t, 0, 1, -t, 0, -1, t, 0, 1, t,
  40133. t, 0, 1, t, 0, -1, -t, 0, 1, -t, 0, -1 // v8-11
  40134. ];
  40135. // index of 3 vertex makes a face of icopshere
  40136. var ico_indices = [
  40137. 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 12, 22, 23,
  40138. 1, 5, 20, 5, 11, 4, 23, 22, 13, 22, 18, 6, 7, 1, 8,
  40139. 14, 21, 4, 14, 4, 2, 16, 13, 6, 15, 6, 19, 3, 8, 9,
  40140. 4, 21, 5, 13, 17, 23, 6, 13, 22, 19, 6, 18, 9, 8, 1
  40141. ];
  40142. // vertex for uv have aliased position, not for UV
  40143. var vertices_unalias_id = [
  40144. 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11,
  40145. // vertex alias
  40146. 0,
  40147. 2,
  40148. 3,
  40149. 3,
  40150. 3,
  40151. 4,
  40152. 7,
  40153. 8,
  40154. 9,
  40155. 9,
  40156. 10,
  40157. 11 // 23: B + 12
  40158. ];
  40159. // uv as integer step (not pixels !)
  40160. var ico_vertexuv = [
  40161. 5, 1, 3, 1, 6, 4, 0, 0,
  40162. 5, 3, 4, 2, 2, 2, 4, 0,
  40163. 2, 0, 1, 1, 6, 0, 6, 2,
  40164. // vertex alias (for same vertex on different faces)
  40165. 0, 4,
  40166. 3, 3,
  40167. 4, 4,
  40168. 3, 1,
  40169. 4, 2,
  40170. 4, 4,
  40171. 0, 2,
  40172. 1, 1,
  40173. 2, 2,
  40174. 3, 3,
  40175. 1, 3,
  40176. 2, 4 // 23: B + 12
  40177. ];
  40178. // Vertices[0, 1, ...9, A, B] : position on UV plane
  40179. // '+' indicate duplicate position to be fixed (3,9:0,2,3,4,7,8,A,B)
  40180. // First island of uv mapping
  40181. // v = 4h 3+ 2
  40182. // v = 3h 9+ 4
  40183. // v = 2h 9+ 5 B
  40184. // v = 1h 9 1 0
  40185. // v = 0h 3 8 7 A
  40186. // u = 0 1 2 3 4 5 6 *a
  40187. // Second island of uv mapping
  40188. // v = 4h 0+ B+ 4+
  40189. // v = 3h A+ 2+
  40190. // v = 2h 7+ 6 3+
  40191. // v = 1h 8+ 3+
  40192. // v = 0h
  40193. // u = 0 1 2 3 4 5 6 *a
  40194. // Face layout on texture UV mapping
  40195. // ============
  40196. // \ 4 /\ 16 / ======
  40197. // \ / \ / /\ 11 /
  40198. // \/ 7 \/ / \ /
  40199. // ======= / 10 \/
  40200. // /\ 17 /\ =======
  40201. // / \ / \ \ 15 /\
  40202. // / 8 \/ 12 \ \ / \
  40203. // ============ \/ 6 \
  40204. // \ 18 /\ ============
  40205. // \ / \ \ 5 /\ 0 /
  40206. // \/ 13 \ \ / \ /
  40207. // ======= \/ 1 \/
  40208. // =============
  40209. // /\ 19 /\ 2 /\
  40210. // / \ / \ / \
  40211. // / 14 \/ 9 \/ 3 \
  40212. // ===================
  40213. // uv step is u:1 or 0.5, v:cos(30)=sqrt(3)/2, ratio approx is 84/97
  40214. var ustep = 138 / 1024;
  40215. var vstep = 239 / 1024;
  40216. var uoffset = 60 / 1024;
  40217. var voffset = 26 / 1024;
  40218. // Second island should have margin, not to touch the first island
  40219. // avoid any borderline artefact in pixel rounding
  40220. var island_u_offset = -40 / 1024;
  40221. var island_v_offset = +20 / 1024;
  40222. // face is either island 0 or 1 :
  40223. // second island is for faces : [4, 7, 8, 12, 13, 16, 17, 18]
  40224. var island = [
  40225. 0, 0, 0, 0, 1,
  40226. 0, 0, 1, 1, 0,
  40227. 0, 0, 1, 1, 0,
  40228. 0, 1, 1, 1, 0 // 15 - 19
  40229. ];
  40230. var indices = new Array();
  40231. var positions = new Array();
  40232. var normals = new Array();
  40233. var uvs = new Array();
  40234. var current_indice = 0;
  40235. // prepare array of 3 vector (empty) (to be worked in place, shared for each face)
  40236. var face_vertex_pos = new Array(3);
  40237. var face_vertex_uv = new Array(3);
  40238. var v012;
  40239. for (v012 = 0; v012 < 3; v012++) {
  40240. face_vertex_pos[v012] = BABYLON.Vector3.Zero();
  40241. face_vertex_uv[v012] = BABYLON.Vector2.Zero();
  40242. }
  40243. // create all with normals
  40244. for (var face = 0; face < 20; face++) {
  40245. // 3 vertex per face
  40246. for (v012 = 0; v012 < 3; v012++) {
  40247. // look up vertex 0,1,2 to its index in 0 to 11 (or 23 including alias)
  40248. var v_id = ico_indices[3 * face + v012];
  40249. // vertex have 3D position (x,y,z)
  40250. 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]);
  40251. // Normalize to get normal, then scale to radius
  40252. face_vertex_pos[v012].normalize().scaleInPlace(radius);
  40253. // uv Coordinates from vertex ID
  40254. 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);
  40255. }
  40256. // Subdivide the face (interpolate pos, norm, uv)
  40257. // - pos is linear interpolation, then projected to sphere (converge polyhedron to sphere)
  40258. // - norm is linear interpolation of vertex corner normal
  40259. // (to be checked if better to re-calc from face vertex, or if approximation is OK ??? )
  40260. // - uv is linear interpolation
  40261. //
  40262. // Topology is as below for sub-divide by 2
  40263. // vertex shown as v0,v1,v2
  40264. // interp index is i1 to progress in range [v0,v1[
  40265. // interp index is i2 to progress in range [v0,v2[
  40266. // face index as (i1,i2) for /\ : (i1,i2),(i1+1,i2),(i1,i2+1)
  40267. // and (i1,i2)' for \/ : (i1+1,i2),(i1+1,i2+1),(i1,i2+1)
  40268. //
  40269. //
  40270. // i2 v2
  40271. // ^ ^
  40272. // / / \
  40273. // / / \
  40274. // / / \
  40275. // / / (0,1) \
  40276. // / #---------\
  40277. // / / \ (0,0)'/ \
  40278. // / / \ / \
  40279. // / / \ / \
  40280. // / / (0,0) \ / (1,0) \
  40281. // / #---------#---------\
  40282. // v0 v1
  40283. //
  40284. // --------------------> i1
  40285. //
  40286. // interp of (i1,i2):
  40287. // along i2 : x0=lerp(v0,v2, i2/S) <---> x1=lerp(v1,v2, i2/S)
  40288. // along i1 : lerp(x0,x1, i1/(S-i2))
  40289. //
  40290. // centroid of triangle is needed to get help normal computation
  40291. // (c1,c2) are used for centroid location
  40292. var interp_vertex = function (i1, i2, c1, c2) {
  40293. // vertex is interpolated from
  40294. // - face_vertex_pos[0..2]
  40295. // - face_vertex_uv[0..2]
  40296. var pos_x0 = BABYLON.Vector3.Lerp(face_vertex_pos[0], face_vertex_pos[2], i2 / subdivisions);
  40297. var pos_x1 = BABYLON.Vector3.Lerp(face_vertex_pos[1], face_vertex_pos[2], i2 / subdivisions);
  40298. var pos_interp = (subdivisions === i2) ? face_vertex_pos[2] : BABYLON.Vector3.Lerp(pos_x0, pos_x1, i1 / (subdivisions - i2));
  40299. pos_interp.normalize();
  40300. var vertex_normal;
  40301. if (flat) {
  40302. // in flat mode, recalculate normal as face centroid normal
  40303. var centroid_x0 = BABYLON.Vector3.Lerp(face_vertex_pos[0], face_vertex_pos[2], c2 / subdivisions);
  40304. var centroid_x1 = BABYLON.Vector3.Lerp(face_vertex_pos[1], face_vertex_pos[2], c2 / subdivisions);
  40305. vertex_normal = BABYLON.Vector3.Lerp(centroid_x0, centroid_x1, c1 / (subdivisions - c2));
  40306. }
  40307. else {
  40308. // in smooth mode, recalculate normal from each single vertex position
  40309. vertex_normal = new BABYLON.Vector3(pos_interp.x, pos_interp.y, pos_interp.z);
  40310. }
  40311. // Vertex normal need correction due to X,Y,Z radius scaling
  40312. vertex_normal.x /= radiusX;
  40313. vertex_normal.y /= radiusY;
  40314. vertex_normal.z /= radiusZ;
  40315. vertex_normal.normalize();
  40316. var uv_x0 = BABYLON.Vector2.Lerp(face_vertex_uv[0], face_vertex_uv[2], i2 / subdivisions);
  40317. var uv_x1 = BABYLON.Vector2.Lerp(face_vertex_uv[1], face_vertex_uv[2], i2 / subdivisions);
  40318. var uv_interp = (subdivisions === i2) ? face_vertex_uv[2] : BABYLON.Vector2.Lerp(uv_x0, uv_x1, i1 / (subdivisions - i2));
  40319. positions.push(pos_interp.x * radiusX, pos_interp.y * radiusY, pos_interp.z * radiusZ);
  40320. normals.push(vertex_normal.x, vertex_normal.y, vertex_normal.z);
  40321. uvs.push(uv_interp.x, uv_interp.y);
  40322. // push each vertex has member of a face
  40323. // Same vertex can bleong to multiple face, it is pushed multiple time (duplicate vertex are present)
  40324. indices.push(current_indice);
  40325. current_indice++;
  40326. };
  40327. for (var i2 = 0; i2 < subdivisions; i2++) {
  40328. for (var i1 = 0; i1 + i2 < subdivisions; i1++) {
  40329. // face : (i1,i2) for /\ :
  40330. // interp for : (i1,i2),(i1+1,i2),(i1,i2+1)
  40331. interp_vertex(i1, i2, i1 + 1.0 / 3, i2 + 1.0 / 3);
  40332. interp_vertex(i1 + 1, i2, i1 + 1.0 / 3, i2 + 1.0 / 3);
  40333. interp_vertex(i1, i2 + 1, i1 + 1.0 / 3, i2 + 1.0 / 3);
  40334. if (i1 + i2 + 1 < subdivisions) {
  40335. // face : (i1,i2)' for \/ :
  40336. // interp for (i1+1,i2),(i1+1,i2+1),(i1,i2+1)
  40337. interp_vertex(i1 + 1, i2, i1 + 2.0 / 3, i2 + 2.0 / 3);
  40338. interp_vertex(i1 + 1, i2 + 1, i1 + 2.0 / 3, i2 + 2.0 / 3);
  40339. interp_vertex(i1, i2 + 1, i1 + 2.0 / 3, i2 + 2.0 / 3);
  40340. }
  40341. }
  40342. }
  40343. }
  40344. // Sides
  40345. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  40346. // Result
  40347. var vertexData = new VertexData();
  40348. vertexData.indices = indices;
  40349. vertexData.positions = positions;
  40350. vertexData.normals = normals;
  40351. vertexData.uvs = uvs;
  40352. return vertexData;
  40353. };
  40354. // inspired from // http://stemkoski.github.io/Three.js/Polyhedra.html
  40355. /**
  40356. * Creates the VertexData for a Polyhedron
  40357. * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty
  40358. * * type provided types are:
  40359. * * 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  40360. * * 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)
  40361. * * size the size of the IcoSphere, optional default 1
  40362. * * sizeX allows stretching in the x direction, optional, default size
  40363. * * sizeY allows stretching in the y direction, optional, default size
  40364. * * sizeZ allows stretching in the z direction, optional, default size
  40365. * * 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
  40366. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  40367. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  40368. * * flat when true creates a flat shaded mesh, optional, default true
  40369. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  40370. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  40371. * * 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)
  40372. * * 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)
  40373. * @returns the VertexData of the Polyhedron
  40374. */
  40375. VertexData.CreatePolyhedron = function (options) {
  40376. // provided polyhedron types :
  40377. // 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  40378. // 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)
  40379. var polyhedra = [];
  40380. 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]] };
  40381. 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]] };
  40382. polyhedra[2] = {
  40383. 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]],
  40384. 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]]
  40385. };
  40386. polyhedra[3] = {
  40387. 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]],
  40388. 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]]
  40389. };
  40390. polyhedra[4] = {
  40391. 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]],
  40392. 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]]
  40393. };
  40394. 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]] };
  40395. 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]] };
  40396. 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]] };
  40397. 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]] };
  40398. 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]] };
  40399. 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]] };
  40400. 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]] };
  40401. 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]] };
  40402. 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]] };
  40403. polyhedra[14] = {
  40404. 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]],
  40405. 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]]
  40406. };
  40407. var type = options.type && (options.type < 0 || options.type >= polyhedra.length) ? 0 : options.type || 0;
  40408. var size = options.size;
  40409. var sizeX = options.sizeX || size || 1;
  40410. var sizeY = options.sizeY || size || 1;
  40411. var sizeZ = options.sizeZ || size || 1;
  40412. var data = options.custom || polyhedra[type];
  40413. var nbfaces = data.face.length;
  40414. var faceUV = options.faceUV || new Array(nbfaces);
  40415. var faceColors = options.faceColors;
  40416. var flat = (options.flat === undefined) ? true : options.flat;
  40417. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  40418. var positions = new Array();
  40419. var indices = new Array();
  40420. var normals = new Array();
  40421. var uvs = new Array();
  40422. var colors = new Array();
  40423. var index = 0;
  40424. var faceIdx = 0; // face cursor in the array "indexes"
  40425. var indexes = new Array();
  40426. var i = 0;
  40427. var f = 0;
  40428. var u, v, ang, x, y, tmp;
  40429. // default face colors and UV if undefined
  40430. if (flat) {
  40431. for (f = 0; f < nbfaces; f++) {
  40432. if (faceColors && faceColors[f] === undefined) {
  40433. faceColors[f] = new BABYLON.Color4(1, 1, 1, 1);
  40434. }
  40435. if (faceUV && faceUV[f] === undefined) {
  40436. faceUV[f] = new BABYLON.Vector4(0, 0, 1, 1);
  40437. }
  40438. }
  40439. }
  40440. if (!flat) {
  40441. for (i = 0; i < data.vertex.length; i++) {
  40442. positions.push(data.vertex[i][0] * sizeX, data.vertex[i][1] * sizeY, data.vertex[i][2] * sizeZ);
  40443. uvs.push(0, 0);
  40444. }
  40445. for (f = 0; f < nbfaces; f++) {
  40446. for (i = 0; i < data.face[f].length - 2; i++) {
  40447. indices.push(data.face[f][0], data.face[f][i + 2], data.face[f][i + 1]);
  40448. }
  40449. }
  40450. }
  40451. else {
  40452. for (f = 0; f < nbfaces; f++) {
  40453. var fl = data.face[f].length; // number of vertices of the current face
  40454. ang = 2 * Math.PI / fl;
  40455. x = 0.5 * Math.tan(ang / 2);
  40456. y = 0.5;
  40457. // positions, uvs, colors
  40458. for (i = 0; i < fl; i++) {
  40459. // positions
  40460. 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);
  40461. indexes.push(index);
  40462. index++;
  40463. // uvs
  40464. u = faceUV[f].x + (faceUV[f].z - faceUV[f].x) * (0.5 + x);
  40465. v = faceUV[f].y + (faceUV[f].w - faceUV[f].y) * (y - 0.5);
  40466. uvs.push(u, v);
  40467. tmp = x * Math.cos(ang) - y * Math.sin(ang);
  40468. y = x * Math.sin(ang) + y * Math.cos(ang);
  40469. x = tmp;
  40470. // colors
  40471. if (faceColors) {
  40472. colors.push(faceColors[f].r, faceColors[f].g, faceColors[f].b, faceColors[f].a);
  40473. }
  40474. }
  40475. // indices from indexes
  40476. for (i = 0; i < fl - 2; i++) {
  40477. indices.push(indexes[0 + faceIdx], indexes[i + 2 + faceIdx], indexes[i + 1 + faceIdx]);
  40478. }
  40479. faceIdx += fl;
  40480. }
  40481. }
  40482. VertexData.ComputeNormals(positions, indices, normals);
  40483. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  40484. var vertexData = new VertexData();
  40485. vertexData.positions = positions;
  40486. vertexData.indices = indices;
  40487. vertexData.normals = normals;
  40488. vertexData.uvs = uvs;
  40489. if (faceColors && flat) {
  40490. vertexData.colors = colors;
  40491. }
  40492. return vertexData;
  40493. };
  40494. // based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3D/src/away3d/primitives/TorusKnot.as?spec=svn2473&r=2473
  40495. /**
  40496. * Creates the VertexData for a TorusKnot
  40497. * @param options an object used to set the following optional parameters for the TorusKnot, required but can be empty
  40498. * * radius the radius of the torus knot, optional, default 2
  40499. * * tube the thickness of the tube, optional, default 0.5
  40500. * * radialSegments the number of sides on each tube segments, optional, default 32
  40501. * * tubularSegments the number of tubes to decompose the knot into, optional, default 32
  40502. * * p the number of windings around the z axis, optional, default 2
  40503. * * q the number of windings around the x axis, optional, default 3
  40504. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  40505. * * 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)
  40506. * * 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)
  40507. * @returns the VertexData of the Torus Knot
  40508. */
  40509. VertexData.CreateTorusKnot = function (options) {
  40510. var indices = new Array();
  40511. var positions = new Array();
  40512. var normals = new Array();
  40513. var uvs = new Array();
  40514. var radius = options.radius || 2;
  40515. var tube = options.tube || 0.5;
  40516. var radialSegments = options.radialSegments || 32;
  40517. var tubularSegments = options.tubularSegments || 32;
  40518. var p = options.p || 2;
  40519. var q = options.q || 3;
  40520. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  40521. // Helper
  40522. var getPos = function (angle) {
  40523. var cu = Math.cos(angle);
  40524. var su = Math.sin(angle);
  40525. var quOverP = q / p * angle;
  40526. var cs = Math.cos(quOverP);
  40527. var tx = radius * (2 + cs) * 0.5 * cu;
  40528. var ty = radius * (2 + cs) * su * 0.5;
  40529. var tz = radius * Math.sin(quOverP) * 0.5;
  40530. return new BABYLON.Vector3(tx, ty, tz);
  40531. };
  40532. // Vertices
  40533. var i;
  40534. var j;
  40535. for (i = 0; i <= radialSegments; i++) {
  40536. var modI = i % radialSegments;
  40537. var u = modI / radialSegments * 2 * p * Math.PI;
  40538. var p1 = getPos(u);
  40539. var p2 = getPos(u + 0.01);
  40540. var tang = p2.subtract(p1);
  40541. var n = p2.add(p1);
  40542. var bitan = BABYLON.Vector3.Cross(tang, n);
  40543. n = BABYLON.Vector3.Cross(bitan, tang);
  40544. bitan.normalize();
  40545. n.normalize();
  40546. for (j = 0; j < tubularSegments; j++) {
  40547. var modJ = j % tubularSegments;
  40548. var v = modJ / tubularSegments * 2 * Math.PI;
  40549. var cx = -tube * Math.cos(v);
  40550. var cy = tube * Math.sin(v);
  40551. positions.push(p1.x + cx * n.x + cy * bitan.x);
  40552. positions.push(p1.y + cx * n.y + cy * bitan.y);
  40553. positions.push(p1.z + cx * n.z + cy * bitan.z);
  40554. uvs.push(i / radialSegments);
  40555. uvs.push(j / tubularSegments);
  40556. }
  40557. }
  40558. for (i = 0; i < radialSegments; i++) {
  40559. for (j = 0; j < tubularSegments; j++) {
  40560. var jNext = (j + 1) % tubularSegments;
  40561. var a = i * tubularSegments + j;
  40562. var b = (i + 1) * tubularSegments + j;
  40563. var c = (i + 1) * tubularSegments + jNext;
  40564. var d = i * tubularSegments + jNext;
  40565. indices.push(d);
  40566. indices.push(b);
  40567. indices.push(a);
  40568. indices.push(d);
  40569. indices.push(c);
  40570. indices.push(b);
  40571. }
  40572. }
  40573. // Normals
  40574. VertexData.ComputeNormals(positions, indices, normals);
  40575. // Sides
  40576. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  40577. // Result
  40578. var vertexData = new VertexData();
  40579. vertexData.indices = indices;
  40580. vertexData.positions = positions;
  40581. vertexData.normals = normals;
  40582. vertexData.uvs = uvs;
  40583. return vertexData;
  40584. };
  40585. // Tools
  40586. /**
  40587. * Compute normals for given positions and indices
  40588. * @param positions an array of vertex positions, [...., x, y, z, ......]
  40589. * @param indices an array of indices in groups of three for each triangular facet, [...., i, j, k, ......]
  40590. * @param normals an array of vertex normals, [...., x, y, z, ......]
  40591. * @param options an object used to set the following optional parameters for the TorusKnot, optional
  40592. * * facetNormals : optional array of facet normals (vector3)
  40593. * * facetPositions : optional array of facet positions (vector3)
  40594. * * facetPartitioning : optional partitioning array. facetPositions is required for facetPartitioning computation
  40595. * * ratio : optional partitioning ratio / bounding box, required for facetPartitioning computation
  40596. * * bInfo : optional bounding info, required for facetPartitioning computation
  40597. * * bbSize : optional bounding box size data, required for facetPartitioning computation
  40598. * * subDiv : optional partitioning data about subdivsions on each axis (int), required for facetPartitioning computation
  40599. * * useRightHandedSystem: optional boolean to for right handed system computation
  40600. * * depthSort : optional boolean to enable the facet depth sort computation
  40601. * * distanceTo : optional Vector3 to compute the facet depth from this location
  40602. * * depthSortedFacets : optional array of depthSortedFacets to store the facet distances from the reference location
  40603. */
  40604. VertexData.ComputeNormals = function (positions, indices, normals, options) {
  40605. // temporary scalar variables
  40606. var index = 0; // facet index
  40607. var p1p2x = 0.0; // p1p2 vector x coordinate
  40608. var p1p2y = 0.0; // p1p2 vector y coordinate
  40609. var p1p2z = 0.0; // p1p2 vector z coordinate
  40610. var p3p2x = 0.0; // p3p2 vector x coordinate
  40611. var p3p2y = 0.0; // p3p2 vector y coordinate
  40612. var p3p2z = 0.0; // p3p2 vector z coordinate
  40613. var faceNormalx = 0.0; // facet normal x coordinate
  40614. var faceNormaly = 0.0; // facet normal y coordinate
  40615. var faceNormalz = 0.0; // facet normal z coordinate
  40616. var length = 0.0; // facet normal length before normalization
  40617. var v1x = 0; // vector1 x index in the positions array
  40618. var v1y = 0; // vector1 y index in the positions array
  40619. var v1z = 0; // vector1 z index in the positions array
  40620. var v2x = 0; // vector2 x index in the positions array
  40621. var v2y = 0; // vector2 y index in the positions array
  40622. var v2z = 0; // vector2 z index in the positions array
  40623. var v3x = 0; // vector3 x index in the positions array
  40624. var v3y = 0; // vector3 y index in the positions array
  40625. var v3z = 0; // vector3 z index in the positions array
  40626. var computeFacetNormals = false;
  40627. var computeFacetPositions = false;
  40628. var computeFacetPartitioning = false;
  40629. var computeDepthSort = false;
  40630. var faceNormalSign = 1;
  40631. var ratio = 0;
  40632. var distanceTo = null;
  40633. if (options) {
  40634. computeFacetNormals = (options.facetNormals) ? true : false;
  40635. computeFacetPositions = (options.facetPositions) ? true : false;
  40636. computeFacetPartitioning = (options.facetPartitioning) ? true : false;
  40637. faceNormalSign = (options.useRightHandedSystem === true) ? -1 : 1;
  40638. ratio = options.ratio || 0;
  40639. computeDepthSort = (options.depthSort) ? true : false;
  40640. distanceTo = (options.distanceTo);
  40641. if (computeDepthSort) {
  40642. if (distanceTo === undefined) {
  40643. distanceTo = BABYLON.Vector3.Zero();
  40644. }
  40645. var depthSortedFacets = options.depthSortedFacets;
  40646. }
  40647. }
  40648. // facetPartitioning reinit if needed
  40649. var xSubRatio = 0;
  40650. var ySubRatio = 0;
  40651. var zSubRatio = 0;
  40652. var subSq = 0;
  40653. if (computeFacetPartitioning && options && options.bbSize) {
  40654. var ox = 0; // X partitioning index for facet position
  40655. var oy = 0; // Y partinioning index for facet position
  40656. var oz = 0; // Z partinioning index for facet position
  40657. var b1x = 0; // X partitioning index for facet v1 vertex
  40658. var b1y = 0; // Y partitioning index for facet v1 vertex
  40659. var b1z = 0; // z partitioning index for facet v1 vertex
  40660. var b2x = 0; // X partitioning index for facet v2 vertex
  40661. var b2y = 0; // Y partitioning index for facet v2 vertex
  40662. var b2z = 0; // Z partitioning index for facet v2 vertex
  40663. var b3x = 0; // X partitioning index for facet v3 vertex
  40664. var b3y = 0; // Y partitioning index for facet v3 vertex
  40665. var b3z = 0; // Z partitioning index for facet v3 vertex
  40666. var block_idx_o = 0; // facet barycenter block index
  40667. var block_idx_v1 = 0; // v1 vertex block index
  40668. var block_idx_v2 = 0; // v2 vertex block index
  40669. var block_idx_v3 = 0; // v3 vertex block index
  40670. var bbSizeMax = (options.bbSize.x > options.bbSize.y) ? options.bbSize.x : options.bbSize.y;
  40671. bbSizeMax = (bbSizeMax > options.bbSize.z) ? bbSizeMax : options.bbSize.z;
  40672. xSubRatio = options.subDiv.X * ratio / options.bbSize.x;
  40673. ySubRatio = options.subDiv.Y * ratio / options.bbSize.y;
  40674. zSubRatio = options.subDiv.Z * ratio / options.bbSize.z;
  40675. subSq = options.subDiv.max * options.subDiv.max;
  40676. options.facetPartitioning.length = 0;
  40677. }
  40678. // reset the normals
  40679. for (index = 0; index < positions.length; index++) {
  40680. normals[index] = 0.0;
  40681. }
  40682. // Loop : 1 indice triplet = 1 facet
  40683. var nbFaces = (indices.length / 3) | 0;
  40684. for (index = 0; index < nbFaces; index++) {
  40685. // get the indexes of the coordinates of each vertex of the facet
  40686. v1x = indices[index * 3] * 3;
  40687. v1y = v1x + 1;
  40688. v1z = v1x + 2;
  40689. v2x = indices[index * 3 + 1] * 3;
  40690. v2y = v2x + 1;
  40691. v2z = v2x + 2;
  40692. v3x = indices[index * 3 + 2] * 3;
  40693. v3y = v3x + 1;
  40694. v3z = v3x + 2;
  40695. p1p2x = positions[v1x] - positions[v2x]; // compute two vectors per facet : p1p2 and p3p2
  40696. p1p2y = positions[v1y] - positions[v2y];
  40697. p1p2z = positions[v1z] - positions[v2z];
  40698. p3p2x = positions[v3x] - positions[v2x];
  40699. p3p2y = positions[v3y] - positions[v2y];
  40700. p3p2z = positions[v3z] - positions[v2z];
  40701. // compute the face normal with the cross product
  40702. faceNormalx = faceNormalSign * (p1p2y * p3p2z - p1p2z * p3p2y);
  40703. faceNormaly = faceNormalSign * (p1p2z * p3p2x - p1p2x * p3p2z);
  40704. faceNormalz = faceNormalSign * (p1p2x * p3p2y - p1p2y * p3p2x);
  40705. // normalize this normal and store it in the array facetData
  40706. length = Math.sqrt(faceNormalx * faceNormalx + faceNormaly * faceNormaly + faceNormalz * faceNormalz);
  40707. length = (length === 0) ? 1.0 : length;
  40708. faceNormalx /= length;
  40709. faceNormaly /= length;
  40710. faceNormalz /= length;
  40711. if (computeFacetNormals && options) {
  40712. options.facetNormals[index].x = faceNormalx;
  40713. options.facetNormals[index].y = faceNormaly;
  40714. options.facetNormals[index].z = faceNormalz;
  40715. }
  40716. if (computeFacetPositions && options) {
  40717. // compute and the facet barycenter coordinates in the array facetPositions
  40718. options.facetPositions[index].x = (positions[v1x] + positions[v2x] + positions[v3x]) / 3.0;
  40719. options.facetPositions[index].y = (positions[v1y] + positions[v2y] + positions[v3y]) / 3.0;
  40720. options.facetPositions[index].z = (positions[v1z] + positions[v2z] + positions[v3z]) / 3.0;
  40721. }
  40722. if (computeFacetPartitioning && options) {
  40723. // store the facet indexes in arrays in the main facetPartitioning array :
  40724. // compute each facet vertex (+ facet barycenter) index in the partiniong array
  40725. ox = Math.floor((options.facetPositions[index].x - options.bInfo.minimum.x * ratio) * xSubRatio);
  40726. oy = Math.floor((options.facetPositions[index].y - options.bInfo.minimum.y * ratio) * ySubRatio);
  40727. oz = Math.floor((options.facetPositions[index].z - options.bInfo.minimum.z * ratio) * zSubRatio);
  40728. b1x = Math.floor((positions[v1x] - options.bInfo.minimum.x * ratio) * xSubRatio);
  40729. b1y = Math.floor((positions[v1y] - options.bInfo.minimum.y * ratio) * ySubRatio);
  40730. b1z = Math.floor((positions[v1z] - options.bInfo.minimum.z * ratio) * zSubRatio);
  40731. b2x = Math.floor((positions[v2x] - options.bInfo.minimum.x * ratio) * xSubRatio);
  40732. b2y = Math.floor((positions[v2y] - options.bInfo.minimum.y * ratio) * ySubRatio);
  40733. b2z = Math.floor((positions[v2z] - options.bInfo.minimum.z * ratio) * zSubRatio);
  40734. b3x = Math.floor((positions[v3x] - options.bInfo.minimum.x * ratio) * xSubRatio);
  40735. b3y = Math.floor((positions[v3y] - options.bInfo.minimum.y * ratio) * ySubRatio);
  40736. b3z = Math.floor((positions[v3z] - options.bInfo.minimum.z * ratio) * zSubRatio);
  40737. block_idx_v1 = b1x + options.subDiv.max * b1y + subSq * b1z;
  40738. block_idx_v2 = b2x + options.subDiv.max * b2y + subSq * b2z;
  40739. block_idx_v3 = b3x + options.subDiv.max * b3y + subSq * b3z;
  40740. block_idx_o = ox + options.subDiv.max * oy + subSq * oz;
  40741. options.facetPartitioning[block_idx_o] = options.facetPartitioning[block_idx_o] ? options.facetPartitioning[block_idx_o] : new Array();
  40742. options.facetPartitioning[block_idx_v1] = options.facetPartitioning[block_idx_v1] ? options.facetPartitioning[block_idx_v1] : new Array();
  40743. options.facetPartitioning[block_idx_v2] = options.facetPartitioning[block_idx_v2] ? options.facetPartitioning[block_idx_v2] : new Array();
  40744. options.facetPartitioning[block_idx_v3] = options.facetPartitioning[block_idx_v3] ? options.facetPartitioning[block_idx_v3] : new Array();
  40745. // push each facet index in each block containing the vertex
  40746. options.facetPartitioning[block_idx_v1].push(index);
  40747. if (block_idx_v2 != block_idx_v1) {
  40748. options.facetPartitioning[block_idx_v2].push(index);
  40749. }
  40750. if (!(block_idx_v3 == block_idx_v2 || block_idx_v3 == block_idx_v1)) {
  40751. options.facetPartitioning[block_idx_v3].push(index);
  40752. }
  40753. if (!(block_idx_o == block_idx_v1 || block_idx_o == block_idx_v2 || block_idx_o == block_idx_v3)) {
  40754. options.facetPartitioning[block_idx_o].push(index);
  40755. }
  40756. }
  40757. if (computeDepthSort && options && options.facetPositions) {
  40758. var dsf = depthSortedFacets[index];
  40759. dsf.ind = index * 3;
  40760. dsf.sqDistance = BABYLON.Vector3.DistanceSquared(options.facetPositions[index], distanceTo);
  40761. }
  40762. // compute the normals anyway
  40763. normals[v1x] += faceNormalx; // accumulate all the normals per face
  40764. normals[v1y] += faceNormaly;
  40765. normals[v1z] += faceNormalz;
  40766. normals[v2x] += faceNormalx;
  40767. normals[v2y] += faceNormaly;
  40768. normals[v2z] += faceNormalz;
  40769. normals[v3x] += faceNormalx;
  40770. normals[v3y] += faceNormaly;
  40771. normals[v3z] += faceNormalz;
  40772. }
  40773. // last normalization of each normal
  40774. for (index = 0; index < normals.length / 3; index++) {
  40775. faceNormalx = normals[index * 3];
  40776. faceNormaly = normals[index * 3 + 1];
  40777. faceNormalz = normals[index * 3 + 2];
  40778. length = Math.sqrt(faceNormalx * faceNormalx + faceNormaly * faceNormaly + faceNormalz * faceNormalz);
  40779. length = (length === 0) ? 1.0 : length;
  40780. faceNormalx /= length;
  40781. faceNormaly /= length;
  40782. faceNormalz /= length;
  40783. normals[index * 3] = faceNormalx;
  40784. normals[index * 3 + 1] = faceNormaly;
  40785. normals[index * 3 + 2] = faceNormalz;
  40786. }
  40787. };
  40788. VertexData._ComputeSides = function (sideOrientation, positions, indices, normals, uvs, frontUVs, backUVs) {
  40789. var li = indices.length;
  40790. var ln = normals.length;
  40791. var i;
  40792. var n;
  40793. sideOrientation = sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  40794. switch (sideOrientation) {
  40795. case BABYLON.Mesh.FRONTSIDE:
  40796. // nothing changed
  40797. break;
  40798. case BABYLON.Mesh.BACKSIDE:
  40799. var tmp;
  40800. // indices
  40801. for (i = 0; i < li; i += 3) {
  40802. tmp = indices[i];
  40803. indices[i] = indices[i + 2];
  40804. indices[i + 2] = tmp;
  40805. }
  40806. // normals
  40807. for (n = 0; n < ln; n++) {
  40808. normals[n] = -normals[n];
  40809. }
  40810. break;
  40811. case BABYLON.Mesh.DOUBLESIDE:
  40812. // positions
  40813. var lp = positions.length;
  40814. var l = lp / 3;
  40815. for (var p = 0; p < lp; p++) {
  40816. positions[lp + p] = positions[p];
  40817. }
  40818. // indices
  40819. for (i = 0; i < li; i += 3) {
  40820. indices[i + li] = indices[i + 2] + l;
  40821. indices[i + 1 + li] = indices[i + 1] + l;
  40822. indices[i + 2 + li] = indices[i] + l;
  40823. }
  40824. // normals
  40825. for (n = 0; n < ln; n++) {
  40826. normals[ln + n] = -normals[n];
  40827. }
  40828. // uvs
  40829. var lu = uvs.length;
  40830. var u = 0;
  40831. for (u = 0; u < lu; u++) {
  40832. uvs[u + lu] = uvs[u];
  40833. }
  40834. frontUVs = frontUVs ? frontUVs : new BABYLON.Vector4(0.0, 0.0, 1.0, 1.0);
  40835. backUVs = backUVs ? backUVs : new BABYLON.Vector4(0.0, 0.0, 1.0, 1.0);
  40836. u = 0;
  40837. for (i = 0; i < lu / 2; i++) {
  40838. uvs[u] = frontUVs.x + (frontUVs.z - frontUVs.x) * uvs[u];
  40839. uvs[u + 1] = frontUVs.y + (frontUVs.w - frontUVs.y) * uvs[u + 1];
  40840. uvs[u + lu] = backUVs.x + (backUVs.z - backUVs.x) * uvs[u + lu];
  40841. uvs[u + lu + 1] = backUVs.y + (backUVs.w - backUVs.y) * uvs[u + lu + 1];
  40842. u += 2;
  40843. }
  40844. break;
  40845. }
  40846. };
  40847. /**
  40848. * Applies VertexData created from the imported parameters to the geometry
  40849. * @param parsedVertexData the parsed data from an imported file
  40850. * @param geometry the geometry to apply the VertexData to
  40851. */
  40852. VertexData.ImportVertexData = function (parsedVertexData, geometry) {
  40853. var vertexData = new VertexData();
  40854. // positions
  40855. var positions = parsedVertexData.positions;
  40856. if (positions) {
  40857. vertexData.set(positions, BABYLON.VertexBuffer.PositionKind);
  40858. }
  40859. // normals
  40860. var normals = parsedVertexData.normals;
  40861. if (normals) {
  40862. vertexData.set(normals, BABYLON.VertexBuffer.NormalKind);
  40863. }
  40864. // tangents
  40865. var tangents = parsedVertexData.tangents;
  40866. if (tangents) {
  40867. vertexData.set(tangents, BABYLON.VertexBuffer.TangentKind);
  40868. }
  40869. // uvs
  40870. var uvs = parsedVertexData.uvs;
  40871. if (uvs) {
  40872. vertexData.set(uvs, BABYLON.VertexBuffer.UVKind);
  40873. }
  40874. // uv2s
  40875. var uv2s = parsedVertexData.uv2s;
  40876. if (uv2s) {
  40877. vertexData.set(uv2s, BABYLON.VertexBuffer.UV2Kind);
  40878. }
  40879. // uv3s
  40880. var uv3s = parsedVertexData.uv3s;
  40881. if (uv3s) {
  40882. vertexData.set(uv3s, BABYLON.VertexBuffer.UV3Kind);
  40883. }
  40884. // uv4s
  40885. var uv4s = parsedVertexData.uv4s;
  40886. if (uv4s) {
  40887. vertexData.set(uv4s, BABYLON.VertexBuffer.UV4Kind);
  40888. }
  40889. // uv5s
  40890. var uv5s = parsedVertexData.uv5s;
  40891. if (uv5s) {
  40892. vertexData.set(uv5s, BABYLON.VertexBuffer.UV5Kind);
  40893. }
  40894. // uv6s
  40895. var uv6s = parsedVertexData.uv6s;
  40896. if (uv6s) {
  40897. vertexData.set(uv6s, BABYLON.VertexBuffer.UV6Kind);
  40898. }
  40899. // colors
  40900. var colors = parsedVertexData.colors;
  40901. if (colors) {
  40902. vertexData.set(BABYLON.Color4.CheckColors4(colors, positions.length / 3), BABYLON.VertexBuffer.ColorKind);
  40903. }
  40904. // matricesIndices
  40905. var matricesIndices = parsedVertexData.matricesIndices;
  40906. if (matricesIndices) {
  40907. vertexData.set(matricesIndices, BABYLON.VertexBuffer.MatricesIndicesKind);
  40908. }
  40909. // matricesWeights
  40910. var matricesWeights = parsedVertexData.matricesWeights;
  40911. if (matricesWeights) {
  40912. vertexData.set(matricesWeights, BABYLON.VertexBuffer.MatricesWeightsKind);
  40913. }
  40914. // indices
  40915. var indices = parsedVertexData.indices;
  40916. if (indices) {
  40917. vertexData.indices = indices;
  40918. }
  40919. geometry.setAllVerticesData(vertexData, parsedVertexData.updatable);
  40920. };
  40921. return VertexData;
  40922. }());
  40923. BABYLON.VertexData = VertexData;
  40924. })(BABYLON || (BABYLON = {}));
  40925. //# sourceMappingURL=babylon.mesh.vertexData.js.map
  40926. var BABYLON;
  40927. (function (BABYLON) {
  40928. /**
  40929. * Class used to store geometry data (vertex buffers + index buffer)
  40930. */
  40931. var Geometry = /** @class */ (function () {
  40932. /**
  40933. * Creates a new geometry
  40934. * @param id defines the unique ID
  40935. * @param scene defines the hosting scene
  40936. * @param vertexData defines the VertexData used to get geometry data
  40937. * @param updatable defines if geometry must be updatable (false by default)
  40938. * @param mesh defines the mesh that will be associated with the geometry
  40939. */
  40940. function Geometry(id, scene, vertexData, updatable, mesh) {
  40941. if (updatable === void 0) { updatable = false; }
  40942. if (mesh === void 0) { mesh = null; }
  40943. /**
  40944. * Gets the delay loading state of the geometry (none by default which means not delayed)
  40945. */
  40946. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  40947. this._totalVertices = 0;
  40948. this._isDisposed = false;
  40949. this._indexBufferIsUpdatable = false;
  40950. this.id = id;
  40951. this.uniqueId = scene.getUniqueId();
  40952. this._engine = scene.getEngine();
  40953. this._meshes = [];
  40954. this._scene = scene;
  40955. //Init vertex buffer cache
  40956. this._vertexBuffers = {};
  40957. this._indices = [];
  40958. this._updatable = updatable;
  40959. // vertexData
  40960. if (vertexData) {
  40961. this.setAllVerticesData(vertexData, updatable);
  40962. }
  40963. else {
  40964. this._totalVertices = 0;
  40965. this._indices = [];
  40966. }
  40967. if (this._engine.getCaps().vertexArrayObject) {
  40968. this._vertexArrayObjects = {};
  40969. }
  40970. // applyToMesh
  40971. if (mesh) {
  40972. this.applyToMesh(mesh);
  40973. mesh.computeWorldMatrix(true);
  40974. }
  40975. }
  40976. Object.defineProperty(Geometry.prototype, "boundingBias", {
  40977. /**
  40978. * 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
  40979. */
  40980. get: function () {
  40981. return this._boundingBias;
  40982. },
  40983. /**
  40984. * 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
  40985. */
  40986. set: function (value) {
  40987. if (this._boundingBias) {
  40988. this._boundingBias.copyFrom(value);
  40989. }
  40990. else {
  40991. this._boundingBias = value.clone();
  40992. }
  40993. this._updateBoundingInfo(true, null);
  40994. },
  40995. enumerable: true,
  40996. configurable: true
  40997. });
  40998. /**
  40999. * Static function used to attach a new empty geometry to a mesh
  41000. * @param mesh defines the mesh to attach the geometry to
  41001. * @returns the new Geometry
  41002. */
  41003. Geometry.CreateGeometryForMesh = function (mesh) {
  41004. var geometry = new Geometry(Geometry.RandomId(), mesh.getScene());
  41005. geometry.applyToMesh(mesh);
  41006. return geometry;
  41007. };
  41008. Object.defineProperty(Geometry.prototype, "extend", {
  41009. /**
  41010. * Gets the current extend of the geometry
  41011. */
  41012. get: function () {
  41013. return this._extend;
  41014. },
  41015. enumerable: true,
  41016. configurable: true
  41017. });
  41018. /**
  41019. * Gets the hosting scene
  41020. * @returns the hosting Scene
  41021. */
  41022. Geometry.prototype.getScene = function () {
  41023. return this._scene;
  41024. };
  41025. /**
  41026. * Gets the hosting engine
  41027. * @returns the hosting Engine
  41028. */
  41029. Geometry.prototype.getEngine = function () {
  41030. return this._engine;
  41031. };
  41032. /**
  41033. * Defines if the geometry is ready to use
  41034. * @returns true if the geometry is ready to be used
  41035. */
  41036. Geometry.prototype.isReady = function () {
  41037. return this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADED || this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NONE;
  41038. };
  41039. Object.defineProperty(Geometry.prototype, "doNotSerialize", {
  41040. /**
  41041. * Gets a value indicating that the geometry should not be serialized
  41042. */
  41043. get: function () {
  41044. for (var index = 0; index < this._meshes.length; index++) {
  41045. if (!this._meshes[index].doNotSerialize) {
  41046. return false;
  41047. }
  41048. }
  41049. return true;
  41050. },
  41051. enumerable: true,
  41052. configurable: true
  41053. });
  41054. /** @hidden */
  41055. Geometry.prototype._rebuild = function () {
  41056. if (this._vertexArrayObjects) {
  41057. this._vertexArrayObjects = {};
  41058. }
  41059. // Index buffer
  41060. if (this._meshes.length !== 0 && this._indices) {
  41061. this._indexBuffer = this._engine.createIndexBuffer(this._indices);
  41062. }
  41063. // Vertex buffers
  41064. for (var key in this._vertexBuffers) {
  41065. var vertexBuffer = this._vertexBuffers[key];
  41066. vertexBuffer._rebuild();
  41067. }
  41068. };
  41069. /**
  41070. * Affects all geometry data in one call
  41071. * @param vertexData defines the geometry data
  41072. * @param updatable defines if the geometry must be flagged as updatable (false as default)
  41073. */
  41074. Geometry.prototype.setAllVerticesData = function (vertexData, updatable) {
  41075. vertexData.applyToGeometry(this, updatable);
  41076. this.notifyUpdate();
  41077. };
  41078. /**
  41079. * Set specific vertex data
  41080. * @param kind defines the data kind (Position, normal, etc...)
  41081. * @param data defines the vertex data to use
  41082. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  41083. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  41084. */
  41085. Geometry.prototype.setVerticesData = function (kind, data, updatable, stride) {
  41086. if (updatable === void 0) { updatable = false; }
  41087. var buffer = new BABYLON.VertexBuffer(this._engine, data, kind, updatable, this._meshes.length === 0, stride);
  41088. this.setVerticesBuffer(buffer);
  41089. };
  41090. /**
  41091. * Removes a specific vertex data
  41092. * @param kind defines the data kind (Position, normal, etc...)
  41093. */
  41094. Geometry.prototype.removeVerticesData = function (kind) {
  41095. if (this._vertexBuffers[kind]) {
  41096. this._vertexBuffers[kind].dispose();
  41097. delete this._vertexBuffers[kind];
  41098. }
  41099. };
  41100. /**
  41101. * Affect a vertex buffer to the geometry. the vertexBuffer.getKind() function is used to determine where to store the data
  41102. * @param buffer defines the vertex buffer to use
  41103. * @param totalVertices defines the total number of vertices for position kind (could be null)
  41104. */
  41105. Geometry.prototype.setVerticesBuffer = function (buffer, totalVertices) {
  41106. if (totalVertices === void 0) { totalVertices = null; }
  41107. var kind = buffer.getKind();
  41108. if (this._vertexBuffers[kind]) {
  41109. this._vertexBuffers[kind].dispose();
  41110. }
  41111. this._vertexBuffers[kind] = buffer;
  41112. if (kind === BABYLON.VertexBuffer.PositionKind) {
  41113. var data = buffer.getData();
  41114. if (totalVertices != null) {
  41115. this._totalVertices = totalVertices;
  41116. }
  41117. else {
  41118. if (data != null) {
  41119. this._totalVertices = data.length / (buffer.byteStride / 4);
  41120. }
  41121. }
  41122. this._updateExtend(data);
  41123. this._resetPointsArrayCache();
  41124. var meshes = this._meshes;
  41125. var numOfMeshes = meshes.length;
  41126. for (var index = 0; index < numOfMeshes; index++) {
  41127. var mesh = meshes[index];
  41128. mesh._boundingInfo = new BABYLON.BoundingInfo(this._extend.minimum, this._extend.maximum);
  41129. mesh._createGlobalSubMesh(false);
  41130. mesh.computeWorldMatrix(true);
  41131. }
  41132. }
  41133. this.notifyUpdate(kind);
  41134. if (this._vertexArrayObjects) {
  41135. this._disposeVertexArrayObjects();
  41136. this._vertexArrayObjects = {}; // Will trigger a rebuild of the VAO if supported
  41137. }
  41138. };
  41139. /**
  41140. * Update a specific vertex buffer
  41141. * This function will directly update the underlying WebGLBuffer according to the passed numeric array or Float32Array
  41142. * It will do nothing if the buffer is not updatable
  41143. * @param kind defines the data kind (Position, normal, etc...)
  41144. * @param data defines the data to use
  41145. * @param offset defines the offset in the target buffer where to store the data
  41146. * @param useBytes set to true if the offset is in bytes
  41147. */
  41148. Geometry.prototype.updateVerticesDataDirectly = function (kind, data, offset, useBytes) {
  41149. if (useBytes === void 0) { useBytes = false; }
  41150. var vertexBuffer = this.getVertexBuffer(kind);
  41151. if (!vertexBuffer) {
  41152. return;
  41153. }
  41154. vertexBuffer.updateDirectly(data, offset, useBytes);
  41155. this.notifyUpdate(kind);
  41156. };
  41157. /**
  41158. * Update a specific vertex buffer
  41159. * This function will create a new buffer if the current one is not updatable
  41160. * @param kind defines the data kind (Position, normal, etc...)
  41161. * @param data defines the data to use
  41162. * @param updateExtends defines if the geometry extends must be recomputed (false by default)
  41163. */
  41164. Geometry.prototype.updateVerticesData = function (kind, data, updateExtends) {
  41165. if (updateExtends === void 0) { updateExtends = false; }
  41166. var vertexBuffer = this.getVertexBuffer(kind);
  41167. if (!vertexBuffer) {
  41168. return;
  41169. }
  41170. vertexBuffer.update(data);
  41171. if (kind === BABYLON.VertexBuffer.PositionKind) {
  41172. this._updateBoundingInfo(updateExtends, data);
  41173. }
  41174. this.notifyUpdate(kind);
  41175. };
  41176. Geometry.prototype._updateBoundingInfo = function (updateExtends, data) {
  41177. if (updateExtends) {
  41178. this._updateExtend(data);
  41179. }
  41180. this._resetPointsArrayCache();
  41181. if (updateExtends) {
  41182. var meshes = this._meshes;
  41183. for (var _i = 0, meshes_1 = meshes; _i < meshes_1.length; _i++) {
  41184. var mesh = meshes_1[_i];
  41185. if (mesh._boundingInfo) {
  41186. mesh._boundingInfo.reConstruct(this._extend.minimum, this._extend.maximum);
  41187. }
  41188. else {
  41189. mesh._boundingInfo = new BABYLON.BoundingInfo(this._extend.minimum, this._extend.maximum);
  41190. }
  41191. var subMeshes = mesh.subMeshes;
  41192. for (var _a = 0, subMeshes_1 = subMeshes; _a < subMeshes_1.length; _a++) {
  41193. var subMesh = subMeshes_1[_a];
  41194. subMesh.refreshBoundingInfo();
  41195. }
  41196. }
  41197. }
  41198. };
  41199. /** @hidden */
  41200. Geometry.prototype._bind = function (effect, indexToBind) {
  41201. if (!effect) {
  41202. return;
  41203. }
  41204. if (indexToBind === undefined) {
  41205. indexToBind = this._indexBuffer;
  41206. }
  41207. var vbs = this.getVertexBuffers();
  41208. if (!vbs) {
  41209. return;
  41210. }
  41211. if (indexToBind != this._indexBuffer || !this._vertexArrayObjects) {
  41212. this._engine.bindBuffers(vbs, indexToBind, effect);
  41213. return;
  41214. }
  41215. // Using VAO
  41216. if (!this._vertexArrayObjects[effect.key]) {
  41217. this._vertexArrayObjects[effect.key] = this._engine.recordVertexArrayObject(vbs, indexToBind, effect);
  41218. }
  41219. this._engine.bindVertexArrayObject(this._vertexArrayObjects[effect.key], indexToBind);
  41220. };
  41221. /**
  41222. * Gets total number of vertices
  41223. * @returns the total number of vertices
  41224. */
  41225. Geometry.prototype.getTotalVertices = function () {
  41226. if (!this.isReady()) {
  41227. return 0;
  41228. }
  41229. return this._totalVertices;
  41230. };
  41231. /**
  41232. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  41233. * @param kind defines the data kind (Position, normal, etc...)
  41234. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  41235. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  41236. * @returns a float array containing vertex data
  41237. */
  41238. Geometry.prototype.getVerticesData = function (kind, copyWhenShared, forceCopy) {
  41239. var vertexBuffer = this.getVertexBuffer(kind);
  41240. if (!vertexBuffer) {
  41241. return null;
  41242. }
  41243. var data = vertexBuffer.getData();
  41244. if (!data) {
  41245. return null;
  41246. }
  41247. var tightlyPackedByteStride = vertexBuffer.getSize() * BABYLON.VertexBuffer.GetTypeByteLength(vertexBuffer.type);
  41248. var count = this._totalVertices * vertexBuffer.getSize();
  41249. if (vertexBuffer.type !== BABYLON.VertexBuffer.FLOAT || vertexBuffer.byteStride !== tightlyPackedByteStride) {
  41250. var copy_1 = [];
  41251. vertexBuffer.forEach(count, function (value) { return copy_1.push(value); });
  41252. return copy_1;
  41253. }
  41254. if (!((data instanceof Array) || (data instanceof Float32Array)) || vertexBuffer.byteOffset !== 0 || data.length !== count) {
  41255. if (data instanceof Array) {
  41256. var offset = vertexBuffer.byteOffset / 4;
  41257. return BABYLON.Tools.Slice(data, offset, offset + count);
  41258. }
  41259. else if (data instanceof ArrayBuffer) {
  41260. return new Float32Array(data, vertexBuffer.byteOffset, count);
  41261. }
  41262. else {
  41263. var offset = data.byteOffset + vertexBuffer.byteOffset;
  41264. if (forceCopy || (copyWhenShared && this._meshes.length !== 1)) {
  41265. var result = new Float32Array(count);
  41266. var source = new Float32Array(data.buffer, offset, count);
  41267. result.set(source);
  41268. return result;
  41269. }
  41270. return new Float32Array(data.buffer, offset, count);
  41271. }
  41272. }
  41273. if (forceCopy || (copyWhenShared && this._meshes.length !== 1)) {
  41274. return BABYLON.Tools.Slice(data);
  41275. }
  41276. return data;
  41277. };
  41278. /**
  41279. * Returns a boolean defining if the vertex data for the requested `kind` is updatable
  41280. * @param kind defines the data kind (Position, normal, etc...)
  41281. * @returns true if the vertex buffer with the specified kind is updatable
  41282. */
  41283. Geometry.prototype.isVertexBufferUpdatable = function (kind) {
  41284. var vb = this._vertexBuffers[kind];
  41285. if (!vb) {
  41286. return false;
  41287. }
  41288. return vb.isUpdatable();
  41289. };
  41290. /**
  41291. * Gets a specific vertex buffer
  41292. * @param kind defines the data kind (Position, normal, etc...)
  41293. * @returns a VertexBuffer
  41294. */
  41295. Geometry.prototype.getVertexBuffer = function (kind) {
  41296. if (!this.isReady()) {
  41297. return null;
  41298. }
  41299. return this._vertexBuffers[kind];
  41300. };
  41301. /**
  41302. * Returns all vertex buffers
  41303. * @return an object holding all vertex buffers indexed by kind
  41304. */
  41305. Geometry.prototype.getVertexBuffers = function () {
  41306. if (!this.isReady()) {
  41307. return null;
  41308. }
  41309. return this._vertexBuffers;
  41310. };
  41311. /**
  41312. * Gets a boolean indicating if specific vertex buffer is present
  41313. * @param kind defines the data kind (Position, normal, etc...)
  41314. * @returns true if data is present
  41315. */
  41316. Geometry.prototype.isVerticesDataPresent = function (kind) {
  41317. if (!this._vertexBuffers) {
  41318. if (this._delayInfo) {
  41319. return this._delayInfo.indexOf(kind) !== -1;
  41320. }
  41321. return false;
  41322. }
  41323. return this._vertexBuffers[kind] !== undefined;
  41324. };
  41325. /**
  41326. * Gets a list of all attached data kinds (Position, normal, etc...)
  41327. * @returns a list of string containing all kinds
  41328. */
  41329. Geometry.prototype.getVerticesDataKinds = function () {
  41330. var result = [];
  41331. var kind;
  41332. if (!this._vertexBuffers && this._delayInfo) {
  41333. for (kind in this._delayInfo) {
  41334. result.push(kind);
  41335. }
  41336. }
  41337. else {
  41338. for (kind in this._vertexBuffers) {
  41339. result.push(kind);
  41340. }
  41341. }
  41342. return result;
  41343. };
  41344. /**
  41345. * Update index buffer
  41346. * @param indices defines the indices to store in the index buffer
  41347. * @param offset defines the offset in the target buffer where to store the data
  41348. */
  41349. Geometry.prototype.updateIndices = function (indices, offset) {
  41350. if (!this._indexBuffer) {
  41351. return;
  41352. }
  41353. if (!this._indexBufferIsUpdatable) {
  41354. this.setIndices(indices, null, true);
  41355. }
  41356. else {
  41357. this._engine.updateDynamicIndexBuffer(this._indexBuffer, indices, offset);
  41358. }
  41359. };
  41360. /**
  41361. * Creates a new index buffer
  41362. * @param indices defines the indices to store in the index buffer
  41363. * @param totalVertices defines the total number of vertices (could be null)
  41364. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  41365. */
  41366. Geometry.prototype.setIndices = function (indices, totalVertices, updatable) {
  41367. if (totalVertices === void 0) { totalVertices = null; }
  41368. if (updatable === void 0) { updatable = false; }
  41369. if (this._indexBuffer) {
  41370. this._engine._releaseBuffer(this._indexBuffer);
  41371. }
  41372. this._disposeVertexArrayObjects();
  41373. this._indices = indices;
  41374. this._indexBufferIsUpdatable = updatable;
  41375. if (this._meshes.length !== 0 && this._indices) {
  41376. this._indexBuffer = this._engine.createIndexBuffer(this._indices, updatable);
  41377. }
  41378. if (totalVertices != undefined) { // including null and undefined
  41379. this._totalVertices = totalVertices;
  41380. }
  41381. var meshes = this._meshes;
  41382. var numOfMeshes = meshes.length;
  41383. for (var index = 0; index < numOfMeshes; index++) {
  41384. meshes[index]._createGlobalSubMesh(true);
  41385. }
  41386. this.notifyUpdate();
  41387. };
  41388. /**
  41389. * Return the total number of indices
  41390. * @returns the total number of indices
  41391. */
  41392. Geometry.prototype.getTotalIndices = function () {
  41393. if (!this.isReady()) {
  41394. return 0;
  41395. }
  41396. return this._indices.length;
  41397. };
  41398. /**
  41399. * Gets the index buffer array
  41400. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  41401. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  41402. * @returns the index buffer array
  41403. */
  41404. Geometry.prototype.getIndices = function (copyWhenShared, forceCopy) {
  41405. if (!this.isReady()) {
  41406. return null;
  41407. }
  41408. var orig = this._indices;
  41409. if (!forceCopy && (!copyWhenShared || this._meshes.length === 1)) {
  41410. return orig;
  41411. }
  41412. else {
  41413. var len = orig.length;
  41414. var copy = [];
  41415. for (var i = 0; i < len; i++) {
  41416. copy.push(orig[i]);
  41417. }
  41418. return copy;
  41419. }
  41420. };
  41421. /**
  41422. * Gets the index buffer
  41423. * @return the index buffer
  41424. */
  41425. Geometry.prototype.getIndexBuffer = function () {
  41426. if (!this.isReady()) {
  41427. return null;
  41428. }
  41429. return this._indexBuffer;
  41430. };
  41431. /** @hidden */
  41432. Geometry.prototype._releaseVertexArrayObject = function (effect) {
  41433. if (effect === void 0) { effect = null; }
  41434. if (!effect || !this._vertexArrayObjects) {
  41435. return;
  41436. }
  41437. if (this._vertexArrayObjects[effect.key]) {
  41438. this._engine.releaseVertexArrayObject(this._vertexArrayObjects[effect.key]);
  41439. delete this._vertexArrayObjects[effect.key];
  41440. }
  41441. };
  41442. /**
  41443. * Release the associated resources for a specific mesh
  41444. * @param mesh defines the source mesh
  41445. * @param shouldDispose defines if the geometry must be disposed if there is no more mesh pointing to it
  41446. */
  41447. Geometry.prototype.releaseForMesh = function (mesh, shouldDispose) {
  41448. var meshes = this._meshes;
  41449. var index = meshes.indexOf(mesh);
  41450. if (index === -1) {
  41451. return;
  41452. }
  41453. meshes.splice(index, 1);
  41454. mesh._geometry = null;
  41455. if (meshes.length === 0 && shouldDispose) {
  41456. this.dispose();
  41457. }
  41458. };
  41459. /**
  41460. * Apply current geometry to a given mesh
  41461. * @param mesh defines the mesh to apply geometry to
  41462. */
  41463. Geometry.prototype.applyToMesh = function (mesh) {
  41464. if (mesh._geometry === this) {
  41465. return;
  41466. }
  41467. var previousGeometry = mesh._geometry;
  41468. if (previousGeometry) {
  41469. previousGeometry.releaseForMesh(mesh);
  41470. }
  41471. var meshes = this._meshes;
  41472. // must be done before setting vertexBuffers because of mesh._createGlobalSubMesh()
  41473. mesh._geometry = this;
  41474. this._scene.pushGeometry(this);
  41475. meshes.push(mesh);
  41476. if (this.isReady()) {
  41477. this._applyToMesh(mesh);
  41478. }
  41479. else {
  41480. mesh._boundingInfo = this._boundingInfo;
  41481. }
  41482. };
  41483. Geometry.prototype._updateExtend = function (data) {
  41484. if (data === void 0) { data = null; }
  41485. if (!data) {
  41486. data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  41487. }
  41488. this._extend = BABYLON.Tools.ExtractMinAndMax(data, 0, this._totalVertices, this.boundingBias, 3);
  41489. };
  41490. Geometry.prototype._applyToMesh = function (mesh) {
  41491. var numOfMeshes = this._meshes.length;
  41492. // vertexBuffers
  41493. for (var kind in this._vertexBuffers) {
  41494. if (numOfMeshes === 1) {
  41495. this._vertexBuffers[kind].create();
  41496. }
  41497. var buffer = this._vertexBuffers[kind].getBuffer();
  41498. if (buffer) {
  41499. buffer.references = numOfMeshes;
  41500. }
  41501. if (kind === BABYLON.VertexBuffer.PositionKind) {
  41502. if (!this._extend) {
  41503. this._updateExtend();
  41504. }
  41505. mesh._boundingInfo = new BABYLON.BoundingInfo(this._extend.minimum, this._extend.maximum);
  41506. mesh._createGlobalSubMesh(false);
  41507. //bounding info was just created again, world matrix should be applied again.
  41508. mesh._updateBoundingInfo();
  41509. }
  41510. }
  41511. // indexBuffer
  41512. if (numOfMeshes === 1 && this._indices && this._indices.length > 0) {
  41513. this._indexBuffer = this._engine.createIndexBuffer(this._indices);
  41514. }
  41515. if (this._indexBuffer) {
  41516. this._indexBuffer.references = numOfMeshes;
  41517. }
  41518. // morphTargets
  41519. mesh._syncGeometryWithMorphTargetManager();
  41520. // instances
  41521. mesh.synchronizeInstances();
  41522. };
  41523. Geometry.prototype.notifyUpdate = function (kind) {
  41524. if (this.onGeometryUpdated) {
  41525. this.onGeometryUpdated(this, kind);
  41526. }
  41527. for (var _i = 0, _a = this._meshes; _i < _a.length; _i++) {
  41528. var mesh = _a[_i];
  41529. mesh._markSubMeshesAsAttributesDirty();
  41530. }
  41531. };
  41532. /**
  41533. * Load the geometry if it was flagged as delay loaded
  41534. * @param scene defines the hosting scene
  41535. * @param onLoaded defines a callback called when the geometry is loaded
  41536. */
  41537. Geometry.prototype.load = function (scene, onLoaded) {
  41538. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  41539. return;
  41540. }
  41541. if (this.isReady()) {
  41542. if (onLoaded) {
  41543. onLoaded();
  41544. }
  41545. return;
  41546. }
  41547. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADING;
  41548. this._queueLoad(scene, onLoaded);
  41549. };
  41550. Geometry.prototype._queueLoad = function (scene, onLoaded) {
  41551. var _this = this;
  41552. if (!this.delayLoadingFile) {
  41553. return;
  41554. }
  41555. scene._addPendingData(this);
  41556. scene._loadFile(this.delayLoadingFile, function (data) {
  41557. if (!_this._delayLoadingFunction) {
  41558. return;
  41559. }
  41560. _this._delayLoadingFunction(JSON.parse(data), _this);
  41561. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  41562. _this._delayInfo = [];
  41563. scene._removePendingData(_this);
  41564. var meshes = _this._meshes;
  41565. var numOfMeshes = meshes.length;
  41566. for (var index = 0; index < numOfMeshes; index++) {
  41567. _this._applyToMesh(meshes[index]);
  41568. }
  41569. if (onLoaded) {
  41570. onLoaded();
  41571. }
  41572. }, undefined, true);
  41573. };
  41574. /**
  41575. * Invert the geometry to move from a right handed system to a left handed one.
  41576. */
  41577. Geometry.prototype.toLeftHanded = function () {
  41578. // Flip faces
  41579. var tIndices = this.getIndices(false);
  41580. if (tIndices != null && tIndices.length > 0) {
  41581. for (var i = 0; i < tIndices.length; i += 3) {
  41582. var tTemp = tIndices[i + 0];
  41583. tIndices[i + 0] = tIndices[i + 2];
  41584. tIndices[i + 2] = tTemp;
  41585. }
  41586. this.setIndices(tIndices);
  41587. }
  41588. // Negate position.z
  41589. var tPositions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind, false);
  41590. if (tPositions != null && tPositions.length > 0) {
  41591. for (var i = 0; i < tPositions.length; i += 3) {
  41592. tPositions[i + 2] = -tPositions[i + 2];
  41593. }
  41594. this.setVerticesData(BABYLON.VertexBuffer.PositionKind, tPositions, false);
  41595. }
  41596. // Negate normal.z
  41597. var tNormals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind, false);
  41598. if (tNormals != null && tNormals.length > 0) {
  41599. for (var i = 0; i < tNormals.length; i += 3) {
  41600. tNormals[i + 2] = -tNormals[i + 2];
  41601. }
  41602. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, tNormals, false);
  41603. }
  41604. };
  41605. // Cache
  41606. /** @hidden */
  41607. Geometry.prototype._resetPointsArrayCache = function () {
  41608. this._positions = null;
  41609. };
  41610. /** @hidden */
  41611. Geometry.prototype._generatePointsArray = function () {
  41612. if (this._positions) {
  41613. return true;
  41614. }
  41615. var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  41616. if (!data || data.length === 0) {
  41617. return false;
  41618. }
  41619. this._positions = [];
  41620. for (var index = 0; index < data.length; index += 3) {
  41621. this._positions.push(BABYLON.Vector3.FromArray(data, index));
  41622. }
  41623. return true;
  41624. };
  41625. /**
  41626. * Gets a value indicating if the geometry is disposed
  41627. * @returns true if the geometry was disposed
  41628. */
  41629. Geometry.prototype.isDisposed = function () {
  41630. return this._isDisposed;
  41631. };
  41632. Geometry.prototype._disposeVertexArrayObjects = function () {
  41633. if (this._vertexArrayObjects) {
  41634. for (var kind in this._vertexArrayObjects) {
  41635. this._engine.releaseVertexArrayObject(this._vertexArrayObjects[kind]);
  41636. }
  41637. this._vertexArrayObjects = {};
  41638. }
  41639. };
  41640. /**
  41641. * Free all associated resources
  41642. */
  41643. Geometry.prototype.dispose = function () {
  41644. var meshes = this._meshes;
  41645. var numOfMeshes = meshes.length;
  41646. var index;
  41647. for (index = 0; index < numOfMeshes; index++) {
  41648. this.releaseForMesh(meshes[index]);
  41649. }
  41650. this._meshes = [];
  41651. this._disposeVertexArrayObjects();
  41652. for (var kind in this._vertexBuffers) {
  41653. this._vertexBuffers[kind].dispose();
  41654. }
  41655. this._vertexBuffers = {};
  41656. this._totalVertices = 0;
  41657. if (this._indexBuffer) {
  41658. this._engine._releaseBuffer(this._indexBuffer);
  41659. }
  41660. this._indexBuffer = null;
  41661. this._indices = [];
  41662. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  41663. this.delayLoadingFile = null;
  41664. this._delayLoadingFunction = null;
  41665. this._delayInfo = [];
  41666. this._boundingInfo = null;
  41667. this._scene.removeGeometry(this);
  41668. this._isDisposed = true;
  41669. };
  41670. /**
  41671. * Clone the current geometry into a new geometry
  41672. * @param id defines the unique ID of the new geometry
  41673. * @returns a new geometry object
  41674. */
  41675. Geometry.prototype.copy = function (id) {
  41676. var vertexData = new BABYLON.VertexData();
  41677. vertexData.indices = [];
  41678. var indices = this.getIndices();
  41679. if (indices) {
  41680. for (var index = 0; index < indices.length; index++) {
  41681. vertexData.indices.push(indices[index]);
  41682. }
  41683. }
  41684. var updatable = false;
  41685. var stopChecking = false;
  41686. var kind;
  41687. for (kind in this._vertexBuffers) {
  41688. // using slice() to make a copy of the array and not just reference it
  41689. var data = this.getVerticesData(kind);
  41690. if (data instanceof Float32Array) {
  41691. vertexData.set(new Float32Array(data), kind);
  41692. }
  41693. else {
  41694. vertexData.set(data.slice(0), kind);
  41695. }
  41696. if (!stopChecking) {
  41697. var vb = this.getVertexBuffer(kind);
  41698. if (vb) {
  41699. updatable = vb.isUpdatable();
  41700. stopChecking = !updatable;
  41701. }
  41702. }
  41703. }
  41704. var geometry = new Geometry(id, this._scene, vertexData, updatable);
  41705. geometry.delayLoadState = this.delayLoadState;
  41706. geometry.delayLoadingFile = this.delayLoadingFile;
  41707. geometry._delayLoadingFunction = this._delayLoadingFunction;
  41708. for (kind in this._delayInfo) {
  41709. geometry._delayInfo = geometry._delayInfo || [];
  41710. geometry._delayInfo.push(kind);
  41711. }
  41712. // Bounding info
  41713. geometry._boundingInfo = new BABYLON.BoundingInfo(this._extend.minimum, this._extend.maximum);
  41714. return geometry;
  41715. };
  41716. /**
  41717. * Serialize the current geometry info (and not the vertices data) into a JSON object
  41718. * @return a JSON representation of the current geometry data (without the vertices data)
  41719. */
  41720. Geometry.prototype.serialize = function () {
  41721. var serializationObject = {};
  41722. serializationObject.id = this.id;
  41723. serializationObject.updatable = this._updatable;
  41724. if (BABYLON.Tags && BABYLON.Tags.HasTags(this)) {
  41725. serializationObject.tags = BABYLON.Tags.GetTags(this);
  41726. }
  41727. return serializationObject;
  41728. };
  41729. Geometry.prototype.toNumberArray = function (origin) {
  41730. if (Array.isArray(origin)) {
  41731. return origin;
  41732. }
  41733. else {
  41734. return Array.prototype.slice.call(origin);
  41735. }
  41736. };
  41737. /**
  41738. * Serialize all vertices data into a JSON oject
  41739. * @returns a JSON representation of the current geometry data
  41740. */
  41741. Geometry.prototype.serializeVerticeData = function () {
  41742. var serializationObject = this.serialize();
  41743. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  41744. serializationObject.positions = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.PositionKind));
  41745. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.PositionKind)) {
  41746. serializationObject.positions._updatable = true;
  41747. }
  41748. }
  41749. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  41750. serializationObject.normals = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.NormalKind));
  41751. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.NormalKind)) {
  41752. serializationObject.normals._updatable = true;
  41753. }
  41754. }
  41755. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind)) {
  41756. serializationObject.tangets = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.TangentKind));
  41757. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.TangentKind)) {
  41758. serializationObject.tangets._updatable = true;
  41759. }
  41760. }
  41761. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  41762. serializationObject.uvs = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UVKind));
  41763. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UVKind)) {
  41764. serializationObject.uvs._updatable = true;
  41765. }
  41766. }
  41767. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  41768. serializationObject.uv2s = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UV2Kind));
  41769. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UV2Kind)) {
  41770. serializationObject.uv2s._updatable = true;
  41771. }
  41772. }
  41773. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UV3Kind)) {
  41774. serializationObject.uv3s = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UV3Kind));
  41775. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UV3Kind)) {
  41776. serializationObject.uv3s._updatable = true;
  41777. }
  41778. }
  41779. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UV4Kind)) {
  41780. serializationObject.uv4s = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UV4Kind));
  41781. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UV4Kind)) {
  41782. serializationObject.uv4s._updatable = true;
  41783. }
  41784. }
  41785. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UV5Kind)) {
  41786. serializationObject.uv5s = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UV5Kind));
  41787. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UV5Kind)) {
  41788. serializationObject.uv5s._updatable = true;
  41789. }
  41790. }
  41791. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UV6Kind)) {
  41792. serializationObject.uv6s = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UV6Kind));
  41793. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UV6Kind)) {
  41794. serializationObject.uv6s._updatable = true;
  41795. }
  41796. }
  41797. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  41798. serializationObject.colors = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.ColorKind));
  41799. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.ColorKind)) {
  41800. serializationObject.colors._updatable = true;
  41801. }
  41802. }
  41803. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind)) {
  41804. serializationObject.matricesIndices = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind));
  41805. serializationObject.matricesIndices._isExpanded = true;
  41806. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.MatricesIndicesKind)) {
  41807. serializationObject.matricesIndices._updatable = true;
  41808. }
  41809. }
  41810. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  41811. serializationObject.matricesWeights = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind));
  41812. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  41813. serializationObject.matricesWeights._updatable = true;
  41814. }
  41815. }
  41816. serializationObject.indices = this.toNumberArray(this.getIndices());
  41817. return serializationObject;
  41818. };
  41819. // Statics
  41820. /**
  41821. * Extracts a clone of a mesh geometry
  41822. * @param mesh defines the source mesh
  41823. * @param id defines the unique ID of the new geometry object
  41824. * @returns the new geometry object
  41825. */
  41826. Geometry.ExtractFromMesh = function (mesh, id) {
  41827. var geometry = mesh._geometry;
  41828. if (!geometry) {
  41829. return null;
  41830. }
  41831. return geometry.copy(id);
  41832. };
  41833. /**
  41834. * You should now use Tools.RandomId(), this method is still here for legacy reasons.
  41835. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  41836. * Be aware Math.random() could cause collisions, but:
  41837. * "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"
  41838. * @returns a string containing a new GUID
  41839. */
  41840. Geometry.RandomId = function () {
  41841. return BABYLON.Tools.RandomId();
  41842. };
  41843. /** @hidden */
  41844. Geometry._ImportGeometry = function (parsedGeometry, mesh) {
  41845. var scene = mesh.getScene();
  41846. // Geometry
  41847. var geometryId = parsedGeometry.geometryId;
  41848. if (geometryId) {
  41849. var geometry = scene.getGeometryByID(geometryId);
  41850. if (geometry) {
  41851. geometry.applyToMesh(mesh);
  41852. }
  41853. }
  41854. else if (parsedGeometry instanceof ArrayBuffer) {
  41855. var binaryInfo = mesh._binaryInfo;
  41856. if (binaryInfo.positionsAttrDesc && binaryInfo.positionsAttrDesc.count > 0) {
  41857. var positionsData = new Float32Array(parsedGeometry, binaryInfo.positionsAttrDesc.offset, binaryInfo.positionsAttrDesc.count);
  41858. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, positionsData, false);
  41859. }
  41860. if (binaryInfo.normalsAttrDesc && binaryInfo.normalsAttrDesc.count > 0) {
  41861. var normalsData = new Float32Array(parsedGeometry, binaryInfo.normalsAttrDesc.offset, binaryInfo.normalsAttrDesc.count);
  41862. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, normalsData, false);
  41863. }
  41864. if (binaryInfo.tangetsAttrDesc && binaryInfo.tangetsAttrDesc.count > 0) {
  41865. var tangentsData = new Float32Array(parsedGeometry, binaryInfo.tangetsAttrDesc.offset, binaryInfo.tangetsAttrDesc.count);
  41866. mesh.setVerticesData(BABYLON.VertexBuffer.TangentKind, tangentsData, false);
  41867. }
  41868. if (binaryInfo.uvsAttrDesc && binaryInfo.uvsAttrDesc.count > 0) {
  41869. var uvsData = new Float32Array(parsedGeometry, binaryInfo.uvsAttrDesc.offset, binaryInfo.uvsAttrDesc.count);
  41870. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, uvsData, false);
  41871. }
  41872. if (binaryInfo.uvs2AttrDesc && binaryInfo.uvs2AttrDesc.count > 0) {
  41873. var uvs2Data = new Float32Array(parsedGeometry, binaryInfo.uvs2AttrDesc.offset, binaryInfo.uvs2AttrDesc.count);
  41874. mesh.setVerticesData(BABYLON.VertexBuffer.UV2Kind, uvs2Data, false);
  41875. }
  41876. if (binaryInfo.uvs3AttrDesc && binaryInfo.uvs3AttrDesc.count > 0) {
  41877. var uvs3Data = new Float32Array(parsedGeometry, binaryInfo.uvs3AttrDesc.offset, binaryInfo.uvs3AttrDesc.count);
  41878. mesh.setVerticesData(BABYLON.VertexBuffer.UV3Kind, uvs3Data, false);
  41879. }
  41880. if (binaryInfo.uvs4AttrDesc && binaryInfo.uvs4AttrDesc.count > 0) {
  41881. var uvs4Data = new Float32Array(parsedGeometry, binaryInfo.uvs4AttrDesc.offset, binaryInfo.uvs4AttrDesc.count);
  41882. mesh.setVerticesData(BABYLON.VertexBuffer.UV4Kind, uvs4Data, false);
  41883. }
  41884. if (binaryInfo.uvs5AttrDesc && binaryInfo.uvs5AttrDesc.count > 0) {
  41885. var uvs5Data = new Float32Array(parsedGeometry, binaryInfo.uvs5AttrDesc.offset, binaryInfo.uvs5AttrDesc.count);
  41886. mesh.setVerticesData(BABYLON.VertexBuffer.UV5Kind, uvs5Data, false);
  41887. }
  41888. if (binaryInfo.uvs6AttrDesc && binaryInfo.uvs6AttrDesc.count > 0) {
  41889. var uvs6Data = new Float32Array(parsedGeometry, binaryInfo.uvs6AttrDesc.offset, binaryInfo.uvs6AttrDesc.count);
  41890. mesh.setVerticesData(BABYLON.VertexBuffer.UV6Kind, uvs6Data, false);
  41891. }
  41892. if (binaryInfo.colorsAttrDesc && binaryInfo.colorsAttrDesc.count > 0) {
  41893. var colorsData = new Float32Array(parsedGeometry, binaryInfo.colorsAttrDesc.offset, binaryInfo.colorsAttrDesc.count);
  41894. mesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, colorsData, false, binaryInfo.colorsAttrDesc.stride);
  41895. }
  41896. if (binaryInfo.matricesIndicesAttrDesc && binaryInfo.matricesIndicesAttrDesc.count > 0) {
  41897. var matricesIndicesData = new Int32Array(parsedGeometry, binaryInfo.matricesIndicesAttrDesc.offset, binaryInfo.matricesIndicesAttrDesc.count);
  41898. var floatIndices = [];
  41899. for (var i = 0; i < matricesIndicesData.length; i++) {
  41900. var index = matricesIndicesData[i];
  41901. floatIndices.push(index & 0x000000FF);
  41902. floatIndices.push((index & 0x0000FF00) >> 8);
  41903. floatIndices.push((index & 0x00FF0000) >> 16);
  41904. floatIndices.push(index >> 24);
  41905. }
  41906. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, floatIndices, false);
  41907. }
  41908. if (binaryInfo.matricesWeightsAttrDesc && binaryInfo.matricesWeightsAttrDesc.count > 0) {
  41909. var matricesWeightsData = new Float32Array(parsedGeometry, binaryInfo.matricesWeightsAttrDesc.offset, binaryInfo.matricesWeightsAttrDesc.count);
  41910. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, matricesWeightsData, false);
  41911. }
  41912. if (binaryInfo.indicesAttrDesc && binaryInfo.indicesAttrDesc.count > 0) {
  41913. var indicesData = new Int32Array(parsedGeometry, binaryInfo.indicesAttrDesc.offset, binaryInfo.indicesAttrDesc.count);
  41914. mesh.setIndices(indicesData, null);
  41915. }
  41916. if (binaryInfo.subMeshesAttrDesc && binaryInfo.subMeshesAttrDesc.count > 0) {
  41917. var subMeshesData = new Int32Array(parsedGeometry, binaryInfo.subMeshesAttrDesc.offset, binaryInfo.subMeshesAttrDesc.count * 5);
  41918. mesh.subMeshes = [];
  41919. for (var i = 0; i < binaryInfo.subMeshesAttrDesc.count; i++) {
  41920. var materialIndex = subMeshesData[(i * 5) + 0];
  41921. var verticesStart = subMeshesData[(i * 5) + 1];
  41922. var verticesCount = subMeshesData[(i * 5) + 2];
  41923. var indexStart = subMeshesData[(i * 5) + 3];
  41924. var indexCount = subMeshesData[(i * 5) + 4];
  41925. BABYLON.SubMesh.AddToMesh(materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh);
  41926. }
  41927. }
  41928. }
  41929. else if (parsedGeometry.positions && parsedGeometry.normals && parsedGeometry.indices) {
  41930. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, parsedGeometry.positions, parsedGeometry.positions._updatable);
  41931. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, parsedGeometry.normals, parsedGeometry.normals._updatable);
  41932. if (parsedGeometry.tangents) {
  41933. mesh.setVerticesData(BABYLON.VertexBuffer.TangentKind, parsedGeometry.tangents, parsedGeometry.tangents._updatable);
  41934. }
  41935. if (parsedGeometry.uvs) {
  41936. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, parsedGeometry.uvs, parsedGeometry.uvs._updatable);
  41937. }
  41938. if (parsedGeometry.uvs2) {
  41939. mesh.setVerticesData(BABYLON.VertexBuffer.UV2Kind, parsedGeometry.uvs2, parsedGeometry.uvs2._updatable);
  41940. }
  41941. if (parsedGeometry.uvs3) {
  41942. mesh.setVerticesData(BABYLON.VertexBuffer.UV3Kind, parsedGeometry.uvs3, parsedGeometry.uvs3._updatable);
  41943. }
  41944. if (parsedGeometry.uvs4) {
  41945. mesh.setVerticesData(BABYLON.VertexBuffer.UV4Kind, parsedGeometry.uvs4, parsedGeometry.uvs4._updatable);
  41946. }
  41947. if (parsedGeometry.uvs5) {
  41948. mesh.setVerticesData(BABYLON.VertexBuffer.UV5Kind, parsedGeometry.uvs5, parsedGeometry.uvs5._updatable);
  41949. }
  41950. if (parsedGeometry.uvs6) {
  41951. mesh.setVerticesData(BABYLON.VertexBuffer.UV6Kind, parsedGeometry.uvs6, parsedGeometry.uvs6._updatable);
  41952. }
  41953. if (parsedGeometry.colors) {
  41954. mesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, BABYLON.Color4.CheckColors4(parsedGeometry.colors, parsedGeometry.positions.length / 3), parsedGeometry.colors._updatable);
  41955. }
  41956. if (parsedGeometry.matricesIndices) {
  41957. if (!parsedGeometry.matricesIndices._isExpanded) {
  41958. var floatIndices = [];
  41959. for (var i = 0; i < parsedGeometry.matricesIndices.length; i++) {
  41960. var matricesIndex = parsedGeometry.matricesIndices[i];
  41961. floatIndices.push(matricesIndex & 0x000000FF);
  41962. floatIndices.push((matricesIndex & 0x0000FF00) >> 8);
  41963. floatIndices.push((matricesIndex & 0x00FF0000) >> 16);
  41964. floatIndices.push(matricesIndex >> 24);
  41965. }
  41966. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, floatIndices, parsedGeometry.matricesIndices._updatable);
  41967. }
  41968. else {
  41969. delete parsedGeometry.matricesIndices._isExpanded;
  41970. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, parsedGeometry.matricesIndices, parsedGeometry.matricesIndices._updatable);
  41971. }
  41972. }
  41973. if (parsedGeometry.matricesIndicesExtra) {
  41974. if (!parsedGeometry.matricesIndicesExtra._isExpanded) {
  41975. var floatIndices = [];
  41976. for (var i = 0; i < parsedGeometry.matricesIndicesExtra.length; i++) {
  41977. var matricesIndex = parsedGeometry.matricesIndicesExtra[i];
  41978. floatIndices.push(matricesIndex & 0x000000FF);
  41979. floatIndices.push((matricesIndex & 0x0000FF00) >> 8);
  41980. floatIndices.push((matricesIndex & 0x00FF0000) >> 16);
  41981. floatIndices.push(matricesIndex >> 24);
  41982. }
  41983. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, floatIndices, parsedGeometry.matricesIndicesExtra._updatable);
  41984. }
  41985. else {
  41986. delete parsedGeometry.matricesIndices._isExpanded;
  41987. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, parsedGeometry.matricesIndicesExtra, parsedGeometry.matricesIndicesExtra._updatable);
  41988. }
  41989. }
  41990. if (parsedGeometry.matricesWeights) {
  41991. Geometry._CleanMatricesWeights(parsedGeometry, mesh);
  41992. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, parsedGeometry.matricesWeights, parsedGeometry.matricesWeights._updatable);
  41993. }
  41994. if (parsedGeometry.matricesWeightsExtra) {
  41995. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind, parsedGeometry.matricesWeightsExtra, parsedGeometry.matricesWeights._updatable);
  41996. }
  41997. mesh.setIndices(parsedGeometry.indices, null);
  41998. }
  41999. // SubMeshes
  42000. if (parsedGeometry.subMeshes) {
  42001. mesh.subMeshes = [];
  42002. for (var subIndex = 0; subIndex < parsedGeometry.subMeshes.length; subIndex++) {
  42003. var parsedSubMesh = parsedGeometry.subMeshes[subIndex];
  42004. BABYLON.SubMesh.AddToMesh(parsedSubMesh.materialIndex, parsedSubMesh.verticesStart, parsedSubMesh.verticesCount, parsedSubMesh.indexStart, parsedSubMesh.indexCount, mesh);
  42005. }
  42006. }
  42007. // Flat shading
  42008. if (mesh._shouldGenerateFlatShading) {
  42009. mesh.convertToFlatShadedMesh();
  42010. delete mesh._shouldGenerateFlatShading;
  42011. }
  42012. // Update
  42013. mesh.computeWorldMatrix(true);
  42014. scene.onMeshImportedObservable.notifyObservers(mesh);
  42015. };
  42016. Geometry._CleanMatricesWeights = function (parsedGeometry, mesh) {
  42017. var epsilon = 1e-3;
  42018. if (!BABYLON.SceneLoader.CleanBoneMatrixWeights) {
  42019. return;
  42020. }
  42021. var noInfluenceBoneIndex = 0.0;
  42022. if (parsedGeometry.skeletonId > -1) {
  42023. var skeleton = mesh.getScene().getLastSkeletonByID(parsedGeometry.skeletonId);
  42024. if (!skeleton) {
  42025. return;
  42026. }
  42027. noInfluenceBoneIndex = skeleton.bones.length;
  42028. }
  42029. else {
  42030. return;
  42031. }
  42032. var matricesIndices = mesh.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
  42033. var matricesIndicesExtra = mesh.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  42034. var matricesWeights = parsedGeometry.matricesWeights;
  42035. var matricesWeightsExtra = parsedGeometry.matricesWeightsExtra;
  42036. var influencers = parsedGeometry.numBoneInfluencer;
  42037. var size = matricesWeights.length;
  42038. for (var i = 0; i < size; i += 4) {
  42039. var weight = 0.0;
  42040. var firstZeroWeight = -1;
  42041. for (var j = 0; j < 4; j++) {
  42042. var w = matricesWeights[i + j];
  42043. weight += w;
  42044. if (w < epsilon && firstZeroWeight < 0) {
  42045. firstZeroWeight = j;
  42046. }
  42047. }
  42048. if (matricesWeightsExtra) {
  42049. for (var j = 0; j < 4; j++) {
  42050. var w = matricesWeightsExtra[i + j];
  42051. weight += w;
  42052. if (w < epsilon && firstZeroWeight < 0) {
  42053. firstZeroWeight = j + 4;
  42054. }
  42055. }
  42056. }
  42057. if (firstZeroWeight < 0 || firstZeroWeight > (influencers - 1)) {
  42058. firstZeroWeight = influencers - 1;
  42059. }
  42060. if (weight > epsilon) {
  42061. var mweight = 1.0 / weight;
  42062. for (var j = 0; j < 4; j++) {
  42063. matricesWeights[i + j] *= mweight;
  42064. }
  42065. if (matricesWeightsExtra) {
  42066. for (var j = 0; j < 4; j++) {
  42067. matricesWeightsExtra[i + j] *= mweight;
  42068. }
  42069. }
  42070. }
  42071. else {
  42072. if (firstZeroWeight >= 4) {
  42073. matricesWeightsExtra[i + firstZeroWeight - 4] = 1.0 - weight;
  42074. matricesIndicesExtra[i + firstZeroWeight - 4] = noInfluenceBoneIndex;
  42075. }
  42076. else {
  42077. matricesWeights[i + firstZeroWeight] = 1.0 - weight;
  42078. matricesIndices[i + firstZeroWeight] = noInfluenceBoneIndex;
  42079. }
  42080. }
  42081. }
  42082. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, matricesIndices);
  42083. if (parsedGeometry.matricesWeightsExtra) {
  42084. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, matricesIndicesExtra);
  42085. }
  42086. };
  42087. /**
  42088. * Create a new geometry from persisted data (Using .babylon file format)
  42089. * @param parsedVertexData defines the persisted data
  42090. * @param scene defines the hosting scene
  42091. * @param rootUrl defines the root url to use to load assets (like delayed data)
  42092. * @returns the new geometry object
  42093. */
  42094. Geometry.Parse = function (parsedVertexData, scene, rootUrl) {
  42095. if (scene.getGeometryByID(parsedVertexData.id)) {
  42096. return null; // null since geometry could be something else than a box...
  42097. }
  42098. var geometry = new Geometry(parsedVertexData.id, scene, undefined, parsedVertexData.updatable);
  42099. if (BABYLON.Tags) {
  42100. BABYLON.Tags.AddTagsTo(geometry, parsedVertexData.tags);
  42101. }
  42102. if (parsedVertexData.delayLoadingFile) {
  42103. geometry.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  42104. geometry.delayLoadingFile = rootUrl + parsedVertexData.delayLoadingFile;
  42105. geometry._boundingInfo = new BABYLON.BoundingInfo(BABYLON.Vector3.FromArray(parsedVertexData.boundingBoxMinimum), BABYLON.Vector3.FromArray(parsedVertexData.boundingBoxMaximum));
  42106. geometry._delayInfo = [];
  42107. if (parsedVertexData.hasUVs) {
  42108. geometry._delayInfo.push(BABYLON.VertexBuffer.UVKind);
  42109. }
  42110. if (parsedVertexData.hasUVs2) {
  42111. geometry._delayInfo.push(BABYLON.VertexBuffer.UV2Kind);
  42112. }
  42113. if (parsedVertexData.hasUVs3) {
  42114. geometry._delayInfo.push(BABYLON.VertexBuffer.UV3Kind);
  42115. }
  42116. if (parsedVertexData.hasUVs4) {
  42117. geometry._delayInfo.push(BABYLON.VertexBuffer.UV4Kind);
  42118. }
  42119. if (parsedVertexData.hasUVs5) {
  42120. geometry._delayInfo.push(BABYLON.VertexBuffer.UV5Kind);
  42121. }
  42122. if (parsedVertexData.hasUVs6) {
  42123. geometry._delayInfo.push(BABYLON.VertexBuffer.UV6Kind);
  42124. }
  42125. if (parsedVertexData.hasColors) {
  42126. geometry._delayInfo.push(BABYLON.VertexBuffer.ColorKind);
  42127. }
  42128. if (parsedVertexData.hasMatricesIndices) {
  42129. geometry._delayInfo.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  42130. }
  42131. if (parsedVertexData.hasMatricesWeights) {
  42132. geometry._delayInfo.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  42133. }
  42134. geometry._delayLoadingFunction = BABYLON.VertexData.ImportVertexData;
  42135. }
  42136. else {
  42137. BABYLON.VertexData.ImportVertexData(parsedVertexData, geometry);
  42138. }
  42139. scene.pushGeometry(geometry, true);
  42140. return geometry;
  42141. };
  42142. return Geometry;
  42143. }());
  42144. BABYLON.Geometry = Geometry;
  42145. // Primitives
  42146. /// Abstract class
  42147. /**
  42148. * Abstract class used to provide common services for all typed geometries
  42149. * @hidden
  42150. */
  42151. var _PrimitiveGeometry = /** @class */ (function (_super) {
  42152. __extends(_PrimitiveGeometry, _super);
  42153. /**
  42154. * Creates a new typed geometry
  42155. * @param id defines the unique ID of the geometry
  42156. * @param scene defines the hosting scene
  42157. * @param _canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42158. * @param mesh defines the hosting mesh (can be null)
  42159. */
  42160. function _PrimitiveGeometry(id, scene, _canBeRegenerated, mesh) {
  42161. if (_canBeRegenerated === void 0) { _canBeRegenerated = false; }
  42162. if (mesh === void 0) { mesh = null; }
  42163. var _this = _super.call(this, id, scene, undefined, false, mesh) || this;
  42164. _this._canBeRegenerated = _canBeRegenerated;
  42165. _this._beingRegenerated = true;
  42166. _this.regenerate();
  42167. _this._beingRegenerated = false;
  42168. return _this;
  42169. }
  42170. /**
  42171. * Gets a value indicating if the geometry supports being regenerated with new parameters (false by default)
  42172. * @returns true if the geometry can be regenerated
  42173. */
  42174. _PrimitiveGeometry.prototype.canBeRegenerated = function () {
  42175. return this._canBeRegenerated;
  42176. };
  42177. /**
  42178. * If the geometry supports regeneration, the function will recreates the geometry with updated parameter values
  42179. */
  42180. _PrimitiveGeometry.prototype.regenerate = function () {
  42181. if (!this._canBeRegenerated) {
  42182. return;
  42183. }
  42184. this._beingRegenerated = true;
  42185. this.setAllVerticesData(this._regenerateVertexData(), false);
  42186. this._beingRegenerated = false;
  42187. };
  42188. /**
  42189. * Clone the geometry
  42190. * @param id defines the unique ID of the new geometry
  42191. * @returns the new geometry
  42192. */
  42193. _PrimitiveGeometry.prototype.asNewGeometry = function (id) {
  42194. return _super.prototype.copy.call(this, id);
  42195. };
  42196. // overrides
  42197. _PrimitiveGeometry.prototype.setAllVerticesData = function (vertexData, updatable) {
  42198. if (!this._beingRegenerated) {
  42199. return;
  42200. }
  42201. _super.prototype.setAllVerticesData.call(this, vertexData, false);
  42202. };
  42203. _PrimitiveGeometry.prototype.setVerticesData = function (kind, data, updatable) {
  42204. if (!this._beingRegenerated) {
  42205. return;
  42206. }
  42207. _super.prototype.setVerticesData.call(this, kind, data, false);
  42208. };
  42209. // to override
  42210. /** @hidden */
  42211. _PrimitiveGeometry.prototype._regenerateVertexData = function () {
  42212. throw new Error("Abstract method");
  42213. };
  42214. _PrimitiveGeometry.prototype.copy = function (id) {
  42215. throw new Error("Must be overriden in sub-classes.");
  42216. };
  42217. _PrimitiveGeometry.prototype.serialize = function () {
  42218. var serializationObject = _super.prototype.serialize.call(this);
  42219. serializationObject.canBeRegenerated = this.canBeRegenerated();
  42220. return serializationObject;
  42221. };
  42222. return _PrimitiveGeometry;
  42223. }(Geometry));
  42224. BABYLON._PrimitiveGeometry = _PrimitiveGeometry;
  42225. /**
  42226. * Creates a ribbon geometry
  42227. * @description See http://doc.babylonjs.com/how_to/ribbon_tutorial, http://doc.babylonjs.com/resources/maths_make_ribbons
  42228. */
  42229. var RibbonGeometry = /** @class */ (function (_super) {
  42230. __extends(RibbonGeometry, _super);
  42231. /**
  42232. * Creates a ribbon geometry
  42233. * @param id defines the unique ID of the geometry
  42234. * @param scene defines the hosting scene
  42235. * @param pathArray defines the array of paths to use
  42236. * @param closeArray defines if the last path and the first path must be joined
  42237. * @param closePath defines if the last and first points of each path in your pathArray must be joined
  42238. * @param offset defines the offset between points
  42239. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42240. * @param mesh defines the hosting mesh (can be null)
  42241. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42242. */
  42243. function RibbonGeometry(id, scene,
  42244. /**
  42245. * Defines the array of paths to use
  42246. */
  42247. pathArray,
  42248. /**
  42249. * Defines if the last and first points of each path in your pathArray must be joined
  42250. */
  42251. closeArray,
  42252. /**
  42253. * Defines if the last and first points of each path in your pathArray must be joined
  42254. */
  42255. closePath,
  42256. /**
  42257. * Defines the offset between points
  42258. */
  42259. offset, canBeRegenerated, mesh,
  42260. /**
  42261. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42262. */
  42263. side) {
  42264. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42265. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42266. _this.pathArray = pathArray;
  42267. _this.closeArray = closeArray;
  42268. _this.closePath = closePath;
  42269. _this.offset = offset;
  42270. _this.side = side;
  42271. return _this;
  42272. }
  42273. /** @hidden */
  42274. RibbonGeometry.prototype._regenerateVertexData = function () {
  42275. return BABYLON.VertexData.CreateRibbon({ pathArray: this.pathArray, closeArray: this.closeArray, closePath: this.closePath, offset: this.offset, sideOrientation: this.side });
  42276. };
  42277. RibbonGeometry.prototype.copy = function (id) {
  42278. return new RibbonGeometry(id, this.getScene(), this.pathArray, this.closeArray, this.closePath, this.offset, this.canBeRegenerated(), undefined, this.side);
  42279. };
  42280. return RibbonGeometry;
  42281. }(_PrimitiveGeometry));
  42282. BABYLON.RibbonGeometry = RibbonGeometry;
  42283. /**
  42284. * Creates a box geometry
  42285. * @description see http://doc.babylonjs.com/how_to/set_shapes#box
  42286. */
  42287. var BoxGeometry = /** @class */ (function (_super) {
  42288. __extends(BoxGeometry, _super);
  42289. /**
  42290. * Creates a box geometry
  42291. * @param id defines the unique ID of the geometry
  42292. * @param scene defines the hosting scene
  42293. * @param size defines the zise of the box (width, height and depth are the same)
  42294. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42295. * @param mesh defines the hosting mesh (can be null)
  42296. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42297. */
  42298. function BoxGeometry(id, scene,
  42299. /**
  42300. * Defines the zise of the box (width, height and depth are the same)
  42301. */
  42302. size, canBeRegenerated, mesh,
  42303. /**
  42304. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42305. */
  42306. side) {
  42307. if (mesh === void 0) { mesh = null; }
  42308. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42309. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42310. _this.size = size;
  42311. _this.side = side;
  42312. return _this;
  42313. }
  42314. /** @hidden */
  42315. BoxGeometry.prototype._regenerateVertexData = function () {
  42316. return BABYLON.VertexData.CreateBox({ size: this.size, sideOrientation: this.side });
  42317. };
  42318. BoxGeometry.prototype.copy = function (id) {
  42319. return new BoxGeometry(id, this.getScene(), this.size, this.canBeRegenerated(), undefined, this.side);
  42320. };
  42321. BoxGeometry.prototype.serialize = function () {
  42322. var serializationObject = _super.prototype.serialize.call(this);
  42323. serializationObject.size = this.size;
  42324. return serializationObject;
  42325. };
  42326. BoxGeometry.Parse = function (parsedBox, scene) {
  42327. if (scene.getGeometryByID(parsedBox.id)) {
  42328. return null; // null since geometry could be something else than a box...
  42329. }
  42330. var box = new BoxGeometry(parsedBox.id, scene, parsedBox.size, parsedBox.canBeRegenerated, null);
  42331. if (BABYLON.Tags) {
  42332. BABYLON.Tags.AddTagsTo(box, parsedBox.tags);
  42333. }
  42334. scene.pushGeometry(box, true);
  42335. return box;
  42336. };
  42337. return BoxGeometry;
  42338. }(_PrimitiveGeometry));
  42339. BABYLON.BoxGeometry = BoxGeometry;
  42340. /**
  42341. * Creates a sphere geometry
  42342. * @description see http://doc.babylonjs.com/how_to/set_shapes#sphere
  42343. */
  42344. var SphereGeometry = /** @class */ (function (_super) {
  42345. __extends(SphereGeometry, _super);
  42346. /**
  42347. * Create a new sphere geometry
  42348. * @param id defines the unique ID of the geometry
  42349. * @param scene defines the hosting scene
  42350. * @param segments defines the number of segments to use to create the sphere
  42351. * @param diameter defines the diameter of the sphere
  42352. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42353. * @param mesh defines the hosting mesh (can be null)
  42354. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42355. */
  42356. function SphereGeometry(id, scene,
  42357. /**
  42358. * Defines the number of segments to use to create the sphere
  42359. */
  42360. segments,
  42361. /**
  42362. * Defines the diameter of the sphere
  42363. */
  42364. diameter, canBeRegenerated, mesh,
  42365. /**
  42366. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42367. */
  42368. side) {
  42369. if (mesh === void 0) { mesh = null; }
  42370. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42371. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42372. _this.segments = segments;
  42373. _this.diameter = diameter;
  42374. _this.side = side;
  42375. return _this;
  42376. }
  42377. /** @hidden */
  42378. SphereGeometry.prototype._regenerateVertexData = function () {
  42379. return BABYLON.VertexData.CreateSphere({ segments: this.segments, diameter: this.diameter, sideOrientation: this.side });
  42380. };
  42381. SphereGeometry.prototype.copy = function (id) {
  42382. return new SphereGeometry(id, this.getScene(), this.segments, this.diameter, this.canBeRegenerated(), null, this.side);
  42383. };
  42384. SphereGeometry.prototype.serialize = function () {
  42385. var serializationObject = _super.prototype.serialize.call(this);
  42386. serializationObject.segments = this.segments;
  42387. serializationObject.diameter = this.diameter;
  42388. return serializationObject;
  42389. };
  42390. SphereGeometry.Parse = function (parsedSphere, scene) {
  42391. if (scene.getGeometryByID(parsedSphere.id)) {
  42392. return null; // null since geometry could be something else than a sphere...
  42393. }
  42394. var sphere = new SphereGeometry(parsedSphere.id, scene, parsedSphere.segments, parsedSphere.diameter, parsedSphere.canBeRegenerated, null);
  42395. if (BABYLON.Tags) {
  42396. BABYLON.Tags.AddTagsTo(sphere, parsedSphere.tags);
  42397. }
  42398. scene.pushGeometry(sphere, true);
  42399. return sphere;
  42400. };
  42401. return SphereGeometry;
  42402. }(_PrimitiveGeometry));
  42403. BABYLON.SphereGeometry = SphereGeometry;
  42404. /**
  42405. * Creates a disc geometry
  42406. * @description see http://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  42407. */
  42408. var DiscGeometry = /** @class */ (function (_super) {
  42409. __extends(DiscGeometry, _super);
  42410. /**
  42411. * Creates a new disc geometry
  42412. * @param id defines the unique ID of the geometry
  42413. * @param scene defines the hosting scene
  42414. * @param radius defines the radius of the disc
  42415. * @param tessellation defines the tesselation factor to apply to the disc
  42416. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42417. * @param mesh defines the hosting mesh (can be null)
  42418. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42419. */
  42420. function DiscGeometry(id, scene,
  42421. /**
  42422. * Defines the radius of the disc
  42423. */
  42424. radius,
  42425. /**
  42426. * Defines the tesselation factor to apply to the disc
  42427. */
  42428. tessellation, canBeRegenerated, mesh,
  42429. /**
  42430. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42431. */
  42432. side) {
  42433. if (mesh === void 0) { mesh = null; }
  42434. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42435. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42436. _this.radius = radius;
  42437. _this.tessellation = tessellation;
  42438. _this.side = side;
  42439. return _this;
  42440. }
  42441. /** @hidden */
  42442. DiscGeometry.prototype._regenerateVertexData = function () {
  42443. return BABYLON.VertexData.CreateDisc({ radius: this.radius, tessellation: this.tessellation, sideOrientation: this.side });
  42444. };
  42445. DiscGeometry.prototype.copy = function (id) {
  42446. return new DiscGeometry(id, this.getScene(), this.radius, this.tessellation, this.canBeRegenerated(), null, this.side);
  42447. };
  42448. return DiscGeometry;
  42449. }(_PrimitiveGeometry));
  42450. BABYLON.DiscGeometry = DiscGeometry;
  42451. /**
  42452. * Creates a new cylinder geometry
  42453. * @description see http://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  42454. */
  42455. var CylinderGeometry = /** @class */ (function (_super) {
  42456. __extends(CylinderGeometry, _super);
  42457. /**
  42458. * Creates a new cylinder geometry
  42459. * @param id defines the unique ID of the geometry
  42460. * @param scene defines the hosting scene
  42461. * @param height defines the height of the cylinder
  42462. * @param diameterTop defines the diameter of the cylinder's top cap
  42463. * @param diameterBottom defines the diameter of the cylinder's bottom cap
  42464. * @param tessellation defines the tessellation factor to apply to the cylinder (number of radial sides)
  42465. * @param subdivisions defines the number of subdivisions to apply to the cylinder (number of rings) (1 by default)
  42466. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42467. * @param mesh defines the hosting mesh (can be null)
  42468. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42469. */
  42470. function CylinderGeometry(id, scene,
  42471. /**
  42472. * Defines the height of the cylinder
  42473. */
  42474. height,
  42475. /**
  42476. * Defines the diameter of the cylinder's top cap
  42477. */
  42478. diameterTop,
  42479. /**
  42480. * Defines the diameter of the cylinder's bottom cap
  42481. */
  42482. diameterBottom,
  42483. /**
  42484. * Defines the tessellation factor to apply to the cylinder
  42485. */
  42486. tessellation,
  42487. /**
  42488. * Defines the number of subdivisions to apply to the cylinder (1 by default)
  42489. */
  42490. subdivisions, canBeRegenerated, mesh,
  42491. /**
  42492. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42493. */
  42494. side) {
  42495. if (subdivisions === void 0) { subdivisions = 1; }
  42496. if (mesh === void 0) { mesh = null; }
  42497. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42498. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42499. _this.height = height;
  42500. _this.diameterTop = diameterTop;
  42501. _this.diameterBottom = diameterBottom;
  42502. _this.tessellation = tessellation;
  42503. _this.subdivisions = subdivisions;
  42504. _this.side = side;
  42505. return _this;
  42506. }
  42507. /** @hidden */
  42508. CylinderGeometry.prototype._regenerateVertexData = function () {
  42509. return BABYLON.VertexData.CreateCylinder({ height: this.height, diameterTop: this.diameterTop, diameterBottom: this.diameterBottom, tessellation: this.tessellation, subdivisions: this.subdivisions, sideOrientation: this.side });
  42510. };
  42511. CylinderGeometry.prototype.copy = function (id) {
  42512. return new CylinderGeometry(id, this.getScene(), this.height, this.diameterTop, this.diameterBottom, this.tessellation, this.subdivisions, this.canBeRegenerated(), null, this.side);
  42513. };
  42514. CylinderGeometry.prototype.serialize = function () {
  42515. var serializationObject = _super.prototype.serialize.call(this);
  42516. serializationObject.height = this.height;
  42517. serializationObject.diameterTop = this.diameterTop;
  42518. serializationObject.diameterBottom = this.diameterBottom;
  42519. serializationObject.tessellation = this.tessellation;
  42520. return serializationObject;
  42521. };
  42522. CylinderGeometry.Parse = function (parsedCylinder, scene) {
  42523. if (scene.getGeometryByID(parsedCylinder.id)) {
  42524. return null; // null since geometry could be something else than a cylinder...
  42525. }
  42526. var cylinder = new CylinderGeometry(parsedCylinder.id, scene, parsedCylinder.height, parsedCylinder.diameterTop, parsedCylinder.diameterBottom, parsedCylinder.tessellation, parsedCylinder.subdivisions, parsedCylinder.canBeRegenerated, null);
  42527. if (BABYLON.Tags) {
  42528. BABYLON.Tags.AddTagsTo(cylinder, parsedCylinder.tags);
  42529. }
  42530. scene.pushGeometry(cylinder, true);
  42531. return cylinder;
  42532. };
  42533. return CylinderGeometry;
  42534. }(_PrimitiveGeometry));
  42535. BABYLON.CylinderGeometry = CylinderGeometry;
  42536. /**
  42537. * Creates a new torus geometry
  42538. * @description see http://doc.babylonjs.com/how_to/set_shapes#torus
  42539. */
  42540. var TorusGeometry = /** @class */ (function (_super) {
  42541. __extends(TorusGeometry, _super);
  42542. /**
  42543. * Creates a new torus geometry
  42544. * @param id defines the unique ID of the geometry
  42545. * @param scene defines the hosting scene
  42546. * @param diameter defines the diameter of the torus
  42547. * @param thickness defines the thickness of the torus (ie. internal diameter)
  42548. * @param tessellation defines the tesselation factor to apply to the torus (number of segments along the circle)
  42549. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42550. * @param mesh defines the hosting mesh (can be null)
  42551. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42552. */
  42553. function TorusGeometry(id, scene,
  42554. /**
  42555. * Defines the diameter of the torus
  42556. */
  42557. diameter,
  42558. /**
  42559. * Defines the thickness of the torus (ie. internal diameter)
  42560. */
  42561. thickness,
  42562. /**
  42563. * Defines the tesselation factor to apply to the torus
  42564. */
  42565. tessellation, canBeRegenerated, mesh,
  42566. /**
  42567. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42568. */
  42569. side) {
  42570. if (mesh === void 0) { mesh = null; }
  42571. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42572. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42573. _this.diameter = diameter;
  42574. _this.thickness = thickness;
  42575. _this.tessellation = tessellation;
  42576. _this.side = side;
  42577. return _this;
  42578. }
  42579. /** @hidden */
  42580. TorusGeometry.prototype._regenerateVertexData = function () {
  42581. return BABYLON.VertexData.CreateTorus({ diameter: this.diameter, thickness: this.thickness, tessellation: this.tessellation, sideOrientation: this.side });
  42582. };
  42583. TorusGeometry.prototype.copy = function (id) {
  42584. return new TorusGeometry(id, this.getScene(), this.diameter, this.thickness, this.tessellation, this.canBeRegenerated(), null, this.side);
  42585. };
  42586. TorusGeometry.prototype.serialize = function () {
  42587. var serializationObject = _super.prototype.serialize.call(this);
  42588. serializationObject.diameter = this.diameter;
  42589. serializationObject.thickness = this.thickness;
  42590. serializationObject.tessellation = this.tessellation;
  42591. return serializationObject;
  42592. };
  42593. TorusGeometry.Parse = function (parsedTorus, scene) {
  42594. if (scene.getGeometryByID(parsedTorus.id)) {
  42595. return null; // null since geometry could be something else than a torus...
  42596. }
  42597. var torus = new TorusGeometry(parsedTorus.id, scene, parsedTorus.diameter, parsedTorus.thickness, parsedTorus.tessellation, parsedTorus.canBeRegenerated, null);
  42598. if (BABYLON.Tags) {
  42599. BABYLON.Tags.AddTagsTo(torus, parsedTorus.tags);
  42600. }
  42601. scene.pushGeometry(torus, true);
  42602. return torus;
  42603. };
  42604. return TorusGeometry;
  42605. }(_PrimitiveGeometry));
  42606. BABYLON.TorusGeometry = TorusGeometry;
  42607. /**
  42608. * Creates a new ground geometry
  42609. * @description see http://doc.babylonjs.com/how_to/set_shapes#ground
  42610. */
  42611. var GroundGeometry = /** @class */ (function (_super) {
  42612. __extends(GroundGeometry, _super);
  42613. /**
  42614. * Creates a new ground geometry
  42615. * @param id defines the unique ID of the geometry
  42616. * @param scene defines the hosting scene
  42617. * @param width defines the width of the ground
  42618. * @param height defines the height of the ground
  42619. * @param subdivisions defines the subdivisions to apply to the ground
  42620. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42621. * @param mesh defines the hosting mesh (can be null)
  42622. */
  42623. function GroundGeometry(id, scene,
  42624. /**
  42625. * Defines the width of the ground
  42626. */
  42627. width,
  42628. /**
  42629. * Defines the height of the ground
  42630. */
  42631. height,
  42632. /**
  42633. * Defines the subdivisions to apply to the ground
  42634. */
  42635. subdivisions, canBeRegenerated, mesh) {
  42636. if (mesh === void 0) { mesh = null; }
  42637. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42638. _this.width = width;
  42639. _this.height = height;
  42640. _this.subdivisions = subdivisions;
  42641. return _this;
  42642. }
  42643. /** @hidden */
  42644. GroundGeometry.prototype._regenerateVertexData = function () {
  42645. return BABYLON.VertexData.CreateGround({ width: this.width, height: this.height, subdivisions: this.subdivisions });
  42646. };
  42647. GroundGeometry.prototype.copy = function (id) {
  42648. return new GroundGeometry(id, this.getScene(), this.width, this.height, this.subdivisions, this.canBeRegenerated(), null);
  42649. };
  42650. GroundGeometry.prototype.serialize = function () {
  42651. var serializationObject = _super.prototype.serialize.call(this);
  42652. serializationObject.width = this.width;
  42653. serializationObject.height = this.height;
  42654. serializationObject.subdivisions = this.subdivisions;
  42655. return serializationObject;
  42656. };
  42657. GroundGeometry.Parse = function (parsedGround, scene) {
  42658. if (scene.getGeometryByID(parsedGround.id)) {
  42659. return null; // null since geometry could be something else than a ground...
  42660. }
  42661. var ground = new GroundGeometry(parsedGround.id, scene, parsedGround.width, parsedGround.height, parsedGround.subdivisions, parsedGround.canBeRegenerated, null);
  42662. if (BABYLON.Tags) {
  42663. BABYLON.Tags.AddTagsTo(ground, parsedGround.tags);
  42664. }
  42665. scene.pushGeometry(ground, true);
  42666. return ground;
  42667. };
  42668. return GroundGeometry;
  42669. }(_PrimitiveGeometry));
  42670. BABYLON.GroundGeometry = GroundGeometry;
  42671. /**
  42672. * Creates a tiled ground geometry
  42673. * @description see http://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  42674. */
  42675. var TiledGroundGeometry = /** @class */ (function (_super) {
  42676. __extends(TiledGroundGeometry, _super);
  42677. /**
  42678. * Creates a tiled ground geometry
  42679. * @param id defines the unique ID of the geometry
  42680. * @param scene defines the hosting scene
  42681. * @param xmin defines the minimum value on X axis
  42682. * @param zmin defines the minimum value on Z axis
  42683. * @param xmax defines the maximum value on X axis
  42684. * @param zmax defines the maximum value on Z axis
  42685. * @param subdivisions defines the subdivisions to apply to the ground (number of subdivisions (tiles) on the height and the width of the map)
  42686. * @param precision defines the precision to use when computing the tiles
  42687. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42688. * @param mesh defines the hosting mesh (can be null)
  42689. */
  42690. function TiledGroundGeometry(id, scene,
  42691. /**
  42692. * Defines the minimum value on X axis
  42693. */
  42694. xmin,
  42695. /**
  42696. * Defines the minimum value on Z axis
  42697. */
  42698. zmin,
  42699. /**
  42700. * Defines the maximum value on X axis
  42701. */
  42702. xmax,
  42703. /**
  42704. * Defines the maximum value on Z axis
  42705. */
  42706. zmax,
  42707. /**
  42708. * Defines the subdivisions to apply to the ground
  42709. */
  42710. subdivisions,
  42711. /**
  42712. * Defines the precision to use when computing the tiles
  42713. */
  42714. precision, canBeRegenerated, mesh) {
  42715. if (mesh === void 0) { mesh = null; }
  42716. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42717. _this.xmin = xmin;
  42718. _this.zmin = zmin;
  42719. _this.xmax = xmax;
  42720. _this.zmax = zmax;
  42721. _this.subdivisions = subdivisions;
  42722. _this.precision = precision;
  42723. return _this;
  42724. }
  42725. /** @hidden */
  42726. TiledGroundGeometry.prototype._regenerateVertexData = function () {
  42727. return BABYLON.VertexData.CreateTiledGround({ xmin: this.xmin, zmin: this.zmin, xmax: this.xmax, zmax: this.zmax, subdivisions: this.subdivisions, precision: this.precision });
  42728. };
  42729. TiledGroundGeometry.prototype.copy = function (id) {
  42730. return new TiledGroundGeometry(id, this.getScene(), this.xmin, this.zmin, this.xmax, this.zmax, this.subdivisions, this.precision, this.canBeRegenerated(), null);
  42731. };
  42732. return TiledGroundGeometry;
  42733. }(_PrimitiveGeometry));
  42734. BABYLON.TiledGroundGeometry = TiledGroundGeometry;
  42735. /**
  42736. * Creates a plane geometry
  42737. * @description see http://doc.babylonjs.com/how_to/set_shapes#plane
  42738. */
  42739. var PlaneGeometry = /** @class */ (function (_super) {
  42740. __extends(PlaneGeometry, _super);
  42741. /**
  42742. * Creates a plane geometry
  42743. * @param id defines the unique ID of the geometry
  42744. * @param scene defines the hosting scene
  42745. * @param size defines the size of the plane (width === height)
  42746. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42747. * @param mesh defines the hosting mesh (can be null)
  42748. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42749. */
  42750. function PlaneGeometry(id, scene,
  42751. /**
  42752. * Defines the size of the plane (width === height)
  42753. */
  42754. size, canBeRegenerated, mesh,
  42755. /**
  42756. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42757. */
  42758. side) {
  42759. if (mesh === void 0) { mesh = null; }
  42760. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42761. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42762. _this.size = size;
  42763. _this.side = side;
  42764. return _this;
  42765. }
  42766. /** @hidden */
  42767. PlaneGeometry.prototype._regenerateVertexData = function () {
  42768. return BABYLON.VertexData.CreatePlane({ size: this.size, sideOrientation: this.side });
  42769. };
  42770. PlaneGeometry.prototype.copy = function (id) {
  42771. return new PlaneGeometry(id, this.getScene(), this.size, this.canBeRegenerated(), null, this.side);
  42772. };
  42773. PlaneGeometry.prototype.serialize = function () {
  42774. var serializationObject = _super.prototype.serialize.call(this);
  42775. serializationObject.size = this.size;
  42776. return serializationObject;
  42777. };
  42778. PlaneGeometry.Parse = function (parsedPlane, scene) {
  42779. if (scene.getGeometryByID(parsedPlane.id)) {
  42780. return null; // null since geometry could be something else than a ground...
  42781. }
  42782. var plane = new PlaneGeometry(parsedPlane.id, scene, parsedPlane.size, parsedPlane.canBeRegenerated, null);
  42783. if (BABYLON.Tags) {
  42784. BABYLON.Tags.AddTagsTo(plane, parsedPlane.tags);
  42785. }
  42786. scene.pushGeometry(plane, true);
  42787. return plane;
  42788. };
  42789. return PlaneGeometry;
  42790. }(_PrimitiveGeometry));
  42791. BABYLON.PlaneGeometry = PlaneGeometry;
  42792. /**
  42793. * Creates a torus knot geometry
  42794. * @description see http://doc.babylonjs.com/how_to/set_shapes#torus-knot
  42795. */
  42796. var TorusKnotGeometry = /** @class */ (function (_super) {
  42797. __extends(TorusKnotGeometry, _super);
  42798. /**
  42799. * Creates a torus knot geometry
  42800. * @param id defines the unique ID of the geometry
  42801. * @param scene defines the hosting scene
  42802. * @param radius defines the radius of the torus knot
  42803. * @param tube defines the thickness of the torus knot tube
  42804. * @param radialSegments defines the number of radial segments
  42805. * @param tubularSegments defines the number of tubular segments
  42806. * @param p defines the first number of windings
  42807. * @param q defines the second number of windings
  42808. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42809. * @param mesh defines the hosting mesh (can be null)
  42810. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42811. */
  42812. function TorusKnotGeometry(id, scene,
  42813. /**
  42814. * Defines the radius of the torus knot
  42815. */
  42816. radius,
  42817. /**
  42818. * Defines the thickness of the torus knot tube
  42819. */
  42820. tube,
  42821. /**
  42822. * Defines the number of radial segments
  42823. */
  42824. radialSegments,
  42825. /**
  42826. * Defines the number of tubular segments
  42827. */
  42828. tubularSegments,
  42829. /**
  42830. * Defines the first number of windings
  42831. */
  42832. p,
  42833. /**
  42834. * Defines the second number of windings
  42835. */
  42836. q, canBeRegenerated, mesh,
  42837. /**
  42838. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42839. */
  42840. side) {
  42841. if (mesh === void 0) { mesh = null; }
  42842. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42843. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42844. _this.radius = radius;
  42845. _this.tube = tube;
  42846. _this.radialSegments = radialSegments;
  42847. _this.tubularSegments = tubularSegments;
  42848. _this.p = p;
  42849. _this.q = q;
  42850. _this.side = side;
  42851. return _this;
  42852. }
  42853. /** @hidden */
  42854. TorusKnotGeometry.prototype._regenerateVertexData = function () {
  42855. 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 });
  42856. };
  42857. TorusKnotGeometry.prototype.copy = function (id) {
  42858. return new TorusKnotGeometry(id, this.getScene(), this.radius, this.tube, this.radialSegments, this.tubularSegments, this.p, this.q, this.canBeRegenerated(), null, this.side);
  42859. };
  42860. TorusKnotGeometry.prototype.serialize = function () {
  42861. var serializationObject = _super.prototype.serialize.call(this);
  42862. serializationObject.radius = this.radius;
  42863. serializationObject.tube = this.tube;
  42864. serializationObject.radialSegments = this.radialSegments;
  42865. serializationObject.tubularSegments = this.tubularSegments;
  42866. serializationObject.p = this.p;
  42867. serializationObject.q = this.q;
  42868. return serializationObject;
  42869. };
  42870. TorusKnotGeometry.Parse = function (parsedTorusKnot, scene) {
  42871. if (scene.getGeometryByID(parsedTorusKnot.id)) {
  42872. return null; // null since geometry could be something else than a ground...
  42873. }
  42874. var torusKnot = new TorusKnotGeometry(parsedTorusKnot.id, scene, parsedTorusKnot.radius, parsedTorusKnot.tube, parsedTorusKnot.radialSegments, parsedTorusKnot.tubularSegments, parsedTorusKnot.p, parsedTorusKnot.q, parsedTorusKnot.canBeRegenerated, null);
  42875. if (BABYLON.Tags) {
  42876. BABYLON.Tags.AddTagsTo(torusKnot, parsedTorusKnot.tags);
  42877. }
  42878. scene.pushGeometry(torusKnot, true);
  42879. return torusKnot;
  42880. };
  42881. return TorusKnotGeometry;
  42882. }(_PrimitiveGeometry));
  42883. BABYLON.TorusKnotGeometry = TorusKnotGeometry;
  42884. //}
  42885. })(BABYLON || (BABYLON = {}));
  42886. //# sourceMappingURL=babylon.geometry.js.map
  42887. var BABYLON;
  42888. (function (BABYLON) {
  42889. /**
  42890. * Performance monitor tracks rolling average frame-time and frame-time variance over a user defined sliding-window
  42891. */
  42892. var PerformanceMonitor = /** @class */ (function () {
  42893. /**
  42894. * constructor
  42895. * @param frameSampleSize The number of samples required to saturate the sliding window
  42896. */
  42897. function PerformanceMonitor(frameSampleSize) {
  42898. if (frameSampleSize === void 0) { frameSampleSize = 30; }
  42899. this._enabled = true;
  42900. this._rollingFrameTime = new RollingAverage(frameSampleSize);
  42901. }
  42902. /**
  42903. * Samples current frame
  42904. * @param timeMs A timestamp in milliseconds of the current frame to compare with other frames
  42905. */
  42906. PerformanceMonitor.prototype.sampleFrame = function (timeMs) {
  42907. if (timeMs === void 0) { timeMs = BABYLON.Tools.Now; }
  42908. if (!this._enabled) {
  42909. return;
  42910. }
  42911. if (this._lastFrameTimeMs != null) {
  42912. var dt = timeMs - this._lastFrameTimeMs;
  42913. this._rollingFrameTime.add(dt);
  42914. }
  42915. this._lastFrameTimeMs = timeMs;
  42916. };
  42917. Object.defineProperty(PerformanceMonitor.prototype, "averageFrameTime", {
  42918. /**
  42919. * Returns the average frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  42920. */
  42921. get: function () {
  42922. return this._rollingFrameTime.average;
  42923. },
  42924. enumerable: true,
  42925. configurable: true
  42926. });
  42927. Object.defineProperty(PerformanceMonitor.prototype, "averageFrameTimeVariance", {
  42928. /**
  42929. * Returns the variance frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  42930. */
  42931. get: function () {
  42932. return this._rollingFrameTime.variance;
  42933. },
  42934. enumerable: true,
  42935. configurable: true
  42936. });
  42937. Object.defineProperty(PerformanceMonitor.prototype, "instantaneousFrameTime", {
  42938. /**
  42939. * Returns the frame time of the most recent frame
  42940. */
  42941. get: function () {
  42942. return this._rollingFrameTime.history(0);
  42943. },
  42944. enumerable: true,
  42945. configurable: true
  42946. });
  42947. Object.defineProperty(PerformanceMonitor.prototype, "averageFPS", {
  42948. /**
  42949. * Returns the average framerate in frames per second over the sliding window (or the subset of frames sampled so far)
  42950. */
  42951. get: function () {
  42952. return 1000.0 / this._rollingFrameTime.average;
  42953. },
  42954. enumerable: true,
  42955. configurable: true
  42956. });
  42957. Object.defineProperty(PerformanceMonitor.prototype, "instantaneousFPS", {
  42958. /**
  42959. * Returns the average framerate in frames per second using the most recent frame time
  42960. */
  42961. get: function () {
  42962. var history = this._rollingFrameTime.history(0);
  42963. if (history === 0) {
  42964. return 0;
  42965. }
  42966. return 1000.0 / history;
  42967. },
  42968. enumerable: true,
  42969. configurable: true
  42970. });
  42971. Object.defineProperty(PerformanceMonitor.prototype, "isSaturated", {
  42972. /**
  42973. * Returns true if enough samples have been taken to completely fill the sliding window
  42974. */
  42975. get: function () {
  42976. return this._rollingFrameTime.isSaturated();
  42977. },
  42978. enumerable: true,
  42979. configurable: true
  42980. });
  42981. /**
  42982. * Enables contributions to the sliding window sample set
  42983. */
  42984. PerformanceMonitor.prototype.enable = function () {
  42985. this._enabled = true;
  42986. };
  42987. /**
  42988. * Disables contributions to the sliding window sample set
  42989. * Samples will not be interpolated over the disabled period
  42990. */
  42991. PerformanceMonitor.prototype.disable = function () {
  42992. this._enabled = false;
  42993. //clear last sample to avoid interpolating over the disabled period when next enabled
  42994. this._lastFrameTimeMs = null;
  42995. };
  42996. Object.defineProperty(PerformanceMonitor.prototype, "isEnabled", {
  42997. /**
  42998. * Returns true if sampling is enabled
  42999. */
  43000. get: function () {
  43001. return this._enabled;
  43002. },
  43003. enumerable: true,
  43004. configurable: true
  43005. });
  43006. /**
  43007. * Resets performance monitor
  43008. */
  43009. PerformanceMonitor.prototype.reset = function () {
  43010. //clear last sample to avoid interpolating over the disabled period when next enabled
  43011. this._lastFrameTimeMs = null;
  43012. //wipe record
  43013. this._rollingFrameTime.reset();
  43014. };
  43015. return PerformanceMonitor;
  43016. }());
  43017. BABYLON.PerformanceMonitor = PerformanceMonitor;
  43018. /**
  43019. * RollingAverage
  43020. *
  43021. * Utility to efficiently compute the rolling average and variance over a sliding window of samples
  43022. */
  43023. var RollingAverage = /** @class */ (function () {
  43024. /**
  43025. * constructor
  43026. * @param length The number of samples required to saturate the sliding window
  43027. */
  43028. function RollingAverage(length) {
  43029. this._samples = new Array(length);
  43030. this.reset();
  43031. }
  43032. /**
  43033. * Adds a sample to the sample set
  43034. * @param v The sample value
  43035. */
  43036. RollingAverage.prototype.add = function (v) {
  43037. //http://en.wikipedia.org/wiki/Algorithms_for_calculating_variance
  43038. var delta;
  43039. //we need to check if we've already wrapped round
  43040. if (this.isSaturated()) {
  43041. //remove bottom of stack from mean
  43042. var bottomValue = this._samples[this._pos];
  43043. delta = bottomValue - this.average;
  43044. this.average -= delta / (this._sampleCount - 1);
  43045. this._m2 -= delta * (bottomValue - this.average);
  43046. }
  43047. else {
  43048. this._sampleCount++;
  43049. }
  43050. //add new value to mean
  43051. delta = v - this.average;
  43052. this.average += delta / (this._sampleCount);
  43053. this._m2 += delta * (v - this.average);
  43054. //set the new variance
  43055. this.variance = this._m2 / (this._sampleCount - 1);
  43056. this._samples[this._pos] = v;
  43057. this._pos++;
  43058. this._pos %= this._samples.length; //positive wrap around
  43059. };
  43060. /**
  43061. * Returns previously added values or null if outside of history or outside the sliding window domain
  43062. * @param i Index in history. For example, pass 0 for the most recent value and 1 for the value before that
  43063. * @return Value previously recorded with add() or null if outside of range
  43064. */
  43065. RollingAverage.prototype.history = function (i) {
  43066. if ((i >= this._sampleCount) || (i >= this._samples.length)) {
  43067. return 0;
  43068. }
  43069. var i0 = this._wrapPosition(this._pos - 1.0);
  43070. return this._samples[this._wrapPosition(i0 - i)];
  43071. };
  43072. /**
  43073. * Returns true if enough samples have been taken to completely fill the sliding window
  43074. * @return true if sample-set saturated
  43075. */
  43076. RollingAverage.prototype.isSaturated = function () {
  43077. return this._sampleCount >= this._samples.length;
  43078. };
  43079. /**
  43080. * Resets the rolling average (equivalent to 0 samples taken so far)
  43081. */
  43082. RollingAverage.prototype.reset = function () {
  43083. this.average = 0;
  43084. this.variance = 0;
  43085. this._sampleCount = 0;
  43086. this._pos = 0;
  43087. this._m2 = 0;
  43088. };
  43089. /**
  43090. * Wraps a value around the sample range boundaries
  43091. * @param i Position in sample range, for example if the sample length is 5, and i is -3, then 2 will be returned.
  43092. * @return Wrapped position in sample range
  43093. */
  43094. RollingAverage.prototype._wrapPosition = function (i) {
  43095. var max = this._samples.length;
  43096. return ((i % max) + max) % max;
  43097. };
  43098. return RollingAverage;
  43099. }());
  43100. BABYLON.RollingAverage = RollingAverage;
  43101. })(BABYLON || (BABYLON = {}));
  43102. //# sourceMappingURL=babylon.performanceMonitor.js.map
  43103. var BABYLON;
  43104. (function (BABYLON) {
  43105. /**
  43106. * "Static Class" containing the most commonly used helper while dealing with material for
  43107. * rendering purpose.
  43108. *
  43109. * It contains the basic tools to help defining defines, binding uniform for the common part of the materials.
  43110. *
  43111. * This works by convention in BabylonJS but is meant to be use only with shader following the in place naming rules and conventions.
  43112. */
  43113. var MaterialHelper = /** @class */ (function () {
  43114. function MaterialHelper() {
  43115. }
  43116. /**
  43117. * Bind the current view position to an effect.
  43118. * @param effect The effect to be bound
  43119. * @param scene The scene the eyes position is used from
  43120. */
  43121. MaterialHelper.BindEyePosition = function (effect, scene) {
  43122. if (scene._forcedViewPosition) {
  43123. effect.setVector3("vEyePosition", scene._forcedViewPosition);
  43124. return;
  43125. }
  43126. effect.setVector3("vEyePosition", scene._mirroredCameraPosition ? scene._mirroredCameraPosition : scene.activeCamera.globalPosition);
  43127. };
  43128. /**
  43129. * Helps preparing the defines values about the UVs in used in the effect.
  43130. * UVs are shared as much as we can accross channels in the shaders.
  43131. * @param texture The texture we are preparing the UVs for
  43132. * @param defines The defines to update
  43133. * @param key The channel key "diffuse", "specular"... used in the shader
  43134. */
  43135. MaterialHelper.PrepareDefinesForMergedUV = function (texture, defines, key) {
  43136. defines._needUVs = true;
  43137. defines[key] = true;
  43138. if (texture.getTextureMatrix().isIdentityAs3x2()) {
  43139. defines[key + "DIRECTUV"] = texture.coordinatesIndex + 1;
  43140. if (texture.coordinatesIndex === 0) {
  43141. defines["MAINUV1"] = true;
  43142. }
  43143. else {
  43144. defines["MAINUV2"] = true;
  43145. }
  43146. }
  43147. else {
  43148. defines[key + "DIRECTUV"] = 0;
  43149. }
  43150. };
  43151. /**
  43152. * Binds a texture matrix value to its corrsponding uniform
  43153. * @param texture The texture to bind the matrix for
  43154. * @param uniformBuffer The uniform buffer receivin the data
  43155. * @param key The channel key "diffuse", "specular"... used in the shader
  43156. */
  43157. MaterialHelper.BindTextureMatrix = function (texture, uniformBuffer, key) {
  43158. var matrix = texture.getTextureMatrix();
  43159. if (!matrix.isIdentityAs3x2()) {
  43160. uniformBuffer.updateMatrix(key + "Matrix", matrix);
  43161. }
  43162. };
  43163. /**
  43164. * Helper used to prepare the list of defines associated with misc. values for shader compilation
  43165. * @param mesh defines the current mesh
  43166. * @param scene defines the current scene
  43167. * @param useLogarithmicDepth defines if logarithmic depth has to be turned on
  43168. * @param pointsCloud defines if point cloud rendering has to be turned on
  43169. * @param fogEnabled defines if fog has to be turned on
  43170. * @param alphaTest defines if alpha testing has to be turned on
  43171. * @param defines defines the current list of defines
  43172. */
  43173. MaterialHelper.PrepareDefinesForMisc = function (mesh, scene, useLogarithmicDepth, pointsCloud, fogEnabled, alphaTest, defines) {
  43174. if (defines._areMiscDirty) {
  43175. defines["LOGARITHMICDEPTH"] = useLogarithmicDepth;
  43176. defines["POINTSIZE"] = pointsCloud;
  43177. defines["FOG"] = (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && fogEnabled);
  43178. defines["NONUNIFORMSCALING"] = mesh.nonUniformScaling;
  43179. defines["ALPHATEST"] = alphaTest;
  43180. }
  43181. };
  43182. /**
  43183. * Helper used to prepare the list of defines associated with frame values for shader compilation
  43184. * @param scene defines the current scene
  43185. * @param engine defines the current engine
  43186. * @param defines specifies the list of active defines
  43187. * @param useInstances defines if instances have to be turned on
  43188. * @param useClipPlane defines if clip plane have to be turned on
  43189. */
  43190. MaterialHelper.PrepareDefinesForFrameBoundValues = function (scene, engine, defines, useInstances, useClipPlane) {
  43191. if (useClipPlane === void 0) { useClipPlane = null; }
  43192. var changed = false;
  43193. var useClipPlane1 = false;
  43194. var useClipPlane2 = false;
  43195. var useClipPlane3 = false;
  43196. var useClipPlane4 = false;
  43197. useClipPlane1 = useClipPlane == null ? (scene.clipPlane !== undefined && scene.clipPlane !== null) : useClipPlane;
  43198. useClipPlane2 = useClipPlane == null ? (scene.clipPlane2 !== undefined && scene.clipPlane2 !== null) : useClipPlane;
  43199. useClipPlane3 = useClipPlane == null ? (scene.clipPlane3 !== undefined && scene.clipPlane3 !== null) : useClipPlane;
  43200. useClipPlane4 = useClipPlane == null ? (scene.clipPlane4 !== undefined && scene.clipPlane4 !== null) : useClipPlane;
  43201. if (defines["CLIPPLANE"] !== useClipPlane1) {
  43202. defines["CLIPPLANE"] = useClipPlane1;
  43203. changed = true;
  43204. }
  43205. if (defines["CLIPPLANE2"] !== useClipPlane2) {
  43206. defines["CLIPPLANE2"] = useClipPlane2;
  43207. changed = true;
  43208. }
  43209. if (defines["CLIPPLANE3"] !== useClipPlane3) {
  43210. defines["CLIPPLANE3"] = useClipPlane3;
  43211. changed = true;
  43212. }
  43213. if (defines["CLIPPLANE4"] !== useClipPlane4) {
  43214. defines["CLIPPLANE4"] = useClipPlane4;
  43215. changed = true;
  43216. }
  43217. if (defines["DEPTHPREPASS"] !== !engine.getColorWrite()) {
  43218. defines["DEPTHPREPASS"] = !defines["DEPTHPREPASS"];
  43219. changed = true;
  43220. }
  43221. if (defines["INSTANCES"] !== useInstances) {
  43222. defines["INSTANCES"] = useInstances;
  43223. changed = true;
  43224. }
  43225. if (changed) {
  43226. defines.markAsUnprocessed();
  43227. }
  43228. };
  43229. /**
  43230. * Prepares the defines used in the shader depending on the attributes data available in the mesh
  43231. * @param mesh The mesh containing the geometry data we will draw
  43232. * @param defines The defines to update
  43233. * @param useVertexColor Precise whether vertex colors should be used or not (override mesh info)
  43234. * @param useBones Precise whether bones should be used or not (override mesh info)
  43235. * @param useMorphTargets Precise whether morph targets should be used or not (override mesh info)
  43236. * @param useVertexAlpha Precise whether vertex alpha should be used or not (override mesh info)
  43237. * @returns false if defines are considered not dirty and have not been checked
  43238. */
  43239. MaterialHelper.PrepareDefinesForAttributes = function (mesh, defines, useVertexColor, useBones, useMorphTargets, useVertexAlpha) {
  43240. if (useMorphTargets === void 0) { useMorphTargets = false; }
  43241. if (useVertexAlpha === void 0) { useVertexAlpha = true; }
  43242. if (!defines._areAttributesDirty && defines._needNormals === defines._normals && defines._needUVs === defines._uvs) {
  43243. return false;
  43244. }
  43245. defines._normals = defines._needNormals;
  43246. defines._uvs = defines._needUVs;
  43247. defines["NORMAL"] = (defines._needNormals && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind));
  43248. if (defines._needNormals && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind)) {
  43249. defines["TANGENT"] = true;
  43250. }
  43251. if (defines._needUVs) {
  43252. defines["UV1"] = mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind);
  43253. defines["UV2"] = mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind);
  43254. }
  43255. else {
  43256. defines["UV1"] = false;
  43257. defines["UV2"] = false;
  43258. }
  43259. if (useVertexColor) {
  43260. var hasVertexColors = mesh.useVertexColors && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind);
  43261. defines["VERTEXCOLOR"] = hasVertexColors;
  43262. defines["VERTEXALPHA"] = mesh.hasVertexAlpha && hasVertexColors && useVertexAlpha;
  43263. }
  43264. if (useBones) {
  43265. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  43266. defines["NUM_BONE_INFLUENCERS"] = mesh.numBoneInfluencers;
  43267. var materialSupportsBoneTexture = defines["BONETEXTURE"] !== undefined;
  43268. if (mesh.skeleton.isUsingTextureForMatrices && materialSupportsBoneTexture) {
  43269. defines["BONETEXTURE"] = true;
  43270. }
  43271. else {
  43272. defines["BonesPerMesh"] = (mesh.skeleton.bones.length + 1);
  43273. defines["BONETEXTURE"] = materialSupportsBoneTexture ? false : undefined;
  43274. }
  43275. }
  43276. else {
  43277. defines["NUM_BONE_INFLUENCERS"] = 0;
  43278. defines["BonesPerMesh"] = 0;
  43279. }
  43280. }
  43281. if (useMorphTargets) {
  43282. var manager = mesh.morphTargetManager;
  43283. if (manager) {
  43284. defines["MORPHTARGETS_TANGENT"] = manager.supportsTangents && defines["TANGENT"];
  43285. defines["MORPHTARGETS_NORMAL"] = manager.supportsNormals && defines["NORMAL"];
  43286. defines["MORPHTARGETS"] = (manager.numInfluencers > 0);
  43287. defines["NUM_MORPH_INFLUENCERS"] = manager.numInfluencers;
  43288. }
  43289. else {
  43290. defines["MORPHTARGETS_TANGENT"] = false;
  43291. defines["MORPHTARGETS_NORMAL"] = false;
  43292. defines["MORPHTARGETS"] = false;
  43293. defines["NUM_MORPH_INFLUENCERS"] = 0;
  43294. }
  43295. }
  43296. return true;
  43297. };
  43298. /**
  43299. * Prepares the defines related to the light information passed in parameter
  43300. * @param scene The scene we are intending to draw
  43301. * @param mesh The mesh the effect is compiling for
  43302. * @param defines The defines to update
  43303. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  43304. * @param maxSimultaneousLights Specfies how manuy lights can be added to the effect at max
  43305. * @param disableLighting Specifies whether the lighting is disabled (override scene and light)
  43306. * @returns true if normals will be required for the rest of the effect
  43307. */
  43308. MaterialHelper.PrepareDefinesForLights = function (scene, mesh, defines, specularSupported, maxSimultaneousLights, disableLighting) {
  43309. if (maxSimultaneousLights === void 0) { maxSimultaneousLights = 4; }
  43310. if (disableLighting === void 0) { disableLighting = false; }
  43311. if (!defines._areLightsDirty) {
  43312. return defines._needNormals;
  43313. }
  43314. var lightIndex = 0;
  43315. var needNormals = false;
  43316. var needRebuild = false;
  43317. var lightmapMode = false;
  43318. var shadowEnabled = false;
  43319. var specularEnabled = false;
  43320. if (scene.lightsEnabled && !disableLighting) {
  43321. for (var _i = 0, _a = mesh._lightSources; _i < _a.length; _i++) {
  43322. var light = _a[_i];
  43323. needNormals = true;
  43324. if (defines["LIGHT" + lightIndex] === undefined) {
  43325. needRebuild = true;
  43326. }
  43327. defines["LIGHT" + lightIndex] = true;
  43328. defines["SPOTLIGHT" + lightIndex] = false;
  43329. defines["HEMILIGHT" + lightIndex] = false;
  43330. defines["POINTLIGHT" + lightIndex] = false;
  43331. defines["DIRLIGHT" + lightIndex] = false;
  43332. light.prepareLightSpecificDefines(defines, lightIndex);
  43333. // FallOff.
  43334. defines["LIGHT_FALLOFF_PHYSICAL" + lightIndex] = false;
  43335. defines["LIGHT_FALLOFF_GLTF" + lightIndex] = false;
  43336. defines["LIGHT_FALLOFF_STANDARD" + lightIndex] = false;
  43337. switch (light.falloffType) {
  43338. case BABYLON.Light.FALLOFF_GLTF:
  43339. defines["LIGHT_FALLOFF_GLTF" + lightIndex] = true;
  43340. break;
  43341. case BABYLON.Light.FALLOFF_PHYSICAL:
  43342. defines["LIGHT_FALLOFF_PHYSICAL" + lightIndex] = true;
  43343. break;
  43344. case BABYLON.Light.FALLOFF_STANDARD:
  43345. defines["LIGHT_FALLOFF_STANDARD" + lightIndex] = true;
  43346. break;
  43347. }
  43348. // Specular
  43349. if (specularSupported && !light.specular.equalsFloats(0, 0, 0)) {
  43350. specularEnabled = true;
  43351. }
  43352. // Shadows
  43353. defines["SHADOW" + lightIndex] = false;
  43354. defines["SHADOWPCF" + lightIndex] = false;
  43355. defines["SHADOWPCSS" + lightIndex] = false;
  43356. defines["SHADOWPOISSON" + lightIndex] = false;
  43357. defines["SHADOWESM" + lightIndex] = false;
  43358. defines["SHADOWCUBE" + lightIndex] = false;
  43359. defines["SHADOWLOWQUALITY" + lightIndex] = false;
  43360. defines["SHADOWMEDIUMQUALITY" + lightIndex] = false;
  43361. if (mesh && mesh.receiveShadows && scene.shadowsEnabled && light.shadowEnabled) {
  43362. var shadowGenerator = light.getShadowGenerator();
  43363. if (shadowGenerator) {
  43364. var shadowMap = shadowGenerator.getShadowMap();
  43365. if (shadowMap) {
  43366. if (shadowMap.renderList && shadowMap.renderList.length > 0) {
  43367. shadowEnabled = true;
  43368. shadowGenerator.prepareDefines(defines, lightIndex);
  43369. }
  43370. }
  43371. }
  43372. }
  43373. if (light.lightmapMode != BABYLON.Light.LIGHTMAP_DEFAULT) {
  43374. lightmapMode = true;
  43375. defines["LIGHTMAPEXCLUDED" + lightIndex] = true;
  43376. defines["LIGHTMAPNOSPECULAR" + lightIndex] = (light.lightmapMode == BABYLON.Light.LIGHTMAP_SHADOWSONLY);
  43377. }
  43378. else {
  43379. defines["LIGHTMAPEXCLUDED" + lightIndex] = false;
  43380. defines["LIGHTMAPNOSPECULAR" + lightIndex] = false;
  43381. }
  43382. lightIndex++;
  43383. if (lightIndex === maxSimultaneousLights) {
  43384. break;
  43385. }
  43386. }
  43387. }
  43388. defines["SPECULARTERM"] = specularEnabled;
  43389. defines["SHADOWS"] = shadowEnabled;
  43390. // Resetting all other lights if any
  43391. for (var index = lightIndex; index < maxSimultaneousLights; index++) {
  43392. if (defines["LIGHT" + index] !== undefined) {
  43393. defines["LIGHT" + index] = false;
  43394. defines["HEMILIGHT" + lightIndex] = false;
  43395. defines["POINTLIGHT" + lightIndex] = false;
  43396. defines["DIRLIGHT" + lightIndex] = false;
  43397. defines["SPOTLIGHT" + lightIndex] = false;
  43398. defines["SHADOW" + lightIndex] = false;
  43399. }
  43400. }
  43401. var caps = scene.getEngine().getCaps();
  43402. if (defines["SHADOWFLOAT"] === undefined) {
  43403. needRebuild = true;
  43404. }
  43405. defines["SHADOWFLOAT"] = shadowEnabled &&
  43406. ((caps.textureFloatRender && caps.textureFloatLinearFiltering) ||
  43407. (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering));
  43408. defines["LIGHTMAPEXCLUDED"] = lightmapMode;
  43409. if (needRebuild) {
  43410. defines.rebuild();
  43411. }
  43412. return needNormals;
  43413. };
  43414. /**
  43415. * Prepares the uniforms and samplers list to be used in the effect. This can automatically remove from the list uniforms
  43416. * that won t be acctive due to defines being turned off.
  43417. * @param uniformsListOrOptions The uniform names to prepare or an EffectCreationOptions containing the liist and extra information
  43418. * @param samplersList The samplers list
  43419. * @param defines The defines helping in the list generation
  43420. * @param maxSimultaneousLights The maximum number of simultanous light allowed in the effect
  43421. */
  43422. MaterialHelper.PrepareUniformsAndSamplersList = function (uniformsListOrOptions, samplersList, defines, maxSimultaneousLights) {
  43423. if (maxSimultaneousLights === void 0) { maxSimultaneousLights = 4; }
  43424. var uniformsList;
  43425. var uniformBuffersList = null;
  43426. if (uniformsListOrOptions.uniformsNames) {
  43427. var options = uniformsListOrOptions;
  43428. uniformsList = options.uniformsNames;
  43429. uniformBuffersList = options.uniformBuffersNames;
  43430. samplersList = options.samplers;
  43431. defines = options.defines;
  43432. maxSimultaneousLights = options.maxSimultaneousLights;
  43433. }
  43434. else {
  43435. uniformsList = uniformsListOrOptions;
  43436. if (!samplersList) {
  43437. samplersList = [];
  43438. }
  43439. }
  43440. for (var lightIndex = 0; lightIndex < maxSimultaneousLights; lightIndex++) {
  43441. if (!defines["LIGHT" + lightIndex]) {
  43442. break;
  43443. }
  43444. uniformsList.push("vLightData" + lightIndex, "vLightDiffuse" + lightIndex, "vLightSpecular" + lightIndex, "vLightDirection" + lightIndex, "vLightFalloff" + lightIndex, "vLightGround" + lightIndex, "lightMatrix" + lightIndex, "shadowsInfo" + lightIndex, "depthValues" + lightIndex);
  43445. if (uniformBuffersList) {
  43446. uniformBuffersList.push("Light" + lightIndex);
  43447. }
  43448. samplersList.push("shadowSampler" + lightIndex);
  43449. samplersList.push("depthSampler" + lightIndex);
  43450. if (defines["PROJECTEDLIGHTTEXTURE" + lightIndex]) {
  43451. samplersList.push("projectionLightSampler" + lightIndex);
  43452. uniformsList.push("textureProjectionMatrix" + lightIndex);
  43453. }
  43454. }
  43455. if (defines["NUM_MORPH_INFLUENCERS"]) {
  43456. uniformsList.push("morphTargetInfluences");
  43457. }
  43458. };
  43459. /**
  43460. * This helps decreasing rank by rank the shadow quality (0 being the highest rank and quality)
  43461. * @param defines The defines to update while falling back
  43462. * @param fallbacks The authorized effect fallbacks
  43463. * @param maxSimultaneousLights The maximum number of lights allowed
  43464. * @param rank the current rank of the Effect
  43465. * @returns The newly affected rank
  43466. */
  43467. MaterialHelper.HandleFallbacksForShadows = function (defines, fallbacks, maxSimultaneousLights, rank) {
  43468. if (maxSimultaneousLights === void 0) { maxSimultaneousLights = 4; }
  43469. if (rank === void 0) { rank = 0; }
  43470. var lightFallbackRank = 0;
  43471. for (var lightIndex = 0; lightIndex < maxSimultaneousLights; lightIndex++) {
  43472. if (!defines["LIGHT" + lightIndex]) {
  43473. break;
  43474. }
  43475. if (lightIndex > 0) {
  43476. lightFallbackRank = rank + lightIndex;
  43477. fallbacks.addFallback(lightFallbackRank, "LIGHT" + lightIndex);
  43478. }
  43479. if (!defines["SHADOWS"]) {
  43480. if (defines["SHADOW" + lightIndex]) {
  43481. fallbacks.addFallback(rank, "SHADOW" + lightIndex);
  43482. }
  43483. if (defines["SHADOWPCF" + lightIndex]) {
  43484. fallbacks.addFallback(rank, "SHADOWPCF" + lightIndex);
  43485. }
  43486. if (defines["SHADOWPCSS" + lightIndex]) {
  43487. fallbacks.addFallback(rank, "SHADOWPCSS" + lightIndex);
  43488. }
  43489. if (defines["SHADOWPOISSON" + lightIndex]) {
  43490. fallbacks.addFallback(rank, "SHADOWPOISSON" + lightIndex);
  43491. }
  43492. if (defines["SHADOWESM" + lightIndex]) {
  43493. fallbacks.addFallback(rank, "SHADOWESM" + lightIndex);
  43494. }
  43495. }
  43496. }
  43497. return lightFallbackRank++;
  43498. };
  43499. /**
  43500. * Prepares the list of attributes required for morph targets according to the effect defines.
  43501. * @param attribs The current list of supported attribs
  43502. * @param mesh The mesh to prepare the morph targets attributes for
  43503. * @param defines The current Defines of the effect
  43504. */
  43505. MaterialHelper.PrepareAttributesForMorphTargets = function (attribs, mesh, defines) {
  43506. var influencers = defines["NUM_MORPH_INFLUENCERS"];
  43507. if (influencers > 0 && BABYLON.Engine.LastCreatedEngine) {
  43508. var maxAttributesCount = BABYLON.Engine.LastCreatedEngine.getCaps().maxVertexAttribs;
  43509. var manager = mesh.morphTargetManager;
  43510. var normal = manager && manager.supportsNormals && defines["NORMAL"];
  43511. var tangent = manager && manager.supportsTangents && defines["TANGENT"];
  43512. for (var index = 0; index < influencers; index++) {
  43513. attribs.push(BABYLON.VertexBuffer.PositionKind + index);
  43514. if (normal) {
  43515. attribs.push(BABYLON.VertexBuffer.NormalKind + index);
  43516. }
  43517. if (tangent) {
  43518. attribs.push(BABYLON.VertexBuffer.TangentKind + index);
  43519. }
  43520. if (attribs.length > maxAttributesCount) {
  43521. BABYLON.Tools.Error("Cannot add more vertex attributes for mesh " + mesh.name);
  43522. }
  43523. }
  43524. }
  43525. };
  43526. /**
  43527. * Prepares the list of attributes required for bones according to the effect defines.
  43528. * @param attribs The current list of supported attribs
  43529. * @param mesh The mesh to prepare the bones attributes for
  43530. * @param defines The current Defines of the effect
  43531. * @param fallbacks The current efffect fallback strategy
  43532. */
  43533. MaterialHelper.PrepareAttributesForBones = function (attribs, mesh, defines, fallbacks) {
  43534. if (defines["NUM_BONE_INFLUENCERS"] > 0) {
  43535. fallbacks.addCPUSkinningFallback(0, mesh);
  43536. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  43537. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  43538. if (defines["NUM_BONE_INFLUENCERS"] > 4) {
  43539. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  43540. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  43541. }
  43542. }
  43543. };
  43544. /**
  43545. * Prepares the list of attributes required for instances according to the effect defines.
  43546. * @param attribs The current list of supported attribs
  43547. * @param defines The current Defines of the effect
  43548. */
  43549. MaterialHelper.PrepareAttributesForInstances = function (attribs, defines) {
  43550. if (defines["INSTANCES"]) {
  43551. attribs.push("world0");
  43552. attribs.push("world1");
  43553. attribs.push("world2");
  43554. attribs.push("world3");
  43555. }
  43556. };
  43557. /**
  43558. * Binds the light shadow information to the effect for the given mesh.
  43559. * @param light The light containing the generator
  43560. * @param scene The scene the lights belongs to
  43561. * @param mesh The mesh we are binding the information to render
  43562. * @param lightIndex The light index in the effect used to render the mesh
  43563. * @param effect The effect we are binding the data to
  43564. */
  43565. MaterialHelper.BindLightShadow = function (light, scene, mesh, lightIndex, effect) {
  43566. if (light.shadowEnabled && mesh.receiveShadows) {
  43567. var shadowGenerator = light.getShadowGenerator();
  43568. if (shadowGenerator) {
  43569. shadowGenerator.bindShadowLight(lightIndex, effect);
  43570. }
  43571. }
  43572. };
  43573. /**
  43574. * Binds the light information to the effect.
  43575. * @param light The light containing the generator
  43576. * @param effect The effect we are binding the data to
  43577. * @param lightIndex The light index in the effect used to render
  43578. */
  43579. MaterialHelper.BindLightProperties = function (light, effect, lightIndex) {
  43580. light.transferToEffect(effect, lightIndex + "");
  43581. };
  43582. /**
  43583. * Binds the lights information from the scene to the effect for the given mesh.
  43584. * @param scene The scene the lights belongs to
  43585. * @param mesh The mesh we are binding the information to render
  43586. * @param effect The effect we are binding the data to
  43587. * @param defines The generated defines for the effect
  43588. * @param maxSimultaneousLights The maximum number of light that can be bound to the effect
  43589. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  43590. */
  43591. MaterialHelper.BindLights = function (scene, mesh, effect, defines, maxSimultaneousLights, usePhysicalLightFalloff) {
  43592. if (maxSimultaneousLights === void 0) { maxSimultaneousLights = 4; }
  43593. if (usePhysicalLightFalloff === void 0) { usePhysicalLightFalloff = false; }
  43594. var len = Math.min(mesh._lightSources.length, maxSimultaneousLights);
  43595. for (var i = 0; i < len; i++) {
  43596. var light = mesh._lightSources[i];
  43597. var iAsString = i.toString();
  43598. var scaledIntensity = light.getScaledIntensity();
  43599. light._uniformBuffer.bindToEffect(effect, "Light" + i);
  43600. MaterialHelper.BindLightProperties(light, effect, i);
  43601. light.diffuse.scaleToRef(scaledIntensity, BABYLON.Tmp.Color3[0]);
  43602. light._uniformBuffer.updateColor4("vLightDiffuse", BABYLON.Tmp.Color3[0], usePhysicalLightFalloff ? light.radius : light.range, iAsString);
  43603. if (defines["SPECULARTERM"]) {
  43604. light.specular.scaleToRef(scaledIntensity, BABYLON.Tmp.Color3[1]);
  43605. light._uniformBuffer.updateColor3("vLightSpecular", BABYLON.Tmp.Color3[1], iAsString);
  43606. }
  43607. // Shadows
  43608. if (scene.shadowsEnabled) {
  43609. this.BindLightShadow(light, scene, mesh, iAsString, effect);
  43610. }
  43611. light._uniformBuffer.update();
  43612. }
  43613. };
  43614. /**
  43615. * Binds the fog information from the scene to the effect for the given mesh.
  43616. * @param scene The scene the lights belongs to
  43617. * @param mesh The mesh we are binding the information to render
  43618. * @param effect The effect we are binding the data to
  43619. * @param linearSpace Defines if the fog effect is applied in linear space
  43620. */
  43621. MaterialHelper.BindFogParameters = function (scene, mesh, effect, linearSpace) {
  43622. if (linearSpace === void 0) { linearSpace = false; }
  43623. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE) {
  43624. effect.setFloat4("vFogInfos", scene.fogMode, scene.fogStart, scene.fogEnd, scene.fogDensity);
  43625. // Convert fog color to linear space if used in a linear space computed shader.
  43626. if (linearSpace) {
  43627. scene.fogColor.toLinearSpaceToRef(this._tempFogColor);
  43628. effect.setColor3("vFogColor", this._tempFogColor);
  43629. }
  43630. else {
  43631. effect.setColor3("vFogColor", scene.fogColor);
  43632. }
  43633. }
  43634. };
  43635. /**
  43636. * Binds the bones information from the mesh to the effect.
  43637. * @param mesh The mesh we are binding the information to render
  43638. * @param effect The effect we are binding the data to
  43639. */
  43640. MaterialHelper.BindBonesParameters = function (mesh, effect) {
  43641. if (!effect || !mesh) {
  43642. return;
  43643. }
  43644. if (mesh.computeBonesUsingShaders && effect._bonesComputationForcedToCPU) {
  43645. mesh.computeBonesUsingShaders = false;
  43646. }
  43647. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  43648. var skeleton = mesh.skeleton;
  43649. if (skeleton.isUsingTextureForMatrices && effect.getUniformIndex("boneTextureWidth") > -1) {
  43650. var boneTexture = skeleton.getTransformMatrixTexture();
  43651. effect.setTexture("boneSampler", boneTexture);
  43652. effect.setFloat("boneTextureWidth", 4.0 * (skeleton.bones.length + 1));
  43653. }
  43654. else {
  43655. var matrices = skeleton.getTransformMatrices(mesh);
  43656. if (matrices) {
  43657. effect.setMatrices("mBones", matrices);
  43658. }
  43659. }
  43660. }
  43661. };
  43662. /**
  43663. * Binds the morph targets information from the mesh to the effect.
  43664. * @param abstractMesh The mesh we are binding the information to render
  43665. * @param effect The effect we are binding the data to
  43666. */
  43667. MaterialHelper.BindMorphTargetParameters = function (abstractMesh, effect) {
  43668. var manager = abstractMesh.morphTargetManager;
  43669. if (!abstractMesh || !manager) {
  43670. return;
  43671. }
  43672. effect.setFloatArray("morphTargetInfluences", manager.influences);
  43673. };
  43674. /**
  43675. * Binds the logarithmic depth information from the scene to the effect for the given defines.
  43676. * @param defines The generated defines used in the effect
  43677. * @param effect The effect we are binding the data to
  43678. * @param scene The scene we are willing to render with logarithmic scale for
  43679. */
  43680. MaterialHelper.BindLogDepth = function (defines, effect, scene) {
  43681. if (defines["LOGARITHMICDEPTH"]) {
  43682. effect.setFloat("logarithmicDepthConstant", 2.0 / (Math.log(scene.activeCamera.maxZ + 1.0) / Math.LN2));
  43683. }
  43684. };
  43685. /**
  43686. * Binds the clip plane information from the scene to the effect.
  43687. * @param scene The scene the clip plane information are extracted from
  43688. * @param effect The effect we are binding the data to
  43689. */
  43690. MaterialHelper.BindClipPlane = function (effect, scene) {
  43691. if (scene.clipPlane) {
  43692. var clipPlane = scene.clipPlane;
  43693. effect.setFloat4("vClipPlane", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  43694. }
  43695. if (scene.clipPlane2) {
  43696. var clipPlane = scene.clipPlane2;
  43697. effect.setFloat4("vClipPlane2", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  43698. }
  43699. if (scene.clipPlane3) {
  43700. var clipPlane = scene.clipPlane3;
  43701. effect.setFloat4("vClipPlane3", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  43702. }
  43703. if (scene.clipPlane4) {
  43704. var clipPlane = scene.clipPlane4;
  43705. effect.setFloat4("vClipPlane4", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  43706. }
  43707. };
  43708. MaterialHelper._tempFogColor = BABYLON.Color3.Black();
  43709. return MaterialHelper;
  43710. }());
  43711. BABYLON.MaterialHelper = MaterialHelper;
  43712. })(BABYLON || (BABYLON = {}));
  43713. //# sourceMappingURL=babylon.materialHelper.js.map
  43714. var BABYLON;
  43715. (function (BABYLON) {
  43716. /**
  43717. * Base class of materials working in push mode in babylon JS
  43718. * @hidden
  43719. */
  43720. var PushMaterial = /** @class */ (function (_super) {
  43721. __extends(PushMaterial, _super);
  43722. function PushMaterial(name, scene) {
  43723. var _this = _super.call(this, name, scene) || this;
  43724. _this._normalMatrix = new BABYLON.Matrix();
  43725. /**
  43726. * Gets or sets a boolean indicating that the material is allowed to do shader hot swapping.
  43727. * This means that the material can keep using a previous shader while a new one is being compiled.
  43728. * This is mostly used when shader parallel compilation is supported (true by default)
  43729. */
  43730. _this.allowShaderHotSwapping = true;
  43731. _this._storeEffectOnSubMeshes = true;
  43732. return _this;
  43733. }
  43734. PushMaterial.prototype.getEffect = function () {
  43735. return this._activeEffect;
  43736. };
  43737. PushMaterial.prototype.isReady = function (mesh, useInstances) {
  43738. if (!mesh) {
  43739. return false;
  43740. }
  43741. if (!mesh.subMeshes || mesh.subMeshes.length === 0) {
  43742. return true;
  43743. }
  43744. return this.isReadyForSubMesh(mesh, mesh.subMeshes[0], useInstances);
  43745. };
  43746. /**
  43747. * Binds the given world matrix to the active effect
  43748. *
  43749. * @param world the matrix to bind
  43750. */
  43751. PushMaterial.prototype.bindOnlyWorldMatrix = function (world) {
  43752. this._activeEffect.setMatrix("world", world);
  43753. };
  43754. /**
  43755. * Binds the given normal matrix to the active effect
  43756. *
  43757. * @param normalMatrix the matrix to bind
  43758. */
  43759. PushMaterial.prototype.bindOnlyNormalMatrix = function (normalMatrix) {
  43760. this._activeEffect.setMatrix("normalMatrix", normalMatrix);
  43761. };
  43762. PushMaterial.prototype.bind = function (world, mesh) {
  43763. if (!mesh) {
  43764. return;
  43765. }
  43766. this.bindForSubMesh(world, mesh, mesh.subMeshes[0]);
  43767. };
  43768. PushMaterial.prototype._afterBind = function (mesh, effect) {
  43769. if (effect === void 0) { effect = null; }
  43770. _super.prototype._afterBind.call(this, mesh);
  43771. this.getScene()._cachedEffect = effect;
  43772. };
  43773. PushMaterial.prototype._mustRebind = function (scene, effect, visibility) {
  43774. if (visibility === void 0) { visibility = 1; }
  43775. return scene.isCachedMaterialInvalid(this, effect, visibility);
  43776. };
  43777. return PushMaterial;
  43778. }(BABYLON.Material));
  43779. BABYLON.PushMaterial = PushMaterial;
  43780. })(BABYLON || (BABYLON = {}));
  43781. //# sourceMappingURL=babylon.pushMaterial.js.map
  43782. var BABYLON;
  43783. (function (BABYLON) {
  43784. /** @hidden */
  43785. var StandardMaterialDefines = /** @class */ (function (_super) {
  43786. __extends(StandardMaterialDefines, _super);
  43787. function StandardMaterialDefines() {
  43788. var _this = _super.call(this) || this;
  43789. _this.MAINUV1 = false;
  43790. _this.MAINUV2 = false;
  43791. _this.DIFFUSE = false;
  43792. _this.DIFFUSEDIRECTUV = 0;
  43793. _this.AMBIENT = false;
  43794. _this.AMBIENTDIRECTUV = 0;
  43795. _this.OPACITY = false;
  43796. _this.OPACITYDIRECTUV = 0;
  43797. _this.OPACITYRGB = false;
  43798. _this.REFLECTION = false;
  43799. _this.EMISSIVE = false;
  43800. _this.EMISSIVEDIRECTUV = 0;
  43801. _this.SPECULAR = false;
  43802. _this.SPECULARDIRECTUV = 0;
  43803. _this.BUMP = false;
  43804. _this.BUMPDIRECTUV = 0;
  43805. _this.PARALLAX = false;
  43806. _this.PARALLAXOCCLUSION = false;
  43807. _this.SPECULAROVERALPHA = false;
  43808. _this.CLIPPLANE = false;
  43809. _this.CLIPPLANE2 = false;
  43810. _this.CLIPPLANE3 = false;
  43811. _this.CLIPPLANE4 = false;
  43812. _this.ALPHATEST = false;
  43813. _this.DEPTHPREPASS = false;
  43814. _this.ALPHAFROMDIFFUSE = false;
  43815. _this.POINTSIZE = false;
  43816. _this.FOG = false;
  43817. _this.SPECULARTERM = false;
  43818. _this.DIFFUSEFRESNEL = false;
  43819. _this.OPACITYFRESNEL = false;
  43820. _this.REFLECTIONFRESNEL = false;
  43821. _this.REFRACTIONFRESNEL = false;
  43822. _this.EMISSIVEFRESNEL = false;
  43823. _this.FRESNEL = false;
  43824. _this.NORMAL = false;
  43825. _this.UV1 = false;
  43826. _this.UV2 = false;
  43827. _this.VERTEXCOLOR = false;
  43828. _this.VERTEXALPHA = false;
  43829. _this.NUM_BONE_INFLUENCERS = 0;
  43830. _this.BonesPerMesh = 0;
  43831. _this.BONETEXTURE = false;
  43832. _this.INSTANCES = false;
  43833. _this.GLOSSINESS = false;
  43834. _this.ROUGHNESS = false;
  43835. _this.EMISSIVEASILLUMINATION = false;
  43836. _this.LINKEMISSIVEWITHDIFFUSE = false;
  43837. _this.REFLECTIONFRESNELFROMSPECULAR = false;
  43838. _this.LIGHTMAP = false;
  43839. _this.LIGHTMAPDIRECTUV = 0;
  43840. _this.OBJECTSPACE_NORMALMAP = false;
  43841. _this.USELIGHTMAPASSHADOWMAP = false;
  43842. _this.REFLECTIONMAP_3D = false;
  43843. _this.REFLECTIONMAP_SPHERICAL = false;
  43844. _this.REFLECTIONMAP_PLANAR = false;
  43845. _this.REFLECTIONMAP_CUBIC = false;
  43846. _this.USE_LOCAL_REFLECTIONMAP_CUBIC = false;
  43847. _this.REFLECTIONMAP_PROJECTION = false;
  43848. _this.REFLECTIONMAP_SKYBOX = false;
  43849. _this.REFLECTIONMAP_SKYBOX_TRANSFORMED = false;
  43850. _this.REFLECTIONMAP_EXPLICIT = false;
  43851. _this.REFLECTIONMAP_EQUIRECTANGULAR = false;
  43852. _this.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  43853. _this.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  43854. _this.INVERTCUBICMAP = false;
  43855. _this.LOGARITHMICDEPTH = false;
  43856. _this.REFRACTION = false;
  43857. _this.REFRACTIONMAP_3D = false;
  43858. _this.REFLECTIONOVERALPHA = false;
  43859. _this.TWOSIDEDLIGHTING = false;
  43860. _this.SHADOWFLOAT = false;
  43861. _this.MORPHTARGETS = false;
  43862. _this.MORPHTARGETS_NORMAL = false;
  43863. _this.MORPHTARGETS_TANGENT = false;
  43864. _this.NUM_MORPH_INFLUENCERS = 0;
  43865. _this.NONUNIFORMSCALING = false; // https://playground.babylonjs.com#V6DWIH
  43866. _this.PREMULTIPLYALPHA = false; // https://playground.babylonjs.com#LNVJJ7
  43867. _this.IMAGEPROCESSING = false;
  43868. _this.VIGNETTE = false;
  43869. _this.VIGNETTEBLENDMODEMULTIPLY = false;
  43870. _this.VIGNETTEBLENDMODEOPAQUE = false;
  43871. _this.TONEMAPPING = false;
  43872. _this.TONEMAPPING_ACES = false;
  43873. _this.CONTRAST = false;
  43874. _this.COLORCURVES = false;
  43875. _this.COLORGRADING = false;
  43876. _this.COLORGRADING3D = false;
  43877. _this.SAMPLER3DGREENDEPTH = false;
  43878. _this.SAMPLER3DBGRMAP = false;
  43879. _this.IMAGEPROCESSINGPOSTPROCESS = false;
  43880. /**
  43881. * If the reflection texture on this material is in linear color space
  43882. * @hidden
  43883. */
  43884. _this.IS_REFLECTION_LINEAR = false;
  43885. /**
  43886. * If the refraction texture on this material is in linear color space
  43887. * @hidden
  43888. */
  43889. _this.IS_REFRACTION_LINEAR = false;
  43890. _this.EXPOSURE = false;
  43891. _this.rebuild();
  43892. return _this;
  43893. }
  43894. StandardMaterialDefines.prototype.setReflectionMode = function (modeToEnable) {
  43895. var modes = [
  43896. "REFLECTIONMAP_CUBIC", "REFLECTIONMAP_EXPLICIT", "REFLECTIONMAP_PLANAR",
  43897. "REFLECTIONMAP_PROJECTION", "REFLECTIONMAP_PROJECTION", "REFLECTIONMAP_SKYBOX",
  43898. "REFLECTIONMAP_SPHERICAL", "REFLECTIONMAP_EQUIRECTANGULAR", "REFLECTIONMAP_EQUIRECTANGULAR_FIXED",
  43899. "REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED"
  43900. ];
  43901. for (var _i = 0, modes_1 = modes; _i < modes_1.length; _i++) {
  43902. var mode = modes_1[_i];
  43903. this[mode] = (mode === modeToEnable);
  43904. }
  43905. };
  43906. return StandardMaterialDefines;
  43907. }(BABYLON.MaterialDefines));
  43908. BABYLON.StandardMaterialDefines = StandardMaterialDefines;
  43909. /**
  43910. * This is the default material used in Babylon. It is the best trade off between quality
  43911. * and performances.
  43912. * @see http://doc.babylonjs.com/babylon101/materials
  43913. */
  43914. var StandardMaterial = /** @class */ (function (_super) {
  43915. __extends(StandardMaterial, _super);
  43916. /**
  43917. * Instantiates a new standard material.
  43918. * This is the default material used in Babylon. It is the best trade off between quality
  43919. * and performances.
  43920. * @see http://doc.babylonjs.com/babylon101/materials
  43921. * @param name Define the name of the material in the scene
  43922. * @param scene Define the scene the material belong to
  43923. */
  43924. function StandardMaterial(name, scene) {
  43925. var _this = _super.call(this, name, scene) || this;
  43926. /**
  43927. * The color of the material lit by the environmental background lighting.
  43928. * @see http://doc.babylonjs.com/babylon101/materials#ambient-color-example
  43929. */
  43930. _this.ambientColor = new BABYLON.Color3(0, 0, 0);
  43931. /**
  43932. * The basic color of the material as viewed under a light.
  43933. */
  43934. _this.diffuseColor = new BABYLON.Color3(1, 1, 1);
  43935. /**
  43936. * Define how the color and intensity of the highlight given by the light in the material.
  43937. */
  43938. _this.specularColor = new BABYLON.Color3(1, 1, 1);
  43939. /**
  43940. * Define the color of the material as if self lit.
  43941. * This will be mixed in the final result even in the absence of light.
  43942. */
  43943. _this.emissiveColor = new BABYLON.Color3(0, 0, 0);
  43944. /**
  43945. * Defines how sharp are the highlights in the material.
  43946. * The bigger the value the sharper giving a more glossy feeling to the result.
  43947. * Reversely, the smaller the value the blurrier giving a more rough feeling to the result.
  43948. */
  43949. _this.specularPower = 64;
  43950. _this._useAlphaFromDiffuseTexture = false;
  43951. _this._useEmissiveAsIllumination = false;
  43952. _this._linkEmissiveWithDiffuse = false;
  43953. _this._useSpecularOverAlpha = false;
  43954. _this._useReflectionOverAlpha = false;
  43955. _this._disableLighting = false;
  43956. _this._useObjectSpaceNormalMap = false;
  43957. _this._useParallax = false;
  43958. _this._useParallaxOcclusion = false;
  43959. /**
  43960. * 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.
  43961. */
  43962. _this.parallaxScaleBias = 0.05;
  43963. _this._roughness = 0;
  43964. /**
  43965. * In case of refraction, define the value of the indice of refraction.
  43966. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  43967. */
  43968. _this.indexOfRefraction = 0.98;
  43969. /**
  43970. * Invert the refraction texture alongside the y axis.
  43971. * It can be useful with procedural textures or probe for instance.
  43972. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  43973. */
  43974. _this.invertRefractionY = true;
  43975. /**
  43976. * Defines the alpha limits in alpha test mode.
  43977. */
  43978. _this.alphaCutOff = 0.4;
  43979. _this._useLightmapAsShadowmap = false;
  43980. _this._useReflectionFresnelFromSpecular = false;
  43981. _this._useGlossinessFromSpecularMapAlpha = false;
  43982. _this._maxSimultaneousLights = 4;
  43983. _this._invertNormalMapX = false;
  43984. _this._invertNormalMapY = false;
  43985. _this._twoSidedLighting = false;
  43986. _this._renderTargets = new BABYLON.SmartArray(16);
  43987. _this._worldViewProjectionMatrix = BABYLON.Matrix.Zero();
  43988. _this._globalAmbientColor = new BABYLON.Color3(0, 0, 0);
  43989. // Setup the default processing configuration to the scene.
  43990. _this._attachImageProcessingConfiguration(null);
  43991. _this.getRenderTargetTextures = function () {
  43992. _this._renderTargets.reset();
  43993. if (StandardMaterial.ReflectionTextureEnabled && _this._reflectionTexture && _this._reflectionTexture.isRenderTarget) {
  43994. _this._renderTargets.push(_this._reflectionTexture);
  43995. }
  43996. if (StandardMaterial.RefractionTextureEnabled && _this._refractionTexture && _this._refractionTexture.isRenderTarget) {
  43997. _this._renderTargets.push(_this._refractionTexture);
  43998. }
  43999. return _this._renderTargets;
  44000. };
  44001. return _this;
  44002. }
  44003. Object.defineProperty(StandardMaterial.prototype, "imageProcessingConfiguration", {
  44004. /**
  44005. * Gets the image processing configuration used either in this material.
  44006. */
  44007. get: function () {
  44008. return this._imageProcessingConfiguration;
  44009. },
  44010. /**
  44011. * Sets the Default image processing configuration used either in the this material.
  44012. *
  44013. * If sets to null, the scene one is in use.
  44014. */
  44015. set: function (value) {
  44016. this._attachImageProcessingConfiguration(value);
  44017. // Ensure the effect will be rebuilt.
  44018. this._markAllSubMeshesAsTexturesDirty();
  44019. },
  44020. enumerable: true,
  44021. configurable: true
  44022. });
  44023. /**
  44024. * Attaches a new image processing configuration to the Standard Material.
  44025. * @param configuration
  44026. */
  44027. StandardMaterial.prototype._attachImageProcessingConfiguration = function (configuration) {
  44028. var _this = this;
  44029. if (configuration === this._imageProcessingConfiguration) {
  44030. return;
  44031. }
  44032. // Detaches observer.
  44033. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  44034. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  44035. }
  44036. // Pick the scene configuration if needed.
  44037. if (!configuration) {
  44038. this._imageProcessingConfiguration = this.getScene().imageProcessingConfiguration;
  44039. }
  44040. else {
  44041. this._imageProcessingConfiguration = configuration;
  44042. }
  44043. // Attaches observer.
  44044. if (this._imageProcessingConfiguration) {
  44045. this._imageProcessingObserver = this._imageProcessingConfiguration.onUpdateParameters.add(function (conf) {
  44046. _this._markAllSubMeshesAsImageProcessingDirty();
  44047. });
  44048. }
  44049. };
  44050. Object.defineProperty(StandardMaterial.prototype, "cameraColorCurvesEnabled", {
  44051. /**
  44052. * Gets wether the color curves effect is enabled.
  44053. */
  44054. get: function () {
  44055. return this.imageProcessingConfiguration.colorCurvesEnabled;
  44056. },
  44057. /**
  44058. * Sets wether the color curves effect is enabled.
  44059. */
  44060. set: function (value) {
  44061. this.imageProcessingConfiguration.colorCurvesEnabled = value;
  44062. },
  44063. enumerable: true,
  44064. configurable: true
  44065. });
  44066. Object.defineProperty(StandardMaterial.prototype, "cameraColorGradingEnabled", {
  44067. /**
  44068. * Gets wether the color grading effect is enabled.
  44069. */
  44070. get: function () {
  44071. return this.imageProcessingConfiguration.colorGradingEnabled;
  44072. },
  44073. /**
  44074. * Gets wether the color grading effect is enabled.
  44075. */
  44076. set: function (value) {
  44077. this.imageProcessingConfiguration.colorGradingEnabled = value;
  44078. },
  44079. enumerable: true,
  44080. configurable: true
  44081. });
  44082. Object.defineProperty(StandardMaterial.prototype, "cameraToneMappingEnabled", {
  44083. /**
  44084. * Gets wether tonemapping is enabled or not.
  44085. */
  44086. get: function () {
  44087. return this._imageProcessingConfiguration.toneMappingEnabled;
  44088. },
  44089. /**
  44090. * Sets wether tonemapping is enabled or not
  44091. */
  44092. set: function (value) {
  44093. this._imageProcessingConfiguration.toneMappingEnabled = value;
  44094. },
  44095. enumerable: true,
  44096. configurable: true
  44097. });
  44098. Object.defineProperty(StandardMaterial.prototype, "cameraExposure", {
  44099. /**
  44100. * The camera exposure used on this material.
  44101. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  44102. * This corresponds to a photographic exposure.
  44103. */
  44104. get: function () {
  44105. return this._imageProcessingConfiguration.exposure;
  44106. },
  44107. /**
  44108. * The camera exposure used on this material.
  44109. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  44110. * This corresponds to a photographic exposure.
  44111. */
  44112. set: function (value) {
  44113. this._imageProcessingConfiguration.exposure = value;
  44114. },
  44115. enumerable: true,
  44116. configurable: true
  44117. });
  44118. Object.defineProperty(StandardMaterial.prototype, "cameraContrast", {
  44119. /**
  44120. * Gets The camera contrast used on this material.
  44121. */
  44122. get: function () {
  44123. return this._imageProcessingConfiguration.contrast;
  44124. },
  44125. /**
  44126. * Sets The camera contrast used on this material.
  44127. */
  44128. set: function (value) {
  44129. this._imageProcessingConfiguration.contrast = value;
  44130. },
  44131. enumerable: true,
  44132. configurable: true
  44133. });
  44134. Object.defineProperty(StandardMaterial.prototype, "cameraColorGradingTexture", {
  44135. /**
  44136. * Gets the Color Grading 2D Lookup Texture.
  44137. */
  44138. get: function () {
  44139. return this._imageProcessingConfiguration.colorGradingTexture;
  44140. },
  44141. /**
  44142. * Sets the Color Grading 2D Lookup Texture.
  44143. */
  44144. set: function (value) {
  44145. this._imageProcessingConfiguration.colorGradingTexture = value;
  44146. },
  44147. enumerable: true,
  44148. configurable: true
  44149. });
  44150. Object.defineProperty(StandardMaterial.prototype, "cameraColorCurves", {
  44151. /**
  44152. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  44153. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  44154. * 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;
  44155. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  44156. */
  44157. get: function () {
  44158. return this._imageProcessingConfiguration.colorCurves;
  44159. },
  44160. /**
  44161. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  44162. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  44163. * 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;
  44164. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  44165. */
  44166. set: function (value) {
  44167. this._imageProcessingConfiguration.colorCurves = value;
  44168. },
  44169. enumerable: true,
  44170. configurable: true
  44171. });
  44172. Object.defineProperty(StandardMaterial.prototype, "hasRenderTargetTextures", {
  44173. /**
  44174. * Gets a boolean indicating that current material needs to register RTT
  44175. */
  44176. get: function () {
  44177. if (StandardMaterial.ReflectionTextureEnabled && this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  44178. return true;
  44179. }
  44180. if (StandardMaterial.RefractionTextureEnabled && this._refractionTexture && this._refractionTexture.isRenderTarget) {
  44181. return true;
  44182. }
  44183. return false;
  44184. },
  44185. enumerable: true,
  44186. configurable: true
  44187. });
  44188. /**
  44189. * Gets the current class name of the material e.g. "StandardMaterial"
  44190. * Mainly use in serialization.
  44191. * @returns the class name
  44192. */
  44193. StandardMaterial.prototype.getClassName = function () {
  44194. return "StandardMaterial";
  44195. };
  44196. Object.defineProperty(StandardMaterial.prototype, "useLogarithmicDepth", {
  44197. /**
  44198. * In case the depth buffer does not allow enough depth precision for your scene (might be the case in large scenes)
  44199. * You can try switching to logarithmic depth.
  44200. * @see http://doc.babylonjs.com/how_to/using_logarithmic_depth_buffer
  44201. */
  44202. get: function () {
  44203. return this._useLogarithmicDepth;
  44204. },
  44205. set: function (value) {
  44206. this._useLogarithmicDepth = value && this.getScene().getEngine().getCaps().fragmentDepthSupported;
  44207. this._markAllSubMeshesAsMiscDirty();
  44208. },
  44209. enumerable: true,
  44210. configurable: true
  44211. });
  44212. /**
  44213. * Specifies if the material will require alpha blending
  44214. * @returns a boolean specifying if alpha blending is needed
  44215. */
  44216. StandardMaterial.prototype.needAlphaBlending = function () {
  44217. return (this.alpha < 1.0) || (this._opacityTexture != null) || this._shouldUseAlphaFromDiffuseTexture() || this._opacityFresnelParameters && this._opacityFresnelParameters.isEnabled;
  44218. };
  44219. /**
  44220. * Specifies if this material should be rendered in alpha test mode
  44221. * @returns a boolean specifying if an alpha test is needed.
  44222. */
  44223. StandardMaterial.prototype.needAlphaTesting = function () {
  44224. return this._diffuseTexture != null && this._diffuseTexture.hasAlpha;
  44225. };
  44226. StandardMaterial.prototype._shouldUseAlphaFromDiffuseTexture = function () {
  44227. return this._diffuseTexture != null && this._diffuseTexture.hasAlpha && this._useAlphaFromDiffuseTexture;
  44228. };
  44229. /**
  44230. * Get the texture used for alpha test purpose.
  44231. * @returns the diffuse texture in case of the standard material.
  44232. */
  44233. StandardMaterial.prototype.getAlphaTestTexture = function () {
  44234. return this._diffuseTexture;
  44235. };
  44236. /**
  44237. * Get if the submesh is ready to be used and all its information available.
  44238. * Child classes can use it to update shaders
  44239. * @param mesh defines the mesh to check
  44240. * @param subMesh defines which submesh to check
  44241. * @param useInstances specifies that instances should be used
  44242. * @returns a boolean indicating that the submesh is ready or not
  44243. */
  44244. StandardMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  44245. if (useInstances === void 0) { useInstances = false; }
  44246. if (subMesh.effect && this.isFrozen) {
  44247. if (this._wasPreviouslyReady) {
  44248. return true;
  44249. }
  44250. }
  44251. if (!subMesh._materialDefines) {
  44252. subMesh._materialDefines = new StandardMaterialDefines();
  44253. }
  44254. var scene = this.getScene();
  44255. var defines = subMesh._materialDefines;
  44256. if (!this.checkReadyOnEveryCall && subMesh.effect) {
  44257. if (defines._renderId === scene.getRenderId()) {
  44258. return true;
  44259. }
  44260. }
  44261. var engine = scene.getEngine();
  44262. // Lights
  44263. defines._needNormals = BABYLON.MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, true, this._maxSimultaneousLights, this._disableLighting);
  44264. // Textures
  44265. if (defines._areTexturesDirty) {
  44266. defines._needUVs = false;
  44267. defines.MAINUV1 = false;
  44268. defines.MAINUV2 = false;
  44269. if (scene.texturesEnabled) {
  44270. if (this._diffuseTexture && StandardMaterial.DiffuseTextureEnabled) {
  44271. if (!this._diffuseTexture.isReadyOrNotBlocking()) {
  44272. return false;
  44273. }
  44274. else {
  44275. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._diffuseTexture, defines, "DIFFUSE");
  44276. }
  44277. }
  44278. else {
  44279. defines.DIFFUSE = false;
  44280. }
  44281. if (this._ambientTexture && StandardMaterial.AmbientTextureEnabled) {
  44282. if (!this._ambientTexture.isReadyOrNotBlocking()) {
  44283. return false;
  44284. }
  44285. else {
  44286. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._ambientTexture, defines, "AMBIENT");
  44287. }
  44288. }
  44289. else {
  44290. defines.AMBIENT = false;
  44291. }
  44292. if (this._opacityTexture && StandardMaterial.OpacityTextureEnabled) {
  44293. if (!this._opacityTexture.isReadyOrNotBlocking()) {
  44294. return false;
  44295. }
  44296. else {
  44297. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._opacityTexture, defines, "OPACITY");
  44298. defines.OPACITYRGB = this._opacityTexture.getAlphaFromRGB;
  44299. }
  44300. }
  44301. else {
  44302. defines.OPACITY = false;
  44303. }
  44304. if (this._reflectionTexture && StandardMaterial.ReflectionTextureEnabled) {
  44305. if (!this._reflectionTexture.isReadyOrNotBlocking()) {
  44306. return false;
  44307. }
  44308. else {
  44309. defines._needNormals = true;
  44310. defines.REFLECTION = true;
  44311. defines.ROUGHNESS = (this._roughness > 0);
  44312. defines.REFLECTIONOVERALPHA = this._useReflectionOverAlpha;
  44313. defines.INVERTCUBICMAP = (this._reflectionTexture.coordinatesMode === BABYLON.Texture.INVCUBIC_MODE);
  44314. defines.REFLECTIONMAP_3D = this._reflectionTexture.isCube;
  44315. switch (this._reflectionTexture.coordinatesMode) {
  44316. case BABYLON.Texture.EXPLICIT_MODE:
  44317. defines.setReflectionMode("REFLECTIONMAP_EXPLICIT");
  44318. break;
  44319. case BABYLON.Texture.PLANAR_MODE:
  44320. defines.setReflectionMode("REFLECTIONMAP_PLANAR");
  44321. break;
  44322. case BABYLON.Texture.PROJECTION_MODE:
  44323. defines.setReflectionMode("REFLECTIONMAP_PROJECTION");
  44324. break;
  44325. case BABYLON.Texture.SKYBOX_MODE:
  44326. defines.setReflectionMode("REFLECTIONMAP_SKYBOX");
  44327. defines.REFLECTIONMAP_SKYBOX_TRANSFORMED = !this._reflectionTexture.getReflectionTextureMatrix().isIdentity();
  44328. break;
  44329. case BABYLON.Texture.SPHERICAL_MODE:
  44330. defines.setReflectionMode("REFLECTIONMAP_SPHERICAL");
  44331. break;
  44332. case BABYLON.Texture.EQUIRECTANGULAR_MODE:
  44333. defines.setReflectionMode("REFLECTIONMAP_EQUIRECTANGULAR");
  44334. break;
  44335. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MODE:
  44336. defines.setReflectionMode("REFLECTIONMAP_EQUIRECTANGULAR_FIXED");
  44337. break;
  44338. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE:
  44339. defines.setReflectionMode("REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED");
  44340. break;
  44341. case BABYLON.Texture.CUBIC_MODE:
  44342. case BABYLON.Texture.INVCUBIC_MODE:
  44343. default:
  44344. defines.setReflectionMode("REFLECTIONMAP_CUBIC");
  44345. break;
  44346. }
  44347. defines.USE_LOCAL_REFLECTIONMAP_CUBIC = this._reflectionTexture.boundingBoxSize ? true : false;
  44348. }
  44349. }
  44350. else {
  44351. defines.REFLECTION = false;
  44352. }
  44353. if (this._emissiveTexture && StandardMaterial.EmissiveTextureEnabled) {
  44354. if (!this._emissiveTexture.isReadyOrNotBlocking()) {
  44355. return false;
  44356. }
  44357. else {
  44358. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._emissiveTexture, defines, "EMISSIVE");
  44359. }
  44360. }
  44361. else {
  44362. defines.EMISSIVE = false;
  44363. }
  44364. if (this._lightmapTexture && StandardMaterial.LightmapTextureEnabled) {
  44365. if (!this._lightmapTexture.isReadyOrNotBlocking()) {
  44366. return false;
  44367. }
  44368. else {
  44369. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._lightmapTexture, defines, "LIGHTMAP");
  44370. defines.USELIGHTMAPASSHADOWMAP = this._useLightmapAsShadowmap;
  44371. }
  44372. }
  44373. else {
  44374. defines.LIGHTMAP = false;
  44375. }
  44376. if (this._specularTexture && StandardMaterial.SpecularTextureEnabled) {
  44377. if (!this._specularTexture.isReadyOrNotBlocking()) {
  44378. return false;
  44379. }
  44380. else {
  44381. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._specularTexture, defines, "SPECULAR");
  44382. defines.GLOSSINESS = this._useGlossinessFromSpecularMapAlpha;
  44383. }
  44384. }
  44385. else {
  44386. defines.SPECULAR = false;
  44387. }
  44388. if (scene.getEngine().getCaps().standardDerivatives && this._bumpTexture && StandardMaterial.BumpTextureEnabled) {
  44389. // Bump texure can not be not blocking.
  44390. if (!this._bumpTexture.isReady()) {
  44391. return false;
  44392. }
  44393. else {
  44394. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._bumpTexture, defines, "BUMP");
  44395. defines.PARALLAX = this._useParallax;
  44396. defines.PARALLAXOCCLUSION = this._useParallaxOcclusion;
  44397. }
  44398. defines.OBJECTSPACE_NORMALMAP = this._useObjectSpaceNormalMap;
  44399. }
  44400. else {
  44401. defines.BUMP = false;
  44402. }
  44403. if (this._refractionTexture && StandardMaterial.RefractionTextureEnabled) {
  44404. if (!this._refractionTexture.isReadyOrNotBlocking()) {
  44405. return false;
  44406. }
  44407. else {
  44408. defines._needUVs = true;
  44409. defines.REFRACTION = true;
  44410. defines.REFRACTIONMAP_3D = this._refractionTexture.isCube;
  44411. }
  44412. }
  44413. else {
  44414. defines.REFRACTION = false;
  44415. }
  44416. defines.TWOSIDEDLIGHTING = !this._backFaceCulling && this._twoSidedLighting;
  44417. }
  44418. else {
  44419. defines.DIFFUSE = false;
  44420. defines.AMBIENT = false;
  44421. defines.OPACITY = false;
  44422. defines.REFLECTION = false;
  44423. defines.EMISSIVE = false;
  44424. defines.LIGHTMAP = false;
  44425. defines.BUMP = false;
  44426. defines.REFRACTION = false;
  44427. }
  44428. defines.ALPHAFROMDIFFUSE = this._shouldUseAlphaFromDiffuseTexture();
  44429. defines.EMISSIVEASILLUMINATION = this._useEmissiveAsIllumination;
  44430. defines.LINKEMISSIVEWITHDIFFUSE = this._linkEmissiveWithDiffuse;
  44431. defines.SPECULAROVERALPHA = this._useSpecularOverAlpha;
  44432. defines.PREMULTIPLYALPHA = (this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED || this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED_PORTERDUFF);
  44433. }
  44434. if (defines._areImageProcessingDirty && this._imageProcessingConfiguration) {
  44435. if (!this._imageProcessingConfiguration.isReady()) {
  44436. return false;
  44437. }
  44438. this._imageProcessingConfiguration.prepareDefines(defines);
  44439. defines.IS_REFLECTION_LINEAR = (this.reflectionTexture != null && !this.reflectionTexture.gammaSpace);
  44440. defines.IS_REFRACTION_LINEAR = (this.refractionTexture != null && !this.refractionTexture.gammaSpace);
  44441. }
  44442. if (defines._areFresnelDirty) {
  44443. if (StandardMaterial.FresnelEnabled) {
  44444. // Fresnel
  44445. if (this._diffuseFresnelParameters || this._opacityFresnelParameters ||
  44446. this._emissiveFresnelParameters || this._refractionFresnelParameters ||
  44447. this._reflectionFresnelParameters) {
  44448. defines.DIFFUSEFRESNEL = (this._diffuseFresnelParameters && this._diffuseFresnelParameters.isEnabled);
  44449. defines.OPACITYFRESNEL = (this._opacityFresnelParameters && this._opacityFresnelParameters.isEnabled);
  44450. defines.REFLECTIONFRESNEL = (this._reflectionFresnelParameters && this._reflectionFresnelParameters.isEnabled);
  44451. defines.REFLECTIONFRESNELFROMSPECULAR = this._useReflectionFresnelFromSpecular;
  44452. defines.REFRACTIONFRESNEL = (this._refractionFresnelParameters && this._refractionFresnelParameters.isEnabled);
  44453. defines.EMISSIVEFRESNEL = (this._emissiveFresnelParameters && this._emissiveFresnelParameters.isEnabled);
  44454. defines._needNormals = true;
  44455. defines.FRESNEL = true;
  44456. }
  44457. }
  44458. else {
  44459. defines.FRESNEL = false;
  44460. }
  44461. }
  44462. // Misc.
  44463. BABYLON.MaterialHelper.PrepareDefinesForMisc(mesh, scene, this._useLogarithmicDepth, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh), defines);
  44464. // Attribs
  44465. BABYLON.MaterialHelper.PrepareDefinesForAttributes(mesh, defines, true, true, true);
  44466. // Values that need to be evaluated on every frame
  44467. BABYLON.MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances);
  44468. // Get correct effect
  44469. if (defines.isDirty) {
  44470. defines.markAsProcessed();
  44471. // Fallbacks
  44472. var fallbacks = new BABYLON.EffectFallbacks();
  44473. if (defines.REFLECTION) {
  44474. fallbacks.addFallback(0, "REFLECTION");
  44475. }
  44476. if (defines.SPECULAR) {
  44477. fallbacks.addFallback(0, "SPECULAR");
  44478. }
  44479. if (defines.BUMP) {
  44480. fallbacks.addFallback(0, "BUMP");
  44481. }
  44482. if (defines.PARALLAX) {
  44483. fallbacks.addFallback(1, "PARALLAX");
  44484. }
  44485. if (defines.PARALLAXOCCLUSION) {
  44486. fallbacks.addFallback(0, "PARALLAXOCCLUSION");
  44487. }
  44488. if (defines.SPECULAROVERALPHA) {
  44489. fallbacks.addFallback(0, "SPECULAROVERALPHA");
  44490. }
  44491. if (defines.FOG) {
  44492. fallbacks.addFallback(1, "FOG");
  44493. }
  44494. if (defines.POINTSIZE) {
  44495. fallbacks.addFallback(0, "POINTSIZE");
  44496. }
  44497. if (defines.LOGARITHMICDEPTH) {
  44498. fallbacks.addFallback(0, "LOGARITHMICDEPTH");
  44499. }
  44500. BABYLON.MaterialHelper.HandleFallbacksForShadows(defines, fallbacks, this._maxSimultaneousLights);
  44501. if (defines.SPECULARTERM) {
  44502. fallbacks.addFallback(0, "SPECULARTERM");
  44503. }
  44504. if (defines.DIFFUSEFRESNEL) {
  44505. fallbacks.addFallback(1, "DIFFUSEFRESNEL");
  44506. }
  44507. if (defines.OPACITYFRESNEL) {
  44508. fallbacks.addFallback(2, "OPACITYFRESNEL");
  44509. }
  44510. if (defines.REFLECTIONFRESNEL) {
  44511. fallbacks.addFallback(3, "REFLECTIONFRESNEL");
  44512. }
  44513. if (defines.EMISSIVEFRESNEL) {
  44514. fallbacks.addFallback(4, "EMISSIVEFRESNEL");
  44515. }
  44516. if (defines.FRESNEL) {
  44517. fallbacks.addFallback(4, "FRESNEL");
  44518. }
  44519. //Attributes
  44520. var attribs = [BABYLON.VertexBuffer.PositionKind];
  44521. if (defines.NORMAL) {
  44522. attribs.push(BABYLON.VertexBuffer.NormalKind);
  44523. }
  44524. if (defines.UV1) {
  44525. attribs.push(BABYLON.VertexBuffer.UVKind);
  44526. }
  44527. if (defines.UV2) {
  44528. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  44529. }
  44530. if (defines.VERTEXCOLOR) {
  44531. attribs.push(BABYLON.VertexBuffer.ColorKind);
  44532. }
  44533. BABYLON.MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);
  44534. BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, defines);
  44535. BABYLON.MaterialHelper.PrepareAttributesForMorphTargets(attribs, mesh, defines);
  44536. var shaderName = "default";
  44537. var uniforms = ["world", "view", "viewProjection", "vEyePosition", "vLightsType", "vAmbientColor", "vDiffuseColor", "vSpecularColor", "vEmissiveColor",
  44538. "vFogInfos", "vFogColor", "pointSize",
  44539. "vDiffuseInfos", "vAmbientInfos", "vOpacityInfos", "vReflectionInfos", "vEmissiveInfos", "vSpecularInfos", "vBumpInfos", "vLightmapInfos", "vRefractionInfos",
  44540. "mBones",
  44541. "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "diffuseMatrix", "ambientMatrix", "opacityMatrix", "reflectionMatrix", "emissiveMatrix", "specularMatrix", "bumpMatrix", "normalMatrix", "lightmapMatrix", "refractionMatrix",
  44542. "diffuseLeftColor", "diffuseRightColor", "opacityParts", "reflectionLeftColor", "reflectionRightColor", "emissiveLeftColor", "emissiveRightColor", "refractionLeftColor", "refractionRightColor",
  44543. "vReflectionPosition", "vReflectionSize",
  44544. "logarithmicDepthConstant", "vTangentSpaceParams", "alphaCutOff", "boneTextureWidth"
  44545. ];
  44546. var samplers = ["diffuseSampler", "ambientSampler", "opacitySampler", "reflectionCubeSampler",
  44547. "reflection2DSampler", "emissiveSampler", "specularSampler", "bumpSampler", "lightmapSampler",
  44548. "refractionCubeSampler", "refraction2DSampler", "boneSampler"];
  44549. var uniformBuffers = ["Material", "Scene"];
  44550. if (BABYLON.ImageProcessingConfiguration) {
  44551. BABYLON.ImageProcessingConfiguration.PrepareUniforms(uniforms, defines);
  44552. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, defines);
  44553. }
  44554. BABYLON.MaterialHelper.PrepareUniformsAndSamplersList({
  44555. uniformsNames: uniforms,
  44556. uniformBuffersNames: uniformBuffers,
  44557. samplers: samplers,
  44558. defines: defines,
  44559. maxSimultaneousLights: this._maxSimultaneousLights
  44560. });
  44561. if (this.customShaderNameResolve) {
  44562. shaderName = this.customShaderNameResolve(shaderName, uniforms, uniformBuffers, samplers, defines);
  44563. }
  44564. var join = defines.toString();
  44565. var previousEffect = subMesh.effect;
  44566. var effect = scene.getEngine().createEffect(shaderName, {
  44567. attributes: attribs,
  44568. uniformsNames: uniforms,
  44569. uniformBuffersNames: uniformBuffers,
  44570. samplers: samplers,
  44571. defines: join,
  44572. fallbacks: fallbacks,
  44573. onCompiled: this.onCompiled,
  44574. onError: this.onError,
  44575. indexParameters: { maxSimultaneousLights: this._maxSimultaneousLights, maxSimultaneousMorphTargets: defines.NUM_MORPH_INFLUENCERS }
  44576. }, engine);
  44577. if (effect) {
  44578. // Use previous effect while new one is compiling
  44579. if (this.allowShaderHotSwapping && previousEffect && !effect.isReady()) {
  44580. effect = previousEffect;
  44581. defines.markAsUnprocessed();
  44582. }
  44583. else {
  44584. scene.resetCachedMaterial();
  44585. subMesh.setEffect(effect, defines);
  44586. this.buildUniformLayout();
  44587. }
  44588. }
  44589. }
  44590. if (!subMesh.effect || !subMesh.effect.isReady()) {
  44591. return false;
  44592. }
  44593. defines._renderId = scene.getRenderId();
  44594. this._wasPreviouslyReady = true;
  44595. return true;
  44596. };
  44597. /**
  44598. * Builds the material UBO layouts.
  44599. * Used internally during the effect preparation.
  44600. */
  44601. StandardMaterial.prototype.buildUniformLayout = function () {
  44602. // Order is important !
  44603. this._uniformBuffer.addUniform("diffuseLeftColor", 4);
  44604. this._uniformBuffer.addUniform("diffuseRightColor", 4);
  44605. this._uniformBuffer.addUniform("opacityParts", 4);
  44606. this._uniformBuffer.addUniform("reflectionLeftColor", 4);
  44607. this._uniformBuffer.addUniform("reflectionRightColor", 4);
  44608. this._uniformBuffer.addUniform("refractionLeftColor", 4);
  44609. this._uniformBuffer.addUniform("refractionRightColor", 4);
  44610. this._uniformBuffer.addUniform("emissiveLeftColor", 4);
  44611. this._uniformBuffer.addUniform("emissiveRightColor", 4);
  44612. this._uniformBuffer.addUniform("vDiffuseInfos", 2);
  44613. this._uniformBuffer.addUniform("vAmbientInfos", 2);
  44614. this._uniformBuffer.addUniform("vOpacityInfos", 2);
  44615. this._uniformBuffer.addUniform("vReflectionInfos", 2);
  44616. this._uniformBuffer.addUniform("vReflectionPosition", 3);
  44617. this._uniformBuffer.addUniform("vReflectionSize", 3);
  44618. this._uniformBuffer.addUniform("vEmissiveInfos", 2);
  44619. this._uniformBuffer.addUniform("vLightmapInfos", 2);
  44620. this._uniformBuffer.addUniform("vSpecularInfos", 2);
  44621. this._uniformBuffer.addUniform("vBumpInfos", 3);
  44622. this._uniformBuffer.addUniform("diffuseMatrix", 16);
  44623. this._uniformBuffer.addUniform("ambientMatrix", 16);
  44624. this._uniformBuffer.addUniform("opacityMatrix", 16);
  44625. this._uniformBuffer.addUniform("reflectionMatrix", 16);
  44626. this._uniformBuffer.addUniform("emissiveMatrix", 16);
  44627. this._uniformBuffer.addUniform("lightmapMatrix", 16);
  44628. this._uniformBuffer.addUniform("specularMatrix", 16);
  44629. this._uniformBuffer.addUniform("bumpMatrix", 16);
  44630. this._uniformBuffer.addUniform("vTangentSpaceParams", 2);
  44631. this._uniformBuffer.addUniform("refractionMatrix", 16);
  44632. this._uniformBuffer.addUniform("vRefractionInfos", 4);
  44633. this._uniformBuffer.addUniform("vSpecularColor", 4);
  44634. this._uniformBuffer.addUniform("vEmissiveColor", 3);
  44635. this._uniformBuffer.addUniform("vDiffuseColor", 4);
  44636. this._uniformBuffer.addUniform("pointSize", 1);
  44637. this._uniformBuffer.create();
  44638. };
  44639. /**
  44640. * Unbinds the material from the mesh
  44641. */
  44642. StandardMaterial.prototype.unbind = function () {
  44643. if (this._activeEffect) {
  44644. var needFlag = false;
  44645. if (this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  44646. this._activeEffect.setTexture("reflection2DSampler", null);
  44647. needFlag = true;
  44648. }
  44649. if (this._refractionTexture && this._refractionTexture.isRenderTarget) {
  44650. this._activeEffect.setTexture("refraction2DSampler", null);
  44651. needFlag = true;
  44652. }
  44653. if (needFlag) {
  44654. this._markAllSubMeshesAsTexturesDirty();
  44655. }
  44656. }
  44657. _super.prototype.unbind.call(this);
  44658. };
  44659. /**
  44660. * Binds the submesh to this material by preparing the effect and shader to draw
  44661. * @param world defines the world transformation matrix
  44662. * @param mesh defines the mesh containing the submesh
  44663. * @param subMesh defines the submesh to bind the material to
  44664. */
  44665. StandardMaterial.prototype.bindForSubMesh = function (world, mesh, subMesh) {
  44666. var scene = this.getScene();
  44667. var defines = subMesh._materialDefines;
  44668. if (!defines) {
  44669. return;
  44670. }
  44671. var effect = subMesh.effect;
  44672. if (!effect) {
  44673. return;
  44674. }
  44675. this._activeEffect = effect;
  44676. // Matrices
  44677. this.bindOnlyWorldMatrix(world);
  44678. // Normal Matrix
  44679. if (defines.OBJECTSPACE_NORMALMAP) {
  44680. world.toNormalMatrix(this._normalMatrix);
  44681. this.bindOnlyNormalMatrix(this._normalMatrix);
  44682. }
  44683. var mustRebind = this._mustRebind(scene, effect, mesh.visibility);
  44684. // Bones
  44685. BABYLON.MaterialHelper.BindBonesParameters(mesh, effect);
  44686. if (mustRebind) {
  44687. this._uniformBuffer.bindToEffect(effect, "Material");
  44688. this.bindViewProjection(effect);
  44689. if (!this._uniformBuffer.useUbo || !this.isFrozen || !this._uniformBuffer.isSync) {
  44690. if (StandardMaterial.FresnelEnabled && defines.FRESNEL) {
  44691. // Fresnel
  44692. if (this.diffuseFresnelParameters && this.diffuseFresnelParameters.isEnabled) {
  44693. this._uniformBuffer.updateColor4("diffuseLeftColor", this.diffuseFresnelParameters.leftColor, this.diffuseFresnelParameters.power);
  44694. this._uniformBuffer.updateColor4("diffuseRightColor", this.diffuseFresnelParameters.rightColor, this.diffuseFresnelParameters.bias);
  44695. }
  44696. if (this.opacityFresnelParameters && this.opacityFresnelParameters.isEnabled) {
  44697. this._uniformBuffer.updateColor4("opacityParts", new BABYLON.Color3(this.opacityFresnelParameters.leftColor.toLuminance(), this.opacityFresnelParameters.rightColor.toLuminance(), this.opacityFresnelParameters.bias), this.opacityFresnelParameters.power);
  44698. }
  44699. if (this.reflectionFresnelParameters && this.reflectionFresnelParameters.isEnabled) {
  44700. this._uniformBuffer.updateColor4("reflectionLeftColor", this.reflectionFresnelParameters.leftColor, this.reflectionFresnelParameters.power);
  44701. this._uniformBuffer.updateColor4("reflectionRightColor", this.reflectionFresnelParameters.rightColor, this.reflectionFresnelParameters.bias);
  44702. }
  44703. if (this.refractionFresnelParameters && this.refractionFresnelParameters.isEnabled) {
  44704. this._uniformBuffer.updateColor4("refractionLeftColor", this.refractionFresnelParameters.leftColor, this.refractionFresnelParameters.power);
  44705. this._uniformBuffer.updateColor4("refractionRightColor", this.refractionFresnelParameters.rightColor, this.refractionFresnelParameters.bias);
  44706. }
  44707. if (this.emissiveFresnelParameters && this.emissiveFresnelParameters.isEnabled) {
  44708. this._uniformBuffer.updateColor4("emissiveLeftColor", this.emissiveFresnelParameters.leftColor, this.emissiveFresnelParameters.power);
  44709. this._uniformBuffer.updateColor4("emissiveRightColor", this.emissiveFresnelParameters.rightColor, this.emissiveFresnelParameters.bias);
  44710. }
  44711. }
  44712. // Textures
  44713. if (scene.texturesEnabled) {
  44714. if (this._diffuseTexture && StandardMaterial.DiffuseTextureEnabled) {
  44715. this._uniformBuffer.updateFloat2("vDiffuseInfos", this._diffuseTexture.coordinatesIndex, this._diffuseTexture.level);
  44716. BABYLON.MaterialHelper.BindTextureMatrix(this._diffuseTexture, this._uniformBuffer, "diffuse");
  44717. if (this._diffuseTexture.hasAlpha) {
  44718. effect.setFloat("alphaCutOff", this.alphaCutOff);
  44719. }
  44720. }
  44721. if (this._ambientTexture && StandardMaterial.AmbientTextureEnabled) {
  44722. this._uniformBuffer.updateFloat2("vAmbientInfos", this._ambientTexture.coordinatesIndex, this._ambientTexture.level);
  44723. BABYLON.MaterialHelper.BindTextureMatrix(this._ambientTexture, this._uniformBuffer, "ambient");
  44724. }
  44725. if (this._opacityTexture && StandardMaterial.OpacityTextureEnabled) {
  44726. this._uniformBuffer.updateFloat2("vOpacityInfos", this._opacityTexture.coordinatesIndex, this._opacityTexture.level);
  44727. BABYLON.MaterialHelper.BindTextureMatrix(this._opacityTexture, this._uniformBuffer, "opacity");
  44728. }
  44729. if (this._reflectionTexture && StandardMaterial.ReflectionTextureEnabled) {
  44730. this._uniformBuffer.updateFloat2("vReflectionInfos", this._reflectionTexture.level, this.roughness);
  44731. this._uniformBuffer.updateMatrix("reflectionMatrix", this._reflectionTexture.getReflectionTextureMatrix());
  44732. if (this._reflectionTexture.boundingBoxSize) {
  44733. var cubeTexture = this._reflectionTexture;
  44734. this._uniformBuffer.updateVector3("vReflectionPosition", cubeTexture.boundingBoxPosition);
  44735. this._uniformBuffer.updateVector3("vReflectionSize", cubeTexture.boundingBoxSize);
  44736. }
  44737. }
  44738. if (this._emissiveTexture && StandardMaterial.EmissiveTextureEnabled) {
  44739. this._uniformBuffer.updateFloat2("vEmissiveInfos", this._emissiveTexture.coordinatesIndex, this._emissiveTexture.level);
  44740. BABYLON.MaterialHelper.BindTextureMatrix(this._emissiveTexture, this._uniformBuffer, "emissive");
  44741. }
  44742. if (this._lightmapTexture && StandardMaterial.LightmapTextureEnabled) {
  44743. this._uniformBuffer.updateFloat2("vLightmapInfos", this._lightmapTexture.coordinatesIndex, this._lightmapTexture.level);
  44744. BABYLON.MaterialHelper.BindTextureMatrix(this._lightmapTexture, this._uniformBuffer, "lightmap");
  44745. }
  44746. if (this._specularTexture && StandardMaterial.SpecularTextureEnabled) {
  44747. this._uniformBuffer.updateFloat2("vSpecularInfos", this._specularTexture.coordinatesIndex, this._specularTexture.level);
  44748. BABYLON.MaterialHelper.BindTextureMatrix(this._specularTexture, this._uniformBuffer, "specular");
  44749. }
  44750. if (this._bumpTexture && scene.getEngine().getCaps().standardDerivatives && StandardMaterial.BumpTextureEnabled) {
  44751. this._uniformBuffer.updateFloat3("vBumpInfos", this._bumpTexture.coordinatesIndex, 1.0 / this._bumpTexture.level, this.parallaxScaleBias);
  44752. BABYLON.MaterialHelper.BindTextureMatrix(this._bumpTexture, this._uniformBuffer, "bump");
  44753. if (scene._mirroredCameraPosition) {
  44754. this._uniformBuffer.updateFloat2("vTangentSpaceParams", this._invertNormalMapX ? 1.0 : -1.0, this._invertNormalMapY ? 1.0 : -1.0);
  44755. }
  44756. else {
  44757. this._uniformBuffer.updateFloat2("vTangentSpaceParams", this._invertNormalMapX ? -1.0 : 1.0, this._invertNormalMapY ? -1.0 : 1.0);
  44758. }
  44759. }
  44760. if (this._refractionTexture && StandardMaterial.RefractionTextureEnabled) {
  44761. var depth = 1.0;
  44762. if (!this._refractionTexture.isCube) {
  44763. this._uniformBuffer.updateMatrix("refractionMatrix", this._refractionTexture.getReflectionTextureMatrix());
  44764. if (this._refractionTexture.depth) {
  44765. depth = this._refractionTexture.depth;
  44766. }
  44767. }
  44768. this._uniformBuffer.updateFloat4("vRefractionInfos", this._refractionTexture.level, this.indexOfRefraction, depth, this.invertRefractionY ? -1 : 1);
  44769. }
  44770. }
  44771. // Point size
  44772. if (this.pointsCloud) {
  44773. this._uniformBuffer.updateFloat("pointSize", this.pointSize);
  44774. }
  44775. if (defines.SPECULARTERM) {
  44776. this._uniformBuffer.updateColor4("vSpecularColor", this.specularColor, this.specularPower);
  44777. }
  44778. this._uniformBuffer.updateColor3("vEmissiveColor", this.emissiveColor);
  44779. // Diffuse
  44780. this._uniformBuffer.updateColor4("vDiffuseColor", this.diffuseColor, this.alpha * mesh.visibility);
  44781. }
  44782. // Textures
  44783. if (scene.texturesEnabled) {
  44784. if (this._diffuseTexture && StandardMaterial.DiffuseTextureEnabled) {
  44785. effect.setTexture("diffuseSampler", this._diffuseTexture);
  44786. }
  44787. if (this._ambientTexture && StandardMaterial.AmbientTextureEnabled) {
  44788. effect.setTexture("ambientSampler", this._ambientTexture);
  44789. }
  44790. if (this._opacityTexture && StandardMaterial.OpacityTextureEnabled) {
  44791. effect.setTexture("opacitySampler", this._opacityTexture);
  44792. }
  44793. if (this._reflectionTexture && StandardMaterial.ReflectionTextureEnabled) {
  44794. if (this._reflectionTexture.isCube) {
  44795. effect.setTexture("reflectionCubeSampler", this._reflectionTexture);
  44796. }
  44797. else {
  44798. effect.setTexture("reflection2DSampler", this._reflectionTexture);
  44799. }
  44800. }
  44801. if (this._emissiveTexture && StandardMaterial.EmissiveTextureEnabled) {
  44802. effect.setTexture("emissiveSampler", this._emissiveTexture);
  44803. }
  44804. if (this._lightmapTexture && StandardMaterial.LightmapTextureEnabled) {
  44805. effect.setTexture("lightmapSampler", this._lightmapTexture);
  44806. }
  44807. if (this._specularTexture && StandardMaterial.SpecularTextureEnabled) {
  44808. effect.setTexture("specularSampler", this._specularTexture);
  44809. }
  44810. if (this._bumpTexture && scene.getEngine().getCaps().standardDerivatives && StandardMaterial.BumpTextureEnabled) {
  44811. effect.setTexture("bumpSampler", this._bumpTexture);
  44812. }
  44813. if (this._refractionTexture && StandardMaterial.RefractionTextureEnabled) {
  44814. var depth = 1.0;
  44815. if (this._refractionTexture.isCube) {
  44816. effect.setTexture("refractionCubeSampler", this._refractionTexture);
  44817. }
  44818. else {
  44819. effect.setTexture("refraction2DSampler", this._refractionTexture);
  44820. }
  44821. }
  44822. }
  44823. // Clip plane
  44824. BABYLON.MaterialHelper.BindClipPlane(effect, scene);
  44825. // Colors
  44826. scene.ambientColor.multiplyToRef(this.ambientColor, this._globalAmbientColor);
  44827. BABYLON.MaterialHelper.BindEyePosition(effect, scene);
  44828. effect.setColor3("vAmbientColor", this._globalAmbientColor);
  44829. }
  44830. if (mustRebind || !this.isFrozen) {
  44831. // Lights
  44832. if (scene.lightsEnabled && !this._disableLighting) {
  44833. BABYLON.MaterialHelper.BindLights(scene, mesh, effect, defines, this._maxSimultaneousLights);
  44834. }
  44835. // View
  44836. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE || this._reflectionTexture || this._refractionTexture) {
  44837. this.bindView(effect);
  44838. }
  44839. // Fog
  44840. BABYLON.MaterialHelper.BindFogParameters(scene, mesh, effect);
  44841. // Morph targets
  44842. if (defines.NUM_MORPH_INFLUENCERS) {
  44843. BABYLON.MaterialHelper.BindMorphTargetParameters(mesh, effect);
  44844. }
  44845. // Log. depth
  44846. BABYLON.MaterialHelper.BindLogDepth(defines, effect, scene);
  44847. // image processing
  44848. if (this._imageProcessingConfiguration && !this._imageProcessingConfiguration.applyByPostProcess) {
  44849. this._imageProcessingConfiguration.bind(this._activeEffect);
  44850. }
  44851. }
  44852. this._uniformBuffer.update();
  44853. this._afterBind(mesh, this._activeEffect);
  44854. };
  44855. /**
  44856. * Get the list of animatables in the material.
  44857. * @returns the list of animatables object used in the material
  44858. */
  44859. StandardMaterial.prototype.getAnimatables = function () {
  44860. var results = [];
  44861. if (this._diffuseTexture && this._diffuseTexture.animations && this._diffuseTexture.animations.length > 0) {
  44862. results.push(this._diffuseTexture);
  44863. }
  44864. if (this._ambientTexture && this._ambientTexture.animations && this._ambientTexture.animations.length > 0) {
  44865. results.push(this._ambientTexture);
  44866. }
  44867. if (this._opacityTexture && this._opacityTexture.animations && this._opacityTexture.animations.length > 0) {
  44868. results.push(this._opacityTexture);
  44869. }
  44870. if (this._reflectionTexture && this._reflectionTexture.animations && this._reflectionTexture.animations.length > 0) {
  44871. results.push(this._reflectionTexture);
  44872. }
  44873. if (this._emissiveTexture && this._emissiveTexture.animations && this._emissiveTexture.animations.length > 0) {
  44874. results.push(this._emissiveTexture);
  44875. }
  44876. if (this._specularTexture && this._specularTexture.animations && this._specularTexture.animations.length > 0) {
  44877. results.push(this._specularTexture);
  44878. }
  44879. if (this._bumpTexture && this._bumpTexture.animations && this._bumpTexture.animations.length > 0) {
  44880. results.push(this._bumpTexture);
  44881. }
  44882. if (this._lightmapTexture && this._lightmapTexture.animations && this._lightmapTexture.animations.length > 0) {
  44883. results.push(this._lightmapTexture);
  44884. }
  44885. if (this._refractionTexture && this._refractionTexture.animations && this._refractionTexture.animations.length > 0) {
  44886. results.push(this._refractionTexture);
  44887. }
  44888. return results;
  44889. };
  44890. /**
  44891. * Gets the active textures from the material
  44892. * @returns an array of textures
  44893. */
  44894. StandardMaterial.prototype.getActiveTextures = function () {
  44895. var activeTextures = _super.prototype.getActiveTextures.call(this);
  44896. if (this._diffuseTexture) {
  44897. activeTextures.push(this._diffuseTexture);
  44898. }
  44899. if (this._ambientTexture) {
  44900. activeTextures.push(this._ambientTexture);
  44901. }
  44902. if (this._opacityTexture) {
  44903. activeTextures.push(this._opacityTexture);
  44904. }
  44905. if (this._reflectionTexture) {
  44906. activeTextures.push(this._reflectionTexture);
  44907. }
  44908. if (this._emissiveTexture) {
  44909. activeTextures.push(this._emissiveTexture);
  44910. }
  44911. if (this._specularTexture) {
  44912. activeTextures.push(this._specularTexture);
  44913. }
  44914. if (this._bumpTexture) {
  44915. activeTextures.push(this._bumpTexture);
  44916. }
  44917. if (this._lightmapTexture) {
  44918. activeTextures.push(this._lightmapTexture);
  44919. }
  44920. if (this._refractionTexture) {
  44921. activeTextures.push(this._refractionTexture);
  44922. }
  44923. return activeTextures;
  44924. };
  44925. /**
  44926. * Specifies if the material uses a texture
  44927. * @param texture defines the texture to check against the material
  44928. * @returns a boolean specifying if the material uses the texture
  44929. */
  44930. StandardMaterial.prototype.hasTexture = function (texture) {
  44931. if (_super.prototype.hasTexture.call(this, texture)) {
  44932. return true;
  44933. }
  44934. if (this._diffuseTexture === texture) {
  44935. return true;
  44936. }
  44937. if (this._ambientTexture === texture) {
  44938. return true;
  44939. }
  44940. if (this._opacityTexture === texture) {
  44941. return true;
  44942. }
  44943. if (this._reflectionTexture === texture) {
  44944. return true;
  44945. }
  44946. if (this._emissiveTexture === texture) {
  44947. return true;
  44948. }
  44949. if (this._specularTexture === texture) {
  44950. return true;
  44951. }
  44952. if (this._bumpTexture === texture) {
  44953. return true;
  44954. }
  44955. if (this._lightmapTexture === texture) {
  44956. return true;
  44957. }
  44958. if (this._refractionTexture === texture) {
  44959. return true;
  44960. }
  44961. return false;
  44962. };
  44963. /**
  44964. * Disposes the material
  44965. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  44966. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  44967. */
  44968. StandardMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures) {
  44969. if (forceDisposeTextures) {
  44970. if (this._diffuseTexture) {
  44971. this._diffuseTexture.dispose();
  44972. }
  44973. if (this._ambientTexture) {
  44974. this._ambientTexture.dispose();
  44975. }
  44976. if (this._opacityTexture) {
  44977. this._opacityTexture.dispose();
  44978. }
  44979. if (this._reflectionTexture) {
  44980. this._reflectionTexture.dispose();
  44981. }
  44982. if (this._emissiveTexture) {
  44983. this._emissiveTexture.dispose();
  44984. }
  44985. if (this._specularTexture) {
  44986. this._specularTexture.dispose();
  44987. }
  44988. if (this._bumpTexture) {
  44989. this._bumpTexture.dispose();
  44990. }
  44991. if (this._lightmapTexture) {
  44992. this._lightmapTexture.dispose();
  44993. }
  44994. if (this._refractionTexture) {
  44995. this._refractionTexture.dispose();
  44996. }
  44997. }
  44998. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  44999. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  45000. }
  45001. _super.prototype.dispose.call(this, forceDisposeEffect, forceDisposeTextures);
  45002. };
  45003. /**
  45004. * Makes a duplicate of the material, and gives it a new name
  45005. * @param name defines the new name for the duplicated material
  45006. * @returns the cloned material
  45007. */
  45008. StandardMaterial.prototype.clone = function (name) {
  45009. var _this = this;
  45010. var result = BABYLON.SerializationHelper.Clone(function () { return new StandardMaterial(name, _this.getScene()); }, this);
  45011. result.name = name;
  45012. result.id = name;
  45013. return result;
  45014. };
  45015. /**
  45016. * Serializes this material in a JSON representation
  45017. * @returns the serialized material object
  45018. */
  45019. StandardMaterial.prototype.serialize = function () {
  45020. return BABYLON.SerializationHelper.Serialize(this);
  45021. };
  45022. /**
  45023. * Creates a standard material from parsed material data
  45024. * @param source defines the JSON represnetation of the material
  45025. * @param scene defines the hosting scene
  45026. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  45027. * @returns a new material
  45028. */
  45029. StandardMaterial.Parse = function (source, scene, rootUrl) {
  45030. return BABYLON.SerializationHelper.Parse(function () { return new StandardMaterial(source.name, scene); }, source, scene, rootUrl);
  45031. };
  45032. Object.defineProperty(StandardMaterial, "DiffuseTextureEnabled", {
  45033. /**
  45034. * Are diffuse textures enabled in the application.
  45035. */
  45036. get: function () {
  45037. return StandardMaterial._DiffuseTextureEnabled;
  45038. },
  45039. set: function (value) {
  45040. if (StandardMaterial._DiffuseTextureEnabled === value) {
  45041. return;
  45042. }
  45043. StandardMaterial._DiffuseTextureEnabled = value;
  45044. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45045. },
  45046. enumerable: true,
  45047. configurable: true
  45048. });
  45049. Object.defineProperty(StandardMaterial, "AmbientTextureEnabled", {
  45050. /**
  45051. * Are ambient textures enabled in the application.
  45052. */
  45053. get: function () {
  45054. return StandardMaterial._AmbientTextureEnabled;
  45055. },
  45056. set: function (value) {
  45057. if (StandardMaterial._AmbientTextureEnabled === value) {
  45058. return;
  45059. }
  45060. StandardMaterial._AmbientTextureEnabled = value;
  45061. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45062. },
  45063. enumerable: true,
  45064. configurable: true
  45065. });
  45066. Object.defineProperty(StandardMaterial, "OpacityTextureEnabled", {
  45067. /**
  45068. * Are opacity textures enabled in the application.
  45069. */
  45070. get: function () {
  45071. return StandardMaterial._OpacityTextureEnabled;
  45072. },
  45073. set: function (value) {
  45074. if (StandardMaterial._OpacityTextureEnabled === value) {
  45075. return;
  45076. }
  45077. StandardMaterial._OpacityTextureEnabled = value;
  45078. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45079. },
  45080. enumerable: true,
  45081. configurable: true
  45082. });
  45083. Object.defineProperty(StandardMaterial, "ReflectionTextureEnabled", {
  45084. /**
  45085. * Are reflection textures enabled in the application.
  45086. */
  45087. get: function () {
  45088. return StandardMaterial._ReflectionTextureEnabled;
  45089. },
  45090. set: function (value) {
  45091. if (StandardMaterial._ReflectionTextureEnabled === value) {
  45092. return;
  45093. }
  45094. StandardMaterial._ReflectionTextureEnabled = value;
  45095. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45096. },
  45097. enumerable: true,
  45098. configurable: true
  45099. });
  45100. Object.defineProperty(StandardMaterial, "EmissiveTextureEnabled", {
  45101. /**
  45102. * Are emissive textures enabled in the application.
  45103. */
  45104. get: function () {
  45105. return StandardMaterial._EmissiveTextureEnabled;
  45106. },
  45107. set: function (value) {
  45108. if (StandardMaterial._EmissiveTextureEnabled === value) {
  45109. return;
  45110. }
  45111. StandardMaterial._EmissiveTextureEnabled = value;
  45112. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45113. },
  45114. enumerable: true,
  45115. configurable: true
  45116. });
  45117. Object.defineProperty(StandardMaterial, "SpecularTextureEnabled", {
  45118. /**
  45119. * Are specular textures enabled in the application.
  45120. */
  45121. get: function () {
  45122. return StandardMaterial._SpecularTextureEnabled;
  45123. },
  45124. set: function (value) {
  45125. if (StandardMaterial._SpecularTextureEnabled === value) {
  45126. return;
  45127. }
  45128. StandardMaterial._SpecularTextureEnabled = value;
  45129. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45130. },
  45131. enumerable: true,
  45132. configurable: true
  45133. });
  45134. Object.defineProperty(StandardMaterial, "BumpTextureEnabled", {
  45135. /**
  45136. * Are bump textures enabled in the application.
  45137. */
  45138. get: function () {
  45139. return StandardMaterial._BumpTextureEnabled;
  45140. },
  45141. set: function (value) {
  45142. if (StandardMaterial._BumpTextureEnabled === value) {
  45143. return;
  45144. }
  45145. StandardMaterial._BumpTextureEnabled = value;
  45146. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45147. },
  45148. enumerable: true,
  45149. configurable: true
  45150. });
  45151. Object.defineProperty(StandardMaterial, "LightmapTextureEnabled", {
  45152. /**
  45153. * Are lightmap textures enabled in the application.
  45154. */
  45155. get: function () {
  45156. return StandardMaterial._LightmapTextureEnabled;
  45157. },
  45158. set: function (value) {
  45159. if (StandardMaterial._LightmapTextureEnabled === value) {
  45160. return;
  45161. }
  45162. StandardMaterial._LightmapTextureEnabled = value;
  45163. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45164. },
  45165. enumerable: true,
  45166. configurable: true
  45167. });
  45168. Object.defineProperty(StandardMaterial, "RefractionTextureEnabled", {
  45169. /**
  45170. * Are refraction textures enabled in the application.
  45171. */
  45172. get: function () {
  45173. return StandardMaterial._RefractionTextureEnabled;
  45174. },
  45175. set: function (value) {
  45176. if (StandardMaterial._RefractionTextureEnabled === value) {
  45177. return;
  45178. }
  45179. StandardMaterial._RefractionTextureEnabled = value;
  45180. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45181. },
  45182. enumerable: true,
  45183. configurable: true
  45184. });
  45185. Object.defineProperty(StandardMaterial, "ColorGradingTextureEnabled", {
  45186. /**
  45187. * Are color grading textures enabled in the application.
  45188. */
  45189. get: function () {
  45190. return StandardMaterial._ColorGradingTextureEnabled;
  45191. },
  45192. set: function (value) {
  45193. if (StandardMaterial._ColorGradingTextureEnabled === value) {
  45194. return;
  45195. }
  45196. StandardMaterial._ColorGradingTextureEnabled = value;
  45197. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45198. },
  45199. enumerable: true,
  45200. configurable: true
  45201. });
  45202. Object.defineProperty(StandardMaterial, "FresnelEnabled", {
  45203. /**
  45204. * Are fresnels enabled in the application.
  45205. */
  45206. get: function () {
  45207. return StandardMaterial._FresnelEnabled;
  45208. },
  45209. set: function (value) {
  45210. if (StandardMaterial._FresnelEnabled === value) {
  45211. return;
  45212. }
  45213. StandardMaterial._FresnelEnabled = value;
  45214. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.FresnelDirtyFlag);
  45215. },
  45216. enumerable: true,
  45217. configurable: true
  45218. });
  45219. // Flags used to enable or disable a type of texture for all Standard Materials
  45220. StandardMaterial._DiffuseTextureEnabled = true;
  45221. StandardMaterial._AmbientTextureEnabled = true;
  45222. StandardMaterial._OpacityTextureEnabled = true;
  45223. StandardMaterial._ReflectionTextureEnabled = true;
  45224. StandardMaterial._EmissiveTextureEnabled = true;
  45225. StandardMaterial._SpecularTextureEnabled = true;
  45226. StandardMaterial._BumpTextureEnabled = true;
  45227. StandardMaterial._LightmapTextureEnabled = true;
  45228. StandardMaterial._RefractionTextureEnabled = true;
  45229. StandardMaterial._ColorGradingTextureEnabled = true;
  45230. StandardMaterial._FresnelEnabled = true;
  45231. __decorate([
  45232. BABYLON.serializeAsTexture("diffuseTexture")
  45233. ], StandardMaterial.prototype, "_diffuseTexture", void 0);
  45234. __decorate([
  45235. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  45236. ], StandardMaterial.prototype, "diffuseTexture", void 0);
  45237. __decorate([
  45238. BABYLON.serializeAsTexture("ambientTexture")
  45239. ], StandardMaterial.prototype, "_ambientTexture", void 0);
  45240. __decorate([
  45241. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45242. ], StandardMaterial.prototype, "ambientTexture", void 0);
  45243. __decorate([
  45244. BABYLON.serializeAsTexture("opacityTexture")
  45245. ], StandardMaterial.prototype, "_opacityTexture", void 0);
  45246. __decorate([
  45247. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  45248. ], StandardMaterial.prototype, "opacityTexture", void 0);
  45249. __decorate([
  45250. BABYLON.serializeAsTexture("reflectionTexture")
  45251. ], StandardMaterial.prototype, "_reflectionTexture", void 0);
  45252. __decorate([
  45253. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45254. ], StandardMaterial.prototype, "reflectionTexture", void 0);
  45255. __decorate([
  45256. BABYLON.serializeAsTexture("emissiveTexture")
  45257. ], StandardMaterial.prototype, "_emissiveTexture", void 0);
  45258. __decorate([
  45259. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45260. ], StandardMaterial.prototype, "emissiveTexture", void 0);
  45261. __decorate([
  45262. BABYLON.serializeAsTexture("specularTexture")
  45263. ], StandardMaterial.prototype, "_specularTexture", void 0);
  45264. __decorate([
  45265. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45266. ], StandardMaterial.prototype, "specularTexture", void 0);
  45267. __decorate([
  45268. BABYLON.serializeAsTexture("bumpTexture")
  45269. ], StandardMaterial.prototype, "_bumpTexture", void 0);
  45270. __decorate([
  45271. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45272. ], StandardMaterial.prototype, "bumpTexture", void 0);
  45273. __decorate([
  45274. BABYLON.serializeAsTexture("lightmapTexture")
  45275. ], StandardMaterial.prototype, "_lightmapTexture", void 0);
  45276. __decorate([
  45277. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45278. ], StandardMaterial.prototype, "lightmapTexture", void 0);
  45279. __decorate([
  45280. BABYLON.serializeAsTexture("refractionTexture")
  45281. ], StandardMaterial.prototype, "_refractionTexture", void 0);
  45282. __decorate([
  45283. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45284. ], StandardMaterial.prototype, "refractionTexture", void 0);
  45285. __decorate([
  45286. BABYLON.serializeAsColor3("ambient")
  45287. ], StandardMaterial.prototype, "ambientColor", void 0);
  45288. __decorate([
  45289. BABYLON.serializeAsColor3("diffuse")
  45290. ], StandardMaterial.prototype, "diffuseColor", void 0);
  45291. __decorate([
  45292. BABYLON.serializeAsColor3("specular")
  45293. ], StandardMaterial.prototype, "specularColor", void 0);
  45294. __decorate([
  45295. BABYLON.serializeAsColor3("emissive")
  45296. ], StandardMaterial.prototype, "emissiveColor", void 0);
  45297. __decorate([
  45298. BABYLON.serialize()
  45299. ], StandardMaterial.prototype, "specularPower", void 0);
  45300. __decorate([
  45301. BABYLON.serialize("useAlphaFromDiffuseTexture")
  45302. ], StandardMaterial.prototype, "_useAlphaFromDiffuseTexture", void 0);
  45303. __decorate([
  45304. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45305. ], StandardMaterial.prototype, "useAlphaFromDiffuseTexture", void 0);
  45306. __decorate([
  45307. BABYLON.serialize("useEmissiveAsIllumination")
  45308. ], StandardMaterial.prototype, "_useEmissiveAsIllumination", void 0);
  45309. __decorate([
  45310. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45311. ], StandardMaterial.prototype, "useEmissiveAsIllumination", void 0);
  45312. __decorate([
  45313. BABYLON.serialize("linkEmissiveWithDiffuse")
  45314. ], StandardMaterial.prototype, "_linkEmissiveWithDiffuse", void 0);
  45315. __decorate([
  45316. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45317. ], StandardMaterial.prototype, "linkEmissiveWithDiffuse", void 0);
  45318. __decorate([
  45319. BABYLON.serialize("useSpecularOverAlpha")
  45320. ], StandardMaterial.prototype, "_useSpecularOverAlpha", void 0);
  45321. __decorate([
  45322. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45323. ], StandardMaterial.prototype, "useSpecularOverAlpha", void 0);
  45324. __decorate([
  45325. BABYLON.serialize("useReflectionOverAlpha")
  45326. ], StandardMaterial.prototype, "_useReflectionOverAlpha", void 0);
  45327. __decorate([
  45328. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45329. ], StandardMaterial.prototype, "useReflectionOverAlpha", void 0);
  45330. __decorate([
  45331. BABYLON.serialize("disableLighting")
  45332. ], StandardMaterial.prototype, "_disableLighting", void 0);
  45333. __decorate([
  45334. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  45335. ], StandardMaterial.prototype, "disableLighting", void 0);
  45336. __decorate([
  45337. BABYLON.serialize("useObjectSpaceNormalMap")
  45338. ], StandardMaterial.prototype, "_useObjectSpaceNormalMap", void 0);
  45339. __decorate([
  45340. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45341. ], StandardMaterial.prototype, "useObjectSpaceNormalMap", void 0);
  45342. __decorate([
  45343. BABYLON.serialize("useParallax")
  45344. ], StandardMaterial.prototype, "_useParallax", void 0);
  45345. __decorate([
  45346. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45347. ], StandardMaterial.prototype, "useParallax", void 0);
  45348. __decorate([
  45349. BABYLON.serialize("useParallaxOcclusion")
  45350. ], StandardMaterial.prototype, "_useParallaxOcclusion", void 0);
  45351. __decorate([
  45352. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45353. ], StandardMaterial.prototype, "useParallaxOcclusion", void 0);
  45354. __decorate([
  45355. BABYLON.serialize()
  45356. ], StandardMaterial.prototype, "parallaxScaleBias", void 0);
  45357. __decorate([
  45358. BABYLON.serialize("roughness")
  45359. ], StandardMaterial.prototype, "_roughness", void 0);
  45360. __decorate([
  45361. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45362. ], StandardMaterial.prototype, "roughness", void 0);
  45363. __decorate([
  45364. BABYLON.serialize()
  45365. ], StandardMaterial.prototype, "indexOfRefraction", void 0);
  45366. __decorate([
  45367. BABYLON.serialize()
  45368. ], StandardMaterial.prototype, "invertRefractionY", void 0);
  45369. __decorate([
  45370. BABYLON.serialize()
  45371. ], StandardMaterial.prototype, "alphaCutOff", void 0);
  45372. __decorate([
  45373. BABYLON.serialize("useLightmapAsShadowmap")
  45374. ], StandardMaterial.prototype, "_useLightmapAsShadowmap", void 0);
  45375. __decorate([
  45376. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45377. ], StandardMaterial.prototype, "useLightmapAsShadowmap", void 0);
  45378. __decorate([
  45379. BABYLON.serializeAsFresnelParameters("diffuseFresnelParameters")
  45380. ], StandardMaterial.prototype, "_diffuseFresnelParameters", void 0);
  45381. __decorate([
  45382. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelDirty")
  45383. ], StandardMaterial.prototype, "diffuseFresnelParameters", void 0);
  45384. __decorate([
  45385. BABYLON.serializeAsFresnelParameters("opacityFresnelParameters")
  45386. ], StandardMaterial.prototype, "_opacityFresnelParameters", void 0);
  45387. __decorate([
  45388. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelAndMiscDirty")
  45389. ], StandardMaterial.prototype, "opacityFresnelParameters", void 0);
  45390. __decorate([
  45391. BABYLON.serializeAsFresnelParameters("reflectionFresnelParameters")
  45392. ], StandardMaterial.prototype, "_reflectionFresnelParameters", void 0);
  45393. __decorate([
  45394. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelDirty")
  45395. ], StandardMaterial.prototype, "reflectionFresnelParameters", void 0);
  45396. __decorate([
  45397. BABYLON.serializeAsFresnelParameters("refractionFresnelParameters")
  45398. ], StandardMaterial.prototype, "_refractionFresnelParameters", void 0);
  45399. __decorate([
  45400. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelDirty")
  45401. ], StandardMaterial.prototype, "refractionFresnelParameters", void 0);
  45402. __decorate([
  45403. BABYLON.serializeAsFresnelParameters("emissiveFresnelParameters")
  45404. ], StandardMaterial.prototype, "_emissiveFresnelParameters", void 0);
  45405. __decorate([
  45406. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelDirty")
  45407. ], StandardMaterial.prototype, "emissiveFresnelParameters", void 0);
  45408. __decorate([
  45409. BABYLON.serialize("useReflectionFresnelFromSpecular")
  45410. ], StandardMaterial.prototype, "_useReflectionFresnelFromSpecular", void 0);
  45411. __decorate([
  45412. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelDirty")
  45413. ], StandardMaterial.prototype, "useReflectionFresnelFromSpecular", void 0);
  45414. __decorate([
  45415. BABYLON.serialize("useGlossinessFromSpecularMapAlpha")
  45416. ], StandardMaterial.prototype, "_useGlossinessFromSpecularMapAlpha", void 0);
  45417. __decorate([
  45418. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45419. ], StandardMaterial.prototype, "useGlossinessFromSpecularMapAlpha", void 0);
  45420. __decorate([
  45421. BABYLON.serialize("maxSimultaneousLights")
  45422. ], StandardMaterial.prototype, "_maxSimultaneousLights", void 0);
  45423. __decorate([
  45424. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  45425. ], StandardMaterial.prototype, "maxSimultaneousLights", void 0);
  45426. __decorate([
  45427. BABYLON.serialize("invertNormalMapX")
  45428. ], StandardMaterial.prototype, "_invertNormalMapX", void 0);
  45429. __decorate([
  45430. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45431. ], StandardMaterial.prototype, "invertNormalMapX", void 0);
  45432. __decorate([
  45433. BABYLON.serialize("invertNormalMapY")
  45434. ], StandardMaterial.prototype, "_invertNormalMapY", void 0);
  45435. __decorate([
  45436. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45437. ], StandardMaterial.prototype, "invertNormalMapY", void 0);
  45438. __decorate([
  45439. BABYLON.serialize("twoSidedLighting")
  45440. ], StandardMaterial.prototype, "_twoSidedLighting", void 0);
  45441. __decorate([
  45442. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45443. ], StandardMaterial.prototype, "twoSidedLighting", void 0);
  45444. __decorate([
  45445. BABYLON.serialize()
  45446. ], StandardMaterial.prototype, "useLogarithmicDepth", null);
  45447. return StandardMaterial;
  45448. }(BABYLON.PushMaterial));
  45449. BABYLON.StandardMaterial = StandardMaterial;
  45450. })(BABYLON || (BABYLON = {}));
  45451. //# sourceMappingURL=babylon.standardMaterial.js.map
  45452. var BABYLON;
  45453. (function (BABYLON) {
  45454. /**
  45455. * Class representing spherical polynomial coefficients to the 3rd degree
  45456. */
  45457. var SphericalPolynomial = /** @class */ (function () {
  45458. function SphericalPolynomial() {
  45459. /**
  45460. * The x coefficients of the spherical polynomial
  45461. */
  45462. this.x = BABYLON.Vector3.Zero();
  45463. /**
  45464. * The y coefficients of the spherical polynomial
  45465. */
  45466. this.y = BABYLON.Vector3.Zero();
  45467. /**
  45468. * The z coefficients of the spherical polynomial
  45469. */
  45470. this.z = BABYLON.Vector3.Zero();
  45471. /**
  45472. * The xx coefficients of the spherical polynomial
  45473. */
  45474. this.xx = BABYLON.Vector3.Zero();
  45475. /**
  45476. * The yy coefficients of the spherical polynomial
  45477. */
  45478. this.yy = BABYLON.Vector3.Zero();
  45479. /**
  45480. * The zz coefficients of the spherical polynomial
  45481. */
  45482. this.zz = BABYLON.Vector3.Zero();
  45483. /**
  45484. * The xy coefficients of the spherical polynomial
  45485. */
  45486. this.xy = BABYLON.Vector3.Zero();
  45487. /**
  45488. * The yz coefficients of the spherical polynomial
  45489. */
  45490. this.yz = BABYLON.Vector3.Zero();
  45491. /**
  45492. * The zx coefficients of the spherical polynomial
  45493. */
  45494. this.zx = BABYLON.Vector3.Zero();
  45495. }
  45496. /**
  45497. * Adds an ambient color to the spherical polynomial
  45498. * @param color the color to add
  45499. */
  45500. SphericalPolynomial.prototype.addAmbient = function (color) {
  45501. var colorVector = new BABYLON.Vector3(color.r, color.g, color.b);
  45502. this.xx = this.xx.add(colorVector);
  45503. this.yy = this.yy.add(colorVector);
  45504. this.zz = this.zz.add(colorVector);
  45505. };
  45506. /**
  45507. * Scales the spherical polynomial by the given amount
  45508. * @param scale the amount to scale
  45509. */
  45510. SphericalPolynomial.prototype.scale = function (scale) {
  45511. this.x = this.x.scale(scale);
  45512. this.y = this.y.scale(scale);
  45513. this.z = this.z.scale(scale);
  45514. this.xx = this.xx.scale(scale);
  45515. this.yy = this.yy.scale(scale);
  45516. this.zz = this.zz.scale(scale);
  45517. this.yz = this.yz.scale(scale);
  45518. this.zx = this.zx.scale(scale);
  45519. this.xy = this.xy.scale(scale);
  45520. };
  45521. /**
  45522. * Gets the spherical polynomial from harmonics
  45523. * @param harmonics the spherical harmonics
  45524. * @returns the spherical polynomial
  45525. */
  45526. SphericalPolynomial.FromHarmonics = function (harmonics) {
  45527. var result = new SphericalPolynomial();
  45528. result.x = harmonics.l11.scale(1.02333);
  45529. result.y = harmonics.l1_1.scale(1.02333);
  45530. result.z = harmonics.l10.scale(1.02333);
  45531. result.xx = harmonics.l00.scale(0.886277).subtract(harmonics.l20.scale(0.247708)).add(harmonics.lL22.scale(0.429043));
  45532. result.yy = harmonics.l00.scale(0.886277).subtract(harmonics.l20.scale(0.247708)).subtract(harmonics.lL22.scale(0.429043));
  45533. result.zz = harmonics.l00.scale(0.886277).add(harmonics.l20.scale(0.495417));
  45534. result.yz = harmonics.l2_1.scale(0.858086);
  45535. result.zx = harmonics.l21.scale(0.858086);
  45536. result.xy = harmonics.l2_2.scale(0.858086);
  45537. result.scale(1.0 / Math.PI);
  45538. return result;
  45539. };
  45540. /**
  45541. * Constructs a spherical polynomial from an array.
  45542. * @param data defines the 9x3 coefficients (x, y, z, xx, yy, zz, yz, zx, xy)
  45543. * @returns the spherical polynomial
  45544. */
  45545. SphericalPolynomial.FromArray = function (data) {
  45546. var sp = new SphericalPolynomial();
  45547. BABYLON.Vector3.FromArrayToRef(data[0], 0, sp.x);
  45548. BABYLON.Vector3.FromArrayToRef(data[1], 0, sp.y);
  45549. BABYLON.Vector3.FromArrayToRef(data[2], 0, sp.z);
  45550. BABYLON.Vector3.FromArrayToRef(data[3], 0, sp.xx);
  45551. BABYLON.Vector3.FromArrayToRef(data[4], 0, sp.yy);
  45552. BABYLON.Vector3.FromArrayToRef(data[5], 0, sp.zz);
  45553. BABYLON.Vector3.FromArrayToRef(data[6], 0, sp.yz);
  45554. BABYLON.Vector3.FromArrayToRef(data[7], 0, sp.zx);
  45555. BABYLON.Vector3.FromArrayToRef(data[8], 0, sp.xy);
  45556. return sp;
  45557. };
  45558. return SphericalPolynomial;
  45559. }());
  45560. BABYLON.SphericalPolynomial = SphericalPolynomial;
  45561. /**
  45562. * Class representing spherical harmonics coefficients to the 3rd degree
  45563. */
  45564. var SphericalHarmonics = /** @class */ (function () {
  45565. function SphericalHarmonics() {
  45566. /**
  45567. * The l0,0 coefficients of the spherical harmonics
  45568. */
  45569. this.l00 = BABYLON.Vector3.Zero();
  45570. /**
  45571. * The l1,-1 coefficients of the spherical harmonics
  45572. */
  45573. this.l1_1 = BABYLON.Vector3.Zero();
  45574. /**
  45575. * The l1,0 coefficients of the spherical harmonics
  45576. */
  45577. this.l10 = BABYLON.Vector3.Zero();
  45578. /**
  45579. * The l1,1 coefficients of the spherical harmonics
  45580. */
  45581. this.l11 = BABYLON.Vector3.Zero();
  45582. /**
  45583. * The l2,-2 coefficients of the spherical harmonics
  45584. */
  45585. this.l2_2 = BABYLON.Vector3.Zero();
  45586. /**
  45587. * The l2,-1 coefficients of the spherical harmonics
  45588. */
  45589. this.l2_1 = BABYLON.Vector3.Zero();
  45590. /**
  45591. * The l2,0 coefficients of the spherical harmonics
  45592. */
  45593. this.l20 = BABYLON.Vector3.Zero();
  45594. /**
  45595. * The l2,1 coefficients of the spherical harmonics
  45596. */
  45597. this.l21 = BABYLON.Vector3.Zero();
  45598. /**
  45599. * The l2,2 coefficients of the spherical harmonics
  45600. */
  45601. this.lL22 = BABYLON.Vector3.Zero();
  45602. }
  45603. /**
  45604. * Adds a light to the spherical harmonics
  45605. * @param direction the direction of the light
  45606. * @param color the color of the light
  45607. * @param deltaSolidAngle the delta solid angle of the light
  45608. */
  45609. SphericalHarmonics.prototype.addLight = function (direction, color, deltaSolidAngle) {
  45610. var colorVector = new BABYLON.Vector3(color.r, color.g, color.b);
  45611. var c = colorVector.scale(deltaSolidAngle);
  45612. this.l00 = this.l00.add(c.scale(0.282095));
  45613. this.l1_1 = this.l1_1.add(c.scale(0.488603 * direction.y));
  45614. this.l10 = this.l10.add(c.scale(0.488603 * direction.z));
  45615. this.l11 = this.l11.add(c.scale(0.488603 * direction.x));
  45616. this.l2_2 = this.l2_2.add(c.scale(1.092548 * direction.x * direction.y));
  45617. this.l2_1 = this.l2_1.add(c.scale(1.092548 * direction.y * direction.z));
  45618. this.l21 = this.l21.add(c.scale(1.092548 * direction.x * direction.z));
  45619. this.l20 = this.l20.add(c.scale(0.315392 * (3.0 * direction.z * direction.z - 1.0)));
  45620. this.lL22 = this.lL22.add(c.scale(0.546274 * (direction.x * direction.x - direction.y * direction.y)));
  45621. };
  45622. /**
  45623. * Scales the spherical harmonics by the given amount
  45624. * @param scale the amount to scale
  45625. */
  45626. SphericalHarmonics.prototype.scale = function (scale) {
  45627. this.l00 = this.l00.scale(scale);
  45628. this.l1_1 = this.l1_1.scale(scale);
  45629. this.l10 = this.l10.scale(scale);
  45630. this.l11 = this.l11.scale(scale);
  45631. this.l2_2 = this.l2_2.scale(scale);
  45632. this.l2_1 = this.l2_1.scale(scale);
  45633. this.l20 = this.l20.scale(scale);
  45634. this.l21 = this.l21.scale(scale);
  45635. this.lL22 = this.lL22.scale(scale);
  45636. };
  45637. /**
  45638. * Convert from incident radiance (Li) to irradiance (E) by applying convolution with the cosine-weighted hemisphere.
  45639. *
  45640. * ```
  45641. * E_lm = A_l * L_lm
  45642. * ```
  45643. *
  45644. * In spherical harmonics this convolution amounts to scaling factors for each frequency band.
  45645. * This corresponds to equation 5 in "An Efficient Representation for Irradiance Environment Maps", where
  45646. * the scaling factors are given in equation 9.
  45647. */
  45648. SphericalHarmonics.prototype.convertIncidentRadianceToIrradiance = function () {
  45649. // Constant (Band 0)
  45650. this.l00 = this.l00.scale(3.141593);
  45651. // Linear (Band 1)
  45652. this.l1_1 = this.l1_1.scale(2.094395);
  45653. this.l10 = this.l10.scale(2.094395);
  45654. this.l11 = this.l11.scale(2.094395);
  45655. // Quadratic (Band 2)
  45656. this.l2_2 = this.l2_2.scale(0.785398);
  45657. this.l2_1 = this.l2_1.scale(0.785398);
  45658. this.l20 = this.l20.scale(0.785398);
  45659. this.l21 = this.l21.scale(0.785398);
  45660. this.lL22 = this.lL22.scale(0.785398);
  45661. };
  45662. /**
  45663. * Convert from irradiance to outgoing radiance for Lambertian BDRF, suitable for efficient shader evaluation.
  45664. *
  45665. * ```
  45666. * L = (1/pi) * E * rho
  45667. * ```
  45668. *
  45669. * This is done by an additional scale by 1/pi, so is a fairly trivial operation but important conceptually.
  45670. */
  45671. SphericalHarmonics.prototype.convertIrradianceToLambertianRadiance = function () {
  45672. this.scale(1.0 / Math.PI);
  45673. // The resultant SH now represents outgoing radiance, so includes the Lambert 1/pi normalisation factor but without albedo (rho) applied
  45674. // (The pixel shader must apply albedo after texture fetches, etc).
  45675. };
  45676. /**
  45677. * Gets the spherical harmonics from polynomial
  45678. * @param polynomial the spherical polynomial
  45679. * @returns the spherical harmonics
  45680. */
  45681. SphericalHarmonics.FromPolynomial = function (polynomial) {
  45682. var result = new SphericalHarmonics();
  45683. result.l00 = polynomial.xx.scale(0.376127).add(polynomial.yy.scale(0.376127)).add(polynomial.zz.scale(0.376126));
  45684. result.l1_1 = polynomial.y.scale(0.977204);
  45685. result.l10 = polynomial.z.scale(0.977204);
  45686. result.l11 = polynomial.x.scale(0.977204);
  45687. result.l2_2 = polynomial.xy.scale(1.16538);
  45688. result.l2_1 = polynomial.yz.scale(1.16538);
  45689. result.l20 = polynomial.zz.scale(1.34567).subtract(polynomial.xx.scale(0.672834)).subtract(polynomial.yy.scale(0.672834));
  45690. result.l21 = polynomial.zx.scale(1.16538);
  45691. result.lL22 = polynomial.xx.scale(1.16538).subtract(polynomial.yy.scale(1.16538));
  45692. result.scale(Math.PI);
  45693. return result;
  45694. };
  45695. /**
  45696. * Constructs a spherical harmonics from an array.
  45697. * @param data defines the 9x3 coefficients (l00, l1-1, l10, l11, l2-2, l2-1, l20, l21, l22)
  45698. * @returns the spherical harmonics
  45699. */
  45700. SphericalHarmonics.FromArray = function (data) {
  45701. var sh = new SphericalHarmonics();
  45702. BABYLON.Vector3.FromArrayToRef(data[0], 0, sh.l00);
  45703. BABYLON.Vector3.FromArrayToRef(data[1], 0, sh.l1_1);
  45704. BABYLON.Vector3.FromArrayToRef(data[2], 0, sh.l10);
  45705. BABYLON.Vector3.FromArrayToRef(data[3], 0, sh.l11);
  45706. BABYLON.Vector3.FromArrayToRef(data[4], 0, sh.l2_2);
  45707. BABYLON.Vector3.FromArrayToRef(data[5], 0, sh.l2_1);
  45708. BABYLON.Vector3.FromArrayToRef(data[6], 0, sh.l20);
  45709. BABYLON.Vector3.FromArrayToRef(data[7], 0, sh.l21);
  45710. BABYLON.Vector3.FromArrayToRef(data[8], 0, sh.lL22);
  45711. return sh;
  45712. };
  45713. return SphericalHarmonics;
  45714. }());
  45715. BABYLON.SphericalHarmonics = SphericalHarmonics;
  45716. })(BABYLON || (BABYLON = {}));
  45717. //# sourceMappingURL=babylon.sphericalPolynomial.js.map
  45718. var BABYLON;
  45719. (function (BABYLON) {
  45720. var FileFaceOrientation = /** @class */ (function () {
  45721. function FileFaceOrientation(name, worldAxisForNormal, worldAxisForFileX, worldAxisForFileY) {
  45722. this.name = name;
  45723. this.worldAxisForNormal = worldAxisForNormal;
  45724. this.worldAxisForFileX = worldAxisForFileX;
  45725. this.worldAxisForFileY = worldAxisForFileY;
  45726. }
  45727. return FileFaceOrientation;
  45728. }());
  45729. /**
  45730. * Helper class dealing with the extraction of spherical polynomial dataArray
  45731. * from a cube map.
  45732. */
  45733. var CubeMapToSphericalPolynomialTools = /** @class */ (function () {
  45734. function CubeMapToSphericalPolynomialTools() {
  45735. }
  45736. /**
  45737. * Converts a texture to the according Spherical Polynomial data.
  45738. * This extracts the first 3 orders only as they are the only one used in the lighting.
  45739. *
  45740. * @param texture The texture to extract the information from.
  45741. * @return The Spherical Polynomial data.
  45742. */
  45743. CubeMapToSphericalPolynomialTools.ConvertCubeMapTextureToSphericalPolynomial = function (texture) {
  45744. if (!texture.isCube) {
  45745. // Only supports cube Textures currently.
  45746. return null;
  45747. }
  45748. var size = texture.getSize().width;
  45749. var right = texture.readPixels(0);
  45750. var left = texture.readPixels(1);
  45751. var up;
  45752. var down;
  45753. if (texture.isRenderTarget) {
  45754. up = texture.readPixels(3);
  45755. down = texture.readPixels(2);
  45756. }
  45757. else {
  45758. up = texture.readPixels(2);
  45759. down = texture.readPixels(3);
  45760. }
  45761. var front = texture.readPixels(4);
  45762. var back = texture.readPixels(5);
  45763. var gammaSpace = texture.gammaSpace;
  45764. // Always read as RGBA.
  45765. var format = BABYLON.Engine.TEXTUREFORMAT_RGBA;
  45766. var type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  45767. if (texture.textureType && texture.textureType !== BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT) {
  45768. type = BABYLON.Engine.TEXTURETYPE_FLOAT;
  45769. }
  45770. var cubeInfo = {
  45771. size: size,
  45772. right: right,
  45773. left: left,
  45774. up: up,
  45775. down: down,
  45776. front: front,
  45777. back: back,
  45778. format: format,
  45779. type: type,
  45780. gammaSpace: gammaSpace,
  45781. };
  45782. return this.ConvertCubeMapToSphericalPolynomial(cubeInfo);
  45783. };
  45784. /**
  45785. * Converts a cubemap to the according Spherical Polynomial data.
  45786. * This extracts the first 3 orders only as they are the only one used in the lighting.
  45787. *
  45788. * @param cubeInfo The Cube map to extract the information from.
  45789. * @return The Spherical Polynomial data.
  45790. */
  45791. CubeMapToSphericalPolynomialTools.ConvertCubeMapToSphericalPolynomial = function (cubeInfo) {
  45792. var sphericalHarmonics = new BABYLON.SphericalHarmonics();
  45793. var totalSolidAngle = 0.0;
  45794. // The (u,v) range is [-1,+1], so the distance between each texel is 2/Size.
  45795. var du = 2.0 / cubeInfo.size;
  45796. var dv = du;
  45797. // The (u,v) of the first texel is half a texel from the corner (-1,-1).
  45798. var minUV = du * 0.5 - 1.0;
  45799. for (var faceIndex = 0; faceIndex < 6; faceIndex++) {
  45800. var fileFace = this.FileFaces[faceIndex];
  45801. var dataArray = cubeInfo[fileFace.name];
  45802. var v = minUV;
  45803. // TODO: we could perform the summation directly into a SphericalPolynomial (SP), which is more efficient than SphericalHarmonic (SH).
  45804. // This is possible because during the summation we do not need the SH-specific properties, e.g. orthogonality.
  45805. // Because SP is still linear, so summation is fine in that basis.
  45806. var stride = cubeInfo.format === BABYLON.Engine.TEXTUREFORMAT_RGBA ? 4 : 3;
  45807. for (var y = 0; y < cubeInfo.size; y++) {
  45808. var u = minUV;
  45809. for (var x = 0; x < cubeInfo.size; x++) {
  45810. // World direction (not normalised)
  45811. var worldDirection = fileFace.worldAxisForFileX.scale(u).add(fileFace.worldAxisForFileY.scale(v)).add(fileFace.worldAxisForNormal);
  45812. worldDirection.normalize();
  45813. var deltaSolidAngle = Math.pow(1.0 + u * u + v * v, -3.0 / 2.0);
  45814. var r = dataArray[(y * cubeInfo.size * stride) + (x * stride) + 0];
  45815. var g = dataArray[(y * cubeInfo.size * stride) + (x * stride) + 1];
  45816. var b = dataArray[(y * cubeInfo.size * stride) + (x * stride) + 2];
  45817. // Handle Integer types.
  45818. if (cubeInfo.type === BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT) {
  45819. r /= 255;
  45820. g /= 255;
  45821. b /= 255;
  45822. }
  45823. // Handle Gamma space textures.
  45824. if (cubeInfo.gammaSpace) {
  45825. r = Math.pow(BABYLON.Scalar.Clamp(r), BABYLON.ToLinearSpace);
  45826. g = Math.pow(BABYLON.Scalar.Clamp(g), BABYLON.ToLinearSpace);
  45827. b = Math.pow(BABYLON.Scalar.Clamp(b), BABYLON.ToLinearSpace);
  45828. }
  45829. var color = new BABYLON.Color3(r, g, b);
  45830. sphericalHarmonics.addLight(worldDirection, color, deltaSolidAngle);
  45831. totalSolidAngle += deltaSolidAngle;
  45832. u += du;
  45833. }
  45834. v += dv;
  45835. }
  45836. }
  45837. // Solid angle for entire sphere is 4*pi
  45838. var sphereSolidAngle = 4.0 * Math.PI;
  45839. // Adjust the solid angle to allow for how many faces we processed.
  45840. var facesProcessed = 6.0;
  45841. var expectedSolidAngle = sphereSolidAngle * facesProcessed / 6.0;
  45842. // Adjust the harmonics so that the accumulated solid angle matches the expected solid angle.
  45843. // This is needed because the numerical integration over the cube uses a
  45844. // small angle approximation of solid angle for each texel (see deltaSolidAngle),
  45845. // and also to compensate for accumulative error due to float precision in the summation.
  45846. var correctionFactor = expectedSolidAngle / totalSolidAngle;
  45847. sphericalHarmonics.scale(correctionFactor);
  45848. sphericalHarmonics.convertIncidentRadianceToIrradiance();
  45849. sphericalHarmonics.convertIrradianceToLambertianRadiance();
  45850. return BABYLON.SphericalPolynomial.FromHarmonics(sphericalHarmonics);
  45851. };
  45852. CubeMapToSphericalPolynomialTools.FileFaces = [
  45853. new FileFaceOrientation("right", new BABYLON.Vector3(1, 0, 0), new BABYLON.Vector3(0, 0, -1), new BABYLON.Vector3(0, -1, 0)),
  45854. new FileFaceOrientation("left", new BABYLON.Vector3(-1, 0, 0), new BABYLON.Vector3(0, 0, 1), new BABYLON.Vector3(0, -1, 0)),
  45855. new FileFaceOrientation("up", new BABYLON.Vector3(0, 1, 0), new BABYLON.Vector3(1, 0, 0), new BABYLON.Vector3(0, 0, 1)),
  45856. new FileFaceOrientation("down", new BABYLON.Vector3(0, -1, 0), new BABYLON.Vector3(1, 0, 0), new BABYLON.Vector3(0, 0, -1)),
  45857. new FileFaceOrientation("front", new BABYLON.Vector3(0, 0, 1), new BABYLON.Vector3(1, 0, 0), new BABYLON.Vector3(0, -1, 0)),
  45858. new FileFaceOrientation("back", new BABYLON.Vector3(0, 0, -1), new BABYLON.Vector3(-1, 0, 0), new BABYLON.Vector3(0, -1, 0)) // -Z bottom
  45859. ];
  45860. return CubeMapToSphericalPolynomialTools;
  45861. }());
  45862. BABYLON.CubeMapToSphericalPolynomialTools = CubeMapToSphericalPolynomialTools;
  45863. })(BABYLON || (BABYLON = {}));
  45864. //# sourceMappingURL=babylon.cubemapToSphericalPolynomial.js.map
  45865. var BABYLON;
  45866. (function (BABYLON) {
  45867. /**
  45868. * Manages the defines for the PBR Material.
  45869. * @hiddenChildren
  45870. */
  45871. var PBRMaterialDefines = /** @class */ (function (_super) {
  45872. __extends(PBRMaterialDefines, _super);
  45873. /**
  45874. * Initializes the PBR Material defines.
  45875. */
  45876. function PBRMaterialDefines() {
  45877. var _this = _super.call(this) || this;
  45878. _this.PBR = true;
  45879. _this.MAINUV1 = false;
  45880. _this.MAINUV2 = false;
  45881. _this.UV1 = false;
  45882. _this.UV2 = false;
  45883. _this.ALBEDO = false;
  45884. _this.ALBEDODIRECTUV = 0;
  45885. _this.VERTEXCOLOR = false;
  45886. _this.AMBIENT = false;
  45887. _this.AMBIENTDIRECTUV = 0;
  45888. _this.AMBIENTINGRAYSCALE = false;
  45889. _this.OPACITY = false;
  45890. _this.VERTEXALPHA = false;
  45891. _this.OPACITYDIRECTUV = 0;
  45892. _this.OPACITYRGB = false;
  45893. _this.ALPHATEST = false;
  45894. _this.DEPTHPREPASS = false;
  45895. _this.ALPHABLEND = false;
  45896. _this.ALPHAFROMALBEDO = false;
  45897. _this.ALPHATESTVALUE = "0.5";
  45898. _this.SPECULAROVERALPHA = false;
  45899. _this.RADIANCEOVERALPHA = false;
  45900. _this.ALPHAFRESNEL = false;
  45901. _this.LINEARALPHAFRESNEL = false;
  45902. _this.PREMULTIPLYALPHA = false;
  45903. _this.EMISSIVE = false;
  45904. _this.EMISSIVEDIRECTUV = 0;
  45905. _this.REFLECTIVITY = false;
  45906. _this.REFLECTIVITYDIRECTUV = 0;
  45907. _this.SPECULARTERM = false;
  45908. _this.MICROSURFACEFROMREFLECTIVITYMAP = false;
  45909. _this.MICROSURFACEAUTOMATIC = false;
  45910. _this.LODBASEDMICROSFURACE = false;
  45911. _this.MICROSURFACEMAP = false;
  45912. _this.MICROSURFACEMAPDIRECTUV = 0;
  45913. _this.METALLICWORKFLOW = false;
  45914. _this.ROUGHNESSSTOREINMETALMAPALPHA = false;
  45915. _this.ROUGHNESSSTOREINMETALMAPGREEN = false;
  45916. _this.METALLNESSSTOREINMETALMAPBLUE = false;
  45917. _this.AOSTOREINMETALMAPRED = false;
  45918. _this.ENVIRONMENTBRDF = false;
  45919. _this.NORMAL = false;
  45920. _this.TANGENT = false;
  45921. _this.BUMP = false;
  45922. _this.BUMPDIRECTUV = 0;
  45923. _this.OBJECTSPACE_NORMALMAP = false;
  45924. _this.PARALLAX = false;
  45925. _this.PARALLAXOCCLUSION = false;
  45926. _this.NORMALXYSCALE = true;
  45927. _this.LIGHTMAP = false;
  45928. _this.LIGHTMAPDIRECTUV = 0;
  45929. _this.USELIGHTMAPASSHADOWMAP = false;
  45930. _this.GAMMALIGHTMAP = false;
  45931. _this.REFLECTION = false;
  45932. _this.REFLECTIONMAP_3D = false;
  45933. _this.REFLECTIONMAP_SPHERICAL = false;
  45934. _this.REFLECTIONMAP_PLANAR = false;
  45935. _this.REFLECTIONMAP_CUBIC = false;
  45936. _this.USE_LOCAL_REFLECTIONMAP_CUBIC = false;
  45937. _this.REFLECTIONMAP_PROJECTION = false;
  45938. _this.REFLECTIONMAP_SKYBOX = false;
  45939. _this.REFLECTIONMAP_SKYBOX_TRANSFORMED = false;
  45940. _this.REFLECTIONMAP_EXPLICIT = false;
  45941. _this.REFLECTIONMAP_EQUIRECTANGULAR = false;
  45942. _this.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  45943. _this.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  45944. _this.INVERTCUBICMAP = false;
  45945. _this.USESPHERICALFROMREFLECTIONMAP = false;
  45946. _this.USESPHERICALINVERTEX = false;
  45947. _this.REFLECTIONMAP_OPPOSITEZ = false;
  45948. _this.LODINREFLECTIONALPHA = false;
  45949. _this.GAMMAREFLECTION = false;
  45950. _this.RGBDREFLECTION = false;
  45951. _this.RADIANCEOCCLUSION = false;
  45952. _this.HORIZONOCCLUSION = false;
  45953. _this.REFRACTION = false;
  45954. _this.REFRACTIONMAP_3D = false;
  45955. _this.REFRACTIONMAP_OPPOSITEZ = false;
  45956. _this.LODINREFRACTIONALPHA = false;
  45957. _this.GAMMAREFRACTION = false;
  45958. _this.RGBDREFRACTION = false;
  45959. _this.LINKREFRACTIONTOTRANSPARENCY = false;
  45960. _this.INSTANCES = false;
  45961. _this.NUM_BONE_INFLUENCERS = 0;
  45962. _this.BonesPerMesh = 0;
  45963. _this.BONETEXTURE = false;
  45964. _this.NONUNIFORMSCALING = false;
  45965. _this.MORPHTARGETS = false;
  45966. _this.MORPHTARGETS_NORMAL = false;
  45967. _this.MORPHTARGETS_TANGENT = false;
  45968. _this.NUM_MORPH_INFLUENCERS = 0;
  45969. _this.IMAGEPROCESSING = false;
  45970. _this.VIGNETTE = false;
  45971. _this.VIGNETTEBLENDMODEMULTIPLY = false;
  45972. _this.VIGNETTEBLENDMODEOPAQUE = false;
  45973. _this.TONEMAPPING = false;
  45974. _this.TONEMAPPING_ACES = false;
  45975. _this.CONTRAST = false;
  45976. _this.COLORCURVES = false;
  45977. _this.COLORGRADING = false;
  45978. _this.COLORGRADING3D = false;
  45979. _this.SAMPLER3DGREENDEPTH = false;
  45980. _this.SAMPLER3DBGRMAP = false;
  45981. _this.IMAGEPROCESSINGPOSTPROCESS = false;
  45982. _this.EXPOSURE = false;
  45983. _this.USEPHYSICALLIGHTFALLOFF = false;
  45984. _this.USEGLTFLIGHTFALLOFF = false;
  45985. _this.TWOSIDEDLIGHTING = false;
  45986. _this.SHADOWFLOAT = false;
  45987. _this.CLIPPLANE = false;
  45988. _this.CLIPPLANE2 = false;
  45989. _this.CLIPPLANE3 = false;
  45990. _this.CLIPPLANE4 = false;
  45991. _this.POINTSIZE = false;
  45992. _this.FOG = false;
  45993. _this.LOGARITHMICDEPTH = false;
  45994. _this.FORCENORMALFORWARD = false;
  45995. _this.SPECULARAA = false;
  45996. _this.UNLIT = false;
  45997. _this.rebuild();
  45998. return _this;
  45999. }
  46000. /**
  46001. * Resets the PBR Material defines.
  46002. */
  46003. PBRMaterialDefines.prototype.reset = function () {
  46004. _super.prototype.reset.call(this);
  46005. this.ALPHATESTVALUE = "0.5";
  46006. this.PBR = true;
  46007. };
  46008. return PBRMaterialDefines;
  46009. }(BABYLON.MaterialDefines));
  46010. /**
  46011. * The Physically based material base class of BJS.
  46012. *
  46013. * This offers the main features of a standard PBR material.
  46014. * For more information, please refer to the documentation :
  46015. * http://doc.babylonjs.com/extensions/Physically_Based_Rendering
  46016. */
  46017. var PBRBaseMaterial = /** @class */ (function (_super) {
  46018. __extends(PBRBaseMaterial, _super);
  46019. /**
  46020. * Instantiates a new PBRMaterial instance.
  46021. *
  46022. * @param name The material name
  46023. * @param scene The scene the material will be use in.
  46024. */
  46025. function PBRBaseMaterial(name, scene) {
  46026. var _this = _super.call(this, name, scene) || this;
  46027. /**
  46028. * Intensity of the direct lights e.g. the four lights available in your scene.
  46029. * This impacts both the direct diffuse and specular highlights.
  46030. */
  46031. _this._directIntensity = 1.0;
  46032. /**
  46033. * Intensity of the emissive part of the material.
  46034. * This helps controlling the emissive effect without modifying the emissive color.
  46035. */
  46036. _this._emissiveIntensity = 1.0;
  46037. /**
  46038. * Intensity of the environment e.g. how much the environment will light the object
  46039. * either through harmonics for rough material or through the refelction for shiny ones.
  46040. */
  46041. _this._environmentIntensity = 1.0;
  46042. /**
  46043. * This is a special control allowing the reduction of the specular highlights coming from the
  46044. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  46045. */
  46046. _this._specularIntensity = 1.0;
  46047. /**
  46048. * This stores the direct, emissive, environment, and specular light intensities into a Vector4.
  46049. */
  46050. _this._lightingInfos = new BABYLON.Vector4(_this._directIntensity, _this._emissiveIntensity, _this._environmentIntensity, _this._specularIntensity);
  46051. /**
  46052. * Debug Control allowing disabling the bump map on this material.
  46053. */
  46054. _this._disableBumpMap = false;
  46055. /**
  46056. * AKA Occlusion Texture Intensity in other nomenclature.
  46057. */
  46058. _this._ambientTextureStrength = 1.0;
  46059. /**
  46060. * Defines how much the AO map is occluding the analytical lights (point spot...).
  46061. * 1 means it completely occludes it
  46062. * 0 mean it has no impact
  46063. */
  46064. _this._ambientTextureImpactOnAnalyticalLights = BABYLON.PBRMaterial.DEFAULT_AO_ON_ANALYTICAL_LIGHTS;
  46065. /**
  46066. * The color of a material in ambient lighting.
  46067. */
  46068. _this._ambientColor = new BABYLON.Color3(0, 0, 0);
  46069. /**
  46070. * AKA Diffuse Color in other nomenclature.
  46071. */
  46072. _this._albedoColor = new BABYLON.Color3(1, 1, 1);
  46073. /**
  46074. * AKA Specular Color in other nomenclature.
  46075. */
  46076. _this._reflectivityColor = new BABYLON.Color3(1, 1, 1);
  46077. /**
  46078. * The color applied when light is reflected from a material.
  46079. */
  46080. _this._reflectionColor = new BABYLON.Color3(1, 1, 1);
  46081. /**
  46082. * The color applied when light is emitted from a material.
  46083. */
  46084. _this._emissiveColor = new BABYLON.Color3(0, 0, 0);
  46085. /**
  46086. * AKA Glossiness in other nomenclature.
  46087. */
  46088. _this._microSurface = 0.9;
  46089. /**
  46090. * source material index of refraction (IOR)' / 'destination material IOR.
  46091. */
  46092. _this._indexOfRefraction = 0.66;
  46093. /**
  46094. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  46095. */
  46096. _this._invertRefractionY = false;
  46097. /**
  46098. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  46099. * Materials half opaque for instance using refraction could benefit from this control.
  46100. */
  46101. _this._linkRefractionWithTransparency = false;
  46102. /**
  46103. * Specifies that the material will use the light map as a show map.
  46104. */
  46105. _this._useLightmapAsShadowmap = false;
  46106. /**
  46107. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  46108. * makes the reflect vector face the model (under horizon).
  46109. */
  46110. _this._useHorizonOcclusion = true;
  46111. /**
  46112. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  46113. * too much the area relying on ambient texture to define their ambient occlusion.
  46114. */
  46115. _this._useRadianceOcclusion = true;
  46116. /**
  46117. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  46118. */
  46119. _this._useAlphaFromAlbedoTexture = false;
  46120. /**
  46121. * Specifies that the material will keeps the specular highlights over a transparent surface (only the most limunous ones).
  46122. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  46123. */
  46124. _this._useSpecularOverAlpha = true;
  46125. /**
  46126. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  46127. */
  46128. _this._useMicroSurfaceFromReflectivityMapAlpha = false;
  46129. /**
  46130. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  46131. */
  46132. _this._useRoughnessFromMetallicTextureAlpha = true;
  46133. /**
  46134. * Specifies if the metallic texture contains the roughness information in its green channel.
  46135. */
  46136. _this._useRoughnessFromMetallicTextureGreen = false;
  46137. /**
  46138. * Specifies if the metallic texture contains the metallness information in its blue channel.
  46139. */
  46140. _this._useMetallnessFromMetallicTextureBlue = false;
  46141. /**
  46142. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  46143. */
  46144. _this._useAmbientOcclusionFromMetallicTextureRed = false;
  46145. /**
  46146. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  46147. */
  46148. _this._useAmbientInGrayScale = false;
  46149. /**
  46150. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  46151. * The material will try to infer what glossiness each pixel should be.
  46152. */
  46153. _this._useAutoMicroSurfaceFromReflectivityMap = false;
  46154. /**
  46155. * Defines the falloff type used in this material.
  46156. * It by default is Physical.
  46157. */
  46158. _this._lightFalloff = PBRBaseMaterial.LIGHTFALLOFF_PHYSICAL;
  46159. /**
  46160. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  46161. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  46162. */
  46163. _this._useRadianceOverAlpha = true;
  46164. /**
  46165. * Allows using an object space normal map (instead of tangent space).
  46166. */
  46167. _this._useObjectSpaceNormalMap = false;
  46168. /**
  46169. * Allows using the bump map in parallax mode.
  46170. */
  46171. _this._useParallax = false;
  46172. /**
  46173. * Allows using the bump map in parallax occlusion mode.
  46174. */
  46175. _this._useParallaxOcclusion = false;
  46176. /**
  46177. * Controls the scale bias of the parallax mode.
  46178. */
  46179. _this._parallaxScaleBias = 0.05;
  46180. /**
  46181. * If sets to true, disables all the lights affecting the material.
  46182. */
  46183. _this._disableLighting = false;
  46184. /**
  46185. * Number of Simultaneous lights allowed on the material.
  46186. */
  46187. _this._maxSimultaneousLights = 4;
  46188. /**
  46189. * If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  46190. */
  46191. _this._invertNormalMapX = false;
  46192. /**
  46193. * If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  46194. */
  46195. _this._invertNormalMapY = false;
  46196. /**
  46197. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  46198. */
  46199. _this._twoSidedLighting = false;
  46200. /**
  46201. * Defines the alpha limits in alpha test mode.
  46202. */
  46203. _this._alphaCutOff = 0.4;
  46204. /**
  46205. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  46206. */
  46207. _this._forceAlphaTest = false;
  46208. /**
  46209. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  46210. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  46211. */
  46212. _this._useAlphaFresnel = false;
  46213. /**
  46214. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  46215. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  46216. */
  46217. _this._useLinearAlphaFresnel = false;
  46218. /**
  46219. * The transparency mode of the material.
  46220. */
  46221. _this._transparencyMode = null;
  46222. /**
  46223. * Specifies the environment BRDF texture used to comput the scale and offset roughness values
  46224. * from cos thetav and roughness:
  46225. * http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
  46226. */
  46227. _this._environmentBRDFTexture = null;
  46228. /**
  46229. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  46230. */
  46231. _this._forceIrradianceInFragment = false;
  46232. /**
  46233. * Force normal to face away from face.
  46234. */
  46235. _this._forceNormalForward = false;
  46236. /**
  46237. * Enables specular anti aliasing in the PBR shader.
  46238. * It will both interacts on the Geometry for analytical and IBL lighting.
  46239. * It also prefilter the roughness map based on the bump values.
  46240. */
  46241. _this._enableSpecularAntiAliasing = false;
  46242. /**
  46243. * Stores the available render targets.
  46244. */
  46245. _this._renderTargets = new BABYLON.SmartArray(16);
  46246. /**
  46247. * Sets the global ambient color for the material used in lighting calculations.
  46248. */
  46249. _this._globalAmbientColor = new BABYLON.Color3(0, 0, 0);
  46250. /**
  46251. * If set to true, no lighting calculations will be applied.
  46252. */
  46253. _this._unlit = false;
  46254. // Setup the default processing configuration to the scene.
  46255. _this._attachImageProcessingConfiguration(null);
  46256. _this.getRenderTargetTextures = function () {
  46257. _this._renderTargets.reset();
  46258. if (BABYLON.StandardMaterial.ReflectionTextureEnabled && _this._reflectionTexture && _this._reflectionTexture.isRenderTarget) {
  46259. _this._renderTargets.push(_this._reflectionTexture);
  46260. }
  46261. if (BABYLON.StandardMaterial.RefractionTextureEnabled && _this._refractionTexture && _this._refractionTexture.isRenderTarget) {
  46262. _this._renderTargets.push(_this._refractionTexture);
  46263. }
  46264. return _this._renderTargets;
  46265. };
  46266. _this._environmentBRDFTexture = BABYLON.TextureTools.GetEnvironmentBRDFTexture(scene);
  46267. return _this;
  46268. }
  46269. /**
  46270. * Attaches a new image processing configuration to the PBR Material.
  46271. * @param configuration
  46272. */
  46273. PBRBaseMaterial.prototype._attachImageProcessingConfiguration = function (configuration) {
  46274. var _this = this;
  46275. if (configuration === this._imageProcessingConfiguration) {
  46276. return;
  46277. }
  46278. // Detaches observer.
  46279. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  46280. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  46281. }
  46282. // Pick the scene configuration if needed.
  46283. if (!configuration) {
  46284. this._imageProcessingConfiguration = this.getScene().imageProcessingConfiguration;
  46285. }
  46286. else {
  46287. this._imageProcessingConfiguration = configuration;
  46288. }
  46289. // Attaches observer.
  46290. if (this._imageProcessingConfiguration) {
  46291. this._imageProcessingObserver = this._imageProcessingConfiguration.onUpdateParameters.add(function (conf) {
  46292. _this._markAllSubMeshesAsImageProcessingDirty();
  46293. });
  46294. }
  46295. };
  46296. Object.defineProperty(PBRBaseMaterial.prototype, "hasRenderTargetTextures", {
  46297. /**
  46298. * Gets a boolean indicating that current material needs to register RTT
  46299. */
  46300. get: function () {
  46301. if (BABYLON.StandardMaterial.ReflectionTextureEnabled && this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  46302. return true;
  46303. }
  46304. if (BABYLON.StandardMaterial.RefractionTextureEnabled && this._refractionTexture && this._refractionTexture.isRenderTarget) {
  46305. return true;
  46306. }
  46307. return false;
  46308. },
  46309. enumerable: true,
  46310. configurable: true
  46311. });
  46312. /**
  46313. * Gets the name of the material class.
  46314. */
  46315. PBRBaseMaterial.prototype.getClassName = function () {
  46316. return "PBRBaseMaterial";
  46317. };
  46318. Object.defineProperty(PBRBaseMaterial.prototype, "useLogarithmicDepth", {
  46319. /**
  46320. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  46321. */
  46322. get: function () {
  46323. return this._useLogarithmicDepth;
  46324. },
  46325. /**
  46326. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  46327. */
  46328. set: function (value) {
  46329. this._useLogarithmicDepth = value && this.getScene().getEngine().getCaps().fragmentDepthSupported;
  46330. },
  46331. enumerable: true,
  46332. configurable: true
  46333. });
  46334. Object.defineProperty(PBRBaseMaterial.prototype, "transparencyMode", {
  46335. /**
  46336. * Gets the current transparency mode.
  46337. */
  46338. get: function () {
  46339. return this._transparencyMode;
  46340. },
  46341. /**
  46342. * Sets the transparency mode of the material.
  46343. *
  46344. * | Value | Type | Description |
  46345. * | ----- | ----------------------------------- | ----------- |
  46346. * | 0 | OPAQUE | |
  46347. * | 1 | ALPHATEST | |
  46348. * | 2 | ALPHABLEND | |
  46349. * | 3 | ALPHATESTANDBLEND | |
  46350. *
  46351. */
  46352. set: function (value) {
  46353. if (this._transparencyMode === value) {
  46354. return;
  46355. }
  46356. this._transparencyMode = value;
  46357. this._forceAlphaTest = (value === BABYLON.PBRMaterial.PBRMATERIAL_ALPHATESTANDBLEND);
  46358. this._markAllSubMeshesAsTexturesAndMiscDirty();
  46359. },
  46360. enumerable: true,
  46361. configurable: true
  46362. });
  46363. Object.defineProperty(PBRBaseMaterial.prototype, "_disableAlphaBlending", {
  46364. /**
  46365. * Returns true if alpha blending should be disabled.
  46366. */
  46367. get: function () {
  46368. return (this._linkRefractionWithTransparency ||
  46369. this._transparencyMode === BABYLON.PBRMaterial.PBRMATERIAL_OPAQUE ||
  46370. this._transparencyMode === BABYLON.PBRMaterial.PBRMATERIAL_ALPHATEST);
  46371. },
  46372. enumerable: true,
  46373. configurable: true
  46374. });
  46375. /**
  46376. * Specifies whether or not this material should be rendered in alpha blend mode.
  46377. */
  46378. PBRBaseMaterial.prototype.needAlphaBlending = function () {
  46379. if (this._disableAlphaBlending) {
  46380. return false;
  46381. }
  46382. return (this.alpha < 1.0) || (this._opacityTexture != null) || this._shouldUseAlphaFromAlbedoTexture();
  46383. };
  46384. /**
  46385. * Specifies if the mesh will require alpha blending.
  46386. * @param mesh - BJS mesh.
  46387. */
  46388. PBRBaseMaterial.prototype.needAlphaBlendingForMesh = function (mesh) {
  46389. if (this._disableAlphaBlending) {
  46390. return false;
  46391. }
  46392. return _super.prototype.needAlphaBlendingForMesh.call(this, mesh);
  46393. };
  46394. /**
  46395. * Specifies whether or not this material should be rendered in alpha test mode.
  46396. */
  46397. PBRBaseMaterial.prototype.needAlphaTesting = function () {
  46398. if (this._forceAlphaTest) {
  46399. return true;
  46400. }
  46401. if (this._linkRefractionWithTransparency) {
  46402. return false;
  46403. }
  46404. return this._albedoTexture != null && this._albedoTexture.hasAlpha && (this._transparencyMode == null || this._transparencyMode === BABYLON.PBRMaterial.PBRMATERIAL_ALPHATEST);
  46405. };
  46406. /**
  46407. * Specifies whether or not the alpha value of the albedo texture should be used for alpha blending.
  46408. */
  46409. PBRBaseMaterial.prototype._shouldUseAlphaFromAlbedoTexture = function () {
  46410. return this._albedoTexture != null && this._albedoTexture.hasAlpha && this._useAlphaFromAlbedoTexture && this._transparencyMode !== BABYLON.PBRMaterial.PBRMATERIAL_OPAQUE;
  46411. };
  46412. /**
  46413. * Gets the texture used for the alpha test.
  46414. */
  46415. PBRBaseMaterial.prototype.getAlphaTestTexture = function () {
  46416. return this._albedoTexture;
  46417. };
  46418. /**
  46419. * Specifies that the submesh is ready to be used.
  46420. * @param mesh - BJS mesh.
  46421. * @param subMesh - A submesh of the BJS mesh. Used to check if it is ready.
  46422. * @param useInstances - Specifies that instances should be used.
  46423. * @returns - boolean indicating that the submesh is ready or not.
  46424. */
  46425. PBRBaseMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  46426. if (subMesh.effect && this.isFrozen) {
  46427. if (this._wasPreviouslyReady) {
  46428. return true;
  46429. }
  46430. }
  46431. if (!subMesh._materialDefines) {
  46432. subMesh._materialDefines = new PBRMaterialDefines();
  46433. }
  46434. var defines = subMesh._materialDefines;
  46435. if (!this.checkReadyOnEveryCall && subMesh.effect) {
  46436. if (defines._renderId === this.getScene().getRenderId()) {
  46437. return true;
  46438. }
  46439. }
  46440. var scene = this.getScene();
  46441. var engine = scene.getEngine();
  46442. if (defines._areTexturesDirty) {
  46443. if (scene.texturesEnabled) {
  46444. if (this._albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  46445. if (!this._albedoTexture.isReadyOrNotBlocking()) {
  46446. return false;
  46447. }
  46448. }
  46449. if (this._ambientTexture && BABYLON.StandardMaterial.AmbientTextureEnabled) {
  46450. if (!this._ambientTexture.isReadyOrNotBlocking()) {
  46451. return false;
  46452. }
  46453. }
  46454. if (this._opacityTexture && BABYLON.StandardMaterial.OpacityTextureEnabled) {
  46455. if (!this._opacityTexture.isReadyOrNotBlocking()) {
  46456. return false;
  46457. }
  46458. }
  46459. var reflectionTexture = this._getReflectionTexture();
  46460. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  46461. if (!reflectionTexture.isReadyOrNotBlocking()) {
  46462. return false;
  46463. }
  46464. }
  46465. if (this._lightmapTexture && BABYLON.StandardMaterial.LightmapTextureEnabled) {
  46466. if (!this._lightmapTexture.isReadyOrNotBlocking()) {
  46467. return false;
  46468. }
  46469. }
  46470. if (this._emissiveTexture && BABYLON.StandardMaterial.EmissiveTextureEnabled) {
  46471. if (!this._emissiveTexture.isReadyOrNotBlocking()) {
  46472. return false;
  46473. }
  46474. }
  46475. if (BABYLON.StandardMaterial.SpecularTextureEnabled) {
  46476. if (this._metallicTexture) {
  46477. if (!this._metallicTexture.isReadyOrNotBlocking()) {
  46478. return false;
  46479. }
  46480. }
  46481. else if (this._reflectivityTexture) {
  46482. if (!this._reflectivityTexture.isReadyOrNotBlocking()) {
  46483. return false;
  46484. }
  46485. }
  46486. if (this._microSurfaceTexture) {
  46487. if (!this._microSurfaceTexture.isReadyOrNotBlocking()) {
  46488. return false;
  46489. }
  46490. }
  46491. }
  46492. if (engine.getCaps().standardDerivatives && this._bumpTexture && BABYLON.StandardMaterial.BumpTextureEnabled && !this._disableBumpMap) {
  46493. // Bump texture cannot be not blocking.
  46494. if (!this._bumpTexture.isReady()) {
  46495. return false;
  46496. }
  46497. }
  46498. var refractionTexture = this._getRefractionTexture();
  46499. if (refractionTexture && BABYLON.StandardMaterial.RefractionTextureEnabled) {
  46500. if (!refractionTexture.isReadyOrNotBlocking()) {
  46501. return false;
  46502. }
  46503. }
  46504. if (this._environmentBRDFTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  46505. // This is blocking.
  46506. if (!this._environmentBRDFTexture.isReady()) {
  46507. return false;
  46508. }
  46509. }
  46510. }
  46511. }
  46512. if (defines._areImageProcessingDirty && this._imageProcessingConfiguration) {
  46513. if (!this._imageProcessingConfiguration.isReady()) {
  46514. return false;
  46515. }
  46516. }
  46517. if (!engine.getCaps().standardDerivatives && !mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  46518. mesh.createNormals(true);
  46519. BABYLON.Tools.Warn("PBRMaterial: Normals have been created for the mesh: " + mesh.name);
  46520. }
  46521. var previousEffect = subMesh.effect;
  46522. var effect = this._prepareEffect(mesh, defines, this.onCompiled, this.onError, useInstances);
  46523. if (effect) {
  46524. // Use previous effect while new one is compiling
  46525. if (this.allowShaderHotSwapping && previousEffect && !effect.isReady()) {
  46526. effect = previousEffect;
  46527. defines.markAsUnprocessed();
  46528. }
  46529. else {
  46530. scene.resetCachedMaterial();
  46531. subMesh.setEffect(effect, defines);
  46532. this.buildUniformLayout();
  46533. }
  46534. }
  46535. if (!subMesh.effect || !subMesh.effect.isReady()) {
  46536. return false;
  46537. }
  46538. defines._renderId = scene.getRenderId();
  46539. this._wasPreviouslyReady = true;
  46540. return true;
  46541. };
  46542. /**
  46543. * Specifies if the material uses metallic roughness workflow.
  46544. * @returns boolean specifiying if the material uses metallic roughness workflow.
  46545. */
  46546. PBRBaseMaterial.prototype.isMetallicWorkflow = function () {
  46547. if (this._metallic != null || this._roughness != null || this._metallicTexture) {
  46548. return true;
  46549. }
  46550. return false;
  46551. };
  46552. PBRBaseMaterial.prototype._prepareEffect = function (mesh, defines, onCompiled, onError, useInstances, useClipPlane) {
  46553. if (onCompiled === void 0) { onCompiled = null; }
  46554. if (onError === void 0) { onError = null; }
  46555. if (useInstances === void 0) { useInstances = null; }
  46556. if (useClipPlane === void 0) { useClipPlane = null; }
  46557. this._prepareDefines(mesh, defines, useInstances, useClipPlane);
  46558. if (!defines.isDirty) {
  46559. return null;
  46560. }
  46561. defines.markAsProcessed();
  46562. var scene = this.getScene();
  46563. var engine = scene.getEngine();
  46564. // Fallbacks
  46565. var fallbacks = new BABYLON.EffectFallbacks();
  46566. var fallbackRank = 0;
  46567. if (defines.USESPHERICALINVERTEX) {
  46568. fallbacks.addFallback(fallbackRank++, "USESPHERICALINVERTEX");
  46569. }
  46570. if (defines.FOG) {
  46571. fallbacks.addFallback(fallbackRank, "FOG");
  46572. }
  46573. if (defines.SPECULARAA) {
  46574. fallbacks.addFallback(fallbackRank, "SPECULARAA");
  46575. }
  46576. if (defines.POINTSIZE) {
  46577. fallbacks.addFallback(fallbackRank, "POINTSIZE");
  46578. }
  46579. if (defines.LOGARITHMICDEPTH) {
  46580. fallbacks.addFallback(fallbackRank, "LOGARITHMICDEPTH");
  46581. }
  46582. if (defines.PARALLAX) {
  46583. fallbacks.addFallback(fallbackRank, "PARALLAX");
  46584. }
  46585. if (defines.PARALLAXOCCLUSION) {
  46586. fallbacks.addFallback(fallbackRank++, "PARALLAXOCCLUSION");
  46587. }
  46588. if (defines.ENVIRONMENTBRDF) {
  46589. fallbacks.addFallback(fallbackRank++, "ENVIRONMENTBRDF");
  46590. }
  46591. if (defines.TANGENT) {
  46592. fallbacks.addFallback(fallbackRank++, "TANGENT");
  46593. }
  46594. if (defines.BUMP) {
  46595. fallbacks.addFallback(fallbackRank++, "BUMP");
  46596. }
  46597. fallbackRank = BABYLON.MaterialHelper.HandleFallbacksForShadows(defines, fallbacks, this._maxSimultaneousLights, fallbackRank++);
  46598. if (defines.SPECULARTERM) {
  46599. fallbacks.addFallback(fallbackRank++, "SPECULARTERM");
  46600. }
  46601. if (defines.USESPHERICALFROMREFLECTIONMAP) {
  46602. fallbacks.addFallback(fallbackRank++, "USESPHERICALFROMREFLECTIONMAP");
  46603. }
  46604. if (defines.LIGHTMAP) {
  46605. fallbacks.addFallback(fallbackRank++, "LIGHTMAP");
  46606. }
  46607. if (defines.NORMAL) {
  46608. fallbacks.addFallback(fallbackRank++, "NORMAL");
  46609. }
  46610. if (defines.AMBIENT) {
  46611. fallbacks.addFallback(fallbackRank++, "AMBIENT");
  46612. }
  46613. if (defines.EMISSIVE) {
  46614. fallbacks.addFallback(fallbackRank++, "EMISSIVE");
  46615. }
  46616. if (defines.VERTEXCOLOR) {
  46617. fallbacks.addFallback(fallbackRank++, "VERTEXCOLOR");
  46618. }
  46619. if (defines.NUM_BONE_INFLUENCERS > 0) {
  46620. fallbacks.addCPUSkinningFallback(fallbackRank++, mesh);
  46621. }
  46622. if (defines.MORPHTARGETS) {
  46623. fallbacks.addFallback(fallbackRank++, "MORPHTARGETS");
  46624. }
  46625. //Attributes
  46626. var attribs = [BABYLON.VertexBuffer.PositionKind];
  46627. if (defines.NORMAL) {
  46628. attribs.push(BABYLON.VertexBuffer.NormalKind);
  46629. }
  46630. if (defines.TANGENT) {
  46631. attribs.push(BABYLON.VertexBuffer.TangentKind);
  46632. }
  46633. if (defines.UV1) {
  46634. attribs.push(BABYLON.VertexBuffer.UVKind);
  46635. }
  46636. if (defines.UV2) {
  46637. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  46638. }
  46639. if (defines.VERTEXCOLOR) {
  46640. attribs.push(BABYLON.VertexBuffer.ColorKind);
  46641. }
  46642. BABYLON.MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);
  46643. BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, defines);
  46644. BABYLON.MaterialHelper.PrepareAttributesForMorphTargets(attribs, mesh, defines);
  46645. var uniforms = ["world", "view", "viewProjection", "vEyePosition", "vLightsType", "vAmbientColor", "vAlbedoColor", "vReflectivityColor", "vEmissiveColor", "vReflectionColor",
  46646. "vFogInfos", "vFogColor", "pointSize",
  46647. "vAlbedoInfos", "vAmbientInfos", "vOpacityInfos", "vReflectionInfos", "vReflectionPosition", "vReflectionSize", "vEmissiveInfos", "vReflectivityInfos",
  46648. "vMicroSurfaceSamplerInfos", "vBumpInfos", "vLightmapInfos", "vRefractionInfos",
  46649. "mBones",
  46650. "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "albedoMatrix", "ambientMatrix", "opacityMatrix", "reflectionMatrix", "emissiveMatrix", "reflectivityMatrix", "normalMatrix", "microSurfaceSamplerMatrix", "bumpMatrix", "lightmapMatrix", "refractionMatrix",
  46651. "vLightingIntensity",
  46652. "logarithmicDepthConstant",
  46653. "vSphericalX", "vSphericalY", "vSphericalZ",
  46654. "vSphericalXX", "vSphericalYY", "vSphericalZZ",
  46655. "vSphericalXY", "vSphericalYZ", "vSphericalZX",
  46656. "vReflectionMicrosurfaceInfos", "vRefractionMicrosurfaceInfos",
  46657. "vTangentSpaceParams", "boneTextureWidth"
  46658. ];
  46659. var samplers = ["albedoSampler", "reflectivitySampler", "ambientSampler", "emissiveSampler",
  46660. "bumpSampler", "lightmapSampler", "opacitySampler",
  46661. "refractionSampler", "refractionSamplerLow", "refractionSamplerHigh",
  46662. "reflectionSampler", "reflectionSamplerLow", "reflectionSamplerHigh",
  46663. "microSurfaceSampler", "environmentBrdfSampler", "boneSampler"];
  46664. var uniformBuffers = ["Material", "Scene"];
  46665. if (BABYLON.ImageProcessingConfiguration) {
  46666. BABYLON.ImageProcessingConfiguration.PrepareUniforms(uniforms, defines);
  46667. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, defines);
  46668. }
  46669. BABYLON.MaterialHelper.PrepareUniformsAndSamplersList({
  46670. uniformsNames: uniforms,
  46671. uniformBuffersNames: uniformBuffers,
  46672. samplers: samplers,
  46673. defines: defines,
  46674. maxSimultaneousLights: this._maxSimultaneousLights
  46675. });
  46676. var join = defines.toString();
  46677. return engine.createEffect("pbr", {
  46678. attributes: attribs,
  46679. uniformsNames: uniforms,
  46680. uniformBuffersNames: uniformBuffers,
  46681. samplers: samplers,
  46682. defines: join,
  46683. fallbacks: fallbacks,
  46684. onCompiled: onCompiled,
  46685. onError: onError,
  46686. indexParameters: { maxSimultaneousLights: this._maxSimultaneousLights, maxSimultaneousMorphTargets: defines.NUM_MORPH_INFLUENCERS }
  46687. }, engine);
  46688. };
  46689. PBRBaseMaterial.prototype._prepareDefines = function (mesh, defines, useInstances, useClipPlane) {
  46690. if (useInstances === void 0) { useInstances = null; }
  46691. if (useClipPlane === void 0) { useClipPlane = null; }
  46692. var scene = this.getScene();
  46693. var engine = scene.getEngine();
  46694. // Lights
  46695. BABYLON.MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, true, this._maxSimultaneousLights, this._disableLighting);
  46696. defines._needNormals = true;
  46697. // Textures
  46698. defines.METALLICWORKFLOW = this.isMetallicWorkflow();
  46699. if (defines._areTexturesDirty) {
  46700. defines._needUVs = false;
  46701. if (scene.texturesEnabled) {
  46702. if (scene.getEngine().getCaps().textureLOD) {
  46703. defines.LODBASEDMICROSFURACE = true;
  46704. }
  46705. if (this._albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  46706. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._albedoTexture, defines, "ALBEDO");
  46707. }
  46708. else {
  46709. defines.ALBEDO = false;
  46710. }
  46711. if (this._ambientTexture && BABYLON.StandardMaterial.AmbientTextureEnabled) {
  46712. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._ambientTexture, defines, "AMBIENT");
  46713. defines.AMBIENTINGRAYSCALE = this._useAmbientInGrayScale;
  46714. }
  46715. else {
  46716. defines.AMBIENT = false;
  46717. }
  46718. if (this._opacityTexture && BABYLON.StandardMaterial.OpacityTextureEnabled) {
  46719. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._opacityTexture, defines, "OPACITY");
  46720. defines.OPACITYRGB = this._opacityTexture.getAlphaFromRGB;
  46721. }
  46722. else {
  46723. defines.OPACITY = false;
  46724. }
  46725. var reflectionTexture = this._getReflectionTexture();
  46726. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  46727. defines.REFLECTION = true;
  46728. defines.GAMMAREFLECTION = reflectionTexture.gammaSpace;
  46729. defines.RGBDREFLECTION = reflectionTexture.isRGBD;
  46730. defines.REFLECTIONMAP_OPPOSITEZ = this.getScene().useRightHandedSystem ? !reflectionTexture.invertZ : reflectionTexture.invertZ;
  46731. defines.LODINREFLECTIONALPHA = reflectionTexture.lodLevelInAlpha;
  46732. if (reflectionTexture.coordinatesMode === BABYLON.Texture.INVCUBIC_MODE) {
  46733. defines.INVERTCUBICMAP = true;
  46734. }
  46735. defines.REFLECTIONMAP_3D = reflectionTexture.isCube;
  46736. switch (reflectionTexture.coordinatesMode) {
  46737. case BABYLON.Texture.EXPLICIT_MODE:
  46738. defines.REFLECTIONMAP_EXPLICIT = true;
  46739. break;
  46740. case BABYLON.Texture.PLANAR_MODE:
  46741. defines.REFLECTIONMAP_PLANAR = true;
  46742. break;
  46743. case BABYLON.Texture.PROJECTION_MODE:
  46744. defines.REFLECTIONMAP_PROJECTION = true;
  46745. break;
  46746. case BABYLON.Texture.SKYBOX_MODE:
  46747. defines.REFLECTIONMAP_SKYBOX = true;
  46748. break;
  46749. case BABYLON.Texture.SPHERICAL_MODE:
  46750. defines.REFLECTIONMAP_SPHERICAL = true;
  46751. break;
  46752. case BABYLON.Texture.EQUIRECTANGULAR_MODE:
  46753. defines.REFLECTIONMAP_EQUIRECTANGULAR = true;
  46754. break;
  46755. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MODE:
  46756. defines.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = true;
  46757. break;
  46758. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE:
  46759. defines.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = true;
  46760. break;
  46761. case BABYLON.Texture.CUBIC_MODE:
  46762. case BABYLON.Texture.INVCUBIC_MODE:
  46763. default:
  46764. defines.REFLECTIONMAP_CUBIC = true;
  46765. defines.USE_LOCAL_REFLECTIONMAP_CUBIC = reflectionTexture.boundingBoxSize ? true : false;
  46766. break;
  46767. }
  46768. if (reflectionTexture.coordinatesMode !== BABYLON.Texture.SKYBOX_MODE) {
  46769. if (reflectionTexture.sphericalPolynomial) {
  46770. defines.USESPHERICALFROMREFLECTIONMAP = true;
  46771. if (this._forceIrradianceInFragment || scene.getEngine().getCaps().maxVaryingVectors <= 8) {
  46772. defines.USESPHERICALINVERTEX = false;
  46773. }
  46774. else {
  46775. defines.USESPHERICALINVERTEX = true;
  46776. }
  46777. }
  46778. }
  46779. else {
  46780. defines.REFLECTIONMAP_SKYBOX_TRANSFORMED = !reflectionTexture.getReflectionTextureMatrix().isIdentity();
  46781. }
  46782. }
  46783. else {
  46784. defines.REFLECTION = false;
  46785. defines.REFLECTIONMAP_3D = false;
  46786. defines.REFLECTIONMAP_SPHERICAL = false;
  46787. defines.REFLECTIONMAP_PLANAR = false;
  46788. defines.REFLECTIONMAP_CUBIC = false;
  46789. defines.USE_LOCAL_REFLECTIONMAP_CUBIC = false;
  46790. defines.REFLECTIONMAP_PROJECTION = false;
  46791. defines.REFLECTIONMAP_SKYBOX = false;
  46792. defines.REFLECTIONMAP_SKYBOX_TRANSFORMED = false;
  46793. defines.REFLECTIONMAP_EXPLICIT = false;
  46794. defines.REFLECTIONMAP_EQUIRECTANGULAR = false;
  46795. defines.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  46796. defines.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  46797. defines.INVERTCUBICMAP = false;
  46798. defines.USESPHERICALFROMREFLECTIONMAP = false;
  46799. defines.USESPHERICALINVERTEX = false;
  46800. defines.REFLECTIONMAP_OPPOSITEZ = false;
  46801. defines.LODINREFLECTIONALPHA = false;
  46802. defines.GAMMAREFLECTION = false;
  46803. defines.RGBDREFLECTION = false;
  46804. }
  46805. if (this._lightmapTexture && BABYLON.StandardMaterial.LightmapTextureEnabled) {
  46806. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._lightmapTexture, defines, "LIGHTMAP");
  46807. defines.USELIGHTMAPASSHADOWMAP = this._useLightmapAsShadowmap;
  46808. defines.GAMMALIGHTMAP = this._lightmapTexture.gammaSpace;
  46809. }
  46810. else {
  46811. defines.LIGHTMAP = false;
  46812. }
  46813. if (this._emissiveTexture && BABYLON.StandardMaterial.EmissiveTextureEnabled) {
  46814. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._emissiveTexture, defines, "EMISSIVE");
  46815. }
  46816. else {
  46817. defines.EMISSIVE = false;
  46818. }
  46819. if (BABYLON.StandardMaterial.SpecularTextureEnabled) {
  46820. if (this._metallicTexture) {
  46821. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._metallicTexture, defines, "REFLECTIVITY");
  46822. defines.ROUGHNESSSTOREINMETALMAPALPHA = this._useRoughnessFromMetallicTextureAlpha;
  46823. defines.ROUGHNESSSTOREINMETALMAPGREEN = !this._useRoughnessFromMetallicTextureAlpha && this._useRoughnessFromMetallicTextureGreen;
  46824. defines.METALLNESSSTOREINMETALMAPBLUE = this._useMetallnessFromMetallicTextureBlue;
  46825. defines.AOSTOREINMETALMAPRED = this._useAmbientOcclusionFromMetallicTextureRed;
  46826. }
  46827. else if (this._reflectivityTexture) {
  46828. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._reflectivityTexture, defines, "REFLECTIVITY");
  46829. defines.MICROSURFACEFROMREFLECTIVITYMAP = this._useMicroSurfaceFromReflectivityMapAlpha;
  46830. defines.MICROSURFACEAUTOMATIC = this._useAutoMicroSurfaceFromReflectivityMap;
  46831. }
  46832. else {
  46833. defines.REFLECTIVITY = false;
  46834. }
  46835. if (this._microSurfaceTexture) {
  46836. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._microSurfaceTexture, defines, "MICROSURFACEMAP");
  46837. }
  46838. else {
  46839. defines.MICROSURFACEMAP = false;
  46840. }
  46841. }
  46842. else {
  46843. defines.REFLECTIVITY = false;
  46844. defines.MICROSURFACEMAP = false;
  46845. }
  46846. if (scene.getEngine().getCaps().standardDerivatives && this._bumpTexture && BABYLON.StandardMaterial.BumpTextureEnabled && !this._disableBumpMap) {
  46847. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._bumpTexture, defines, "BUMP");
  46848. if (this._useParallax && this._albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  46849. defines.PARALLAX = true;
  46850. defines.PARALLAXOCCLUSION = !!this._useParallaxOcclusion;
  46851. }
  46852. else {
  46853. defines.PARALLAX = false;
  46854. }
  46855. defines.OBJECTSPACE_NORMALMAP = this._useObjectSpaceNormalMap;
  46856. }
  46857. else {
  46858. defines.BUMP = false;
  46859. }
  46860. var refractionTexture = this._getRefractionTexture();
  46861. if (refractionTexture && BABYLON.StandardMaterial.RefractionTextureEnabled) {
  46862. defines.REFRACTION = true;
  46863. defines.REFRACTIONMAP_3D = refractionTexture.isCube;
  46864. defines.GAMMAREFRACTION = refractionTexture.gammaSpace;
  46865. defines.RGBDREFRACTION = refractionTexture.isRGBD;
  46866. defines.REFRACTIONMAP_OPPOSITEZ = refractionTexture.invertZ;
  46867. defines.LODINREFRACTIONALPHA = refractionTexture.lodLevelInAlpha;
  46868. if (this._linkRefractionWithTransparency) {
  46869. defines.LINKREFRACTIONTOTRANSPARENCY = true;
  46870. }
  46871. }
  46872. else {
  46873. defines.REFRACTION = false;
  46874. }
  46875. if (this._environmentBRDFTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  46876. defines.ENVIRONMENTBRDF = true;
  46877. }
  46878. else {
  46879. defines.ENVIRONMENTBRDF = false;
  46880. }
  46881. if (this._shouldUseAlphaFromAlbedoTexture()) {
  46882. defines.ALPHAFROMALBEDO = true;
  46883. }
  46884. else {
  46885. defines.ALPHAFROMALBEDO = false;
  46886. }
  46887. }
  46888. defines.SPECULAROVERALPHA = this._useSpecularOverAlpha;
  46889. if (this._lightFalloff === PBRBaseMaterial.LIGHTFALLOFF_STANDARD) {
  46890. defines.USEPHYSICALLIGHTFALLOFF = false;
  46891. defines.USEGLTFLIGHTFALLOFF = false;
  46892. }
  46893. else if (this._lightFalloff === PBRBaseMaterial.LIGHTFALLOFF_GLTF) {
  46894. defines.USEPHYSICALLIGHTFALLOFF = false;
  46895. defines.USEGLTFLIGHTFALLOFF = true;
  46896. }
  46897. else {
  46898. defines.USEPHYSICALLIGHTFALLOFF = true;
  46899. defines.USEGLTFLIGHTFALLOFF = false;
  46900. }
  46901. defines.RADIANCEOVERALPHA = this._useRadianceOverAlpha;
  46902. if (!this.backFaceCulling && this._twoSidedLighting) {
  46903. defines.TWOSIDEDLIGHTING = true;
  46904. }
  46905. else {
  46906. defines.TWOSIDEDLIGHTING = false;
  46907. }
  46908. defines.ALPHATESTVALUE = "" + this._alphaCutOff + (this._alphaCutOff % 1 === 0 ? "." : "");
  46909. defines.PREMULTIPLYALPHA = (this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED || this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED_PORTERDUFF);
  46910. defines.ALPHABLEND = this.needAlphaBlendingForMesh(mesh);
  46911. defines.ALPHAFRESNEL = this._useAlphaFresnel || this._useLinearAlphaFresnel;
  46912. defines.LINEARALPHAFRESNEL = this._useLinearAlphaFresnel;
  46913. defines.SPECULARAA = scene.getEngine().getCaps().standardDerivatives && this._enableSpecularAntiAliasing;
  46914. }
  46915. if (defines._areImageProcessingDirty && this._imageProcessingConfiguration) {
  46916. this._imageProcessingConfiguration.prepareDefines(defines);
  46917. }
  46918. defines.FORCENORMALFORWARD = this._forceNormalForward;
  46919. defines.RADIANCEOCCLUSION = this._useRadianceOcclusion;
  46920. defines.HORIZONOCCLUSION = this._useHorizonOcclusion;
  46921. // Misc.
  46922. if (defines._areMiscDirty) {
  46923. BABYLON.MaterialHelper.PrepareDefinesForMisc(mesh, scene, this._useLogarithmicDepth, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh) || this._forceAlphaTest, defines);
  46924. defines.UNLIT = this._unlit || ((this.pointsCloud || this.wireframe) && !mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind));
  46925. }
  46926. // Values that need to be evaluated on every frame
  46927. BABYLON.MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances ? true : false, useClipPlane);
  46928. // Attribs
  46929. BABYLON.MaterialHelper.PrepareDefinesForAttributes(mesh, defines, true, true, true, this._transparencyMode !== BABYLON.PBRMaterial.PBRMATERIAL_OPAQUE);
  46930. };
  46931. /**
  46932. * Force shader compilation
  46933. */
  46934. PBRBaseMaterial.prototype.forceCompilation = function (mesh, onCompiled, options) {
  46935. var _this = this;
  46936. var localOptions = __assign({ clipPlane: false }, options);
  46937. var defines = new PBRMaterialDefines();
  46938. var effect = this._prepareEffect(mesh, defines, undefined, undefined, undefined, localOptions.clipPlane);
  46939. if (effect.isReady()) {
  46940. if (onCompiled) {
  46941. onCompiled(this);
  46942. }
  46943. }
  46944. else {
  46945. effect.onCompileObservable.add(function () {
  46946. if (onCompiled) {
  46947. onCompiled(_this);
  46948. }
  46949. });
  46950. }
  46951. };
  46952. /**
  46953. * Initializes the uniform buffer layout for the shader.
  46954. */
  46955. PBRBaseMaterial.prototype.buildUniformLayout = function () {
  46956. // Order is important !
  46957. this._uniformBuffer.addUniform("vAlbedoInfos", 2);
  46958. this._uniformBuffer.addUniform("vAmbientInfos", 4);
  46959. this._uniformBuffer.addUniform("vOpacityInfos", 2);
  46960. this._uniformBuffer.addUniform("vEmissiveInfos", 2);
  46961. this._uniformBuffer.addUniform("vLightmapInfos", 2);
  46962. this._uniformBuffer.addUniform("vReflectivityInfos", 3);
  46963. this._uniformBuffer.addUniform("vMicroSurfaceSamplerInfos", 2);
  46964. this._uniformBuffer.addUniform("vRefractionInfos", 4);
  46965. this._uniformBuffer.addUniform("vReflectionInfos", 2);
  46966. this._uniformBuffer.addUniform("vReflectionPosition", 3);
  46967. this._uniformBuffer.addUniform("vReflectionSize", 3);
  46968. this._uniformBuffer.addUniform("vBumpInfos", 3);
  46969. this._uniformBuffer.addUniform("albedoMatrix", 16);
  46970. this._uniformBuffer.addUniform("ambientMatrix", 16);
  46971. this._uniformBuffer.addUniform("opacityMatrix", 16);
  46972. this._uniformBuffer.addUniform("emissiveMatrix", 16);
  46973. this._uniformBuffer.addUniform("lightmapMatrix", 16);
  46974. this._uniformBuffer.addUniform("reflectivityMatrix", 16);
  46975. this._uniformBuffer.addUniform("microSurfaceSamplerMatrix", 16);
  46976. this._uniformBuffer.addUniform("bumpMatrix", 16);
  46977. this._uniformBuffer.addUniform("vTangentSpaceParams", 2);
  46978. this._uniformBuffer.addUniform("refractionMatrix", 16);
  46979. this._uniformBuffer.addUniform("reflectionMatrix", 16);
  46980. this._uniformBuffer.addUniform("vReflectionColor", 3);
  46981. this._uniformBuffer.addUniform("vAlbedoColor", 4);
  46982. this._uniformBuffer.addUniform("vLightingIntensity", 4);
  46983. this._uniformBuffer.addUniform("vRefractionMicrosurfaceInfos", 3);
  46984. this._uniformBuffer.addUniform("vReflectionMicrosurfaceInfos", 3);
  46985. this._uniformBuffer.addUniform("vReflectivityColor", 4);
  46986. this._uniformBuffer.addUniform("vEmissiveColor", 3);
  46987. this._uniformBuffer.addUniform("pointSize", 1);
  46988. this._uniformBuffer.create();
  46989. };
  46990. /**
  46991. * Unbinds the textures.
  46992. */
  46993. PBRBaseMaterial.prototype.unbind = function () {
  46994. if (this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  46995. this._uniformBuffer.setTexture("reflectionSampler", null);
  46996. }
  46997. if (this._refractionTexture && this._refractionTexture.isRenderTarget) {
  46998. this._uniformBuffer.setTexture("refractionSampler", null);
  46999. }
  47000. _super.prototype.unbind.call(this);
  47001. };
  47002. /**
  47003. * Binds the submesh data.
  47004. * @param world - The world matrix.
  47005. * @param mesh - The BJS mesh.
  47006. * @param subMesh - A submesh of the BJS mesh.
  47007. */
  47008. PBRBaseMaterial.prototype.bindForSubMesh = function (world, mesh, subMesh) {
  47009. var scene = this.getScene();
  47010. var defines = subMesh._materialDefines;
  47011. if (!defines) {
  47012. return;
  47013. }
  47014. var effect = subMesh.effect;
  47015. if (!effect) {
  47016. return;
  47017. }
  47018. this._activeEffect = effect;
  47019. // Matrices
  47020. this.bindOnlyWorldMatrix(world);
  47021. // Normal Matrix
  47022. if (defines.OBJECTSPACE_NORMALMAP) {
  47023. world.toNormalMatrix(this._normalMatrix);
  47024. this.bindOnlyNormalMatrix(this._normalMatrix);
  47025. }
  47026. var mustRebind = this._mustRebind(scene, effect, mesh.visibility);
  47027. // Bones
  47028. BABYLON.MaterialHelper.BindBonesParameters(mesh, this._activeEffect);
  47029. var reflectionTexture = null;
  47030. if (mustRebind) {
  47031. this._uniformBuffer.bindToEffect(effect, "Material");
  47032. this.bindViewProjection(effect);
  47033. reflectionTexture = this._getReflectionTexture();
  47034. var refractionTexture = this._getRefractionTexture();
  47035. if (!this._uniformBuffer.useUbo || !this.isFrozen || !this._uniformBuffer.isSync) {
  47036. // Texture uniforms
  47037. if (scene.texturesEnabled) {
  47038. if (this._albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  47039. this._uniformBuffer.updateFloat2("vAlbedoInfos", this._albedoTexture.coordinatesIndex, this._albedoTexture.level);
  47040. BABYLON.MaterialHelper.BindTextureMatrix(this._albedoTexture, this._uniformBuffer, "albedo");
  47041. }
  47042. if (this._ambientTexture && BABYLON.StandardMaterial.AmbientTextureEnabled) {
  47043. this._uniformBuffer.updateFloat4("vAmbientInfos", this._ambientTexture.coordinatesIndex, this._ambientTexture.level, this._ambientTextureStrength, this._ambientTextureImpactOnAnalyticalLights);
  47044. BABYLON.MaterialHelper.BindTextureMatrix(this._ambientTexture, this._uniformBuffer, "ambient");
  47045. }
  47046. if (this._opacityTexture && BABYLON.StandardMaterial.OpacityTextureEnabled) {
  47047. this._uniformBuffer.updateFloat2("vOpacityInfos", this._opacityTexture.coordinatesIndex, this._opacityTexture.level);
  47048. BABYLON.MaterialHelper.BindTextureMatrix(this._opacityTexture, this._uniformBuffer, "opacity");
  47049. }
  47050. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  47051. this._uniformBuffer.updateMatrix("reflectionMatrix", reflectionTexture.getReflectionTextureMatrix());
  47052. this._uniformBuffer.updateFloat2("vReflectionInfos", reflectionTexture.level, 0);
  47053. if (reflectionTexture.boundingBoxSize) {
  47054. var cubeTexture = reflectionTexture;
  47055. this._uniformBuffer.updateVector3("vReflectionPosition", cubeTexture.boundingBoxPosition);
  47056. this._uniformBuffer.updateVector3("vReflectionSize", cubeTexture.boundingBoxSize);
  47057. }
  47058. var polynomials = reflectionTexture.sphericalPolynomial;
  47059. if (defines.USESPHERICALFROMREFLECTIONMAP && polynomials) {
  47060. this._activeEffect.setFloat3("vSphericalX", polynomials.x.x, polynomials.x.y, polynomials.x.z);
  47061. this._activeEffect.setFloat3("vSphericalY", polynomials.y.x, polynomials.y.y, polynomials.y.z);
  47062. this._activeEffect.setFloat3("vSphericalZ", polynomials.z.x, polynomials.z.y, polynomials.z.z);
  47063. this._activeEffect.setFloat3("vSphericalXX_ZZ", polynomials.xx.x - polynomials.zz.x, polynomials.xx.y - polynomials.zz.y, polynomials.xx.z - polynomials.zz.z);
  47064. this._activeEffect.setFloat3("vSphericalYY_ZZ", polynomials.yy.x - polynomials.zz.x, polynomials.yy.y - polynomials.zz.y, polynomials.yy.z - polynomials.zz.z);
  47065. this._activeEffect.setFloat3("vSphericalZZ", polynomials.zz.x, polynomials.zz.y, polynomials.zz.z);
  47066. this._activeEffect.setFloat3("vSphericalXY", polynomials.xy.x, polynomials.xy.y, polynomials.xy.z);
  47067. this._activeEffect.setFloat3("vSphericalYZ", polynomials.yz.x, polynomials.yz.y, polynomials.yz.z);
  47068. this._activeEffect.setFloat3("vSphericalZX", polynomials.zx.x, polynomials.zx.y, polynomials.zx.z);
  47069. }
  47070. this._uniformBuffer.updateFloat3("vReflectionMicrosurfaceInfos", reflectionTexture.getSize().width, reflectionTexture.lodGenerationScale, reflectionTexture.lodGenerationOffset);
  47071. }
  47072. if (this._emissiveTexture && BABYLON.StandardMaterial.EmissiveTextureEnabled) {
  47073. this._uniformBuffer.updateFloat2("vEmissiveInfos", this._emissiveTexture.coordinatesIndex, this._emissiveTexture.level);
  47074. BABYLON.MaterialHelper.BindTextureMatrix(this._emissiveTexture, this._uniformBuffer, "emissive");
  47075. }
  47076. if (this._lightmapTexture && BABYLON.StandardMaterial.LightmapTextureEnabled) {
  47077. this._uniformBuffer.updateFloat2("vLightmapInfos", this._lightmapTexture.coordinatesIndex, this._lightmapTexture.level);
  47078. BABYLON.MaterialHelper.BindTextureMatrix(this._lightmapTexture, this._uniformBuffer, "lightmap");
  47079. }
  47080. if (BABYLON.StandardMaterial.SpecularTextureEnabled) {
  47081. if (this._metallicTexture) {
  47082. this._uniformBuffer.updateFloat3("vReflectivityInfos", this._metallicTexture.coordinatesIndex, this._metallicTexture.level, this._ambientTextureStrength);
  47083. BABYLON.MaterialHelper.BindTextureMatrix(this._metallicTexture, this._uniformBuffer, "reflectivity");
  47084. }
  47085. else if (this._reflectivityTexture) {
  47086. this._uniformBuffer.updateFloat3("vReflectivityInfos", this._reflectivityTexture.coordinatesIndex, this._reflectivityTexture.level, 1.0);
  47087. BABYLON.MaterialHelper.BindTextureMatrix(this._reflectivityTexture, this._uniformBuffer, "reflectivity");
  47088. }
  47089. if (this._microSurfaceTexture) {
  47090. this._uniformBuffer.updateFloat2("vMicroSurfaceSamplerInfos", this._microSurfaceTexture.coordinatesIndex, this._microSurfaceTexture.level);
  47091. BABYLON.MaterialHelper.BindTextureMatrix(this._microSurfaceTexture, this._uniformBuffer, "microSurfaceSampler");
  47092. }
  47093. }
  47094. if (this._bumpTexture && scene.getEngine().getCaps().standardDerivatives && BABYLON.StandardMaterial.BumpTextureEnabled && !this._disableBumpMap) {
  47095. this._uniformBuffer.updateFloat3("vBumpInfos", this._bumpTexture.coordinatesIndex, this._bumpTexture.level, this._parallaxScaleBias);
  47096. BABYLON.MaterialHelper.BindTextureMatrix(this._bumpTexture, this._uniformBuffer, "bump");
  47097. if (scene._mirroredCameraPosition) {
  47098. this._uniformBuffer.updateFloat2("vTangentSpaceParams", this._invertNormalMapX ? 1.0 : -1.0, this._invertNormalMapY ? 1.0 : -1.0);
  47099. }
  47100. else {
  47101. this._uniformBuffer.updateFloat2("vTangentSpaceParams", this._invertNormalMapX ? -1.0 : 1.0, this._invertNormalMapY ? -1.0 : 1.0);
  47102. }
  47103. }
  47104. if (refractionTexture && BABYLON.StandardMaterial.RefractionTextureEnabled) {
  47105. this._uniformBuffer.updateMatrix("refractionMatrix", refractionTexture.getReflectionTextureMatrix());
  47106. var depth = 1.0;
  47107. if (!refractionTexture.isCube) {
  47108. if (refractionTexture.depth) {
  47109. depth = refractionTexture.depth;
  47110. }
  47111. }
  47112. this._uniformBuffer.updateFloat4("vRefractionInfos", refractionTexture.level, this._indexOfRefraction, depth, this._invertRefractionY ? -1 : 1);
  47113. this._uniformBuffer.updateFloat3("vRefractionMicrosurfaceInfos", refractionTexture.getSize().width, refractionTexture.lodGenerationScale, refractionTexture.lodGenerationOffset);
  47114. }
  47115. }
  47116. // Point size
  47117. if (this.pointsCloud) {
  47118. this._uniformBuffer.updateFloat("pointSize", this.pointSize);
  47119. }
  47120. // Colors
  47121. if (defines.METALLICWORKFLOW) {
  47122. BABYLON.PBRMaterial._scaledReflectivity.r = (this._metallic === undefined || this._metallic === null) ? 1 : this._metallic;
  47123. BABYLON.PBRMaterial._scaledReflectivity.g = (this._roughness === undefined || this._roughness === null) ? 1 : this._roughness;
  47124. this._uniformBuffer.updateColor4("vReflectivityColor", BABYLON.PBRMaterial._scaledReflectivity, 0);
  47125. }
  47126. else {
  47127. this._uniformBuffer.updateColor4("vReflectivityColor", this._reflectivityColor, this._microSurface);
  47128. }
  47129. this._uniformBuffer.updateColor3("vEmissiveColor", this._emissiveColor);
  47130. this._uniformBuffer.updateColor3("vReflectionColor", this._reflectionColor);
  47131. this._uniformBuffer.updateColor4("vAlbedoColor", this._albedoColor, this.alpha * mesh.visibility);
  47132. // Misc
  47133. this._lightingInfos.x = this._directIntensity;
  47134. this._lightingInfos.y = this._emissiveIntensity;
  47135. this._lightingInfos.z = this._environmentIntensity;
  47136. this._lightingInfos.w = this._specularIntensity;
  47137. this._uniformBuffer.updateVector4("vLightingIntensity", this._lightingInfos);
  47138. }
  47139. // Textures
  47140. if (scene.texturesEnabled) {
  47141. if (this._albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  47142. this._uniformBuffer.setTexture("albedoSampler", this._albedoTexture);
  47143. }
  47144. if (this._ambientTexture && BABYLON.StandardMaterial.AmbientTextureEnabled) {
  47145. this._uniformBuffer.setTexture("ambientSampler", this._ambientTexture);
  47146. }
  47147. if (this._opacityTexture && BABYLON.StandardMaterial.OpacityTextureEnabled) {
  47148. this._uniformBuffer.setTexture("opacitySampler", this._opacityTexture);
  47149. }
  47150. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  47151. if (defines.LODBASEDMICROSFURACE) {
  47152. this._uniformBuffer.setTexture("reflectionSampler", reflectionTexture);
  47153. }
  47154. else {
  47155. this._uniformBuffer.setTexture("reflectionSampler", reflectionTexture._lodTextureMid || reflectionTexture);
  47156. this._uniformBuffer.setTexture("reflectionSamplerLow", reflectionTexture._lodTextureLow || reflectionTexture);
  47157. this._uniformBuffer.setTexture("reflectionSamplerHigh", reflectionTexture._lodTextureHigh || reflectionTexture);
  47158. }
  47159. }
  47160. if (defines.ENVIRONMENTBRDF) {
  47161. this._uniformBuffer.setTexture("environmentBrdfSampler", this._environmentBRDFTexture);
  47162. }
  47163. if (refractionTexture && BABYLON.StandardMaterial.RefractionTextureEnabled) {
  47164. if (defines.LODBASEDMICROSFURACE) {
  47165. this._uniformBuffer.setTexture("refractionSampler", refractionTexture);
  47166. }
  47167. else {
  47168. this._uniformBuffer.setTexture("refractionSampler", refractionTexture._lodTextureMid || refractionTexture);
  47169. this._uniformBuffer.setTexture("refractionSamplerLow", refractionTexture._lodTextureLow || refractionTexture);
  47170. this._uniformBuffer.setTexture("refractionSamplerHigh", refractionTexture._lodTextureHigh || refractionTexture);
  47171. }
  47172. }
  47173. if (this._emissiveTexture && BABYLON.StandardMaterial.EmissiveTextureEnabled) {
  47174. this._uniformBuffer.setTexture("emissiveSampler", this._emissiveTexture);
  47175. }
  47176. if (this._lightmapTexture && BABYLON.StandardMaterial.LightmapTextureEnabled) {
  47177. this._uniformBuffer.setTexture("lightmapSampler", this._lightmapTexture);
  47178. }
  47179. if (BABYLON.StandardMaterial.SpecularTextureEnabled) {
  47180. if (this._metallicTexture) {
  47181. this._uniformBuffer.setTexture("reflectivitySampler", this._metallicTexture);
  47182. }
  47183. else if (this._reflectivityTexture) {
  47184. this._uniformBuffer.setTexture("reflectivitySampler", this._reflectivityTexture);
  47185. }
  47186. if (this._microSurfaceTexture) {
  47187. this._uniformBuffer.setTexture("microSurfaceSampler", this._microSurfaceTexture);
  47188. }
  47189. }
  47190. if (this._bumpTexture && scene.getEngine().getCaps().standardDerivatives && BABYLON.StandardMaterial.BumpTextureEnabled && !this._disableBumpMap) {
  47191. this._uniformBuffer.setTexture("bumpSampler", this._bumpTexture);
  47192. }
  47193. }
  47194. // Clip plane
  47195. BABYLON.MaterialHelper.BindClipPlane(this._activeEffect, scene);
  47196. // Colors
  47197. scene.ambientColor.multiplyToRef(this._ambientColor, this._globalAmbientColor);
  47198. var eyePosition = scene._forcedViewPosition ? scene._forcedViewPosition : (scene._mirroredCameraPosition ? scene._mirroredCameraPosition : scene.activeCamera.globalPosition);
  47199. var invertNormal = (scene.useRightHandedSystem === (scene._mirroredCameraPosition != null));
  47200. effect.setFloat4("vEyePosition", eyePosition.x, eyePosition.y, eyePosition.z, invertNormal ? -1 : 1);
  47201. effect.setColor3("vAmbientColor", this._globalAmbientColor);
  47202. }
  47203. if (mustRebind || !this.isFrozen) {
  47204. // Lights
  47205. if (scene.lightsEnabled && !this._disableLighting) {
  47206. BABYLON.MaterialHelper.BindLights(scene, mesh, this._activeEffect, defines, this._maxSimultaneousLights, this._lightFalloff !== PBRBaseMaterial.LIGHTFALLOFF_STANDARD);
  47207. }
  47208. // View
  47209. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE || reflectionTexture) {
  47210. this.bindView(effect);
  47211. }
  47212. // Fog
  47213. BABYLON.MaterialHelper.BindFogParameters(scene, mesh, this._activeEffect, true);
  47214. // Morph targets
  47215. if (defines.NUM_MORPH_INFLUENCERS) {
  47216. BABYLON.MaterialHelper.BindMorphTargetParameters(mesh, this._activeEffect);
  47217. }
  47218. // image processing
  47219. this._imageProcessingConfiguration.bind(this._activeEffect);
  47220. // Log. depth
  47221. BABYLON.MaterialHelper.BindLogDepth(defines, this._activeEffect, scene);
  47222. }
  47223. this._uniformBuffer.update();
  47224. this._afterBind(mesh, this._activeEffect);
  47225. };
  47226. /**
  47227. * Returns the animatable textures.
  47228. * @returns - Array of animatable textures.
  47229. */
  47230. PBRBaseMaterial.prototype.getAnimatables = function () {
  47231. var results = [];
  47232. if (this._albedoTexture && this._albedoTexture.animations && this._albedoTexture.animations.length > 0) {
  47233. results.push(this._albedoTexture);
  47234. }
  47235. if (this._ambientTexture && this._ambientTexture.animations && this._ambientTexture.animations.length > 0) {
  47236. results.push(this._ambientTexture);
  47237. }
  47238. if (this._opacityTexture && this._opacityTexture.animations && this._opacityTexture.animations.length > 0) {
  47239. results.push(this._opacityTexture);
  47240. }
  47241. if (this._reflectionTexture && this._reflectionTexture.animations && this._reflectionTexture.animations.length > 0) {
  47242. results.push(this._reflectionTexture);
  47243. }
  47244. if (this._emissiveTexture && this._emissiveTexture.animations && this._emissiveTexture.animations.length > 0) {
  47245. results.push(this._emissiveTexture);
  47246. }
  47247. if (this._metallicTexture && this._metallicTexture.animations && this._metallicTexture.animations.length > 0) {
  47248. results.push(this._metallicTexture);
  47249. }
  47250. else if (this._reflectivityTexture && this._reflectivityTexture.animations && this._reflectivityTexture.animations.length > 0) {
  47251. results.push(this._reflectivityTexture);
  47252. }
  47253. if (this._bumpTexture && this._bumpTexture.animations && this._bumpTexture.animations.length > 0) {
  47254. results.push(this._bumpTexture);
  47255. }
  47256. if (this._lightmapTexture && this._lightmapTexture.animations && this._lightmapTexture.animations.length > 0) {
  47257. results.push(this._lightmapTexture);
  47258. }
  47259. if (this._refractionTexture && this._refractionTexture.animations && this._refractionTexture.animations.length > 0) {
  47260. results.push(this._refractionTexture);
  47261. }
  47262. return results;
  47263. };
  47264. /**
  47265. * Returns the texture used for reflections.
  47266. * @returns - Reflection texture if present. Otherwise, returns the environment texture.
  47267. */
  47268. PBRBaseMaterial.prototype._getReflectionTexture = function () {
  47269. if (this._reflectionTexture) {
  47270. return this._reflectionTexture;
  47271. }
  47272. return this.getScene().environmentTexture;
  47273. };
  47274. /**
  47275. * Returns the texture used for refraction or null if none is used.
  47276. * @returns - Refection texture if present. If no refraction texture and refraction
  47277. * is linked with transparency, returns environment texture. Otherwise, returns null.
  47278. */
  47279. PBRBaseMaterial.prototype._getRefractionTexture = function () {
  47280. if (this._refractionTexture) {
  47281. return this._refractionTexture;
  47282. }
  47283. if (this._linkRefractionWithTransparency) {
  47284. return this.getScene().environmentTexture;
  47285. }
  47286. return null;
  47287. };
  47288. /**
  47289. * Disposes the resources of the material.
  47290. * @param forceDisposeEffect - Forces the disposal of effects.
  47291. * @param forceDisposeTextures - Forces the disposal of all textures.
  47292. */
  47293. PBRBaseMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures) {
  47294. if (forceDisposeTextures) {
  47295. if (this._albedoTexture) {
  47296. this._albedoTexture.dispose();
  47297. }
  47298. if (this._ambientTexture) {
  47299. this._ambientTexture.dispose();
  47300. }
  47301. if (this._opacityTexture) {
  47302. this._opacityTexture.dispose();
  47303. }
  47304. if (this._reflectionTexture) {
  47305. this._reflectionTexture.dispose();
  47306. }
  47307. if (this._environmentBRDFTexture && this.getScene()._environmentBRDFTexture !== this._environmentBRDFTexture) {
  47308. this._environmentBRDFTexture.dispose();
  47309. }
  47310. if (this._emissiveTexture) {
  47311. this._emissiveTexture.dispose();
  47312. }
  47313. if (this._metallicTexture) {
  47314. this._metallicTexture.dispose();
  47315. }
  47316. if (this._reflectivityTexture) {
  47317. this._reflectivityTexture.dispose();
  47318. }
  47319. if (this._bumpTexture) {
  47320. this._bumpTexture.dispose();
  47321. }
  47322. if (this._lightmapTexture) {
  47323. this._lightmapTexture.dispose();
  47324. }
  47325. if (this._refractionTexture) {
  47326. this._refractionTexture.dispose();
  47327. }
  47328. }
  47329. this._renderTargets.dispose();
  47330. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  47331. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  47332. }
  47333. _super.prototype.dispose.call(this, forceDisposeEffect, forceDisposeTextures);
  47334. };
  47335. /**
  47336. * PBRMaterialLightFalloff Physical: light is falling off following the inverse squared distance law.
  47337. */
  47338. PBRBaseMaterial.LIGHTFALLOFF_PHYSICAL = 0;
  47339. /**
  47340. * PBRMaterialLightFalloff gltf: light is falling off as described in the gltf moving to PBR document
  47341. * to enhance interoperability with other engines.
  47342. */
  47343. PBRBaseMaterial.LIGHTFALLOFF_GLTF = 1;
  47344. /**
  47345. * PBRMaterialLightFalloff Standard: light is falling off like in the standard material
  47346. * to enhance interoperability with other materials.
  47347. */
  47348. PBRBaseMaterial.LIGHTFALLOFF_STANDARD = 2;
  47349. /**
  47350. * Stores the reflectivity values based on metallic roughness workflow.
  47351. */
  47352. PBRBaseMaterial._scaledReflectivity = new BABYLON.Color3();
  47353. __decorate([
  47354. BABYLON.serializeAsImageProcessingConfiguration()
  47355. ], PBRBaseMaterial.prototype, "_imageProcessingConfiguration", void 0);
  47356. __decorate([
  47357. BABYLON.serialize()
  47358. ], PBRBaseMaterial.prototype, "useLogarithmicDepth", null);
  47359. __decorate([
  47360. BABYLON.serialize()
  47361. ], PBRBaseMaterial.prototype, "transparencyMode", null);
  47362. return PBRBaseMaterial;
  47363. }(BABYLON.PushMaterial));
  47364. BABYLON.PBRBaseMaterial = PBRBaseMaterial;
  47365. })(BABYLON || (BABYLON = {}));
  47366. //# sourceMappingURL=babylon.pbrBaseMaterial.js.map
  47367. var BABYLON;
  47368. (function (BABYLON) {
  47369. /**
  47370. * The Physically based simple base material of BJS.
  47371. *
  47372. * This enables better naming and convention enforcements on top of the pbrMaterial.
  47373. * It is used as the base class for both the specGloss and metalRough conventions.
  47374. */
  47375. var PBRBaseSimpleMaterial = /** @class */ (function (_super) {
  47376. __extends(PBRBaseSimpleMaterial, _super);
  47377. /**
  47378. * Instantiates a new PBRMaterial instance.
  47379. *
  47380. * @param name The material name
  47381. * @param scene The scene the material will be use in.
  47382. */
  47383. function PBRBaseSimpleMaterial(name, scene) {
  47384. var _this = _super.call(this, name, scene) || this;
  47385. /**
  47386. * Number of Simultaneous lights allowed on the material.
  47387. */
  47388. _this.maxSimultaneousLights = 4;
  47389. /**
  47390. * If sets to true, disables all the lights affecting the material.
  47391. */
  47392. _this.disableLighting = false;
  47393. /**
  47394. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  47395. */
  47396. _this.invertNormalMapX = false;
  47397. /**
  47398. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  47399. */
  47400. _this.invertNormalMapY = false;
  47401. /**
  47402. * Emissivie color used to self-illuminate the model.
  47403. */
  47404. _this.emissiveColor = new BABYLON.Color3(0, 0, 0);
  47405. /**
  47406. * Occlusion Channel Strenght.
  47407. */
  47408. _this.occlusionStrength = 1.0;
  47409. /**
  47410. * If true, the light map contains occlusion information instead of lighting info.
  47411. */
  47412. _this.useLightmapAsShadowmap = false;
  47413. _this._useAlphaFromAlbedoTexture = true;
  47414. _this._useAmbientInGrayScale = true;
  47415. return _this;
  47416. }
  47417. Object.defineProperty(PBRBaseSimpleMaterial.prototype, "doubleSided", {
  47418. /**
  47419. * Gets the current double sided mode.
  47420. */
  47421. get: function () {
  47422. return this._twoSidedLighting;
  47423. },
  47424. /**
  47425. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  47426. */
  47427. set: function (value) {
  47428. if (this._twoSidedLighting === value) {
  47429. return;
  47430. }
  47431. this._twoSidedLighting = value;
  47432. this.backFaceCulling = !value;
  47433. this._markAllSubMeshesAsTexturesDirty();
  47434. },
  47435. enumerable: true,
  47436. configurable: true
  47437. });
  47438. /**
  47439. * Return the active textures of the material.
  47440. */
  47441. PBRBaseSimpleMaterial.prototype.getActiveTextures = function () {
  47442. var activeTextures = _super.prototype.getActiveTextures.call(this);
  47443. if (this.environmentTexture) {
  47444. activeTextures.push(this.environmentTexture);
  47445. }
  47446. if (this.normalTexture) {
  47447. activeTextures.push(this.normalTexture);
  47448. }
  47449. if (this.emissiveTexture) {
  47450. activeTextures.push(this.emissiveTexture);
  47451. }
  47452. if (this.occlusionTexture) {
  47453. activeTextures.push(this.occlusionTexture);
  47454. }
  47455. if (this.lightmapTexture) {
  47456. activeTextures.push(this.lightmapTexture);
  47457. }
  47458. return activeTextures;
  47459. };
  47460. PBRBaseSimpleMaterial.prototype.hasTexture = function (texture) {
  47461. if (_super.prototype.hasTexture.call(this, texture)) {
  47462. return true;
  47463. }
  47464. if (this.lightmapTexture === texture) {
  47465. return true;
  47466. }
  47467. return false;
  47468. };
  47469. PBRBaseSimpleMaterial.prototype.getClassName = function () {
  47470. return "PBRBaseSimpleMaterial";
  47471. };
  47472. __decorate([
  47473. BABYLON.serialize(),
  47474. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  47475. ], PBRBaseSimpleMaterial.prototype, "maxSimultaneousLights", void 0);
  47476. __decorate([
  47477. BABYLON.serialize(),
  47478. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  47479. ], PBRBaseSimpleMaterial.prototype, "disableLighting", void 0);
  47480. __decorate([
  47481. BABYLON.serializeAsTexture(),
  47482. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_reflectionTexture")
  47483. ], PBRBaseSimpleMaterial.prototype, "environmentTexture", void 0);
  47484. __decorate([
  47485. BABYLON.serialize(),
  47486. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47487. ], PBRBaseSimpleMaterial.prototype, "invertNormalMapX", void 0);
  47488. __decorate([
  47489. BABYLON.serialize(),
  47490. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47491. ], PBRBaseSimpleMaterial.prototype, "invertNormalMapY", void 0);
  47492. __decorate([
  47493. BABYLON.serializeAsTexture(),
  47494. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_bumpTexture")
  47495. ], PBRBaseSimpleMaterial.prototype, "normalTexture", void 0);
  47496. __decorate([
  47497. BABYLON.serializeAsColor3("emissive"),
  47498. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47499. ], PBRBaseSimpleMaterial.prototype, "emissiveColor", void 0);
  47500. __decorate([
  47501. BABYLON.serializeAsTexture(),
  47502. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47503. ], PBRBaseSimpleMaterial.prototype, "emissiveTexture", void 0);
  47504. __decorate([
  47505. BABYLON.serialize(),
  47506. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_ambientTextureStrength")
  47507. ], PBRBaseSimpleMaterial.prototype, "occlusionStrength", void 0);
  47508. __decorate([
  47509. BABYLON.serializeAsTexture(),
  47510. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_ambientTexture")
  47511. ], PBRBaseSimpleMaterial.prototype, "occlusionTexture", void 0);
  47512. __decorate([
  47513. BABYLON.serialize(),
  47514. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_alphaCutOff")
  47515. ], PBRBaseSimpleMaterial.prototype, "alphaCutOff", void 0);
  47516. __decorate([
  47517. BABYLON.serialize()
  47518. ], PBRBaseSimpleMaterial.prototype, "doubleSided", null);
  47519. __decorate([
  47520. BABYLON.serializeAsTexture(),
  47521. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", null)
  47522. ], PBRBaseSimpleMaterial.prototype, "lightmapTexture", void 0);
  47523. __decorate([
  47524. BABYLON.serialize(),
  47525. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47526. ], PBRBaseSimpleMaterial.prototype, "useLightmapAsShadowmap", void 0);
  47527. return PBRBaseSimpleMaterial;
  47528. }(BABYLON.PBRBaseMaterial));
  47529. BABYLON.PBRBaseSimpleMaterial = PBRBaseSimpleMaterial;
  47530. })(BABYLON || (BABYLON = {}));
  47531. //# sourceMappingURL=babylon.pbrBaseSimpleMaterial.js.map
  47532. var BABYLON;
  47533. (function (BABYLON) {
  47534. /**
  47535. * The Physically based material of BJS.
  47536. *
  47537. * This offers the main features of a standard PBR material.
  47538. * For more information, please refer to the documentation :
  47539. * http://doc.babylonjs.com/extensions/Physically_Based_Rendering
  47540. */
  47541. var PBRMaterial = /** @class */ (function (_super) {
  47542. __extends(PBRMaterial, _super);
  47543. /**
  47544. * Instantiates a new PBRMaterial instance.
  47545. *
  47546. * @param name The material name
  47547. * @param scene The scene the material will be use in.
  47548. */
  47549. function PBRMaterial(name, scene) {
  47550. var _this = _super.call(this, name, scene) || this;
  47551. /**
  47552. * Intensity of the direct lights e.g. the four lights available in your scene.
  47553. * This impacts both the direct diffuse and specular highlights.
  47554. */
  47555. _this.directIntensity = 1.0;
  47556. /**
  47557. * Intensity of the emissive part of the material.
  47558. * This helps controlling the emissive effect without modifying the emissive color.
  47559. */
  47560. _this.emissiveIntensity = 1.0;
  47561. /**
  47562. * Intensity of the environment e.g. how much the environment will light the object
  47563. * either through harmonics for rough material or through the refelction for shiny ones.
  47564. */
  47565. _this.environmentIntensity = 1.0;
  47566. /**
  47567. * This is a special control allowing the reduction of the specular highlights coming from the
  47568. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  47569. */
  47570. _this.specularIntensity = 1.0;
  47571. /**
  47572. * Debug Control allowing disabling the bump map on this material.
  47573. */
  47574. _this.disableBumpMap = false;
  47575. /**
  47576. * AKA Occlusion Texture Intensity in other nomenclature.
  47577. */
  47578. _this.ambientTextureStrength = 1.0;
  47579. /**
  47580. * Defines how much the AO map is occluding the analytical lights (point spot...).
  47581. * 1 means it completely occludes it
  47582. * 0 mean it has no impact
  47583. */
  47584. _this.ambientTextureImpactOnAnalyticalLights = PBRMaterial.DEFAULT_AO_ON_ANALYTICAL_LIGHTS;
  47585. /**
  47586. * The color of a material in ambient lighting.
  47587. */
  47588. _this.ambientColor = new BABYLON.Color3(0, 0, 0);
  47589. /**
  47590. * AKA Diffuse Color in other nomenclature.
  47591. */
  47592. _this.albedoColor = new BABYLON.Color3(1, 1, 1);
  47593. /**
  47594. * AKA Specular Color in other nomenclature.
  47595. */
  47596. _this.reflectivityColor = new BABYLON.Color3(1, 1, 1);
  47597. /**
  47598. * The color reflected from the material.
  47599. */
  47600. _this.reflectionColor = new BABYLON.Color3(1.0, 1.0, 1.0);
  47601. /**
  47602. * The color emitted from the material.
  47603. */
  47604. _this.emissiveColor = new BABYLON.Color3(0, 0, 0);
  47605. /**
  47606. * AKA Glossiness in other nomenclature.
  47607. */
  47608. _this.microSurface = 1.0;
  47609. /**
  47610. * source material index of refraction (IOR)' / 'destination material IOR.
  47611. */
  47612. _this.indexOfRefraction = 0.66;
  47613. /**
  47614. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  47615. */
  47616. _this.invertRefractionY = false;
  47617. /**
  47618. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  47619. * Materials half opaque for instance using refraction could benefit from this control.
  47620. */
  47621. _this.linkRefractionWithTransparency = false;
  47622. /**
  47623. * If true, the light map contains occlusion information instead of lighting info.
  47624. */
  47625. _this.useLightmapAsShadowmap = false;
  47626. /**
  47627. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  47628. */
  47629. _this.useAlphaFromAlbedoTexture = false;
  47630. /**
  47631. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  47632. */
  47633. _this.forceAlphaTest = false;
  47634. /**
  47635. * Defines the alpha limits in alpha test mode.
  47636. */
  47637. _this.alphaCutOff = 0.4;
  47638. /**
  47639. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  47640. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  47641. */
  47642. _this.useSpecularOverAlpha = true;
  47643. /**
  47644. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  47645. */
  47646. _this.useMicroSurfaceFromReflectivityMapAlpha = false;
  47647. /**
  47648. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  47649. */
  47650. _this.useRoughnessFromMetallicTextureAlpha = true;
  47651. /**
  47652. * Specifies if the metallic texture contains the roughness information in its green channel.
  47653. */
  47654. _this.useRoughnessFromMetallicTextureGreen = false;
  47655. /**
  47656. * Specifies if the metallic texture contains the metallness information in its blue channel.
  47657. */
  47658. _this.useMetallnessFromMetallicTextureBlue = false;
  47659. /**
  47660. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  47661. */
  47662. _this.useAmbientOcclusionFromMetallicTextureRed = false;
  47663. /**
  47664. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  47665. */
  47666. _this.useAmbientInGrayScale = false;
  47667. /**
  47668. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  47669. * The material will try to infer what glossiness each pixel should be.
  47670. */
  47671. _this.useAutoMicroSurfaceFromReflectivityMap = false;
  47672. /**
  47673. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  47674. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  47675. */
  47676. _this.useRadianceOverAlpha = true;
  47677. /**
  47678. * Allows using an object space normal map (instead of tangent space).
  47679. */
  47680. _this.useObjectSpaceNormalMap = false;
  47681. /**
  47682. * Allows using the bump map in parallax mode.
  47683. */
  47684. _this.useParallax = false;
  47685. /**
  47686. * Allows using the bump map in parallax occlusion mode.
  47687. */
  47688. _this.useParallaxOcclusion = false;
  47689. /**
  47690. * Controls the scale bias of the parallax mode.
  47691. */
  47692. _this.parallaxScaleBias = 0.05;
  47693. /**
  47694. * If sets to true, disables all the lights affecting the material.
  47695. */
  47696. _this.disableLighting = false;
  47697. /**
  47698. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  47699. */
  47700. _this.forceIrradianceInFragment = false;
  47701. /**
  47702. * Number of Simultaneous lights allowed on the material.
  47703. */
  47704. _this.maxSimultaneousLights = 4;
  47705. /**
  47706. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  47707. */
  47708. _this.invertNormalMapX = false;
  47709. /**
  47710. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  47711. */
  47712. _this.invertNormalMapY = false;
  47713. /**
  47714. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  47715. */
  47716. _this.twoSidedLighting = false;
  47717. /**
  47718. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  47719. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  47720. */
  47721. _this.useAlphaFresnel = false;
  47722. /**
  47723. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  47724. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  47725. */
  47726. _this.useLinearAlphaFresnel = false;
  47727. /**
  47728. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  47729. * And/Or occlude the blended part.
  47730. */
  47731. _this.environmentBRDFTexture = null;
  47732. /**
  47733. * Force normal to face away from face.
  47734. */
  47735. _this.forceNormalForward = false;
  47736. /**
  47737. * Enables specular anti aliasing in the PBR shader.
  47738. * It will both interacts on the Geometry for analytical and IBL lighting.
  47739. * It also prefilter the roughness map based on the bump values.
  47740. */
  47741. _this.enableSpecularAntiAliasing = false;
  47742. /**
  47743. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  47744. * makes the reflect vector face the model (under horizon).
  47745. */
  47746. _this.useHorizonOcclusion = true;
  47747. /**
  47748. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  47749. * too much the area relying on ambient texture to define their ambient occlusion.
  47750. */
  47751. _this.useRadianceOcclusion = true;
  47752. /**
  47753. * If set to true, no lighting calculations will be applied.
  47754. */
  47755. _this.unlit = false;
  47756. _this._environmentBRDFTexture = BABYLON.TextureTools.GetEnvironmentBRDFTexture(scene);
  47757. return _this;
  47758. }
  47759. Object.defineProperty(PBRMaterial.prototype, "usePhysicalLightFalloff", {
  47760. /**
  47761. * BJS is using an harcoded light falloff based on a manually sets up range.
  47762. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  47763. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  47764. */
  47765. get: function () {
  47766. return this._lightFalloff === BABYLON.PBRBaseMaterial.LIGHTFALLOFF_PHYSICAL;
  47767. },
  47768. /**
  47769. * BJS is using an harcoded light falloff based on a manually sets up range.
  47770. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  47771. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  47772. */
  47773. set: function (value) {
  47774. if (value !== this.usePhysicalLightFalloff) {
  47775. // Ensure the effect will be rebuilt.
  47776. this._markAllSubMeshesAsTexturesDirty();
  47777. if (value) {
  47778. this._lightFalloff = BABYLON.PBRBaseMaterial.LIGHTFALLOFF_PHYSICAL;
  47779. }
  47780. else {
  47781. this._lightFalloff = BABYLON.PBRBaseMaterial.LIGHTFALLOFF_STANDARD;
  47782. }
  47783. }
  47784. },
  47785. enumerable: true,
  47786. configurable: true
  47787. });
  47788. Object.defineProperty(PBRMaterial.prototype, "useGLTFLightFalloff", {
  47789. /**
  47790. * In order to support the falloff compatibility with gltf, a special mode has been added
  47791. * to reproduce the gltf light falloff.
  47792. */
  47793. get: function () {
  47794. return this._lightFalloff === BABYLON.PBRBaseMaterial.LIGHTFALLOFF_GLTF;
  47795. },
  47796. /**
  47797. * In order to support the falloff compatibility with gltf, a special mode has been added
  47798. * to reproduce the gltf light falloff.
  47799. */
  47800. set: function (value) {
  47801. if (value !== this.useGLTFLightFalloff) {
  47802. // Ensure the effect will be rebuilt.
  47803. this._markAllSubMeshesAsTexturesDirty();
  47804. if (value) {
  47805. this._lightFalloff = BABYLON.PBRBaseMaterial.LIGHTFALLOFF_GLTF;
  47806. }
  47807. else {
  47808. this._lightFalloff = BABYLON.PBRBaseMaterial.LIGHTFALLOFF_STANDARD;
  47809. }
  47810. }
  47811. },
  47812. enumerable: true,
  47813. configurable: true
  47814. });
  47815. Object.defineProperty(PBRMaterial.prototype, "imageProcessingConfiguration", {
  47816. /**
  47817. * Gets the image processing configuration used either in this material.
  47818. */
  47819. get: function () {
  47820. return this._imageProcessingConfiguration;
  47821. },
  47822. /**
  47823. * Sets the Default image processing configuration used either in the this material.
  47824. *
  47825. * If sets to null, the scene one is in use.
  47826. */
  47827. set: function (value) {
  47828. this._attachImageProcessingConfiguration(value);
  47829. // Ensure the effect will be rebuilt.
  47830. this._markAllSubMeshesAsTexturesDirty();
  47831. },
  47832. enumerable: true,
  47833. configurable: true
  47834. });
  47835. Object.defineProperty(PBRMaterial.prototype, "cameraColorCurvesEnabled", {
  47836. /**
  47837. * Gets wether the color curves effect is enabled.
  47838. */
  47839. get: function () {
  47840. return this.imageProcessingConfiguration.colorCurvesEnabled;
  47841. },
  47842. /**
  47843. * Sets wether the color curves effect is enabled.
  47844. */
  47845. set: function (value) {
  47846. this.imageProcessingConfiguration.colorCurvesEnabled = value;
  47847. },
  47848. enumerable: true,
  47849. configurable: true
  47850. });
  47851. Object.defineProperty(PBRMaterial.prototype, "cameraColorGradingEnabled", {
  47852. /**
  47853. * Gets wether the color grading effect is enabled.
  47854. */
  47855. get: function () {
  47856. return this.imageProcessingConfiguration.colorGradingEnabled;
  47857. },
  47858. /**
  47859. * Gets wether the color grading effect is enabled.
  47860. */
  47861. set: function (value) {
  47862. this.imageProcessingConfiguration.colorGradingEnabled = value;
  47863. },
  47864. enumerable: true,
  47865. configurable: true
  47866. });
  47867. Object.defineProperty(PBRMaterial.prototype, "cameraToneMappingEnabled", {
  47868. /**
  47869. * Gets wether tonemapping is enabled or not.
  47870. */
  47871. get: function () {
  47872. return this._imageProcessingConfiguration.toneMappingEnabled;
  47873. },
  47874. /**
  47875. * Sets wether tonemapping is enabled or not
  47876. */
  47877. set: function (value) {
  47878. this._imageProcessingConfiguration.toneMappingEnabled = value;
  47879. },
  47880. enumerable: true,
  47881. configurable: true
  47882. });
  47883. Object.defineProperty(PBRMaterial.prototype, "cameraExposure", {
  47884. /**
  47885. * The camera exposure used on this material.
  47886. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  47887. * This corresponds to a photographic exposure.
  47888. */
  47889. get: function () {
  47890. return this._imageProcessingConfiguration.exposure;
  47891. },
  47892. /**
  47893. * The camera exposure used on this material.
  47894. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  47895. * This corresponds to a photographic exposure.
  47896. */
  47897. set: function (value) {
  47898. this._imageProcessingConfiguration.exposure = value;
  47899. },
  47900. enumerable: true,
  47901. configurable: true
  47902. });
  47903. Object.defineProperty(PBRMaterial.prototype, "cameraContrast", {
  47904. /**
  47905. * Gets The camera contrast used on this material.
  47906. */
  47907. get: function () {
  47908. return this._imageProcessingConfiguration.contrast;
  47909. },
  47910. /**
  47911. * Sets The camera contrast used on this material.
  47912. */
  47913. set: function (value) {
  47914. this._imageProcessingConfiguration.contrast = value;
  47915. },
  47916. enumerable: true,
  47917. configurable: true
  47918. });
  47919. Object.defineProperty(PBRMaterial.prototype, "cameraColorGradingTexture", {
  47920. /**
  47921. * Gets the Color Grading 2D Lookup Texture.
  47922. */
  47923. get: function () {
  47924. return this._imageProcessingConfiguration.colorGradingTexture;
  47925. },
  47926. /**
  47927. * Sets the Color Grading 2D Lookup Texture.
  47928. */
  47929. set: function (value) {
  47930. this._imageProcessingConfiguration.colorGradingTexture = value;
  47931. },
  47932. enumerable: true,
  47933. configurable: true
  47934. });
  47935. Object.defineProperty(PBRMaterial.prototype, "cameraColorCurves", {
  47936. /**
  47937. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  47938. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  47939. * 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;
  47940. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  47941. */
  47942. get: function () {
  47943. return this._imageProcessingConfiguration.colorCurves;
  47944. },
  47945. /**
  47946. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  47947. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  47948. * 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;
  47949. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  47950. */
  47951. set: function (value) {
  47952. this._imageProcessingConfiguration.colorCurves = value;
  47953. },
  47954. enumerable: true,
  47955. configurable: true
  47956. });
  47957. /**
  47958. * Returns the name of this material class.
  47959. */
  47960. PBRMaterial.prototype.getClassName = function () {
  47961. return "PBRMaterial";
  47962. };
  47963. /**
  47964. * Returns an array of the actively used textures.
  47965. * @returns - Array of BaseTextures
  47966. */
  47967. PBRMaterial.prototype.getActiveTextures = function () {
  47968. var activeTextures = _super.prototype.getActiveTextures.call(this);
  47969. if (this._albedoTexture) {
  47970. activeTextures.push(this._albedoTexture);
  47971. }
  47972. if (this._ambientTexture) {
  47973. activeTextures.push(this._ambientTexture);
  47974. }
  47975. if (this._opacityTexture) {
  47976. activeTextures.push(this._opacityTexture);
  47977. }
  47978. if (this._reflectionTexture) {
  47979. activeTextures.push(this._reflectionTexture);
  47980. }
  47981. if (this._emissiveTexture) {
  47982. activeTextures.push(this._emissiveTexture);
  47983. }
  47984. if (this._reflectivityTexture) {
  47985. activeTextures.push(this._reflectivityTexture);
  47986. }
  47987. if (this._metallicTexture) {
  47988. activeTextures.push(this._metallicTexture);
  47989. }
  47990. if (this._microSurfaceTexture) {
  47991. activeTextures.push(this._microSurfaceTexture);
  47992. }
  47993. if (this._bumpTexture) {
  47994. activeTextures.push(this._bumpTexture);
  47995. }
  47996. if (this._lightmapTexture) {
  47997. activeTextures.push(this._lightmapTexture);
  47998. }
  47999. if (this._refractionTexture) {
  48000. activeTextures.push(this._refractionTexture);
  48001. }
  48002. return activeTextures;
  48003. };
  48004. /**
  48005. * Checks to see if a texture is used in the material.
  48006. * @param texture - Base texture to use.
  48007. * @returns - Boolean specifying if a texture is used in the material.
  48008. */
  48009. PBRMaterial.prototype.hasTexture = function (texture) {
  48010. if (_super.prototype.hasTexture.call(this, texture)) {
  48011. return true;
  48012. }
  48013. if (this._albedoTexture === texture) {
  48014. return true;
  48015. }
  48016. if (this._ambientTexture === texture) {
  48017. return true;
  48018. }
  48019. if (this._opacityTexture === texture) {
  48020. return true;
  48021. }
  48022. if (this._reflectionTexture === texture) {
  48023. return true;
  48024. }
  48025. if (this._reflectivityTexture === texture) {
  48026. return true;
  48027. }
  48028. if (this._metallicTexture === texture) {
  48029. return true;
  48030. }
  48031. if (this._microSurfaceTexture === texture) {
  48032. return true;
  48033. }
  48034. if (this._bumpTexture === texture) {
  48035. return true;
  48036. }
  48037. if (this._lightmapTexture === texture) {
  48038. return true;
  48039. }
  48040. if (this._refractionTexture === texture) {
  48041. return true;
  48042. }
  48043. return false;
  48044. };
  48045. /**
  48046. * Makes a duplicate of the current material.
  48047. * @param name - name to use for the new material.
  48048. */
  48049. PBRMaterial.prototype.clone = function (name) {
  48050. var _this = this;
  48051. var clone = BABYLON.SerializationHelper.Clone(function () { return new PBRMaterial(name, _this.getScene()); }, this);
  48052. clone.id = name;
  48053. clone.name = name;
  48054. return clone;
  48055. };
  48056. /**
  48057. * Serializes this PBR Material.
  48058. * @returns - An object with the serialized material.
  48059. */
  48060. PBRMaterial.prototype.serialize = function () {
  48061. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  48062. serializationObject.customType = "BABYLON.PBRMaterial";
  48063. return serializationObject;
  48064. };
  48065. // Statics
  48066. /**
  48067. * Parses a PBR Material from a serialized object.
  48068. * @param source - Serialized object.
  48069. * @param scene - BJS scene instance.
  48070. * @param rootUrl - url for the scene object
  48071. * @returns - PBRMaterial
  48072. */
  48073. PBRMaterial.Parse = function (source, scene, rootUrl) {
  48074. return BABYLON.SerializationHelper.Parse(function () { return new PBRMaterial(source.name, scene); }, source, scene, rootUrl);
  48075. };
  48076. /**
  48077. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  48078. */
  48079. PBRMaterial.PBRMATERIAL_OPAQUE = 0;
  48080. /**
  48081. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  48082. */
  48083. PBRMaterial.PBRMATERIAL_ALPHATEST = 1;
  48084. /**
  48085. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  48086. */
  48087. PBRMaterial.PBRMATERIAL_ALPHABLEND = 2;
  48088. /**
  48089. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  48090. * They are also discarded below the alpha cutoff threshold to improve performances.
  48091. */
  48092. PBRMaterial.PBRMATERIAL_ALPHATESTANDBLEND = 3;
  48093. /**
  48094. * Defines the default value of how much AO map is occluding the analytical lights
  48095. * (point spot...).
  48096. */
  48097. PBRMaterial.DEFAULT_AO_ON_ANALYTICAL_LIGHTS = 1;
  48098. __decorate([
  48099. BABYLON.serialize(),
  48100. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48101. ], PBRMaterial.prototype, "directIntensity", void 0);
  48102. __decorate([
  48103. BABYLON.serialize(),
  48104. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48105. ], PBRMaterial.prototype, "emissiveIntensity", void 0);
  48106. __decorate([
  48107. BABYLON.serialize(),
  48108. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48109. ], PBRMaterial.prototype, "environmentIntensity", void 0);
  48110. __decorate([
  48111. BABYLON.serialize(),
  48112. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48113. ], PBRMaterial.prototype, "specularIntensity", void 0);
  48114. __decorate([
  48115. BABYLON.serialize(),
  48116. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48117. ], PBRMaterial.prototype, "disableBumpMap", void 0);
  48118. __decorate([
  48119. BABYLON.serializeAsTexture(),
  48120. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48121. ], PBRMaterial.prototype, "albedoTexture", void 0);
  48122. __decorate([
  48123. BABYLON.serializeAsTexture(),
  48124. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48125. ], PBRMaterial.prototype, "ambientTexture", void 0);
  48126. __decorate([
  48127. BABYLON.serialize(),
  48128. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48129. ], PBRMaterial.prototype, "ambientTextureStrength", void 0);
  48130. __decorate([
  48131. BABYLON.serialize(),
  48132. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48133. ], PBRMaterial.prototype, "ambientTextureImpactOnAnalyticalLights", void 0);
  48134. __decorate([
  48135. BABYLON.serializeAsTexture(),
  48136. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  48137. ], PBRMaterial.prototype, "opacityTexture", void 0);
  48138. __decorate([
  48139. BABYLON.serializeAsTexture(),
  48140. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48141. ], PBRMaterial.prototype, "reflectionTexture", void 0);
  48142. __decorate([
  48143. BABYLON.serializeAsTexture(),
  48144. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48145. ], PBRMaterial.prototype, "emissiveTexture", void 0);
  48146. __decorate([
  48147. BABYLON.serializeAsTexture(),
  48148. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48149. ], PBRMaterial.prototype, "reflectivityTexture", void 0);
  48150. __decorate([
  48151. BABYLON.serializeAsTexture(),
  48152. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48153. ], PBRMaterial.prototype, "metallicTexture", void 0);
  48154. __decorate([
  48155. BABYLON.serialize(),
  48156. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48157. ], PBRMaterial.prototype, "metallic", void 0);
  48158. __decorate([
  48159. BABYLON.serialize(),
  48160. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48161. ], PBRMaterial.prototype, "roughness", void 0);
  48162. __decorate([
  48163. BABYLON.serializeAsTexture(),
  48164. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48165. ], PBRMaterial.prototype, "microSurfaceTexture", void 0);
  48166. __decorate([
  48167. BABYLON.serializeAsTexture(),
  48168. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48169. ], PBRMaterial.prototype, "bumpTexture", void 0);
  48170. __decorate([
  48171. BABYLON.serializeAsTexture(),
  48172. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", null)
  48173. ], PBRMaterial.prototype, "lightmapTexture", void 0);
  48174. __decorate([
  48175. BABYLON.serializeAsTexture(),
  48176. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48177. ], PBRMaterial.prototype, "refractionTexture", void 0);
  48178. __decorate([
  48179. BABYLON.serializeAsColor3("ambient"),
  48180. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48181. ], PBRMaterial.prototype, "ambientColor", void 0);
  48182. __decorate([
  48183. BABYLON.serializeAsColor3("albedo"),
  48184. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48185. ], PBRMaterial.prototype, "albedoColor", void 0);
  48186. __decorate([
  48187. BABYLON.serializeAsColor3("reflectivity"),
  48188. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48189. ], PBRMaterial.prototype, "reflectivityColor", void 0);
  48190. __decorate([
  48191. BABYLON.serializeAsColor3("reflection"),
  48192. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48193. ], PBRMaterial.prototype, "reflectionColor", void 0);
  48194. __decorate([
  48195. BABYLON.serializeAsColor3("emissive"),
  48196. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48197. ], PBRMaterial.prototype, "emissiveColor", void 0);
  48198. __decorate([
  48199. BABYLON.serialize(),
  48200. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48201. ], PBRMaterial.prototype, "microSurface", void 0);
  48202. __decorate([
  48203. BABYLON.serialize(),
  48204. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48205. ], PBRMaterial.prototype, "indexOfRefraction", void 0);
  48206. __decorate([
  48207. BABYLON.serialize(),
  48208. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48209. ], PBRMaterial.prototype, "invertRefractionY", void 0);
  48210. __decorate([
  48211. BABYLON.serialize(),
  48212. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48213. ], PBRMaterial.prototype, "linkRefractionWithTransparency", void 0);
  48214. __decorate([
  48215. BABYLON.serialize(),
  48216. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48217. ], PBRMaterial.prototype, "useLightmapAsShadowmap", void 0);
  48218. __decorate([
  48219. BABYLON.serialize(),
  48220. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  48221. ], PBRMaterial.prototype, "useAlphaFromAlbedoTexture", void 0);
  48222. __decorate([
  48223. BABYLON.serialize(),
  48224. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  48225. ], PBRMaterial.prototype, "forceAlphaTest", void 0);
  48226. __decorate([
  48227. BABYLON.serialize(),
  48228. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  48229. ], PBRMaterial.prototype, "alphaCutOff", void 0);
  48230. __decorate([
  48231. BABYLON.serialize(),
  48232. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48233. ], PBRMaterial.prototype, "useSpecularOverAlpha", void 0);
  48234. __decorate([
  48235. BABYLON.serialize(),
  48236. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48237. ], PBRMaterial.prototype, "useMicroSurfaceFromReflectivityMapAlpha", void 0);
  48238. __decorate([
  48239. BABYLON.serialize(),
  48240. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48241. ], PBRMaterial.prototype, "useRoughnessFromMetallicTextureAlpha", void 0);
  48242. __decorate([
  48243. BABYLON.serialize(),
  48244. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48245. ], PBRMaterial.prototype, "useRoughnessFromMetallicTextureGreen", void 0);
  48246. __decorate([
  48247. BABYLON.serialize(),
  48248. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48249. ], PBRMaterial.prototype, "useMetallnessFromMetallicTextureBlue", void 0);
  48250. __decorate([
  48251. BABYLON.serialize(),
  48252. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48253. ], PBRMaterial.prototype, "useAmbientOcclusionFromMetallicTextureRed", void 0);
  48254. __decorate([
  48255. BABYLON.serialize(),
  48256. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48257. ], PBRMaterial.prototype, "useAmbientInGrayScale", void 0);
  48258. __decorate([
  48259. BABYLON.serialize(),
  48260. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48261. ], PBRMaterial.prototype, "useAutoMicroSurfaceFromReflectivityMap", void 0);
  48262. __decorate([
  48263. BABYLON.serialize()
  48264. ], PBRMaterial.prototype, "usePhysicalLightFalloff", null);
  48265. __decorate([
  48266. BABYLON.serialize()
  48267. ], PBRMaterial.prototype, "useGLTFLightFalloff", null);
  48268. __decorate([
  48269. BABYLON.serialize(),
  48270. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48271. ], PBRMaterial.prototype, "useRadianceOverAlpha", void 0);
  48272. __decorate([
  48273. BABYLON.serialize(),
  48274. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48275. ], PBRMaterial.prototype, "useObjectSpaceNormalMap", void 0);
  48276. __decorate([
  48277. BABYLON.serialize(),
  48278. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48279. ], PBRMaterial.prototype, "useParallax", void 0);
  48280. __decorate([
  48281. BABYLON.serialize(),
  48282. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48283. ], PBRMaterial.prototype, "useParallaxOcclusion", void 0);
  48284. __decorate([
  48285. BABYLON.serialize(),
  48286. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48287. ], PBRMaterial.prototype, "parallaxScaleBias", void 0);
  48288. __decorate([
  48289. BABYLON.serialize(),
  48290. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  48291. ], PBRMaterial.prototype, "disableLighting", void 0);
  48292. __decorate([
  48293. BABYLON.serialize(),
  48294. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48295. ], PBRMaterial.prototype, "forceIrradianceInFragment", void 0);
  48296. __decorate([
  48297. BABYLON.serialize(),
  48298. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  48299. ], PBRMaterial.prototype, "maxSimultaneousLights", void 0);
  48300. __decorate([
  48301. BABYLON.serialize(),
  48302. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48303. ], PBRMaterial.prototype, "invertNormalMapX", void 0);
  48304. __decorate([
  48305. BABYLON.serialize(),
  48306. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48307. ], PBRMaterial.prototype, "invertNormalMapY", void 0);
  48308. __decorate([
  48309. BABYLON.serialize(),
  48310. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48311. ], PBRMaterial.prototype, "twoSidedLighting", void 0);
  48312. __decorate([
  48313. BABYLON.serialize(),
  48314. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48315. ], PBRMaterial.prototype, "useAlphaFresnel", void 0);
  48316. __decorate([
  48317. BABYLON.serialize(),
  48318. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48319. ], PBRMaterial.prototype, "useLinearAlphaFresnel", void 0);
  48320. __decorate([
  48321. BABYLON.serializeAsTexture(),
  48322. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48323. ], PBRMaterial.prototype, "environmentBRDFTexture", void 0);
  48324. __decorate([
  48325. BABYLON.serialize(),
  48326. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48327. ], PBRMaterial.prototype, "forceNormalForward", void 0);
  48328. __decorate([
  48329. BABYLON.serialize(),
  48330. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48331. ], PBRMaterial.prototype, "enableSpecularAntiAliasing", void 0);
  48332. __decorate([
  48333. BABYLON.serialize(),
  48334. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48335. ], PBRMaterial.prototype, "useHorizonOcclusion", void 0);
  48336. __decorate([
  48337. BABYLON.serialize(),
  48338. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48339. ], PBRMaterial.prototype, "useRadianceOcclusion", void 0);
  48340. __decorate([
  48341. BABYLON.serialize(),
  48342. BABYLON.expandToProperty("_markAllSubMeshesAsMiscDirty")
  48343. ], PBRMaterial.prototype, "unlit", void 0);
  48344. return PBRMaterial;
  48345. }(BABYLON.PBRBaseMaterial));
  48346. BABYLON.PBRMaterial = PBRMaterial;
  48347. })(BABYLON || (BABYLON = {}));
  48348. //# sourceMappingURL=babylon.pbrMaterial.js.map
  48349. var BABYLON;
  48350. (function (BABYLON) {
  48351. /**
  48352. * The PBR material of BJS following the metal roughness convention.
  48353. *
  48354. * This fits to the PBR convention in the GLTF definition:
  48355. * https://github.com/KhronosGroup/glTF/tree/2.0/specification/2.0
  48356. */
  48357. var PBRMetallicRoughnessMaterial = /** @class */ (function (_super) {
  48358. __extends(PBRMetallicRoughnessMaterial, _super);
  48359. /**
  48360. * Instantiates a new PBRMetalRoughnessMaterial instance.
  48361. *
  48362. * @param name The material name
  48363. * @param scene The scene the material will be use in.
  48364. */
  48365. function PBRMetallicRoughnessMaterial(name, scene) {
  48366. var _this = _super.call(this, name, scene) || this;
  48367. _this._useRoughnessFromMetallicTextureAlpha = false;
  48368. _this._useRoughnessFromMetallicTextureGreen = true;
  48369. _this._useMetallnessFromMetallicTextureBlue = true;
  48370. _this.metallic = 1.0;
  48371. _this.roughness = 1.0;
  48372. return _this;
  48373. }
  48374. /**
  48375. * Return the currrent class name of the material.
  48376. */
  48377. PBRMetallicRoughnessMaterial.prototype.getClassName = function () {
  48378. return "PBRMetallicRoughnessMaterial";
  48379. };
  48380. /**
  48381. * Return the active textures of the material.
  48382. */
  48383. PBRMetallicRoughnessMaterial.prototype.getActiveTextures = function () {
  48384. var activeTextures = _super.prototype.getActiveTextures.call(this);
  48385. if (this.baseTexture) {
  48386. activeTextures.push(this.baseTexture);
  48387. }
  48388. if (this.metallicRoughnessTexture) {
  48389. activeTextures.push(this.metallicRoughnessTexture);
  48390. }
  48391. return activeTextures;
  48392. };
  48393. /**
  48394. * Checks to see if a texture is used in the material.
  48395. * @param texture - Base texture to use.
  48396. * @returns - Boolean specifying if a texture is used in the material.
  48397. */
  48398. PBRMetallicRoughnessMaterial.prototype.hasTexture = function (texture) {
  48399. if (_super.prototype.hasTexture.call(this, texture)) {
  48400. return true;
  48401. }
  48402. if (this.baseTexture === texture) {
  48403. return true;
  48404. }
  48405. if (this.metallicRoughnessTexture === texture) {
  48406. return true;
  48407. }
  48408. return false;
  48409. };
  48410. /**
  48411. * Makes a duplicate of the current material.
  48412. * @param name - name to use for the new material.
  48413. */
  48414. PBRMetallicRoughnessMaterial.prototype.clone = function (name) {
  48415. var _this = this;
  48416. var clone = BABYLON.SerializationHelper.Clone(function () { return new PBRMetallicRoughnessMaterial(name, _this.getScene()); }, this);
  48417. clone.id = name;
  48418. clone.name = name;
  48419. return clone;
  48420. };
  48421. /**
  48422. * Serialize the material to a parsable JSON object.
  48423. */
  48424. PBRMetallicRoughnessMaterial.prototype.serialize = function () {
  48425. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  48426. serializationObject.customType = "BABYLON.PBRMetallicRoughnessMaterial";
  48427. return serializationObject;
  48428. };
  48429. /**
  48430. * Parses a JSON object correponding to the serialize function.
  48431. */
  48432. PBRMetallicRoughnessMaterial.Parse = function (source, scene, rootUrl) {
  48433. return BABYLON.SerializationHelper.Parse(function () { return new PBRMetallicRoughnessMaterial(source.name, scene); }, source, scene, rootUrl);
  48434. };
  48435. __decorate([
  48436. BABYLON.serializeAsColor3(),
  48437. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_albedoColor")
  48438. ], PBRMetallicRoughnessMaterial.prototype, "baseColor", void 0);
  48439. __decorate([
  48440. BABYLON.serializeAsTexture(),
  48441. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_albedoTexture")
  48442. ], PBRMetallicRoughnessMaterial.prototype, "baseTexture", void 0);
  48443. __decorate([
  48444. BABYLON.serialize(),
  48445. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48446. ], PBRMetallicRoughnessMaterial.prototype, "metallic", void 0);
  48447. __decorate([
  48448. BABYLON.serialize(),
  48449. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48450. ], PBRMetallicRoughnessMaterial.prototype, "roughness", void 0);
  48451. __decorate([
  48452. BABYLON.serializeAsTexture(),
  48453. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_metallicTexture")
  48454. ], PBRMetallicRoughnessMaterial.prototype, "metallicRoughnessTexture", void 0);
  48455. return PBRMetallicRoughnessMaterial;
  48456. }(BABYLON.PBRBaseSimpleMaterial));
  48457. BABYLON.PBRMetallicRoughnessMaterial = PBRMetallicRoughnessMaterial;
  48458. })(BABYLON || (BABYLON = {}));
  48459. //# sourceMappingURL=babylon.pbrMetallicRoughnessMaterial.js.map
  48460. var BABYLON;
  48461. (function (BABYLON) {
  48462. /**
  48463. * The PBR material of BJS following the specular glossiness convention.
  48464. *
  48465. * This fits to the PBR convention in the GLTF definition:
  48466. * https://github.com/KhronosGroup/glTF/tree/2.0/extensions/Khronos/KHR_materials_pbrSpecularGlossiness
  48467. */
  48468. var PBRSpecularGlossinessMaterial = /** @class */ (function (_super) {
  48469. __extends(PBRSpecularGlossinessMaterial, _super);
  48470. /**
  48471. * Instantiates a new PBRSpecularGlossinessMaterial instance.
  48472. *
  48473. * @param name The material name
  48474. * @param scene The scene the material will be use in.
  48475. */
  48476. function PBRSpecularGlossinessMaterial(name, scene) {
  48477. var _this = _super.call(this, name, scene) || this;
  48478. _this._useMicroSurfaceFromReflectivityMapAlpha = true;
  48479. return _this;
  48480. }
  48481. /**
  48482. * Return the currrent class name of the material.
  48483. */
  48484. PBRSpecularGlossinessMaterial.prototype.getClassName = function () {
  48485. return "PBRSpecularGlossinessMaterial";
  48486. };
  48487. /**
  48488. * Return the active textures of the material.
  48489. */
  48490. PBRSpecularGlossinessMaterial.prototype.getActiveTextures = function () {
  48491. var activeTextures = _super.prototype.getActiveTextures.call(this);
  48492. if (this.diffuseTexture) {
  48493. activeTextures.push(this.diffuseTexture);
  48494. }
  48495. if (this.specularGlossinessTexture) {
  48496. activeTextures.push(this.specularGlossinessTexture);
  48497. }
  48498. return activeTextures;
  48499. };
  48500. /**
  48501. * Checks to see if a texture is used in the material.
  48502. * @param texture - Base texture to use.
  48503. * @returns - Boolean specifying if a texture is used in the material.
  48504. */
  48505. PBRSpecularGlossinessMaterial.prototype.hasTexture = function (texture) {
  48506. if (_super.prototype.hasTexture.call(this, texture)) {
  48507. return true;
  48508. }
  48509. if (this.diffuseTexture === texture) {
  48510. return true;
  48511. }
  48512. if (this.specularGlossinessTexture === texture) {
  48513. return true;
  48514. }
  48515. return false;
  48516. };
  48517. /**
  48518. * Makes a duplicate of the current material.
  48519. * @param name - name to use for the new material.
  48520. */
  48521. PBRSpecularGlossinessMaterial.prototype.clone = function (name) {
  48522. var _this = this;
  48523. var clone = BABYLON.SerializationHelper.Clone(function () { return new PBRSpecularGlossinessMaterial(name, _this.getScene()); }, this);
  48524. clone.id = name;
  48525. clone.name = name;
  48526. return clone;
  48527. };
  48528. /**
  48529. * Serialize the material to a parsable JSON object.
  48530. */
  48531. PBRSpecularGlossinessMaterial.prototype.serialize = function () {
  48532. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  48533. serializationObject.customType = "BABYLON.PBRSpecularGlossinessMaterial";
  48534. return serializationObject;
  48535. };
  48536. /**
  48537. * Parses a JSON object correponding to the serialize function.
  48538. */
  48539. PBRSpecularGlossinessMaterial.Parse = function (source, scene, rootUrl) {
  48540. return BABYLON.SerializationHelper.Parse(function () { return new PBRSpecularGlossinessMaterial(source.name, scene); }, source, scene, rootUrl);
  48541. };
  48542. __decorate([
  48543. BABYLON.serializeAsColor3("diffuse"),
  48544. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_albedoColor")
  48545. ], PBRSpecularGlossinessMaterial.prototype, "diffuseColor", void 0);
  48546. __decorate([
  48547. BABYLON.serializeAsTexture(),
  48548. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_albedoTexture")
  48549. ], PBRSpecularGlossinessMaterial.prototype, "diffuseTexture", void 0);
  48550. __decorate([
  48551. BABYLON.serializeAsColor3("specular"),
  48552. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_reflectivityColor")
  48553. ], PBRSpecularGlossinessMaterial.prototype, "specularColor", void 0);
  48554. __decorate([
  48555. BABYLON.serialize(),
  48556. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_microSurface")
  48557. ], PBRSpecularGlossinessMaterial.prototype, "glossiness", void 0);
  48558. __decorate([
  48559. BABYLON.serializeAsTexture(),
  48560. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_reflectivityTexture")
  48561. ], PBRSpecularGlossinessMaterial.prototype, "specularGlossinessTexture", void 0);
  48562. return PBRSpecularGlossinessMaterial;
  48563. }(BABYLON.PBRBaseSimpleMaterial));
  48564. BABYLON.PBRSpecularGlossinessMaterial = PBRSpecularGlossinessMaterial;
  48565. })(BABYLON || (BABYLON = {}));
  48566. //# sourceMappingURL=babylon.pbrSpecularGlossinessMaterial.js.map
  48567. var BABYLON;
  48568. (function (BABYLON) {
  48569. /**
  48570. * @ignore
  48571. * This is a list of all the different input types that are available in the application.
  48572. * Fo instance: ArcRotateCameraGamepadInput...
  48573. */
  48574. BABYLON.CameraInputTypes = {};
  48575. /**
  48576. * This represents the input manager used within a camera.
  48577. * It helps dealing with all the different kind of input attached to a camera.
  48578. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  48579. */
  48580. var CameraInputsManager = /** @class */ (function () {
  48581. /**
  48582. * Instantiate a new Camera Input Manager.
  48583. * @param camera Defines the camera the input manager blongs to
  48584. */
  48585. function CameraInputsManager(camera) {
  48586. this.attached = {};
  48587. this.camera = camera;
  48588. this.checkInputs = function () { };
  48589. }
  48590. /**
  48591. * Add an input method to a camera
  48592. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  48593. * @param input camera input method
  48594. */
  48595. CameraInputsManager.prototype.add = function (input) {
  48596. var type = input.getSimpleName();
  48597. if (this.attached[type]) {
  48598. BABYLON.Tools.Warn("camera input of type " + type + " already exists on camera");
  48599. return;
  48600. }
  48601. this.attached[type] = input;
  48602. input.camera = this.camera;
  48603. //for checkInputs, we are dynamically creating a function
  48604. //the goal is to avoid the performance penalty of looping for inputs in the render loop
  48605. if (input.checkInputs) {
  48606. this.checkInputs = this._addCheckInputs(input.checkInputs.bind(input));
  48607. }
  48608. if (this.attachedElement) {
  48609. input.attachControl(this.attachedElement);
  48610. }
  48611. };
  48612. /**
  48613. * Remove a specific input method from a camera
  48614. * example: camera.inputs.remove(camera.inputs.attached.mouse);
  48615. * @param inputToRemove camera input method
  48616. */
  48617. CameraInputsManager.prototype.remove = function (inputToRemove) {
  48618. for (var cam in this.attached) {
  48619. var input = this.attached[cam];
  48620. if (input === inputToRemove) {
  48621. input.detachControl(this.attachedElement);
  48622. input.camera = null;
  48623. delete this.attached[cam];
  48624. this.rebuildInputCheck();
  48625. }
  48626. }
  48627. };
  48628. /**
  48629. * Remove a specific input type from a camera
  48630. * example: camera.inputs.remove("ArcRotateCameraGamepadInput");
  48631. * @param inputType the type of the input to remove
  48632. */
  48633. CameraInputsManager.prototype.removeByType = function (inputType) {
  48634. for (var cam in this.attached) {
  48635. var input = this.attached[cam];
  48636. if (input.getClassName() === inputType) {
  48637. input.detachControl(this.attachedElement);
  48638. input.camera = null;
  48639. delete this.attached[cam];
  48640. this.rebuildInputCheck();
  48641. }
  48642. }
  48643. };
  48644. CameraInputsManager.prototype._addCheckInputs = function (fn) {
  48645. var current = this.checkInputs;
  48646. return function () {
  48647. current();
  48648. fn();
  48649. };
  48650. };
  48651. /**
  48652. * Attach the input controls to the currently attached dom element to listen the events from.
  48653. * @param input Defines the input to attach
  48654. */
  48655. CameraInputsManager.prototype.attachInput = function (input) {
  48656. if (this.attachedElement) {
  48657. input.attachControl(this.attachedElement, this.noPreventDefault);
  48658. }
  48659. };
  48660. /**
  48661. * Attach the current manager inputs controls to a specific dom element to listen the events from.
  48662. * @param element Defines the dom element to collect the events from
  48663. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  48664. */
  48665. CameraInputsManager.prototype.attachElement = function (element, noPreventDefault) {
  48666. if (noPreventDefault === void 0) { noPreventDefault = false; }
  48667. if (this.attachedElement) {
  48668. return;
  48669. }
  48670. noPreventDefault = BABYLON.Camera.ForceAttachControlToAlwaysPreventDefault ? false : noPreventDefault;
  48671. this.attachedElement = element;
  48672. this.noPreventDefault = noPreventDefault;
  48673. for (var cam in this.attached) {
  48674. this.attached[cam].attachControl(element, noPreventDefault);
  48675. }
  48676. };
  48677. /**
  48678. * Detach the current manager inputs controls from a specific dom element.
  48679. * @param element Defines the dom element to collect the events from
  48680. * @param disconnect Defines whether the input should be removed from the current list of attached inputs
  48681. */
  48682. CameraInputsManager.prototype.detachElement = function (element, disconnect) {
  48683. if (disconnect === void 0) { disconnect = false; }
  48684. if (this.attachedElement !== element) {
  48685. return;
  48686. }
  48687. for (var cam in this.attached) {
  48688. this.attached[cam].detachControl(element);
  48689. if (disconnect) {
  48690. this.attached[cam].camera = null;
  48691. }
  48692. }
  48693. this.attachedElement = null;
  48694. };
  48695. /**
  48696. * Rebuild the dynamic inputCheck function from the current list of
  48697. * defined inputs in the manager.
  48698. */
  48699. CameraInputsManager.prototype.rebuildInputCheck = function () {
  48700. this.checkInputs = function () { };
  48701. for (var cam in this.attached) {
  48702. var input = this.attached[cam];
  48703. if (input.checkInputs) {
  48704. this.checkInputs = this._addCheckInputs(input.checkInputs.bind(input));
  48705. }
  48706. }
  48707. };
  48708. /**
  48709. * Remove all attached input methods from a camera
  48710. */
  48711. CameraInputsManager.prototype.clear = function () {
  48712. if (this.attachedElement) {
  48713. this.detachElement(this.attachedElement, true);
  48714. }
  48715. this.attached = {};
  48716. this.attachedElement = null;
  48717. this.checkInputs = function () { };
  48718. };
  48719. /**
  48720. * Serialize the current input manager attached to a camera.
  48721. * This ensures than once parsed,
  48722. * the input associated to the camera will be identical to the current ones
  48723. * @param serializedCamera Defines the camera serialization JSON the input serialization should write to
  48724. */
  48725. CameraInputsManager.prototype.serialize = function (serializedCamera) {
  48726. var inputs = {};
  48727. for (var cam in this.attached) {
  48728. var input = this.attached[cam];
  48729. var res = BABYLON.SerializationHelper.Serialize(input);
  48730. inputs[input.getClassName()] = res;
  48731. }
  48732. serializedCamera.inputsmgr = inputs;
  48733. };
  48734. /**
  48735. * Parses an input manager serialized JSON to restore the previous list of inputs
  48736. * and states associated to a camera.
  48737. * @param parsedCamera Defines the JSON to parse
  48738. */
  48739. CameraInputsManager.prototype.parse = function (parsedCamera) {
  48740. var parsedInputs = parsedCamera.inputsmgr;
  48741. if (parsedInputs) {
  48742. this.clear();
  48743. for (var n in parsedInputs) {
  48744. var construct = BABYLON.CameraInputTypes[n];
  48745. if (construct) {
  48746. var parsedinput = parsedInputs[n];
  48747. var input = BABYLON.SerializationHelper.Parse(function () { return new construct(); }, parsedinput, null);
  48748. this.add(input);
  48749. }
  48750. }
  48751. }
  48752. else {
  48753. //2016-03-08 this part is for managing backward compatibility
  48754. for (var n in this.attached) {
  48755. var construct = BABYLON.CameraInputTypes[this.attached[n].getClassName()];
  48756. if (construct) {
  48757. var input = BABYLON.SerializationHelper.Parse(function () { return new construct(); }, parsedCamera, null);
  48758. this.remove(this.attached[n]);
  48759. this.add(input);
  48760. }
  48761. }
  48762. }
  48763. };
  48764. return CameraInputsManager;
  48765. }());
  48766. BABYLON.CameraInputsManager = CameraInputsManager;
  48767. })(BABYLON || (BABYLON = {}));
  48768. //# sourceMappingURL=babylon.cameraInputsManager.js.map
  48769. var BABYLON;
  48770. (function (BABYLON) {
  48771. /**
  48772. * A target camera takes a mesh or position as a target and continues to look at it while it moves.
  48773. * This is the base of the follow, arc rotate cameras and Free camera
  48774. * @see http://doc.babylonjs.com/features/cameras
  48775. */
  48776. var TargetCamera = /** @class */ (function (_super) {
  48777. __extends(TargetCamera, _super);
  48778. /**
  48779. * Instantiates a target camera that takes a meshor position as a target and continues to look at it while it moves.
  48780. * This is the base of the follow, arc rotate cameras and Free camera
  48781. * @see http://doc.babylonjs.com/features/cameras
  48782. * @param name Defines the name of the camera in the scene
  48783. * @param position Defines the start position of the camera in the scene
  48784. * @param scene Defines the scene the camera belongs to
  48785. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  48786. */
  48787. function TargetCamera(name, position, scene, setActiveOnSceneIfNoneActive) {
  48788. if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }
  48789. var _this = _super.call(this, name, position, scene, setActiveOnSceneIfNoneActive) || this;
  48790. /**
  48791. * Define the current direction the camera is moving to
  48792. */
  48793. _this.cameraDirection = new BABYLON.Vector3(0, 0, 0);
  48794. /**
  48795. * Define the current rotation the camera is rotating to
  48796. */
  48797. _this.cameraRotation = new BABYLON.Vector2(0, 0);
  48798. /**
  48799. * When set, the up vector of the camera will be updated by the rotation of the camera
  48800. */
  48801. _this.updateUpVectorFromRotation = false;
  48802. _this._tmpQuaternion = new BABYLON.Quaternion();
  48803. /**
  48804. * Define the current rotation of the camera
  48805. */
  48806. _this.rotation = new BABYLON.Vector3(0, 0, 0);
  48807. /**
  48808. * Define the current speed of the camera
  48809. */
  48810. _this.speed = 2.0;
  48811. /**
  48812. * Add cconstraint to the camera to prevent it to move freely in all directions and
  48813. * around all axis.
  48814. */
  48815. _this.noRotationConstraint = false;
  48816. /**
  48817. * Define the current target of the camera as an object or a position.
  48818. */
  48819. _this.lockedTarget = null;
  48820. /** @hidden */
  48821. _this._currentTarget = BABYLON.Vector3.Zero();
  48822. /** @hidden */
  48823. _this._viewMatrix = BABYLON.Matrix.Zero();
  48824. /** @hidden */
  48825. _this._camMatrix = BABYLON.Matrix.Zero();
  48826. /** @hidden */
  48827. _this._cameraTransformMatrix = BABYLON.Matrix.Zero();
  48828. /** @hidden */
  48829. _this._cameraRotationMatrix = BABYLON.Matrix.Zero();
  48830. /** @hidden */
  48831. _this._referencePoint = new BABYLON.Vector3(0, 0, 1);
  48832. /** @hidden */
  48833. _this._transformedReferencePoint = BABYLON.Vector3.Zero();
  48834. _this._globalCurrentTarget = BABYLON.Vector3.Zero();
  48835. _this._globalCurrentUpVector = BABYLON.Vector3.Zero();
  48836. _this._defaultUp = BABYLON.Vector3.Up();
  48837. _this._cachedRotationZ = 0;
  48838. _this._cachedQuaternionRotationZ = 0;
  48839. return _this;
  48840. }
  48841. /**
  48842. * Gets the position in front of the camera at a given distance.
  48843. * @param distance The distance from the camera we want the position to be
  48844. * @returns the position
  48845. */
  48846. TargetCamera.prototype.getFrontPosition = function (distance) {
  48847. this.getWorldMatrix();
  48848. var direction = this.getTarget().subtract(this.position);
  48849. direction.normalize();
  48850. direction.scaleInPlace(distance);
  48851. return this.globalPosition.add(direction);
  48852. };
  48853. /** @hidden */
  48854. TargetCamera.prototype._getLockedTargetPosition = function () {
  48855. if (!this.lockedTarget) {
  48856. return null;
  48857. }
  48858. if (this.lockedTarget.absolutePosition) {
  48859. this.lockedTarget.computeWorldMatrix();
  48860. }
  48861. return this.lockedTarget.absolutePosition || this.lockedTarget;
  48862. };
  48863. /**
  48864. * Store current camera state of the camera (fov, position, rotation, etc..)
  48865. * @returns the camera
  48866. */
  48867. TargetCamera.prototype.storeState = function () {
  48868. this._storedPosition = this.position.clone();
  48869. this._storedRotation = this.rotation.clone();
  48870. if (this.rotationQuaternion) {
  48871. this._storedRotationQuaternion = this.rotationQuaternion.clone();
  48872. }
  48873. return _super.prototype.storeState.call(this);
  48874. };
  48875. /**
  48876. * Restored camera state. You must call storeState() first
  48877. * @returns whether it was successful or not
  48878. * @hidden
  48879. */
  48880. TargetCamera.prototype._restoreStateValues = function () {
  48881. if (!_super.prototype._restoreStateValues.call(this)) {
  48882. return false;
  48883. }
  48884. this.position = this._storedPosition.clone();
  48885. this.rotation = this._storedRotation.clone();
  48886. if (this.rotationQuaternion) {
  48887. this.rotationQuaternion = this._storedRotationQuaternion.clone();
  48888. }
  48889. this.cameraDirection.copyFromFloats(0, 0, 0);
  48890. this.cameraRotation.copyFromFloats(0, 0);
  48891. return true;
  48892. };
  48893. /** @hidden */
  48894. TargetCamera.prototype._initCache = function () {
  48895. _super.prototype._initCache.call(this);
  48896. this._cache.lockedTarget = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  48897. this._cache.rotation = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  48898. this._cache.rotationQuaternion = new BABYLON.Quaternion(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  48899. };
  48900. /** @hidden */
  48901. TargetCamera.prototype._updateCache = function (ignoreParentClass) {
  48902. if (!ignoreParentClass) {
  48903. _super.prototype._updateCache.call(this);
  48904. }
  48905. var lockedTargetPosition = this._getLockedTargetPosition();
  48906. if (!lockedTargetPosition) {
  48907. this._cache.lockedTarget = null;
  48908. }
  48909. else {
  48910. if (!this._cache.lockedTarget) {
  48911. this._cache.lockedTarget = lockedTargetPosition.clone();
  48912. }
  48913. else {
  48914. this._cache.lockedTarget.copyFrom(lockedTargetPosition);
  48915. }
  48916. }
  48917. this._cache.rotation.copyFrom(this.rotation);
  48918. if (this.rotationQuaternion) {
  48919. this._cache.rotationQuaternion.copyFrom(this.rotationQuaternion);
  48920. }
  48921. };
  48922. // Synchronized
  48923. /** @hidden */
  48924. TargetCamera.prototype._isSynchronizedViewMatrix = function () {
  48925. if (!_super.prototype._isSynchronizedViewMatrix.call(this)) {
  48926. return false;
  48927. }
  48928. var lockedTargetPosition = this._getLockedTargetPosition();
  48929. return (this._cache.lockedTarget ? this._cache.lockedTarget.equals(lockedTargetPosition) : !lockedTargetPosition)
  48930. && (this.rotationQuaternion ? this.rotationQuaternion.equals(this._cache.rotationQuaternion) : this._cache.rotation.equals(this.rotation));
  48931. };
  48932. // Methods
  48933. /** @hidden */
  48934. TargetCamera.prototype._computeLocalCameraSpeed = function () {
  48935. var engine = this.getEngine();
  48936. return this.speed * Math.sqrt((engine.getDeltaTime() / (engine.getFps() * 100.0)));
  48937. };
  48938. // Target
  48939. /** @hidden */
  48940. TargetCamera.prototype.setTarget = function (target) {
  48941. this.upVector.normalize();
  48942. if (this.position.z === target.z) {
  48943. this.position.z += BABYLON.Epsilon;
  48944. }
  48945. BABYLON.Matrix.LookAtLHToRef(this.position, target, this._defaultUp, this._camMatrix);
  48946. this._camMatrix.invert();
  48947. this.rotation.x = Math.atan(this._camMatrix.m[6] / this._camMatrix.m[10]);
  48948. var vDir = target.subtract(this.position);
  48949. if (vDir.x >= 0.0) {
  48950. this.rotation.y = (-Math.atan(vDir.z / vDir.x) + Math.PI / 2.0);
  48951. }
  48952. else {
  48953. this.rotation.y = (-Math.atan(vDir.z / vDir.x) - Math.PI / 2.0);
  48954. }
  48955. this.rotation.z = 0;
  48956. if (isNaN(this.rotation.x)) {
  48957. this.rotation.x = 0;
  48958. }
  48959. if (isNaN(this.rotation.y)) {
  48960. this.rotation.y = 0;
  48961. }
  48962. if (isNaN(this.rotation.z)) {
  48963. this.rotation.z = 0;
  48964. }
  48965. if (this.rotationQuaternion) {
  48966. BABYLON.Quaternion.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this.rotationQuaternion);
  48967. }
  48968. };
  48969. /**
  48970. * Return the current target position of the camera. This value is expressed in local space.
  48971. * @returns the target position
  48972. */
  48973. TargetCamera.prototype.getTarget = function () {
  48974. return this._currentTarget;
  48975. };
  48976. /** @hidden */
  48977. TargetCamera.prototype._decideIfNeedsToMove = function () {
  48978. return Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;
  48979. };
  48980. /** @hidden */
  48981. TargetCamera.prototype._updatePosition = function () {
  48982. if (this.parent) {
  48983. this.parent.getWorldMatrix().invertToRef(BABYLON.Tmp.Matrix[0]);
  48984. BABYLON.Vector3.TransformNormalToRef(this.cameraDirection, BABYLON.Tmp.Matrix[0], BABYLON.Tmp.Vector3[0]);
  48985. this.position.addInPlace(BABYLON.Tmp.Vector3[0]);
  48986. return;
  48987. }
  48988. this.position.addInPlace(this.cameraDirection);
  48989. };
  48990. /** @hidden */
  48991. TargetCamera.prototype._checkInputs = function () {
  48992. var needToMove = this._decideIfNeedsToMove();
  48993. var needToRotate = Math.abs(this.cameraRotation.x) > 0 || Math.abs(this.cameraRotation.y) > 0;
  48994. // Move
  48995. if (needToMove) {
  48996. this._updatePosition();
  48997. }
  48998. // Rotate
  48999. if (needToRotate) {
  49000. this.rotation.x += this.cameraRotation.x;
  49001. this.rotation.y += this.cameraRotation.y;
  49002. //rotate, if quaternion is set and rotation was used
  49003. if (this.rotationQuaternion) {
  49004. var len = this.rotation.lengthSquared();
  49005. if (len) {
  49006. BABYLON.Quaternion.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this.rotationQuaternion);
  49007. }
  49008. }
  49009. if (!this.noRotationConstraint) {
  49010. var limit = (Math.PI / 2) * 0.95;
  49011. if (this.rotation.x > limit) {
  49012. this.rotation.x = limit;
  49013. }
  49014. if (this.rotation.x < -limit) {
  49015. this.rotation.x = -limit;
  49016. }
  49017. }
  49018. }
  49019. // Inertia
  49020. if (needToMove) {
  49021. if (Math.abs(this.cameraDirection.x) < this.speed * BABYLON.Epsilon) {
  49022. this.cameraDirection.x = 0;
  49023. }
  49024. if (Math.abs(this.cameraDirection.y) < this.speed * BABYLON.Epsilon) {
  49025. this.cameraDirection.y = 0;
  49026. }
  49027. if (Math.abs(this.cameraDirection.z) < this.speed * BABYLON.Epsilon) {
  49028. this.cameraDirection.z = 0;
  49029. }
  49030. this.cameraDirection.scaleInPlace(this.inertia);
  49031. }
  49032. if (needToRotate) {
  49033. if (Math.abs(this.cameraRotation.x) < this.speed * BABYLON.Epsilon) {
  49034. this.cameraRotation.x = 0;
  49035. }
  49036. if (Math.abs(this.cameraRotation.y) < this.speed * BABYLON.Epsilon) {
  49037. this.cameraRotation.y = 0;
  49038. }
  49039. this.cameraRotation.scaleInPlace(this.inertia);
  49040. }
  49041. _super.prototype._checkInputs.call(this);
  49042. };
  49043. TargetCamera.prototype._updateCameraRotationMatrix = function () {
  49044. if (this.rotationQuaternion) {
  49045. this.rotationQuaternion.toRotationMatrix(this._cameraRotationMatrix);
  49046. }
  49047. else {
  49048. BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this._cameraRotationMatrix);
  49049. }
  49050. };
  49051. /**
  49052. * 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)
  49053. * @returns the current camera
  49054. */
  49055. TargetCamera.prototype._rotateUpVectorWithCameraRotationMatrix = function () {
  49056. BABYLON.Vector3.TransformNormalToRef(this._defaultUp, this._cameraRotationMatrix, this.upVector);
  49057. return this;
  49058. };
  49059. /** @hidden */
  49060. TargetCamera.prototype._getViewMatrix = function () {
  49061. if (this.lockedTarget) {
  49062. this.setTarget(this._getLockedTargetPosition());
  49063. }
  49064. // Compute
  49065. this._updateCameraRotationMatrix();
  49066. // Apply the changed rotation to the upVector
  49067. if (this.rotationQuaternion && this._cachedQuaternionRotationZ != this.rotationQuaternion.z) {
  49068. this._rotateUpVectorWithCameraRotationMatrix();
  49069. this._cachedQuaternionRotationZ = this.rotationQuaternion.z;
  49070. }
  49071. else if (this._cachedRotationZ != this.rotation.z) {
  49072. this._rotateUpVectorWithCameraRotationMatrix();
  49073. this._cachedRotationZ = this.rotation.z;
  49074. }
  49075. BABYLON.Vector3.TransformCoordinatesToRef(this._referencePoint, this._cameraRotationMatrix, this._transformedReferencePoint);
  49076. // Computing target and final matrix
  49077. this.position.addToRef(this._transformedReferencePoint, this._currentTarget);
  49078. if (this.updateUpVectorFromRotation) {
  49079. if (this.rotationQuaternion) {
  49080. BABYLON.Axis.Y.rotateByQuaternionToRef(this.rotationQuaternion, this.upVector);
  49081. }
  49082. else {
  49083. BABYLON.Quaternion.FromEulerVectorToRef(this.rotation, this._tmpQuaternion);
  49084. BABYLON.Axis.Y.rotateByQuaternionToRef(this._tmpQuaternion, this.upVector);
  49085. }
  49086. }
  49087. this._computeViewMatrix(this.position, this._currentTarget, this.upVector);
  49088. return this._viewMatrix;
  49089. };
  49090. TargetCamera.prototype._computeViewMatrix = function (position, target, up) {
  49091. if (this.parent) {
  49092. var parentWorldMatrix = this.parent.getWorldMatrix();
  49093. BABYLON.Vector3.TransformCoordinatesToRef(position, parentWorldMatrix, this._globalPosition);
  49094. BABYLON.Vector3.TransformCoordinatesToRef(target, parentWorldMatrix, this._globalCurrentTarget);
  49095. BABYLON.Vector3.TransformNormalToRef(up, parentWorldMatrix, this._globalCurrentUpVector);
  49096. this._markSyncedWithParent();
  49097. }
  49098. else {
  49099. this._globalPosition.copyFrom(position);
  49100. this._globalCurrentTarget.copyFrom(target);
  49101. this._globalCurrentUpVector.copyFrom(up);
  49102. }
  49103. if (this.getScene().useRightHandedSystem) {
  49104. BABYLON.Matrix.LookAtRHToRef(this._globalPosition, this._globalCurrentTarget, this._globalCurrentUpVector, this._viewMatrix);
  49105. }
  49106. else {
  49107. BABYLON.Matrix.LookAtLHToRef(this._globalPosition, this._globalCurrentTarget, this._globalCurrentUpVector, this._viewMatrix);
  49108. }
  49109. };
  49110. /**
  49111. * @hidden
  49112. */
  49113. TargetCamera.prototype.createRigCamera = function (name, cameraIndex) {
  49114. if (this.cameraRigMode !== BABYLON.Camera.RIG_MODE_NONE) {
  49115. var rigCamera = new TargetCamera(name, this.position.clone(), this.getScene());
  49116. if (this.cameraRigMode === BABYLON.Camera.RIG_MODE_VR || this.cameraRigMode === BABYLON.Camera.RIG_MODE_WEBVR) {
  49117. if (!this.rotationQuaternion) {
  49118. this.rotationQuaternion = new BABYLON.Quaternion();
  49119. }
  49120. rigCamera._cameraRigParams = {};
  49121. rigCamera.rotationQuaternion = new BABYLON.Quaternion();
  49122. }
  49123. return rigCamera;
  49124. }
  49125. return null;
  49126. };
  49127. /**
  49128. * @hidden
  49129. */
  49130. TargetCamera.prototype._updateRigCameras = function () {
  49131. var camLeft = this._rigCameras[0];
  49132. var camRight = this._rigCameras[1];
  49133. this.computeWorldMatrix();
  49134. switch (this.cameraRigMode) {
  49135. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:
  49136. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:
  49137. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:
  49138. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:
  49139. //provisionnaly using _cameraRigParams.stereoHalfAngle instead of calculations based on _cameraRigParams.interaxialDistance:
  49140. var leftSign = (this.cameraRigMode === BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED) ? 1 : -1;
  49141. var rightSign = (this.cameraRigMode === BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED) ? -1 : 1;
  49142. this._getRigCamPosition(this._cameraRigParams.stereoHalfAngle * leftSign, camLeft.position);
  49143. this._getRigCamPosition(this._cameraRigParams.stereoHalfAngle * rightSign, camRight.position);
  49144. camLeft.setTarget(this.getTarget());
  49145. camRight.setTarget(this.getTarget());
  49146. break;
  49147. case BABYLON.Camera.RIG_MODE_VR:
  49148. if (camLeft.rotationQuaternion) {
  49149. camLeft.rotationQuaternion.copyFrom(this.rotationQuaternion);
  49150. camRight.rotationQuaternion.copyFrom(this.rotationQuaternion);
  49151. }
  49152. else {
  49153. camLeft.rotation.copyFrom(this.rotation);
  49154. camRight.rotation.copyFrom(this.rotation);
  49155. }
  49156. camLeft.position.copyFrom(this.position);
  49157. camRight.position.copyFrom(this.position);
  49158. break;
  49159. }
  49160. _super.prototype._updateRigCameras.call(this);
  49161. };
  49162. TargetCamera.prototype._getRigCamPosition = function (halfSpace, result) {
  49163. var target = this.getTarget();
  49164. BABYLON.Matrix.TranslationToRef(-target.x, -target.y, -target.z, TargetCamera._TargetTransformMatrix);
  49165. TargetCamera._TargetTransformMatrix.multiplyToRef(BABYLON.Matrix.RotationY(halfSpace), TargetCamera._RigCamTransformMatrix);
  49166. BABYLON.Matrix.TranslationToRef(target.x, target.y, target.z, TargetCamera._TargetTransformMatrix);
  49167. TargetCamera._RigCamTransformMatrix.multiplyToRef(TargetCamera._TargetTransformMatrix, TargetCamera._RigCamTransformMatrix);
  49168. BABYLON.Vector3.TransformCoordinatesToRef(this.position, TargetCamera._RigCamTransformMatrix, result);
  49169. };
  49170. /**
  49171. * Gets the current object class name.
  49172. * @return the class name
  49173. */
  49174. TargetCamera.prototype.getClassName = function () {
  49175. return "TargetCamera";
  49176. };
  49177. TargetCamera._RigCamTransformMatrix = new BABYLON.Matrix();
  49178. TargetCamera._TargetTransformMatrix = new BABYLON.Matrix();
  49179. __decorate([
  49180. BABYLON.serializeAsVector3()
  49181. ], TargetCamera.prototype, "rotation", void 0);
  49182. __decorate([
  49183. BABYLON.serialize()
  49184. ], TargetCamera.prototype, "speed", void 0);
  49185. __decorate([
  49186. BABYLON.serializeAsMeshReference("lockedTargetId")
  49187. ], TargetCamera.prototype, "lockedTarget", void 0);
  49188. return TargetCamera;
  49189. }(BABYLON.Camera));
  49190. BABYLON.TargetCamera = TargetCamera;
  49191. })(BABYLON || (BABYLON = {}));
  49192. //# sourceMappingURL=babylon.targetCamera.js.map
  49193. var BABYLON;
  49194. (function (BABYLON) {
  49195. /**
  49196. * Manage the mouse inputs to control the movement of a free camera.
  49197. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  49198. */
  49199. var FreeCameraMouseInput = /** @class */ (function () {
  49200. /**
  49201. * Manage the mouse inputs to control the movement of a free camera.
  49202. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  49203. * @param touchEnabled Defines if touch is enabled or not
  49204. */
  49205. function FreeCameraMouseInput(
  49206. /**
  49207. * Define if touch is enabled in the mouse input
  49208. */
  49209. touchEnabled) {
  49210. if (touchEnabled === void 0) { touchEnabled = true; }
  49211. this.touchEnabled = touchEnabled;
  49212. /**
  49213. * Defines the buttons associated with the input to handle camera move.
  49214. */
  49215. this.buttons = [0, 1, 2];
  49216. /**
  49217. * Defines the pointer angular sensibility along the X and Y axis or how fast is the camera rotating.
  49218. */
  49219. this.angularSensibility = 2000.0;
  49220. this.previousPosition = null;
  49221. }
  49222. /**
  49223. * Attach the input controls to a specific dom element to get the input from.
  49224. * @param element Defines the element the controls should be listened from
  49225. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  49226. */
  49227. FreeCameraMouseInput.prototype.attachControl = function (element, noPreventDefault) {
  49228. var _this = this;
  49229. var engine = this.camera.getEngine();
  49230. if (!this._pointerInput) {
  49231. this._pointerInput = function (p, s) {
  49232. var evt = p.event;
  49233. if (engine.isInVRExclusivePointerMode) {
  49234. return;
  49235. }
  49236. if (!_this.touchEnabled && evt.pointerType === "touch") {
  49237. return;
  49238. }
  49239. if (p.type !== BABYLON.PointerEventTypes.POINTERMOVE && _this.buttons.indexOf(evt.button) === -1) {
  49240. return;
  49241. }
  49242. var srcElement = (evt.srcElement || evt.target);
  49243. if (p.type === BABYLON.PointerEventTypes.POINTERDOWN && srcElement) {
  49244. try {
  49245. srcElement.setPointerCapture(evt.pointerId);
  49246. }
  49247. catch (e) {
  49248. //Nothing to do with the error. Execution will continue.
  49249. }
  49250. _this.previousPosition = {
  49251. x: evt.clientX,
  49252. y: evt.clientY
  49253. };
  49254. if (!noPreventDefault) {
  49255. evt.preventDefault();
  49256. element.focus();
  49257. }
  49258. }
  49259. else if (p.type === BABYLON.PointerEventTypes.POINTERUP && srcElement) {
  49260. try {
  49261. srcElement.releasePointerCapture(evt.pointerId);
  49262. }
  49263. catch (e) {
  49264. //Nothing to do with the error.
  49265. }
  49266. _this.previousPosition = null;
  49267. if (!noPreventDefault) {
  49268. evt.preventDefault();
  49269. }
  49270. }
  49271. else if (p.type === BABYLON.PointerEventTypes.POINTERMOVE) {
  49272. if (!_this.previousPosition || engine.isPointerLock) {
  49273. return;
  49274. }
  49275. var offsetX = evt.clientX - _this.previousPosition.x;
  49276. if (_this.camera.getScene().useRightHandedSystem) {
  49277. offsetX *= -1;
  49278. }
  49279. if (_this.camera.parent && _this.camera.parent._getWorldMatrixDeterminant() < 0) {
  49280. offsetX *= -1;
  49281. }
  49282. _this.camera.cameraRotation.y += offsetX / _this.angularSensibility;
  49283. var offsetY = evt.clientY - _this.previousPosition.y;
  49284. _this.camera.cameraRotation.x += offsetY / _this.angularSensibility;
  49285. _this.previousPosition = {
  49286. x: evt.clientX,
  49287. y: evt.clientY
  49288. };
  49289. if (!noPreventDefault) {
  49290. evt.preventDefault();
  49291. }
  49292. }
  49293. };
  49294. }
  49295. this._onMouseMove = function (evt) {
  49296. if (!engine.isPointerLock) {
  49297. return;
  49298. }
  49299. if (engine.isInVRExclusivePointerMode) {
  49300. return;
  49301. }
  49302. var offsetX = evt.movementX || evt.mozMovementX || evt.webkitMovementX || evt.msMovementX || 0;
  49303. if (_this.camera.getScene().useRightHandedSystem) {
  49304. offsetX *= -1;
  49305. }
  49306. if (_this.camera.parent && _this.camera.parent._getWorldMatrixDeterminant() < 0) {
  49307. offsetX *= -1;
  49308. }
  49309. _this.camera.cameraRotation.y += offsetX / _this.angularSensibility;
  49310. var offsetY = evt.movementY || evt.mozMovementY || evt.webkitMovementY || evt.msMovementY || 0;
  49311. _this.camera.cameraRotation.x += offsetY / _this.angularSensibility;
  49312. _this.previousPosition = null;
  49313. if (!noPreventDefault) {
  49314. evt.preventDefault();
  49315. }
  49316. };
  49317. this._observer = this.camera.getScene().onPointerObservable.add(this._pointerInput, BABYLON.PointerEventTypes.POINTERDOWN | BABYLON.PointerEventTypes.POINTERUP | BABYLON.PointerEventTypes.POINTERMOVE);
  49318. element.addEventListener("mousemove", this._onMouseMove, false);
  49319. };
  49320. /**
  49321. * Detach the current controls from the specified dom element.
  49322. * @param element Defines the element to stop listening the inputs from
  49323. */
  49324. FreeCameraMouseInput.prototype.detachControl = function (element) {
  49325. if (this._observer && element) {
  49326. this.camera.getScene().onPointerObservable.remove(this._observer);
  49327. if (this._onMouseMove) {
  49328. element.removeEventListener("mousemove", this._onMouseMove);
  49329. }
  49330. this._observer = null;
  49331. this._onMouseMove = null;
  49332. this.previousPosition = null;
  49333. }
  49334. };
  49335. /**
  49336. * Gets the class name of the current intput.
  49337. * @returns the class name
  49338. */
  49339. FreeCameraMouseInput.prototype.getClassName = function () {
  49340. return "FreeCameraMouseInput";
  49341. };
  49342. /**
  49343. * Get the friendly name associated with the input class.
  49344. * @returns the input friendly name
  49345. */
  49346. FreeCameraMouseInput.prototype.getSimpleName = function () {
  49347. return "mouse";
  49348. };
  49349. __decorate([
  49350. BABYLON.serialize()
  49351. ], FreeCameraMouseInput.prototype, "buttons", void 0);
  49352. __decorate([
  49353. BABYLON.serialize()
  49354. ], FreeCameraMouseInput.prototype, "angularSensibility", void 0);
  49355. return FreeCameraMouseInput;
  49356. }());
  49357. BABYLON.FreeCameraMouseInput = FreeCameraMouseInput;
  49358. BABYLON.CameraInputTypes["FreeCameraMouseInput"] = FreeCameraMouseInput;
  49359. })(BABYLON || (BABYLON = {}));
  49360. //# sourceMappingURL=babylon.freeCameraMouseInput.js.map
  49361. var BABYLON;
  49362. (function (BABYLON) {
  49363. /**
  49364. * Manage the keyboard inputs to control the movement of a free camera.
  49365. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  49366. */
  49367. var FreeCameraKeyboardMoveInput = /** @class */ (function () {
  49368. function FreeCameraKeyboardMoveInput() {
  49369. /**
  49370. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  49371. */
  49372. this.keysUp = [38];
  49373. /**
  49374. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  49375. */
  49376. this.keysDown = [40];
  49377. /**
  49378. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  49379. */
  49380. this.keysLeft = [37];
  49381. /**
  49382. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  49383. */
  49384. this.keysRight = [39];
  49385. this._keys = new Array();
  49386. }
  49387. /**
  49388. * Attach the input controls to a specific dom element to get the input from.
  49389. * @param element Defines the element the controls should be listened from
  49390. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  49391. */
  49392. FreeCameraKeyboardMoveInput.prototype.attachControl = function (element, noPreventDefault) {
  49393. var _this = this;
  49394. if (this._onCanvasBlurObserver) {
  49395. return;
  49396. }
  49397. this._scene = this.camera.getScene();
  49398. this._engine = this._scene.getEngine();
  49399. this._onCanvasBlurObserver = this._engine.onCanvasBlurObservable.add(function () {
  49400. _this._keys = [];
  49401. });
  49402. this._onKeyboardObserver = this._scene.onKeyboardObservable.add(function (info) {
  49403. var evt = info.event;
  49404. if (info.type === BABYLON.KeyboardEventTypes.KEYDOWN) {
  49405. if (_this.keysUp.indexOf(evt.keyCode) !== -1 ||
  49406. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  49407. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  49408. _this.keysRight.indexOf(evt.keyCode) !== -1) {
  49409. var index = _this._keys.indexOf(evt.keyCode);
  49410. if (index === -1) {
  49411. _this._keys.push(evt.keyCode);
  49412. }
  49413. if (!noPreventDefault) {
  49414. evt.preventDefault();
  49415. }
  49416. }
  49417. }
  49418. else {
  49419. if (_this.keysUp.indexOf(evt.keyCode) !== -1 ||
  49420. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  49421. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  49422. _this.keysRight.indexOf(evt.keyCode) !== -1) {
  49423. var index = _this._keys.indexOf(evt.keyCode);
  49424. if (index >= 0) {
  49425. _this._keys.splice(index, 1);
  49426. }
  49427. if (!noPreventDefault) {
  49428. evt.preventDefault();
  49429. }
  49430. }
  49431. }
  49432. });
  49433. };
  49434. /**
  49435. * Detach the current controls from the specified dom element.
  49436. * @param element Defines the element to stop listening the inputs from
  49437. */
  49438. FreeCameraKeyboardMoveInput.prototype.detachControl = function (element) {
  49439. if (this._scene) {
  49440. if (this._onKeyboardObserver) {
  49441. this._scene.onKeyboardObservable.remove(this._onKeyboardObserver);
  49442. }
  49443. if (this._onCanvasBlurObserver) {
  49444. this._engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);
  49445. }
  49446. this._onKeyboardObserver = null;
  49447. this._onCanvasBlurObserver = null;
  49448. }
  49449. this._keys = [];
  49450. };
  49451. /**
  49452. * Update the current camera state depending on the inputs that have been used this frame.
  49453. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  49454. */
  49455. FreeCameraKeyboardMoveInput.prototype.checkInputs = function () {
  49456. if (this._onKeyboardObserver) {
  49457. var camera = this.camera;
  49458. // Keyboard
  49459. for (var index = 0; index < this._keys.length; index++) {
  49460. var keyCode = this._keys[index];
  49461. var speed = camera._computeLocalCameraSpeed();
  49462. if (this.keysLeft.indexOf(keyCode) !== -1) {
  49463. camera._localDirection.copyFromFloats(-speed, 0, 0);
  49464. }
  49465. else if (this.keysUp.indexOf(keyCode) !== -1) {
  49466. camera._localDirection.copyFromFloats(0, 0, speed);
  49467. }
  49468. else if (this.keysRight.indexOf(keyCode) !== -1) {
  49469. camera._localDirection.copyFromFloats(speed, 0, 0);
  49470. }
  49471. else if (this.keysDown.indexOf(keyCode) !== -1) {
  49472. camera._localDirection.copyFromFloats(0, 0, -speed);
  49473. }
  49474. if (camera.getScene().useRightHandedSystem) {
  49475. camera._localDirection.z *= -1;
  49476. }
  49477. camera.getViewMatrix().invertToRef(camera._cameraTransformMatrix);
  49478. BABYLON.Vector3.TransformNormalToRef(camera._localDirection, camera._cameraTransformMatrix, camera._transformedDirection);
  49479. camera.cameraDirection.addInPlace(camera._transformedDirection);
  49480. }
  49481. }
  49482. };
  49483. /**
  49484. * Gets the class name of the current intput.
  49485. * @returns the class name
  49486. */
  49487. FreeCameraKeyboardMoveInput.prototype.getClassName = function () {
  49488. return "FreeCameraKeyboardMoveInput";
  49489. };
  49490. /** @hidden */
  49491. FreeCameraKeyboardMoveInput.prototype._onLostFocus = function (e) {
  49492. this._keys = [];
  49493. };
  49494. /**
  49495. * Get the friendly name associated with the input class.
  49496. * @returns the input friendly name
  49497. */
  49498. FreeCameraKeyboardMoveInput.prototype.getSimpleName = function () {
  49499. return "keyboard";
  49500. };
  49501. __decorate([
  49502. BABYLON.serialize()
  49503. ], FreeCameraKeyboardMoveInput.prototype, "keysUp", void 0);
  49504. __decorate([
  49505. BABYLON.serialize()
  49506. ], FreeCameraKeyboardMoveInput.prototype, "keysDown", void 0);
  49507. __decorate([
  49508. BABYLON.serialize()
  49509. ], FreeCameraKeyboardMoveInput.prototype, "keysLeft", void 0);
  49510. __decorate([
  49511. BABYLON.serialize()
  49512. ], FreeCameraKeyboardMoveInput.prototype, "keysRight", void 0);
  49513. return FreeCameraKeyboardMoveInput;
  49514. }());
  49515. BABYLON.FreeCameraKeyboardMoveInput = FreeCameraKeyboardMoveInput;
  49516. BABYLON.CameraInputTypes["FreeCameraKeyboardMoveInput"] = FreeCameraKeyboardMoveInput;
  49517. })(BABYLON || (BABYLON = {}));
  49518. //# sourceMappingURL=babylon.freeCameraKeyboardMoveInput.js.map
  49519. var BABYLON;
  49520. (function (BABYLON) {
  49521. /**
  49522. * Default Inputs manager for the FreeCamera.
  49523. * It groups all the default supported inputs for ease of use.
  49524. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  49525. */
  49526. var FreeCameraInputsManager = /** @class */ (function (_super) {
  49527. __extends(FreeCameraInputsManager, _super);
  49528. /**
  49529. * Instantiates a new FreeCameraInputsManager.
  49530. * @param camera Defines the camera the inputs belong to
  49531. */
  49532. function FreeCameraInputsManager(camera) {
  49533. return _super.call(this, camera) || this;
  49534. }
  49535. /**
  49536. * Add keyboard input support to the input manager.
  49537. * @returns the current input manager
  49538. */
  49539. FreeCameraInputsManager.prototype.addKeyboard = function () {
  49540. this.add(new BABYLON.FreeCameraKeyboardMoveInput());
  49541. return this;
  49542. };
  49543. /**
  49544. * Add mouse input support to the input manager.
  49545. * @param touchEnabled if the FreeCameraMouseInput should support touch (default: true)
  49546. * @returns the current input manager
  49547. */
  49548. FreeCameraInputsManager.prototype.addMouse = function (touchEnabled) {
  49549. if (touchEnabled === void 0) { touchEnabled = true; }
  49550. this.add(new BABYLON.FreeCameraMouseInput(touchEnabled));
  49551. return this;
  49552. };
  49553. /**
  49554. * Add orientation input support to the input manager.
  49555. * @returns the current input manager
  49556. */
  49557. FreeCameraInputsManager.prototype.addDeviceOrientation = function () {
  49558. this.add(new BABYLON.FreeCameraDeviceOrientationInput());
  49559. return this;
  49560. };
  49561. /**
  49562. * Add touch input support to the input manager.
  49563. * @returns the current input manager
  49564. */
  49565. FreeCameraInputsManager.prototype.addTouch = function () {
  49566. this.add(new BABYLON.FreeCameraTouchInput());
  49567. return this;
  49568. };
  49569. /**
  49570. * Add virtual joystick input support to the input manager.
  49571. * @returns the current input manager
  49572. */
  49573. FreeCameraInputsManager.prototype.addVirtualJoystick = function () {
  49574. this.add(new BABYLON.FreeCameraVirtualJoystickInput());
  49575. return this;
  49576. };
  49577. return FreeCameraInputsManager;
  49578. }(BABYLON.CameraInputsManager));
  49579. BABYLON.FreeCameraInputsManager = FreeCameraInputsManager;
  49580. })(BABYLON || (BABYLON = {}));
  49581. //# sourceMappingURL=babylon.freeCameraInputsManager.js.map
  49582. var BABYLON;
  49583. (function (BABYLON) {
  49584. BABYLON.Node.AddNodeConstructor("FreeCamera", function (name, scene) {
  49585. // Forcing to use the Universal camera
  49586. return function () { return new BABYLON.UniversalCamera(name, BABYLON.Vector3.Zero(), scene); };
  49587. });
  49588. /**
  49589. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  49590. * Please consider using the new UniversalCamera instead as it adds more functionality like the gamepad.
  49591. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  49592. */
  49593. var FreeCamera = /** @class */ (function (_super) {
  49594. __extends(FreeCamera, _super);
  49595. /**
  49596. * Instantiates a Free Camera.
  49597. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  49598. * Please consider using the new UniversalCamera instead as it adds more functionality like touch to this camera.
  49599. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  49600. * @param name Define the name of the camera in the scene
  49601. * @param position Define the start position of the camera in the scene
  49602. * @param scene Define the scene the camera belongs to
  49603. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  49604. */
  49605. function FreeCamera(name, position, scene, setActiveOnSceneIfNoneActive) {
  49606. if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }
  49607. var _this = _super.call(this, name, position, scene, setActiveOnSceneIfNoneActive) || this;
  49608. /**
  49609. * Define the collision ellipsoid of the camera.
  49610. * This is helpful to simulate a camera body like the player body around the camera
  49611. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  49612. */
  49613. _this.ellipsoid = new BABYLON.Vector3(0.5, 1, 0.5);
  49614. /**
  49615. * Define an offset for the position of the ellipsoid around the camera.
  49616. * This can be helpful to determine the center of the body near the gravity center of the body
  49617. * instead of its head.
  49618. */
  49619. _this.ellipsoidOffset = new BABYLON.Vector3(0, 0, 0);
  49620. /**
  49621. * Enable or disable collisions of the camera with the rest of the scene objects.
  49622. */
  49623. _this.checkCollisions = false;
  49624. /**
  49625. * Enable or disable gravity on the camera.
  49626. */
  49627. _this.applyGravity = false;
  49628. _this._needMoveForGravity = false;
  49629. _this._oldPosition = BABYLON.Vector3.Zero();
  49630. _this._diffPosition = BABYLON.Vector3.Zero();
  49631. _this._newPosition = BABYLON.Vector3.Zero();
  49632. // Collisions
  49633. _this._collisionMask = -1;
  49634. _this._onCollisionPositionChange = function (collisionId, newPosition, collidedMesh) {
  49635. if (collidedMesh === void 0) { collidedMesh = null; }
  49636. //TODO move this to the collision coordinator!
  49637. if (_this.getScene().workerCollisions) {
  49638. newPosition.multiplyInPlace(_this._collider._radius);
  49639. }
  49640. var updatePosition = function (newPos) {
  49641. _this._newPosition.copyFrom(newPos);
  49642. _this._newPosition.subtractToRef(_this._oldPosition, _this._diffPosition);
  49643. if (_this._diffPosition.length() > BABYLON.Engine.CollisionsEpsilon) {
  49644. _this.position.addInPlace(_this._diffPosition);
  49645. if (_this.onCollide && collidedMesh) {
  49646. _this.onCollide(collidedMesh);
  49647. }
  49648. }
  49649. };
  49650. updatePosition(newPosition);
  49651. };
  49652. _this.inputs = new BABYLON.FreeCameraInputsManager(_this);
  49653. _this.inputs.addKeyboard().addMouse();
  49654. return _this;
  49655. }
  49656. Object.defineProperty(FreeCamera.prototype, "angularSensibility", {
  49657. /**
  49658. * Gets the input sensibility for a mouse input. (default is 2000.0)
  49659. * Higher values reduce sensitivity.
  49660. */
  49661. get: function () {
  49662. var mouse = this.inputs.attached["mouse"];
  49663. if (mouse) {
  49664. return mouse.angularSensibility;
  49665. }
  49666. return 0;
  49667. },
  49668. /**
  49669. * Sets the input sensibility for a mouse input. (default is 2000.0)
  49670. * Higher values reduce sensitivity.
  49671. */
  49672. set: function (value) {
  49673. var mouse = this.inputs.attached["mouse"];
  49674. if (mouse) {
  49675. mouse.angularSensibility = value;
  49676. }
  49677. },
  49678. enumerable: true,
  49679. configurable: true
  49680. });
  49681. Object.defineProperty(FreeCamera.prototype, "keysUp", {
  49682. /**
  49683. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  49684. */
  49685. get: function () {
  49686. var keyboard = this.inputs.attached["keyboard"];
  49687. if (keyboard) {
  49688. return keyboard.keysUp;
  49689. }
  49690. return [];
  49691. },
  49692. set: function (value) {
  49693. var keyboard = this.inputs.attached["keyboard"];
  49694. if (keyboard) {
  49695. keyboard.keysUp = value;
  49696. }
  49697. },
  49698. enumerable: true,
  49699. configurable: true
  49700. });
  49701. Object.defineProperty(FreeCamera.prototype, "keysDown", {
  49702. /**
  49703. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  49704. */
  49705. get: function () {
  49706. var keyboard = this.inputs.attached["keyboard"];
  49707. if (keyboard) {
  49708. return keyboard.keysDown;
  49709. }
  49710. return [];
  49711. },
  49712. set: function (value) {
  49713. var keyboard = this.inputs.attached["keyboard"];
  49714. if (keyboard) {
  49715. keyboard.keysDown = value;
  49716. }
  49717. },
  49718. enumerable: true,
  49719. configurable: true
  49720. });
  49721. Object.defineProperty(FreeCamera.prototype, "keysLeft", {
  49722. /**
  49723. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  49724. */
  49725. get: function () {
  49726. var keyboard = this.inputs.attached["keyboard"];
  49727. if (keyboard) {
  49728. return keyboard.keysLeft;
  49729. }
  49730. return [];
  49731. },
  49732. set: function (value) {
  49733. var keyboard = this.inputs.attached["keyboard"];
  49734. if (keyboard) {
  49735. keyboard.keysLeft = value;
  49736. }
  49737. },
  49738. enumerable: true,
  49739. configurable: true
  49740. });
  49741. Object.defineProperty(FreeCamera.prototype, "keysRight", {
  49742. /**
  49743. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  49744. */
  49745. get: function () {
  49746. var keyboard = this.inputs.attached["keyboard"];
  49747. if (keyboard) {
  49748. return keyboard.keysRight;
  49749. }
  49750. return [];
  49751. },
  49752. set: function (value) {
  49753. var keyboard = this.inputs.attached["keyboard"];
  49754. if (keyboard) {
  49755. keyboard.keysRight = value;
  49756. }
  49757. },
  49758. enumerable: true,
  49759. configurable: true
  49760. });
  49761. /**
  49762. * Attached controls to the current camera.
  49763. * @param element Defines the element the controls should be listened from
  49764. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  49765. */
  49766. FreeCamera.prototype.attachControl = function (element, noPreventDefault) {
  49767. this.inputs.attachElement(element, noPreventDefault);
  49768. };
  49769. /**
  49770. * Detach the current controls from the camera.
  49771. * The camera will stop reacting to inputs.
  49772. * @param element Defines the element to stop listening the inputs from
  49773. */
  49774. FreeCamera.prototype.detachControl = function (element) {
  49775. this.inputs.detachElement(element);
  49776. this.cameraDirection = new BABYLON.Vector3(0, 0, 0);
  49777. this.cameraRotation = new BABYLON.Vector2(0, 0);
  49778. };
  49779. Object.defineProperty(FreeCamera.prototype, "collisionMask", {
  49780. /**
  49781. * Define a collision mask to limit the list of object the camera can collide with
  49782. */
  49783. get: function () {
  49784. return this._collisionMask;
  49785. },
  49786. set: function (mask) {
  49787. this._collisionMask = !isNaN(mask) ? mask : -1;
  49788. },
  49789. enumerable: true,
  49790. configurable: true
  49791. });
  49792. /** @hidden */
  49793. FreeCamera.prototype._collideWithWorld = function (displacement) {
  49794. var globalPosition;
  49795. if (this.parent) {
  49796. globalPosition = BABYLON.Vector3.TransformCoordinates(this.position, this.parent.getWorldMatrix());
  49797. }
  49798. else {
  49799. globalPosition = this.position;
  49800. }
  49801. globalPosition.subtractFromFloatsToRef(0, this.ellipsoid.y, 0, this._oldPosition);
  49802. this._oldPosition.addInPlace(this.ellipsoidOffset);
  49803. if (!this._collider) {
  49804. this._collider = new BABYLON.Collider();
  49805. }
  49806. this._collider._radius = this.ellipsoid;
  49807. this._collider.collisionMask = this._collisionMask;
  49808. //no need for clone, as long as gravity is not on.
  49809. var actualDisplacement = displacement;
  49810. //add gravity to the direction to prevent the dual-collision checking
  49811. if (this.applyGravity) {
  49812. //this prevents mending with cameraDirection, a global variable of the free camera class.
  49813. actualDisplacement = displacement.add(this.getScene().gravity);
  49814. }
  49815. this.getScene().collisionCoordinator.getNewPosition(this._oldPosition, actualDisplacement, this._collider, 3, null, this._onCollisionPositionChange, this.uniqueId);
  49816. };
  49817. /** @hidden */
  49818. FreeCamera.prototype._checkInputs = function () {
  49819. if (!this._localDirection) {
  49820. this._localDirection = BABYLON.Vector3.Zero();
  49821. this._transformedDirection = BABYLON.Vector3.Zero();
  49822. }
  49823. this.inputs.checkInputs();
  49824. _super.prototype._checkInputs.call(this);
  49825. };
  49826. /** @hidden */
  49827. FreeCamera.prototype._decideIfNeedsToMove = function () {
  49828. return this._needMoveForGravity || Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;
  49829. };
  49830. /** @hidden */
  49831. FreeCamera.prototype._updatePosition = function () {
  49832. if (this.checkCollisions && this.getScene().collisionsEnabled) {
  49833. this._collideWithWorld(this.cameraDirection);
  49834. }
  49835. else {
  49836. _super.prototype._updatePosition.call(this);
  49837. }
  49838. };
  49839. /**
  49840. * Destroy the camera and release the current resources hold by it.
  49841. */
  49842. FreeCamera.prototype.dispose = function () {
  49843. this.inputs.clear();
  49844. _super.prototype.dispose.call(this);
  49845. };
  49846. /**
  49847. * Gets the current object class name.
  49848. * @return the class name
  49849. */
  49850. FreeCamera.prototype.getClassName = function () {
  49851. return "FreeCamera";
  49852. };
  49853. __decorate([
  49854. BABYLON.serializeAsVector3()
  49855. ], FreeCamera.prototype, "ellipsoid", void 0);
  49856. __decorate([
  49857. BABYLON.serializeAsVector3()
  49858. ], FreeCamera.prototype, "ellipsoidOffset", void 0);
  49859. __decorate([
  49860. BABYLON.serialize()
  49861. ], FreeCamera.prototype, "checkCollisions", void 0);
  49862. __decorate([
  49863. BABYLON.serialize()
  49864. ], FreeCamera.prototype, "applyGravity", void 0);
  49865. return FreeCamera;
  49866. }(BABYLON.TargetCamera));
  49867. BABYLON.FreeCamera = FreeCamera;
  49868. })(BABYLON || (BABYLON = {}));
  49869. //# sourceMappingURL=babylon.freeCamera.js.map
  49870. var BABYLON;
  49871. (function (BABYLON) {
  49872. /**
  49873. * Listen to mouse events to control the camera.
  49874. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  49875. */
  49876. var FlyCameraMouseInput = /** @class */ (function () {
  49877. /**
  49878. * Listen to mouse events to control the camera.
  49879. * @param touchEnabled Define if touch is enabled. (Default is true.)
  49880. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  49881. */
  49882. function FlyCameraMouseInput(touchEnabled) {
  49883. if (touchEnabled === void 0) { touchEnabled = true; }
  49884. /**
  49885. * Defines the buttons associated with the input to handle camera rotation.
  49886. */
  49887. this.buttons = [0, 1, 2];
  49888. /**
  49889. * Assign buttons for Yaw control.
  49890. */
  49891. this.buttonsYaw = [-1, 0, 1];
  49892. /**
  49893. * Assign buttons for Pitch control.
  49894. */
  49895. this.buttonsPitch = [-1, 0, 1];
  49896. /**
  49897. * Assign buttons for Roll control.
  49898. */
  49899. this.buttonsRoll = [2];
  49900. /**
  49901. * Detect if any button is being pressed while mouse is moved.
  49902. * -1 = Mouse locked.
  49903. * 0 = Left button.
  49904. * 1 = Middle Button.
  49905. * 2 = Right Button.
  49906. */
  49907. this.activeButton = -1;
  49908. /**
  49909. * Defines the pointer's angular sensibility, to control the camera rotation speed.
  49910. * Higher values reduce its sensitivity.
  49911. */
  49912. this.angularSensibility = 1000.0;
  49913. this.previousPosition = null;
  49914. }
  49915. /**
  49916. * Attach the mouse control to the HTML DOM element.
  49917. * @param element Defines the element that listens to the input events.
  49918. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault().
  49919. */
  49920. FlyCameraMouseInput.prototype.attachControl = function (element, noPreventDefault) {
  49921. var _this = this;
  49922. this.element = element;
  49923. this.noPreventDefault = noPreventDefault;
  49924. this._observer = this.camera.getScene().onPointerObservable.add(function (p, s) {
  49925. _this._pointerInput(p, s);
  49926. }, BABYLON.PointerEventTypes.POINTERDOWN | BABYLON.PointerEventTypes.POINTERUP | BABYLON.PointerEventTypes.POINTERMOVE);
  49927. // Correct Roll by rate, if enabled.
  49928. this._rollObserver = this.camera.getScene().onBeforeRenderObservable.add(function () {
  49929. if (_this.camera.rollCorrect) {
  49930. _this.camera.restoreRoll(_this.camera.rollCorrect);
  49931. }
  49932. });
  49933. // Helper function to keep 'this'.
  49934. this._mousemoveCallback = function (e) {
  49935. _this._onMouseMove(e);
  49936. };
  49937. element.addEventListener("mousemove", this._mousemoveCallback, false);
  49938. };
  49939. /**
  49940. * Detach the current controls from the specified dom element.
  49941. * @param element Defines the element to stop listening the inputs from
  49942. */
  49943. FlyCameraMouseInput.prototype.detachControl = function (element) {
  49944. if (this._observer && element) {
  49945. this.camera.getScene().onPointerObservable.remove(this._observer);
  49946. this.camera.getScene().onBeforeRenderObservable.remove(this._rollObserver);
  49947. if (this._mousemoveCallback) {
  49948. element.removeEventListener("mousemove", this._mousemoveCallback);
  49949. }
  49950. this._observer = null;
  49951. this._rollObserver = null;
  49952. this.previousPosition = null;
  49953. this.noPreventDefault = undefined;
  49954. }
  49955. };
  49956. /**
  49957. * Gets the class name of the current input.
  49958. * @returns the class name.
  49959. */
  49960. FlyCameraMouseInput.prototype.getClassName = function () {
  49961. return "FlyCameraMouseInput";
  49962. };
  49963. /**
  49964. * Get the friendly name associated with the input class.
  49965. * @returns the input's friendly name.
  49966. */
  49967. FlyCameraMouseInput.prototype.getSimpleName = function () {
  49968. return "mouse";
  49969. };
  49970. // Track mouse movement, when the pointer is not locked.
  49971. FlyCameraMouseInput.prototype._pointerInput = function (p, s) {
  49972. var e = p.event;
  49973. var camera = this.camera;
  49974. var engine = camera.getEngine();
  49975. if (engine.isInVRExclusivePointerMode) {
  49976. return;
  49977. }
  49978. if (!this.touchEnabled && e.pointerType === "touch") {
  49979. return;
  49980. }
  49981. // Mouse is moved but an unknown mouse button is pressed.
  49982. if (p.type !== BABYLON.PointerEventTypes.POINTERMOVE && this.buttons.indexOf(e.button) === -1) {
  49983. return;
  49984. }
  49985. var srcElement = (e.srcElement || e.target);
  49986. // Mouse down.
  49987. if (p.type === BABYLON.PointerEventTypes.POINTERDOWN && srcElement) {
  49988. try {
  49989. srcElement.setPointerCapture(e.pointerId);
  49990. }
  49991. catch (e) {
  49992. // Nothing to do with the error. Execution continues.
  49993. }
  49994. this.previousPosition = {
  49995. x: e.clientX,
  49996. y: e.clientY
  49997. };
  49998. this.activeButton = e.button;
  49999. if (!this.noPreventDefault) {
  50000. e.preventDefault();
  50001. this.element.focus();
  50002. }
  50003. }
  50004. else
  50005. // Mouse up.
  50006. if (p.type === BABYLON.PointerEventTypes.POINTERUP && srcElement) {
  50007. try {
  50008. srcElement.releasePointerCapture(e.pointerId);
  50009. }
  50010. catch (e) {
  50011. // Nothing to do with the error. Execution continues.
  50012. }
  50013. this.activeButton = -1;
  50014. this.previousPosition = null;
  50015. if (!this.noPreventDefault) {
  50016. e.preventDefault();
  50017. }
  50018. }
  50019. else
  50020. // Mouse move.
  50021. if (p.type === BABYLON.PointerEventTypes.POINTERMOVE) {
  50022. if (!this.previousPosition || engine.isPointerLock) {
  50023. return;
  50024. }
  50025. var offsetX = e.clientX - this.previousPosition.x;
  50026. var offsetY = e.clientY - this.previousPosition.y;
  50027. this.rotateCamera(offsetX, offsetY);
  50028. this.previousPosition = {
  50029. x: e.clientX,
  50030. y: e.clientY
  50031. };
  50032. if (!this.noPreventDefault) {
  50033. e.preventDefault();
  50034. }
  50035. }
  50036. };
  50037. // Track mouse movement, when pointer is locked.
  50038. FlyCameraMouseInput.prototype._onMouseMove = function (e) {
  50039. var camera = this.camera;
  50040. var engine = camera.getEngine();
  50041. if (!engine.isPointerLock || engine.isInVRExclusivePointerMode) {
  50042. return;
  50043. }
  50044. var offsetX = e.movementX || e.mozMovementX || e.webkitMovementX || e.msMovementX || 0;
  50045. var offsetY = e.movementY || e.mozMovementY || e.webkitMovementY || e.msMovementY || 0;
  50046. this.rotateCamera(offsetX, offsetY);
  50047. this.previousPosition = null;
  50048. if (!this.noPreventDefault) {
  50049. e.preventDefault();
  50050. }
  50051. };
  50052. /**
  50053. * Rotate camera by mouse offset.
  50054. */
  50055. FlyCameraMouseInput.prototype.rotateCamera = function (offsetX, offsetY) {
  50056. var _this = this;
  50057. var camera = this.camera;
  50058. var scene = this.camera.getScene();
  50059. if (scene.useRightHandedSystem) {
  50060. offsetX *= -1;
  50061. }
  50062. if (camera.parent && camera.parent._getWorldMatrixDeterminant() < 0) {
  50063. offsetX *= -1;
  50064. }
  50065. var x = offsetX / this.angularSensibility;
  50066. var y = offsetY / this.angularSensibility;
  50067. // Initialize to current rotation.
  50068. var currentRotation = BABYLON.Quaternion.RotationYawPitchRoll(camera.rotation.y, camera.rotation.x, camera.rotation.z);
  50069. var rotationChange;
  50070. // Pitch.
  50071. if (this.buttonsPitch.some(function (v) { return v === _this.activeButton; })) {
  50072. // Apply change in Radians to vector Angle.
  50073. rotationChange = BABYLON.Quaternion.RotationAxis(BABYLON.Axis.X, y);
  50074. // Apply Pitch to quaternion.
  50075. currentRotation.multiplyInPlace(rotationChange);
  50076. }
  50077. // Yaw.
  50078. if (this.buttonsYaw.some(function (v) { return v === _this.activeButton; })) {
  50079. // Apply change in Radians to vector Angle.
  50080. rotationChange = BABYLON.Quaternion.RotationAxis(BABYLON.Axis.Y, x);
  50081. // Apply Yaw to quaternion.
  50082. currentRotation.multiplyInPlace(rotationChange);
  50083. // Add Roll, if banked turning is enabled, within Roll limit.
  50084. var limit = (camera.bankedTurnLimit) + camera._trackRoll; // Defaults to 90° plus manual roll.
  50085. if (camera.bankedTurn && -limit < camera.rotation.z && camera.rotation.z < limit) {
  50086. var bankingDelta = camera.bankedTurnMultiplier * -x;
  50087. // Apply change in Radians to vector Angle.
  50088. rotationChange = BABYLON.Quaternion.RotationAxis(BABYLON.Axis.Z, bankingDelta);
  50089. // Apply Yaw to quaternion.
  50090. currentRotation.multiplyInPlace(rotationChange);
  50091. }
  50092. }
  50093. // Roll.
  50094. if (this.buttonsRoll.some(function (v) { return v === _this.activeButton; })) {
  50095. // Apply change in Radians to vector Angle.
  50096. rotationChange = BABYLON.Quaternion.RotationAxis(BABYLON.Axis.Z, -x);
  50097. // Track Rolling.
  50098. camera._trackRoll -= x;
  50099. // Apply Pitch to quaternion.
  50100. currentRotation.multiplyInPlace(rotationChange);
  50101. }
  50102. // Apply rotationQuaternion to Euler camera.rotation.
  50103. currentRotation.toEulerAnglesToRef(camera.rotation);
  50104. };
  50105. __decorate([
  50106. BABYLON.serialize()
  50107. ], FlyCameraMouseInput.prototype, "buttons", void 0);
  50108. __decorate([
  50109. BABYLON.serialize()
  50110. ], FlyCameraMouseInput.prototype, "angularSensibility", void 0);
  50111. return FlyCameraMouseInput;
  50112. }());
  50113. BABYLON.FlyCameraMouseInput = FlyCameraMouseInput;
  50114. BABYLON.CameraInputTypes["FlyCameraMouseInput"] = FlyCameraMouseInput;
  50115. })(BABYLON || (BABYLON = {}));
  50116. //# sourceMappingURL=babylon.flyCameraMouseInput.js.map
  50117. var BABYLON;
  50118. (function (BABYLON) {
  50119. /**
  50120. * Listen to keyboard events to control the camera.
  50121. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  50122. */
  50123. var FlyCameraKeyboardInput = /** @class */ (function () {
  50124. function FlyCameraKeyboardInput() {
  50125. /**
  50126. * The list of keyboard keys used to control the forward move of the camera.
  50127. */
  50128. this.keysForward = [87];
  50129. /**
  50130. * The list of keyboard keys used to control the backward move of the camera.
  50131. */
  50132. this.keysBackward = [83];
  50133. /**
  50134. * The list of keyboard keys used to control the forward move of the camera.
  50135. */
  50136. this.keysUp = [69];
  50137. /**
  50138. * The list of keyboard keys used to control the backward move of the camera.
  50139. */
  50140. this.keysDown = [81];
  50141. /**
  50142. * The list of keyboard keys used to control the right strafe move of the camera.
  50143. */
  50144. this.keysRight = [68];
  50145. /**
  50146. * The list of keyboard keys used to control the left strafe move of the camera.
  50147. */
  50148. this.keysLeft = [65];
  50149. this._keys = new Array();
  50150. }
  50151. /**
  50152. * Attach the input controls to a specific dom element to get the input from.
  50153. * @param element Defines the element the controls should be listened from
  50154. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  50155. */
  50156. FlyCameraKeyboardInput.prototype.attachControl = function (element, noPreventDefault) {
  50157. var _this = this;
  50158. if (this._onCanvasBlurObserver) {
  50159. return;
  50160. }
  50161. this._scene = this.camera.getScene();
  50162. this._engine = this._scene.getEngine();
  50163. this._onCanvasBlurObserver = this._engine.onCanvasBlurObservable.add(function () {
  50164. _this._keys = [];
  50165. });
  50166. this._onKeyboardObserver = this._scene.onKeyboardObservable.add(function (info) {
  50167. var evt = info.event;
  50168. if (info.type === BABYLON.KeyboardEventTypes.KEYDOWN) {
  50169. if (_this.keysForward.indexOf(evt.keyCode) !== -1 ||
  50170. _this.keysBackward.indexOf(evt.keyCode) !== -1 ||
  50171. _this.keysUp.indexOf(evt.keyCode) !== -1 ||
  50172. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  50173. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  50174. _this.keysRight.indexOf(evt.keyCode) !== -1) {
  50175. var index = _this._keys.indexOf(evt.keyCode);
  50176. if (index === -1) {
  50177. _this._keys.push(evt.keyCode);
  50178. }
  50179. if (!noPreventDefault) {
  50180. evt.preventDefault();
  50181. }
  50182. }
  50183. }
  50184. else {
  50185. if (_this.keysForward.indexOf(evt.keyCode) !== -1 ||
  50186. _this.keysBackward.indexOf(evt.keyCode) !== -1 ||
  50187. _this.keysUp.indexOf(evt.keyCode) !== -1 ||
  50188. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  50189. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  50190. _this.keysRight.indexOf(evt.keyCode) !== -1) {
  50191. var index = _this._keys.indexOf(evt.keyCode);
  50192. if (index >= 0) {
  50193. _this._keys.splice(index, 1);
  50194. }
  50195. if (!noPreventDefault) {
  50196. evt.preventDefault();
  50197. }
  50198. }
  50199. }
  50200. });
  50201. };
  50202. /**
  50203. * Detach the current controls from the specified dom element.
  50204. * @param element Defines the element to stop listening the inputs from
  50205. */
  50206. FlyCameraKeyboardInput.prototype.detachControl = function (element) {
  50207. if (this._scene) {
  50208. if (this._onKeyboardObserver) {
  50209. this._scene.onKeyboardObservable.remove(this._onKeyboardObserver);
  50210. }
  50211. if (this._onCanvasBlurObserver) {
  50212. this._engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);
  50213. }
  50214. this._onKeyboardObserver = null;
  50215. this._onCanvasBlurObserver = null;
  50216. }
  50217. this._keys = [];
  50218. };
  50219. /**
  50220. * Gets the class name of the current intput.
  50221. * @returns the class name
  50222. */
  50223. FlyCameraKeyboardInput.prototype.getClassName = function () {
  50224. return "FlyCameraKeyboardInput";
  50225. };
  50226. /** @hidden */
  50227. FlyCameraKeyboardInput.prototype._onLostFocus = function (e) {
  50228. this._keys = [];
  50229. };
  50230. /**
  50231. * Get the friendly name associated with the input class.
  50232. * @returns the input friendly name
  50233. */
  50234. FlyCameraKeyboardInput.prototype.getSimpleName = function () {
  50235. return "keyboard";
  50236. };
  50237. /**
  50238. * Update the current camera state depending on the inputs that have been used this frame.
  50239. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  50240. */
  50241. FlyCameraKeyboardInput.prototype.checkInputs = function () {
  50242. if (this._onKeyboardObserver) {
  50243. var camera = this.camera;
  50244. // Keyboard
  50245. for (var index = 0; index < this._keys.length; index++) {
  50246. var keyCode = this._keys[index];
  50247. var speed = camera._computeLocalCameraSpeed();
  50248. if (this.keysForward.indexOf(keyCode) !== -1) {
  50249. camera._localDirection.copyFromFloats(0, 0, speed);
  50250. }
  50251. else if (this.keysBackward.indexOf(keyCode) !== -1) {
  50252. camera._localDirection.copyFromFloats(0, 0, -speed);
  50253. }
  50254. else if (this.keysUp.indexOf(keyCode) !== -1) {
  50255. camera._localDirection.copyFromFloats(0, speed, 0);
  50256. }
  50257. else if (this.keysDown.indexOf(keyCode) !== -1) {
  50258. camera._localDirection.copyFromFloats(0, -speed, 0);
  50259. }
  50260. else if (this.keysRight.indexOf(keyCode) !== -1) {
  50261. camera._localDirection.copyFromFloats(speed, 0, 0);
  50262. }
  50263. else if (this.keysLeft.indexOf(keyCode) !== -1) {
  50264. camera._localDirection.copyFromFloats(-speed, 0, 0);
  50265. }
  50266. if (camera.getScene().useRightHandedSystem) {
  50267. camera._localDirection.z *= -1;
  50268. }
  50269. camera.getViewMatrix().invertToRef(camera._cameraTransformMatrix);
  50270. BABYLON.Vector3.TransformNormalToRef(camera._localDirection, camera._cameraTransformMatrix, camera._transformedDirection);
  50271. camera.cameraDirection.addInPlace(camera._transformedDirection);
  50272. }
  50273. }
  50274. };
  50275. __decorate([
  50276. BABYLON.serialize()
  50277. ], FlyCameraKeyboardInput.prototype, "keysForward", void 0);
  50278. __decorate([
  50279. BABYLON.serialize()
  50280. ], FlyCameraKeyboardInput.prototype, "keysBackward", void 0);
  50281. __decorate([
  50282. BABYLON.serialize()
  50283. ], FlyCameraKeyboardInput.prototype, "keysUp", void 0);
  50284. __decorate([
  50285. BABYLON.serialize()
  50286. ], FlyCameraKeyboardInput.prototype, "keysDown", void 0);
  50287. __decorate([
  50288. BABYLON.serialize()
  50289. ], FlyCameraKeyboardInput.prototype, "keysRight", void 0);
  50290. __decorate([
  50291. BABYLON.serialize()
  50292. ], FlyCameraKeyboardInput.prototype, "keysLeft", void 0);
  50293. return FlyCameraKeyboardInput;
  50294. }());
  50295. BABYLON.FlyCameraKeyboardInput = FlyCameraKeyboardInput;
  50296. BABYLON.CameraInputTypes["FlyCameraKeyboardInput"] = FlyCameraKeyboardInput;
  50297. })(BABYLON || (BABYLON = {}));
  50298. //# sourceMappingURL=babylon.flyCameraKeyboardInput.js.map
  50299. var BABYLON;
  50300. (function (BABYLON) {
  50301. /**
  50302. * Default Inputs manager for the FlyCamera.
  50303. * It groups all the default supported inputs for ease of use.
  50304. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  50305. */
  50306. var FlyCameraInputsManager = /** @class */ (function (_super) {
  50307. __extends(FlyCameraInputsManager, _super);
  50308. /**
  50309. * Instantiates a new FlyCameraInputsManager.
  50310. * @param camera Defines the camera the inputs belong to.
  50311. */
  50312. function FlyCameraInputsManager(camera) {
  50313. return _super.call(this, camera) || this;
  50314. }
  50315. /**
  50316. * Add keyboard input support to the input manager.
  50317. * @returns the new FlyCameraKeyboardMoveInput().
  50318. */
  50319. FlyCameraInputsManager.prototype.addKeyboard = function () {
  50320. this.add(new BABYLON.FlyCameraKeyboardInput());
  50321. return this;
  50322. };
  50323. /**
  50324. * Add mouse input support to the input manager.
  50325. * @param touchEnabled Enable touch screen support.
  50326. * @returns the new FlyCameraMouseInput().
  50327. */
  50328. FlyCameraInputsManager.prototype.addMouse = function (touchEnabled) {
  50329. if (touchEnabled === void 0) { touchEnabled = true; }
  50330. this.add(new BABYLON.FlyCameraMouseInput(touchEnabled));
  50331. return this;
  50332. };
  50333. return FlyCameraInputsManager;
  50334. }(BABYLON.CameraInputsManager));
  50335. BABYLON.FlyCameraInputsManager = FlyCameraInputsManager;
  50336. })(BABYLON || (BABYLON = {}));
  50337. //# sourceMappingURL=babylon.flyCameraInputsManager.js.map
  50338. var BABYLON;
  50339. (function (BABYLON) {
  50340. /**
  50341. * This is a flying camera, designed for 3D movement and rotation in all directions,
  50342. * such as in a 3D Space Shooter or a Flight Simulator.
  50343. */
  50344. var FlyCamera = /** @class */ (function (_super) {
  50345. __extends(FlyCamera, _super);
  50346. /**
  50347. * Instantiates a FlyCamera.
  50348. * This is a flying camera, designed for 3D movement and rotation in all directions,
  50349. * such as in a 3D Space Shooter or a Flight Simulator.
  50350. * @param name Define the name of the camera in the scene.
  50351. * @param position Define the starting position of the camera in the scene.
  50352. * @param scene Define the scene the camera belongs to.
  50353. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active, if no other camera has been defined as active.
  50354. */
  50355. function FlyCamera(name, position, scene, setActiveOnSceneIfNoneActive) {
  50356. if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }
  50357. var _this = _super.call(this, name, position, scene, setActiveOnSceneIfNoneActive) || this;
  50358. /**
  50359. * Define the collision ellipsoid of the camera.
  50360. * This is helpful for simulating a camera body, like a player's body.
  50361. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  50362. */
  50363. _this.ellipsoid = new BABYLON.Vector3(1, 1, 1);
  50364. /**
  50365. * Define an offset for the position of the ellipsoid around the camera.
  50366. * This can be helpful if the camera is attached away from the player's body center,
  50367. * such as at its head.
  50368. */
  50369. _this.ellipsoidOffset = new BABYLON.Vector3(0, 0, 0);
  50370. /**
  50371. * Enable or disable collisions of the camera with the rest of the scene objects.
  50372. */
  50373. _this.checkCollisions = false;
  50374. /**
  50375. * Enable or disable gravity on the camera.
  50376. */
  50377. _this.applyGravity = false;
  50378. /**
  50379. * Define the current direction the camera is moving to.
  50380. */
  50381. _this.cameraDirection = BABYLON.Vector3.Zero();
  50382. /**
  50383. * Track Roll to maintain the wanted Rolling when looking around.
  50384. */
  50385. _this._trackRoll = 0;
  50386. /**
  50387. * Slowly correct the Roll to its original value after a Pitch+Yaw rotation.
  50388. */
  50389. _this.rollCorrect = 100;
  50390. /**
  50391. * Mimic a banked turn, Rolling the camera when Yawing.
  50392. * It's recommended to use rollCorrect = 10 for faster banking correction.
  50393. */
  50394. _this.bankedTurn = false;
  50395. /**
  50396. * Limit in radians for how much Roll banking will add. (Default: 90°)
  50397. */
  50398. _this.bankedTurnLimit = Math.PI / 2;
  50399. /**
  50400. * Value of 0 disables the banked Roll.
  50401. * Value of 1 is equal to the Yaw angle in radians.
  50402. */
  50403. _this.bankedTurnMultiplier = 1;
  50404. _this._needMoveForGravity = false;
  50405. _this._oldPosition = BABYLON.Vector3.Zero();
  50406. _this._diffPosition = BABYLON.Vector3.Zero();
  50407. _this._newPosition = BABYLON.Vector3.Zero();
  50408. // Collisions.
  50409. _this._collisionMask = -1;
  50410. /** @hidden */
  50411. _this._onCollisionPositionChange = function (collisionId, newPosition, collidedMesh) {
  50412. if (collidedMesh === void 0) { collidedMesh = null; }
  50413. // TODO Move this to the collision coordinator!
  50414. if (_this.getScene().workerCollisions) {
  50415. newPosition.multiplyInPlace(_this._collider._radius);
  50416. }
  50417. var updatePosition = function (newPos) {
  50418. _this._newPosition.copyFrom(newPos);
  50419. _this._newPosition.subtractToRef(_this._oldPosition, _this._diffPosition);
  50420. if (_this._diffPosition.length() > BABYLON.Engine.CollisionsEpsilon) {
  50421. _this.position.addInPlace(_this._diffPosition);
  50422. if (_this.onCollide && collidedMesh) {
  50423. _this.onCollide(collidedMesh);
  50424. }
  50425. }
  50426. };
  50427. updatePosition(newPosition);
  50428. };
  50429. _this.inputs = new BABYLON.FlyCameraInputsManager(_this);
  50430. _this.inputs.addKeyboard().addMouse();
  50431. return _this;
  50432. }
  50433. Object.defineProperty(FlyCamera.prototype, "angularSensibility", {
  50434. /**
  50435. * Gets the input sensibility for mouse input.
  50436. * Higher values reduce sensitivity.
  50437. */
  50438. get: function () {
  50439. var mouse = this.inputs.attached["mouse"];
  50440. if (mouse) {
  50441. return mouse.angularSensibility;
  50442. }
  50443. return 0;
  50444. },
  50445. /**
  50446. * Sets the input sensibility for a mouse input.
  50447. * Higher values reduce sensitivity.
  50448. */
  50449. set: function (value) {
  50450. var mouse = this.inputs.attached["mouse"];
  50451. if (mouse) {
  50452. mouse.angularSensibility = value;
  50453. }
  50454. },
  50455. enumerable: true,
  50456. configurable: true
  50457. });
  50458. Object.defineProperty(FlyCamera.prototype, "keysForward", {
  50459. /**
  50460. * Get the keys for camera movement forward.
  50461. */
  50462. get: function () {
  50463. var keyboard = this.inputs.attached["keyboard"];
  50464. if (keyboard) {
  50465. return keyboard.keysForward;
  50466. }
  50467. return [];
  50468. },
  50469. /**
  50470. * Set the keys for camera movement forward.
  50471. */
  50472. set: function (value) {
  50473. var keyboard = this.inputs.attached["keyboard"];
  50474. if (keyboard) {
  50475. keyboard.keysForward = value;
  50476. }
  50477. },
  50478. enumerable: true,
  50479. configurable: true
  50480. });
  50481. Object.defineProperty(FlyCamera.prototype, "keysBackward", {
  50482. /**
  50483. * Get the keys for camera movement backward.
  50484. */
  50485. get: function () {
  50486. var keyboard = this.inputs.attached["keyboard"];
  50487. if (keyboard) {
  50488. return keyboard.keysBackward;
  50489. }
  50490. return [];
  50491. },
  50492. set: function (value) {
  50493. var keyboard = this.inputs.attached["keyboard"];
  50494. if (keyboard) {
  50495. keyboard.keysBackward = value;
  50496. }
  50497. },
  50498. enumerable: true,
  50499. configurable: true
  50500. });
  50501. Object.defineProperty(FlyCamera.prototype, "keysUp", {
  50502. /**
  50503. * Get the keys for camera movement up.
  50504. */
  50505. get: function () {
  50506. var keyboard = this.inputs.attached["keyboard"];
  50507. if (keyboard) {
  50508. return keyboard.keysUp;
  50509. }
  50510. return [];
  50511. },
  50512. /**
  50513. * Set the keys for camera movement up.
  50514. */
  50515. set: function (value) {
  50516. var keyboard = this.inputs.attached["keyboard"];
  50517. if (keyboard) {
  50518. keyboard.keysUp = value;
  50519. }
  50520. },
  50521. enumerable: true,
  50522. configurable: true
  50523. });
  50524. Object.defineProperty(FlyCamera.prototype, "keysDown", {
  50525. /**
  50526. * Get the keys for camera movement down.
  50527. */
  50528. get: function () {
  50529. var keyboard = this.inputs.attached["keyboard"];
  50530. if (keyboard) {
  50531. return keyboard.keysDown;
  50532. }
  50533. return [];
  50534. },
  50535. /**
  50536. * Set the keys for camera movement down.
  50537. */
  50538. set: function (value) {
  50539. var keyboard = this.inputs.attached["keyboard"];
  50540. if (keyboard) {
  50541. keyboard.keysDown = value;
  50542. }
  50543. },
  50544. enumerable: true,
  50545. configurable: true
  50546. });
  50547. Object.defineProperty(FlyCamera.prototype, "keysLeft", {
  50548. /**
  50549. * Get the keys for camera movement left.
  50550. */
  50551. get: function () {
  50552. var keyboard = this.inputs.attached["keyboard"];
  50553. if (keyboard) {
  50554. return keyboard.keysLeft;
  50555. }
  50556. return [];
  50557. },
  50558. /**
  50559. * Set the keys for camera movement left.
  50560. */
  50561. set: function (value) {
  50562. var keyboard = this.inputs.attached["keyboard"];
  50563. if (keyboard) {
  50564. keyboard.keysLeft = value;
  50565. }
  50566. },
  50567. enumerable: true,
  50568. configurable: true
  50569. });
  50570. Object.defineProperty(FlyCamera.prototype, "keysRight", {
  50571. /**
  50572. * Set the keys for camera movement right.
  50573. */
  50574. get: function () {
  50575. var keyboard = this.inputs.attached["keyboard"];
  50576. if (keyboard) {
  50577. return keyboard.keysRight;
  50578. }
  50579. return [];
  50580. },
  50581. /**
  50582. * Set the keys for camera movement right.
  50583. */
  50584. set: function (value) {
  50585. var keyboard = this.inputs.attached["keyboard"];
  50586. if (keyboard) {
  50587. keyboard.keysRight = value;
  50588. }
  50589. },
  50590. enumerable: true,
  50591. configurable: true
  50592. });
  50593. /**
  50594. * Attach a control to the HTML DOM element.
  50595. * @param element Defines the element that listens to the input events.
  50596. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault(). https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault
  50597. */
  50598. FlyCamera.prototype.attachControl = function (element, noPreventDefault) {
  50599. this.inputs.attachElement(element, noPreventDefault);
  50600. };
  50601. /**
  50602. * Detach a control from the HTML DOM element.
  50603. * The camera will stop reacting to that input.
  50604. * @param element Defines the element that listens to the input events.
  50605. */
  50606. FlyCamera.prototype.detachControl = function (element) {
  50607. this.inputs.detachElement(element);
  50608. this.cameraDirection = new BABYLON.Vector3(0, 0, 0);
  50609. };
  50610. Object.defineProperty(FlyCamera.prototype, "collisionMask", {
  50611. /**
  50612. * Get the mask that the camera ignores in collision events.
  50613. */
  50614. get: function () {
  50615. return this._collisionMask;
  50616. },
  50617. /**
  50618. * Set the mask that the camera ignores in collision events.
  50619. */
  50620. set: function (mask) {
  50621. this._collisionMask = !isNaN(mask) ? mask : -1;
  50622. },
  50623. enumerable: true,
  50624. configurable: true
  50625. });
  50626. /** @hidden */
  50627. FlyCamera.prototype._collideWithWorld = function (displacement) {
  50628. var globalPosition;
  50629. if (this.parent) {
  50630. globalPosition = BABYLON.Vector3.TransformCoordinates(this.position, this.parent.getWorldMatrix());
  50631. }
  50632. else {
  50633. globalPosition = this.position;
  50634. }
  50635. globalPosition.subtractFromFloatsToRef(0, this.ellipsoid.y, 0, this._oldPosition);
  50636. this._oldPosition.addInPlace(this.ellipsoidOffset);
  50637. if (!this._collider) {
  50638. this._collider = new BABYLON.Collider();
  50639. }
  50640. this._collider._radius = this.ellipsoid;
  50641. this._collider.collisionMask = this._collisionMask;
  50642. // No need for clone, as long as gravity is not on.
  50643. var actualDisplacement = displacement;
  50644. // Add gravity to direction to prevent dual-collision checking.
  50645. if (this.applyGravity) {
  50646. // This prevents mending with cameraDirection, a global variable of the fly camera class.
  50647. actualDisplacement = displacement.add(this.getScene().gravity);
  50648. }
  50649. this.getScene().collisionCoordinator.getNewPosition(this._oldPosition, actualDisplacement, this._collider, 3, null, this._onCollisionPositionChange, this.uniqueId);
  50650. };
  50651. /** @hidden */
  50652. FlyCamera.prototype._checkInputs = function () {
  50653. if (!this._localDirection) {
  50654. this._localDirection = BABYLON.Vector3.Zero();
  50655. this._transformedDirection = BABYLON.Vector3.Zero();
  50656. }
  50657. this.inputs.checkInputs();
  50658. _super.prototype._checkInputs.call(this);
  50659. };
  50660. /** @hidden */
  50661. FlyCamera.prototype._decideIfNeedsToMove = function () {
  50662. return this._needMoveForGravity || Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;
  50663. };
  50664. /** @hidden */
  50665. FlyCamera.prototype._updatePosition = function () {
  50666. if (this.checkCollisions && this.getScene().collisionsEnabled) {
  50667. this._collideWithWorld(this.cameraDirection);
  50668. }
  50669. else {
  50670. _super.prototype._updatePosition.call(this);
  50671. }
  50672. };
  50673. /**
  50674. * Restore the Roll to its target value at the rate specified.
  50675. * @param rate - Higher means slower restoring.
  50676. * @hidden
  50677. */
  50678. FlyCamera.prototype.restoreRoll = function (rate) {
  50679. var limit = this._trackRoll; // Target Roll.
  50680. var z = this.rotation.z; // Current Roll.
  50681. var delta = limit - z; // Difference in Roll.
  50682. var minRad = 0.001; // Tenth of a radian is a barely noticable difference.
  50683. // If the difference is noticable, restore the Roll.
  50684. if (Math.abs(delta) >= minRad) {
  50685. // Change Z rotation towards the target Roll.
  50686. this.rotation.z += delta / rate;
  50687. // Match when near enough.
  50688. if (Math.abs(limit - this.rotation.z) <= minRad) {
  50689. this.rotation.z = limit;
  50690. }
  50691. }
  50692. };
  50693. /**
  50694. * Destroy the camera and release the current resources held by it.
  50695. */
  50696. FlyCamera.prototype.dispose = function () {
  50697. this.inputs.clear();
  50698. _super.prototype.dispose.call(this);
  50699. };
  50700. /**
  50701. * Get the current object class name.
  50702. * @returns the class name.
  50703. */
  50704. FlyCamera.prototype.getClassName = function () {
  50705. return "FlyCamera";
  50706. };
  50707. __decorate([
  50708. BABYLON.serializeAsVector3()
  50709. ], FlyCamera.prototype, "ellipsoid", void 0);
  50710. __decorate([
  50711. BABYLON.serializeAsVector3()
  50712. ], FlyCamera.prototype, "ellipsoidOffset", void 0);
  50713. __decorate([
  50714. BABYLON.serialize()
  50715. ], FlyCamera.prototype, "checkCollisions", void 0);
  50716. __decorate([
  50717. BABYLON.serialize()
  50718. ], FlyCamera.prototype, "applyGravity", void 0);
  50719. return FlyCamera;
  50720. }(BABYLON.TargetCamera));
  50721. BABYLON.FlyCamera = FlyCamera;
  50722. })(BABYLON || (BABYLON = {}));
  50723. //# sourceMappingURL=babylon.flyCamera.js.map
  50724. var BABYLON;
  50725. (function (BABYLON) {
  50726. /**
  50727. * Manage the keyboard inputs to control the movement of an arc rotate camera.
  50728. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  50729. */
  50730. var ArcRotateCameraKeyboardMoveInput = /** @class */ (function () {
  50731. function ArcRotateCameraKeyboardMoveInput() {
  50732. /**
  50733. * Defines the list of key codes associated with the up action (increase alpha)
  50734. */
  50735. this.keysUp = [38];
  50736. /**
  50737. * Defines the list of key codes associated with the down action (decrease alpha)
  50738. */
  50739. this.keysDown = [40];
  50740. /**
  50741. * Defines the list of key codes associated with the left action (increase beta)
  50742. */
  50743. this.keysLeft = [37];
  50744. /**
  50745. * Defines the list of key codes associated with the right action (decrease beta)
  50746. */
  50747. this.keysRight = [39];
  50748. /**
  50749. * Defines the list of key codes associated with the reset action.
  50750. * Those keys reset the camera to its last stored state (with the method camera.storeState())
  50751. */
  50752. this.keysReset = [220];
  50753. /**
  50754. * Defines the panning sensibility of the inputs.
  50755. * (How fast is the camera paning)
  50756. */
  50757. this.panningSensibility = 50.0;
  50758. /**
  50759. * Defines the zooming sensibility of the inputs.
  50760. * (How fast is the camera zooming)
  50761. */
  50762. this.zoomingSensibility = 25.0;
  50763. /**
  50764. * Defines wether maintaining the alt key down switch the movement mode from
  50765. * orientation to zoom.
  50766. */
  50767. this.useAltToZoom = true;
  50768. /**
  50769. * Rotation speed of the camera
  50770. */
  50771. this.angularSpeed = 0.01;
  50772. this._keys = new Array();
  50773. }
  50774. /**
  50775. * Attach the input controls to a specific dom element to get the input from.
  50776. * @param element Defines the element the controls should be listened from
  50777. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  50778. */
  50779. ArcRotateCameraKeyboardMoveInput.prototype.attachControl = function (element, noPreventDefault) {
  50780. var _this = this;
  50781. if (this._onCanvasBlurObserver) {
  50782. return;
  50783. }
  50784. this._scene = this.camera.getScene();
  50785. this._engine = this._scene.getEngine();
  50786. this._onCanvasBlurObserver = this._engine.onCanvasBlurObservable.add(function () {
  50787. _this._keys = [];
  50788. });
  50789. this._onKeyboardObserver = this._scene.onKeyboardObservable.add(function (info) {
  50790. var evt = info.event;
  50791. if (info.type === BABYLON.KeyboardEventTypes.KEYDOWN) {
  50792. _this._ctrlPressed = evt.ctrlKey;
  50793. _this._altPressed = evt.altKey;
  50794. if (_this.keysUp.indexOf(evt.keyCode) !== -1 ||
  50795. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  50796. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  50797. _this.keysRight.indexOf(evt.keyCode) !== -1 ||
  50798. _this.keysReset.indexOf(evt.keyCode) !== -1) {
  50799. var index = _this._keys.indexOf(evt.keyCode);
  50800. if (index === -1) {
  50801. _this._keys.push(evt.keyCode);
  50802. }
  50803. if (evt.preventDefault) {
  50804. if (!noPreventDefault) {
  50805. evt.preventDefault();
  50806. }
  50807. }
  50808. }
  50809. }
  50810. else {
  50811. if (_this.keysUp.indexOf(evt.keyCode) !== -1 ||
  50812. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  50813. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  50814. _this.keysRight.indexOf(evt.keyCode) !== -1 ||
  50815. _this.keysReset.indexOf(evt.keyCode) !== -1) {
  50816. var index = _this._keys.indexOf(evt.keyCode);
  50817. if (index >= 0) {
  50818. _this._keys.splice(index, 1);
  50819. }
  50820. if (evt.preventDefault) {
  50821. if (!noPreventDefault) {
  50822. evt.preventDefault();
  50823. }
  50824. }
  50825. }
  50826. }
  50827. });
  50828. };
  50829. /**
  50830. * Detach the current controls from the specified dom element.
  50831. * @param element Defines the element to stop listening the inputs from
  50832. */
  50833. ArcRotateCameraKeyboardMoveInput.prototype.detachControl = function (element) {
  50834. if (this._scene) {
  50835. if (this._onKeyboardObserver) {
  50836. this._scene.onKeyboardObservable.remove(this._onKeyboardObserver);
  50837. }
  50838. if (this._onCanvasBlurObserver) {
  50839. this._engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);
  50840. }
  50841. this._onKeyboardObserver = null;
  50842. this._onCanvasBlurObserver = null;
  50843. }
  50844. this._keys = [];
  50845. };
  50846. /**
  50847. * Update the current camera state depending on the inputs that have been used this frame.
  50848. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  50849. */
  50850. ArcRotateCameraKeyboardMoveInput.prototype.checkInputs = function () {
  50851. if (this._onKeyboardObserver) {
  50852. var camera = this.camera;
  50853. for (var index = 0; index < this._keys.length; index++) {
  50854. var keyCode = this._keys[index];
  50855. if (this.keysLeft.indexOf(keyCode) !== -1) {
  50856. if (this._ctrlPressed && this.camera._useCtrlForPanning) {
  50857. camera.inertialPanningX -= 1 / this.panningSensibility;
  50858. }
  50859. else {
  50860. camera.inertialAlphaOffset -= this.angularSpeed;
  50861. }
  50862. }
  50863. else if (this.keysUp.indexOf(keyCode) !== -1) {
  50864. if (this._ctrlPressed && this.camera._useCtrlForPanning) {
  50865. camera.inertialPanningY += 1 / this.panningSensibility;
  50866. }
  50867. else if (this._altPressed && this.useAltToZoom) {
  50868. camera.inertialRadiusOffset += 1 / this.zoomingSensibility;
  50869. }
  50870. else {
  50871. camera.inertialBetaOffset -= this.angularSpeed;
  50872. }
  50873. }
  50874. else if (this.keysRight.indexOf(keyCode) !== -1) {
  50875. if (this._ctrlPressed && this.camera._useCtrlForPanning) {
  50876. camera.inertialPanningX += 1 / this.panningSensibility;
  50877. }
  50878. else {
  50879. camera.inertialAlphaOffset += this.angularSpeed;
  50880. }
  50881. }
  50882. else if (this.keysDown.indexOf(keyCode) !== -1) {
  50883. if (this._ctrlPressed && this.camera._useCtrlForPanning) {
  50884. camera.inertialPanningY -= 1 / this.panningSensibility;
  50885. }
  50886. else if (this._altPressed && this.useAltToZoom) {
  50887. camera.inertialRadiusOffset -= 1 / this.zoomingSensibility;
  50888. }
  50889. else {
  50890. camera.inertialBetaOffset += this.angularSpeed;
  50891. }
  50892. }
  50893. else if (this.keysReset.indexOf(keyCode) !== -1) {
  50894. if (camera.useInputToRestoreState) {
  50895. camera.restoreState();
  50896. }
  50897. }
  50898. }
  50899. }
  50900. };
  50901. /**
  50902. * Gets the class name of the current intput.
  50903. * @returns the class name
  50904. */
  50905. ArcRotateCameraKeyboardMoveInput.prototype.getClassName = function () {
  50906. return "ArcRotateCameraKeyboardMoveInput";
  50907. };
  50908. /**
  50909. * Get the friendly name associated with the input class.
  50910. * @returns the input friendly name
  50911. */
  50912. ArcRotateCameraKeyboardMoveInput.prototype.getSimpleName = function () {
  50913. return "keyboard";
  50914. };
  50915. __decorate([
  50916. BABYLON.serialize()
  50917. ], ArcRotateCameraKeyboardMoveInput.prototype, "keysUp", void 0);
  50918. __decorate([
  50919. BABYLON.serialize()
  50920. ], ArcRotateCameraKeyboardMoveInput.prototype, "keysDown", void 0);
  50921. __decorate([
  50922. BABYLON.serialize()
  50923. ], ArcRotateCameraKeyboardMoveInput.prototype, "keysLeft", void 0);
  50924. __decorate([
  50925. BABYLON.serialize()
  50926. ], ArcRotateCameraKeyboardMoveInput.prototype, "keysRight", void 0);
  50927. __decorate([
  50928. BABYLON.serialize()
  50929. ], ArcRotateCameraKeyboardMoveInput.prototype, "keysReset", void 0);
  50930. __decorate([
  50931. BABYLON.serialize()
  50932. ], ArcRotateCameraKeyboardMoveInput.prototype, "panningSensibility", void 0);
  50933. __decorate([
  50934. BABYLON.serialize()
  50935. ], ArcRotateCameraKeyboardMoveInput.prototype, "zoomingSensibility", void 0);
  50936. __decorate([
  50937. BABYLON.serialize()
  50938. ], ArcRotateCameraKeyboardMoveInput.prototype, "useAltToZoom", void 0);
  50939. __decorate([
  50940. BABYLON.serialize()
  50941. ], ArcRotateCameraKeyboardMoveInput.prototype, "angularSpeed", void 0);
  50942. return ArcRotateCameraKeyboardMoveInput;
  50943. }());
  50944. BABYLON.ArcRotateCameraKeyboardMoveInput = ArcRotateCameraKeyboardMoveInput;
  50945. BABYLON.CameraInputTypes["ArcRotateCameraKeyboardMoveInput"] = ArcRotateCameraKeyboardMoveInput;
  50946. })(BABYLON || (BABYLON = {}));
  50947. //# sourceMappingURL=babylon.arcRotateCameraKeyboardMoveInput.js.map
  50948. var BABYLON;
  50949. (function (BABYLON) {
  50950. /**
  50951. * Manage the mouse wheel inputs to control an arc rotate camera.
  50952. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  50953. */
  50954. var ArcRotateCameraMouseWheelInput = /** @class */ (function () {
  50955. function ArcRotateCameraMouseWheelInput() {
  50956. /**
  50957. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  50958. */
  50959. this.wheelPrecision = 3.0;
  50960. /**
  50961. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  50962. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  50963. */
  50964. this.wheelDeltaPercentage = 0;
  50965. }
  50966. /**
  50967. * Attach the input controls to a specific dom element to get the input from.
  50968. * @param element Defines the element the controls should be listened from
  50969. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  50970. */
  50971. ArcRotateCameraMouseWheelInput.prototype.attachControl = function (element, noPreventDefault) {
  50972. var _this = this;
  50973. this._wheel = function (p, s) {
  50974. //sanity check - this should be a PointerWheel event.
  50975. if (p.type !== BABYLON.PointerEventTypes.POINTERWHEEL) {
  50976. return;
  50977. }
  50978. var event = p.event;
  50979. var delta = 0;
  50980. if (event.wheelDelta) {
  50981. if (_this.wheelDeltaPercentage) {
  50982. var wheelDelta = (event.wheelDelta * 0.01 * _this.wheelDeltaPercentage) * _this.camera.radius;
  50983. if (event.wheelDelta > 0) {
  50984. delta = wheelDelta / (1.0 + _this.wheelDeltaPercentage);
  50985. }
  50986. else {
  50987. delta = wheelDelta * (1.0 + _this.wheelDeltaPercentage);
  50988. }
  50989. }
  50990. else {
  50991. delta = event.wheelDelta / (_this.wheelPrecision * 40);
  50992. }
  50993. }
  50994. else {
  50995. var deltaValue = event.deltaY || event.detail;
  50996. delta = -deltaValue / _this.wheelPrecision;
  50997. }
  50998. if (delta) {
  50999. _this.camera.inertialRadiusOffset += delta;
  51000. }
  51001. if (event.preventDefault) {
  51002. if (!noPreventDefault) {
  51003. event.preventDefault();
  51004. }
  51005. }
  51006. };
  51007. this._observer = this.camera.getScene().onPointerObservable.add(this._wheel, BABYLON.PointerEventTypes.POINTERWHEEL);
  51008. };
  51009. /**
  51010. * Detach the current controls from the specified dom element.
  51011. * @param element Defines the element to stop listening the inputs from
  51012. */
  51013. ArcRotateCameraMouseWheelInput.prototype.detachControl = function (element) {
  51014. if (this._observer && element) {
  51015. this.camera.getScene().onPointerObservable.remove(this._observer);
  51016. this._observer = null;
  51017. this._wheel = null;
  51018. }
  51019. };
  51020. /**
  51021. * Gets the class name of the current intput.
  51022. * @returns the class name
  51023. */
  51024. ArcRotateCameraMouseWheelInput.prototype.getClassName = function () {
  51025. return "ArcRotateCameraMouseWheelInput";
  51026. };
  51027. /**
  51028. * Get the friendly name associated with the input class.
  51029. * @returns the input friendly name
  51030. */
  51031. ArcRotateCameraMouseWheelInput.prototype.getSimpleName = function () {
  51032. return "mousewheel";
  51033. };
  51034. __decorate([
  51035. BABYLON.serialize()
  51036. ], ArcRotateCameraMouseWheelInput.prototype, "wheelPrecision", void 0);
  51037. __decorate([
  51038. BABYLON.serialize()
  51039. ], ArcRotateCameraMouseWheelInput.prototype, "wheelDeltaPercentage", void 0);
  51040. return ArcRotateCameraMouseWheelInput;
  51041. }());
  51042. BABYLON.ArcRotateCameraMouseWheelInput = ArcRotateCameraMouseWheelInput;
  51043. BABYLON.CameraInputTypes["ArcRotateCameraMouseWheelInput"] = ArcRotateCameraMouseWheelInput;
  51044. })(BABYLON || (BABYLON = {}));
  51045. //# sourceMappingURL=babylon.arcRotateCameraMouseWheelInput.js.map
  51046. var BABYLON;
  51047. (function (BABYLON) {
  51048. /**
  51049. * Manage the pointers inputs to control an arc rotate camera.
  51050. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  51051. */
  51052. var ArcRotateCameraPointersInput = /** @class */ (function () {
  51053. function ArcRotateCameraPointersInput() {
  51054. /**
  51055. * Defines the buttons associated with the input to handle camera move.
  51056. */
  51057. this.buttons = [0, 1, 2];
  51058. /**
  51059. * Defines the pointer angular sensibility along the X axis or how fast is the camera rotating.
  51060. */
  51061. this.angularSensibilityX = 1000.0;
  51062. /**
  51063. * Defines the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  51064. */
  51065. this.angularSensibilityY = 1000.0;
  51066. /**
  51067. * Defines the pointer pinch precision or how fast is the camera zooming.
  51068. */
  51069. this.pinchPrecision = 12.0;
  51070. /**
  51071. * pinchDeltaPercentage will be used instead of pinchPrecision if different from 0.
  51072. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  51073. */
  51074. this.pinchDeltaPercentage = 0;
  51075. /**
  51076. * Defines the pointer panning sensibility or how fast is the camera moving.
  51077. */
  51078. this.panningSensibility = 1000.0;
  51079. /**
  51080. * Defines whether panning (2 fingers swipe) is enabled through multitouch.
  51081. */
  51082. this.multiTouchPanning = true;
  51083. /**
  51084. * Defines whether panning is enabled for both pan (2 fingers swipe) and zoom (pinch) through multitouch.
  51085. */
  51086. this.multiTouchPanAndZoom = true;
  51087. /**
  51088. * Revers pinch action direction.
  51089. */
  51090. this.pinchInwards = true;
  51091. this._isPanClick = false;
  51092. }
  51093. /**
  51094. * Attach the input controls to a specific dom element to get the input from.
  51095. * @param element Defines the element the controls should be listened from
  51096. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  51097. */
  51098. ArcRotateCameraPointersInput.prototype.attachControl = function (element, noPreventDefault) {
  51099. var _this = this;
  51100. var engine = this.camera.getEngine();
  51101. var cacheSoloPointer; // cache pointer object for better perf on camera rotation
  51102. var pointA = null;
  51103. var pointB = null;
  51104. var previousPinchSquaredDistance = 0;
  51105. var initialDistance = 0;
  51106. var twoFingerActivityCount = 0;
  51107. var previousMultiTouchPanPosition = { x: 0, y: 0, isPaning: false, isPinching: false };
  51108. this._pointerInput = function (p, s) {
  51109. var evt = p.event;
  51110. var isTouch = p.event.pointerType === "touch";
  51111. if (engine.isInVRExclusivePointerMode) {
  51112. return;
  51113. }
  51114. if (p.type !== BABYLON.PointerEventTypes.POINTERMOVE && _this.buttons.indexOf(evt.button) === -1) {
  51115. return;
  51116. }
  51117. var srcElement = (evt.srcElement || evt.target);
  51118. if (p.type === BABYLON.PointerEventTypes.POINTERDOWN && srcElement) {
  51119. try {
  51120. srcElement.setPointerCapture(evt.pointerId);
  51121. }
  51122. catch (e) {
  51123. //Nothing to do with the error. Execution will continue.
  51124. }
  51125. // Manage panning with pan button click
  51126. _this._isPanClick = evt.button === _this.camera._panningMouseButton;
  51127. // manage pointers
  51128. cacheSoloPointer = { x: evt.clientX, y: evt.clientY, pointerId: evt.pointerId, type: evt.pointerType };
  51129. if (pointA === null) {
  51130. pointA = cacheSoloPointer;
  51131. }
  51132. else if (pointB === null) {
  51133. pointB = cacheSoloPointer;
  51134. }
  51135. if (!noPreventDefault) {
  51136. evt.preventDefault();
  51137. element.focus();
  51138. }
  51139. }
  51140. else if (p.type === BABYLON.PointerEventTypes.POINTERDOUBLETAP) {
  51141. if (_this.camera.useInputToRestoreState) {
  51142. _this.camera.restoreState();
  51143. }
  51144. }
  51145. else if (p.type === BABYLON.PointerEventTypes.POINTERUP && srcElement) {
  51146. try {
  51147. srcElement.releasePointerCapture(evt.pointerId);
  51148. }
  51149. catch (e) {
  51150. //Nothing to do with the error.
  51151. }
  51152. cacheSoloPointer = null;
  51153. previousPinchSquaredDistance = 0;
  51154. previousMultiTouchPanPosition.isPaning = false;
  51155. previousMultiTouchPanPosition.isPinching = false;
  51156. twoFingerActivityCount = 0;
  51157. initialDistance = 0;
  51158. if (!isTouch) {
  51159. pointB = null; // Mouse and pen are mono pointer
  51160. }
  51161. //would be better to use pointers.remove(evt.pointerId) for multitouch gestures,
  51162. //but emptying completly pointers collection is required to fix a bug on iPhone :
  51163. //when changing orientation while pinching camera, one pointer stay pressed forever if we don't release all pointers
  51164. //will be ok to put back pointers.remove(evt.pointerId); when iPhone bug corrected
  51165. if (engine._badOS) {
  51166. pointA = pointB = null;
  51167. }
  51168. else {
  51169. //only remove the impacted pointer in case of multitouch allowing on most
  51170. //platforms switching from rotate to zoom and pan seamlessly.
  51171. if (pointB && pointA && pointA.pointerId == evt.pointerId) {
  51172. pointA = pointB;
  51173. pointB = null;
  51174. cacheSoloPointer = { x: pointA.x, y: pointA.y, pointerId: pointA.pointerId, type: evt.pointerType };
  51175. }
  51176. else if (pointA && pointB && pointB.pointerId == evt.pointerId) {
  51177. pointB = null;
  51178. cacheSoloPointer = { x: pointA.x, y: pointA.y, pointerId: pointA.pointerId, type: evt.pointerType };
  51179. }
  51180. else {
  51181. pointA = pointB = null;
  51182. }
  51183. }
  51184. if (!noPreventDefault) {
  51185. evt.preventDefault();
  51186. }
  51187. }
  51188. else if (p.type === BABYLON.PointerEventTypes.POINTERMOVE) {
  51189. if (!noPreventDefault) {
  51190. evt.preventDefault();
  51191. }
  51192. // One button down
  51193. if (pointA && pointB === null && cacheSoloPointer) {
  51194. if (_this.panningSensibility !== 0 &&
  51195. ((evt.ctrlKey && _this.camera._useCtrlForPanning) || _this._isPanClick)) {
  51196. _this.camera.inertialPanningX += -(evt.clientX - cacheSoloPointer.x) / _this.panningSensibility;
  51197. _this.camera.inertialPanningY += (evt.clientY - cacheSoloPointer.y) / _this.panningSensibility;
  51198. }
  51199. else {
  51200. var offsetX = evt.clientX - cacheSoloPointer.x;
  51201. var offsetY = evt.clientY - cacheSoloPointer.y;
  51202. _this.camera.inertialAlphaOffset -= offsetX / _this.angularSensibilityX;
  51203. _this.camera.inertialBetaOffset -= offsetY / _this.angularSensibilityY;
  51204. }
  51205. cacheSoloPointer.x = evt.clientX;
  51206. cacheSoloPointer.y = evt.clientY;
  51207. }
  51208. // Two buttons down: pinch/pan
  51209. else if (pointA && pointB) {
  51210. //if (noPreventDefault) { evt.preventDefault(); } //if pinch gesture, could be useful to force preventDefault to avoid html page scroll/zoom in some mobile browsers
  51211. var ed = (pointA.pointerId === evt.pointerId) ? pointA : pointB;
  51212. ed.x = evt.clientX;
  51213. ed.y = evt.clientY;
  51214. var direction = _this.pinchInwards ? 1 : -1;
  51215. var distX = pointA.x - pointB.x;
  51216. var distY = pointA.y - pointB.y;
  51217. var pinchSquaredDistance = (distX * distX) + (distY * distY);
  51218. var pinchDistance = Math.sqrt(pinchSquaredDistance);
  51219. if (previousPinchSquaredDistance === 0) {
  51220. initialDistance = pinchDistance;
  51221. previousPinchSquaredDistance = pinchSquaredDistance;
  51222. previousMultiTouchPanPosition.x = (pointA.x + pointB.x) / 2;
  51223. previousMultiTouchPanPosition.y = (pointA.y + pointB.y) / 2;
  51224. return;
  51225. }
  51226. if (_this.multiTouchPanAndZoom) {
  51227. if (_this.pinchDeltaPercentage) {
  51228. _this.camera.inertialRadiusOffset += ((pinchSquaredDistance - previousPinchSquaredDistance) * 0.001) * _this.camera.radius * _this.pinchDeltaPercentage;
  51229. }
  51230. else {
  51231. _this.camera.inertialRadiusOffset += (pinchSquaredDistance - previousPinchSquaredDistance) /
  51232. (_this.pinchPrecision *
  51233. ((_this.angularSensibilityX + _this.angularSensibilityY) / 2) *
  51234. direction);
  51235. }
  51236. if (_this.panningSensibility !== 0) {
  51237. var pointersCenterX = (pointA.x + pointB.x) / 2;
  51238. var pointersCenterY = (pointA.y + pointB.y) / 2;
  51239. var pointersCenterDistX = pointersCenterX - previousMultiTouchPanPosition.x;
  51240. var pointersCenterDistY = pointersCenterY - previousMultiTouchPanPosition.y;
  51241. previousMultiTouchPanPosition.x = pointersCenterX;
  51242. previousMultiTouchPanPosition.y = pointersCenterY;
  51243. _this.camera.inertialPanningX += -(pointersCenterDistX) / (_this.panningSensibility);
  51244. _this.camera.inertialPanningY += (pointersCenterDistY) / (_this.panningSensibility);
  51245. }
  51246. }
  51247. else {
  51248. twoFingerActivityCount++;
  51249. if (previousMultiTouchPanPosition.isPinching || (twoFingerActivityCount < 20 && Math.abs(pinchDistance - initialDistance) > _this.camera.pinchToPanMaxDistance)) {
  51250. if (_this.pinchDeltaPercentage) {
  51251. _this.camera.inertialRadiusOffset += ((pinchSquaredDistance - previousPinchSquaredDistance) * 0.001) * _this.camera.radius * _this.pinchDeltaPercentage;
  51252. }
  51253. else {
  51254. _this.camera.inertialRadiusOffset += (pinchSquaredDistance - previousPinchSquaredDistance) /
  51255. (_this.pinchPrecision *
  51256. ((_this.angularSensibilityX + _this.angularSensibilityY) / 2) *
  51257. direction);
  51258. }
  51259. previousMultiTouchPanPosition.isPaning = false;
  51260. previousMultiTouchPanPosition.isPinching = true;
  51261. }
  51262. else {
  51263. if (cacheSoloPointer && cacheSoloPointer.pointerId === ed.pointerId && _this.panningSensibility !== 0 && _this.multiTouchPanning) {
  51264. if (!previousMultiTouchPanPosition.isPaning) {
  51265. previousMultiTouchPanPosition.isPaning = true;
  51266. previousMultiTouchPanPosition.isPinching = false;
  51267. previousMultiTouchPanPosition.x = ed.x;
  51268. previousMultiTouchPanPosition.y = ed.y;
  51269. return;
  51270. }
  51271. _this.camera.inertialPanningX += -(ed.x - previousMultiTouchPanPosition.x) / (_this.panningSensibility);
  51272. _this.camera.inertialPanningY += (ed.y - previousMultiTouchPanPosition.y) / (_this.panningSensibility);
  51273. }
  51274. }
  51275. if (cacheSoloPointer && cacheSoloPointer.pointerId === evt.pointerId) {
  51276. previousMultiTouchPanPosition.x = ed.x;
  51277. previousMultiTouchPanPosition.y = ed.y;
  51278. }
  51279. }
  51280. previousPinchSquaredDistance = pinchSquaredDistance;
  51281. }
  51282. }
  51283. };
  51284. this._observer = this.camera.getScene().onPointerObservable.add(this._pointerInput, BABYLON.PointerEventTypes.POINTERDOWN | BABYLON.PointerEventTypes.POINTERUP | BABYLON.PointerEventTypes.POINTERMOVE | BABYLON.PointerEventTypes.POINTERDOUBLETAP);
  51285. this._onContextMenu = function (evt) {
  51286. evt.preventDefault();
  51287. };
  51288. if (!this.camera._useCtrlForPanning) {
  51289. element.addEventListener("contextmenu", this._onContextMenu, false);
  51290. }
  51291. this._onLostFocus = function () {
  51292. //this._keys = [];
  51293. pointA = pointB = null;
  51294. previousPinchSquaredDistance = 0;
  51295. previousMultiTouchPanPosition.isPaning = false;
  51296. previousMultiTouchPanPosition.isPinching = false;
  51297. twoFingerActivityCount = 0;
  51298. cacheSoloPointer = null;
  51299. initialDistance = 0;
  51300. };
  51301. this._onMouseMove = function (evt) {
  51302. if (!engine.isPointerLock) {
  51303. return;
  51304. }
  51305. var offsetX = evt.movementX || evt.mozMovementX || evt.webkitMovementX || evt.msMovementX || 0;
  51306. var offsetY = evt.movementY || evt.mozMovementY || evt.webkitMovementY || evt.msMovementY || 0;
  51307. _this.camera.inertialAlphaOffset -= offsetX / _this.angularSensibilityX;
  51308. _this.camera.inertialBetaOffset -= offsetY / _this.angularSensibilityY;
  51309. if (!noPreventDefault) {
  51310. evt.preventDefault();
  51311. }
  51312. };
  51313. this._onGestureStart = function (e) {
  51314. if (window.MSGesture === undefined) {
  51315. return;
  51316. }
  51317. if (!_this._MSGestureHandler) {
  51318. _this._MSGestureHandler = new MSGesture();
  51319. _this._MSGestureHandler.target = element;
  51320. }
  51321. _this._MSGestureHandler.addPointer(e.pointerId);
  51322. };
  51323. this._onGesture = function (e) {
  51324. _this.camera.radius *= e.scale;
  51325. if (e.preventDefault) {
  51326. if (!noPreventDefault) {
  51327. e.stopPropagation();
  51328. e.preventDefault();
  51329. }
  51330. }
  51331. };
  51332. element.addEventListener("mousemove", this._onMouseMove, false);
  51333. element.addEventListener("MSPointerDown", this._onGestureStart, false);
  51334. element.addEventListener("MSGestureChange", this._onGesture, false);
  51335. BABYLON.Tools.RegisterTopRootEvents([
  51336. { name: "blur", handler: this._onLostFocus }
  51337. ]);
  51338. };
  51339. /**
  51340. * Detach the current controls from the specified dom element.
  51341. * @param element Defines the element to stop listening the inputs from
  51342. */
  51343. ArcRotateCameraPointersInput.prototype.detachControl = function (element) {
  51344. if (this._onLostFocus) {
  51345. BABYLON.Tools.UnregisterTopRootEvents([
  51346. { name: "blur", handler: this._onLostFocus }
  51347. ]);
  51348. }
  51349. if (element && this._observer) {
  51350. this.camera.getScene().onPointerObservable.remove(this._observer);
  51351. this._observer = null;
  51352. if (this._onContextMenu) {
  51353. element.removeEventListener("contextmenu", this._onContextMenu);
  51354. }
  51355. if (this._onMouseMove) {
  51356. element.removeEventListener("mousemove", this._onMouseMove);
  51357. }
  51358. if (this._onGestureStart) {
  51359. element.removeEventListener("MSPointerDown", this._onGestureStart);
  51360. }
  51361. if (this._onGesture) {
  51362. element.removeEventListener("MSGestureChange", this._onGesture);
  51363. }
  51364. this._isPanClick = false;
  51365. this.pinchInwards = true;
  51366. this._onMouseMove = null;
  51367. this._onGestureStart = null;
  51368. this._onGesture = null;
  51369. this._MSGestureHandler = null;
  51370. this._onLostFocus = null;
  51371. this._onContextMenu = null;
  51372. }
  51373. };
  51374. /**
  51375. * Gets the class name of the current intput.
  51376. * @returns the class name
  51377. */
  51378. ArcRotateCameraPointersInput.prototype.getClassName = function () {
  51379. return "ArcRotateCameraPointersInput";
  51380. };
  51381. /**
  51382. * Get the friendly name associated with the input class.
  51383. * @returns the input friendly name
  51384. */
  51385. ArcRotateCameraPointersInput.prototype.getSimpleName = function () {
  51386. return "pointers";
  51387. };
  51388. __decorate([
  51389. BABYLON.serialize()
  51390. ], ArcRotateCameraPointersInput.prototype, "buttons", void 0);
  51391. __decorate([
  51392. BABYLON.serialize()
  51393. ], ArcRotateCameraPointersInput.prototype, "angularSensibilityX", void 0);
  51394. __decorate([
  51395. BABYLON.serialize()
  51396. ], ArcRotateCameraPointersInput.prototype, "angularSensibilityY", void 0);
  51397. __decorate([
  51398. BABYLON.serialize()
  51399. ], ArcRotateCameraPointersInput.prototype, "pinchPrecision", void 0);
  51400. __decorate([
  51401. BABYLON.serialize()
  51402. ], ArcRotateCameraPointersInput.prototype, "pinchDeltaPercentage", void 0);
  51403. __decorate([
  51404. BABYLON.serialize()
  51405. ], ArcRotateCameraPointersInput.prototype, "panningSensibility", void 0);
  51406. __decorate([
  51407. BABYLON.serialize()
  51408. ], ArcRotateCameraPointersInput.prototype, "multiTouchPanning", void 0);
  51409. __decorate([
  51410. BABYLON.serialize()
  51411. ], ArcRotateCameraPointersInput.prototype, "multiTouchPanAndZoom", void 0);
  51412. return ArcRotateCameraPointersInput;
  51413. }());
  51414. BABYLON.ArcRotateCameraPointersInput = ArcRotateCameraPointersInput;
  51415. BABYLON.CameraInputTypes["ArcRotateCameraPointersInput"] = ArcRotateCameraPointersInput;
  51416. })(BABYLON || (BABYLON = {}));
  51417. //# sourceMappingURL=babylon.arcRotateCameraPointersInput.js.map
  51418. var BABYLON;
  51419. (function (BABYLON) {
  51420. /**
  51421. * Default Inputs manager for the ArcRotateCamera.
  51422. * It groups all the default supported inputs for ease of use.
  51423. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  51424. */
  51425. var ArcRotateCameraInputsManager = /** @class */ (function (_super) {
  51426. __extends(ArcRotateCameraInputsManager, _super);
  51427. /**
  51428. * Instantiates a new ArcRotateCameraInputsManager.
  51429. * @param camera Defines the camera the inputs belong to
  51430. */
  51431. function ArcRotateCameraInputsManager(camera) {
  51432. return _super.call(this, camera) || this;
  51433. }
  51434. /**
  51435. * Add mouse wheel input support to the input manager.
  51436. * @returns the current input manager
  51437. */
  51438. ArcRotateCameraInputsManager.prototype.addMouseWheel = function () {
  51439. this.add(new BABYLON.ArcRotateCameraMouseWheelInput());
  51440. return this;
  51441. };
  51442. /**
  51443. * Add pointers input support to the input manager.
  51444. * @returns the current input manager
  51445. */
  51446. ArcRotateCameraInputsManager.prototype.addPointers = function () {
  51447. this.add(new BABYLON.ArcRotateCameraPointersInput());
  51448. return this;
  51449. };
  51450. /**
  51451. * Add keyboard input support to the input manager.
  51452. * @returns the current input manager
  51453. */
  51454. ArcRotateCameraInputsManager.prototype.addKeyboard = function () {
  51455. this.add(new BABYLON.ArcRotateCameraKeyboardMoveInput());
  51456. return this;
  51457. };
  51458. /**
  51459. * Add orientation input support to the input manager.
  51460. * @returns the current input manager
  51461. */
  51462. ArcRotateCameraInputsManager.prototype.addVRDeviceOrientation = function () {
  51463. this.add(new BABYLON.ArcRotateCameraVRDeviceOrientationInput());
  51464. return this;
  51465. };
  51466. return ArcRotateCameraInputsManager;
  51467. }(BABYLON.CameraInputsManager));
  51468. BABYLON.ArcRotateCameraInputsManager = ArcRotateCameraInputsManager;
  51469. })(BABYLON || (BABYLON = {}));
  51470. //# sourceMappingURL=babylon.arcRotateCameraInputsManager.js.map
  51471. var BABYLON;
  51472. (function (BABYLON) {
  51473. BABYLON.Node.AddNodeConstructor("ArcRotateCamera", function (name, scene) {
  51474. return function () { return new ArcRotateCamera(name, 0, 0, 1.0, BABYLON.Vector3.Zero(), scene); };
  51475. });
  51476. /**
  51477. * This represents an orbital type of camera.
  51478. *
  51479. * 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.
  51480. * 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.
  51481. * @see http://doc.babylonjs.com/babylon101/cameras#arc-rotate-camera
  51482. */
  51483. var ArcRotateCamera = /** @class */ (function (_super) {
  51484. __extends(ArcRotateCamera, _super);
  51485. /**
  51486. * Instantiates a new ArcRotateCamera in a given scene
  51487. * @param name Defines the name of the camera
  51488. * @param alpha Defines the camera rotation along the logitudinal axis
  51489. * @param beta Defines the camera rotation along the latitudinal axis
  51490. * @param radius Defines the camera distance from its target
  51491. * @param target Defines the camera target
  51492. * @param scene Defines the scene the camera belongs to
  51493. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  51494. */
  51495. function ArcRotateCamera(name, alpha, beta, radius, target, scene, setActiveOnSceneIfNoneActive) {
  51496. if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }
  51497. var _this = _super.call(this, name, BABYLON.Vector3.Zero(), scene, setActiveOnSceneIfNoneActive) || this;
  51498. /**
  51499. * Current inertia value on the longitudinal axis.
  51500. * The bigger this number the longer it will take for the camera to stop.
  51501. */
  51502. _this.inertialAlphaOffset = 0;
  51503. /**
  51504. * Current inertia value on the latitudinal axis.
  51505. * The bigger this number the longer it will take for the camera to stop.
  51506. */
  51507. _this.inertialBetaOffset = 0;
  51508. /**
  51509. * Current inertia value on the radius axis.
  51510. * The bigger this number the longer it will take for the camera to stop.
  51511. */
  51512. _this.inertialRadiusOffset = 0;
  51513. /**
  51514. * Minimum allowed angle on the longitudinal axis.
  51515. * This can help limiting how the Camera is able to move in the scene.
  51516. */
  51517. _this.lowerAlphaLimit = null;
  51518. /**
  51519. * Maximum allowed angle on the longitudinal axis.
  51520. * This can help limiting how the Camera is able to move in the scene.
  51521. */
  51522. _this.upperAlphaLimit = null;
  51523. /**
  51524. * Minimum allowed angle on the latitudinal axis.
  51525. * This can help limiting how the Camera is able to move in the scene.
  51526. */
  51527. _this.lowerBetaLimit = 0.01;
  51528. /**
  51529. * Maximum allowed angle on the latitudinal axis.
  51530. * This can help limiting how the Camera is able to move in the scene.
  51531. */
  51532. _this.upperBetaLimit = Math.PI;
  51533. /**
  51534. * Minimum allowed distance of the camera to the target (The camera can not get closer).
  51535. * This can help limiting how the Camera is able to move in the scene.
  51536. */
  51537. _this.lowerRadiusLimit = null;
  51538. /**
  51539. * Maximum allowed distance of the camera to the target (The camera can not get further).
  51540. * This can help limiting how the Camera is able to move in the scene.
  51541. */
  51542. _this.upperRadiusLimit = null;
  51543. /**
  51544. * Defines the current inertia value used during panning of the camera along the X axis.
  51545. */
  51546. _this.inertialPanningX = 0;
  51547. /**
  51548. * Defines the current inertia value used during panning of the camera along the Y axis.
  51549. */
  51550. _this.inertialPanningY = 0;
  51551. /**
  51552. * Defines the distance used to consider the camera in pan mode vs pinch/zoom.
  51553. * Basically if your fingers moves away from more than this distance you will be considered
  51554. * in pinch mode.
  51555. */
  51556. _this.pinchToPanMaxDistance = 20;
  51557. /**
  51558. * Defines the maximum distance the camera can pan.
  51559. * This could help keeping the cammera always in your scene.
  51560. */
  51561. _this.panningDistanceLimit = null;
  51562. /**
  51563. * Defines the target of the camera before paning.
  51564. */
  51565. _this.panningOriginTarget = BABYLON.Vector3.Zero();
  51566. /**
  51567. * Defines the value of the inertia used during panning.
  51568. * 0 would mean stop inertia and one would mean no decelleration at all.
  51569. */
  51570. _this.panningInertia = 0.9;
  51571. //-- end properties for backward compatibility for inputs
  51572. /**
  51573. * Defines how much the radius should be scaled while zomming on a particular mesh (through the zoomOn function)
  51574. */
  51575. _this.zoomOnFactor = 1;
  51576. /**
  51577. * Defines a screen offset for the camera position.
  51578. */
  51579. _this.targetScreenOffset = BABYLON.Vector2.Zero();
  51580. /**
  51581. * Allows the camera to be completely reversed.
  51582. * If false the camera can not arrive upside down.
  51583. */
  51584. _this.allowUpsideDown = true;
  51585. /**
  51586. * Define if double tap/click is used to restore the previously saved state of the camera.
  51587. */
  51588. _this.useInputToRestoreState = true;
  51589. /** @hidden */
  51590. _this._viewMatrix = new BABYLON.Matrix();
  51591. /**
  51592. * Defines the allowed panning axis.
  51593. */
  51594. _this.panningAxis = new BABYLON.Vector3(1, 1, 0);
  51595. /**
  51596. * Observable triggered when the mesh target has been changed on the camera.
  51597. */
  51598. _this.onMeshTargetChangedObservable = new BABYLON.Observable();
  51599. /**
  51600. * Defines whether the camera should check collision with the objects oh the scene.
  51601. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#how-can-i-do-this
  51602. */
  51603. _this.checkCollisions = false;
  51604. /**
  51605. * Defines the collision radius of the camera.
  51606. * This simulates a sphere around the camera.
  51607. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  51608. */
  51609. _this.collisionRadius = new BABYLON.Vector3(0.5, 0.5, 0.5);
  51610. _this._previousPosition = BABYLON.Vector3.Zero();
  51611. _this._collisionVelocity = BABYLON.Vector3.Zero();
  51612. _this._newPosition = BABYLON.Vector3.Zero();
  51613. _this._computationVector = BABYLON.Vector3.Zero();
  51614. _this._onCollisionPositionChange = function (collisionId, newPosition, collidedMesh) {
  51615. if (collidedMesh === void 0) { collidedMesh = null; }
  51616. if (_this.getScene().workerCollisions && _this.checkCollisions) {
  51617. newPosition.multiplyInPlace(_this._collider._radius);
  51618. }
  51619. if (!collidedMesh) {
  51620. _this._previousPosition.copyFrom(_this.position);
  51621. }
  51622. else {
  51623. _this.setPosition(newPosition);
  51624. if (_this.onCollide) {
  51625. _this.onCollide(collidedMesh);
  51626. }
  51627. }
  51628. // Recompute because of constraints
  51629. var cosa = Math.cos(_this.alpha);
  51630. var sina = Math.sin(_this.alpha);
  51631. var cosb = Math.cos(_this.beta);
  51632. var sinb = Math.sin(_this.beta);
  51633. if (sinb === 0) {
  51634. sinb = 0.0001;
  51635. }
  51636. var target = _this._getTargetPosition();
  51637. _this._computationVector.copyFromFloats(_this.radius * cosa * sinb, _this.radius * cosb, _this.radius * sina * sinb);
  51638. target.addToRef(_this._computationVector, _this._newPosition);
  51639. _this.position.copyFrom(_this._newPosition);
  51640. var up = _this.upVector;
  51641. if (_this.allowUpsideDown && _this.beta < 0) {
  51642. up = up.clone();
  51643. up = up.negate();
  51644. }
  51645. _this._computeViewMatrix(_this.position, target, up);
  51646. _this._viewMatrix.addAtIndex(12, _this.targetScreenOffset.x);
  51647. _this._viewMatrix.addAtIndex(13, _this.targetScreenOffset.y);
  51648. _this._collisionTriggered = false;
  51649. };
  51650. _this._target = BABYLON.Vector3.Zero();
  51651. if (target) {
  51652. _this.setTarget(target);
  51653. }
  51654. _this.alpha = alpha;
  51655. _this.beta = beta;
  51656. _this.radius = radius;
  51657. _this.getViewMatrix();
  51658. _this.inputs = new BABYLON.ArcRotateCameraInputsManager(_this);
  51659. _this.inputs.addKeyboard().addMouseWheel().addPointers();
  51660. return _this;
  51661. }
  51662. Object.defineProperty(ArcRotateCamera.prototype, "target", {
  51663. /**
  51664. * Defines the target point of the camera.
  51665. * The camera looks towards it form the radius distance.
  51666. */
  51667. get: function () {
  51668. return this._target;
  51669. },
  51670. set: function (value) {
  51671. this.setTarget(value);
  51672. },
  51673. enumerable: true,
  51674. configurable: true
  51675. });
  51676. Object.defineProperty(ArcRotateCamera.prototype, "angularSensibilityX", {
  51677. //-- begin properties for backward compatibility for inputs
  51678. /**
  51679. * Gets or Set the pointer angular sensibility along the X axis or how fast is the camera rotating.
  51680. */
  51681. get: function () {
  51682. var pointers = this.inputs.attached["pointers"];
  51683. if (pointers) {
  51684. return pointers.angularSensibilityX;
  51685. }
  51686. return 0;
  51687. },
  51688. set: function (value) {
  51689. var pointers = this.inputs.attached["pointers"];
  51690. if (pointers) {
  51691. pointers.angularSensibilityX = value;
  51692. }
  51693. },
  51694. enumerable: true,
  51695. configurable: true
  51696. });
  51697. Object.defineProperty(ArcRotateCamera.prototype, "angularSensibilityY", {
  51698. /**
  51699. * Gets or Set the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  51700. */
  51701. get: function () {
  51702. var pointers = this.inputs.attached["pointers"];
  51703. if (pointers) {
  51704. return pointers.angularSensibilityY;
  51705. }
  51706. return 0;
  51707. },
  51708. set: function (value) {
  51709. var pointers = this.inputs.attached["pointers"];
  51710. if (pointers) {
  51711. pointers.angularSensibilityY = value;
  51712. }
  51713. },
  51714. enumerable: true,
  51715. configurable: true
  51716. });
  51717. Object.defineProperty(ArcRotateCamera.prototype, "pinchPrecision", {
  51718. /**
  51719. * Gets or Set the pointer pinch precision or how fast is the camera zooming.
  51720. */
  51721. get: function () {
  51722. var pointers = this.inputs.attached["pointers"];
  51723. if (pointers) {
  51724. return pointers.pinchPrecision;
  51725. }
  51726. return 0;
  51727. },
  51728. set: function (value) {
  51729. var pointers = this.inputs.attached["pointers"];
  51730. if (pointers) {
  51731. pointers.pinchPrecision = value;
  51732. }
  51733. },
  51734. enumerable: true,
  51735. configurable: true
  51736. });
  51737. Object.defineProperty(ArcRotateCamera.prototype, "pinchDeltaPercentage", {
  51738. /**
  51739. * Gets or Set the pointer pinch delta percentage or how fast is the camera zooming.
  51740. * It will be used instead of pinchDeltaPrecision if different from 0.
  51741. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  51742. */
  51743. get: function () {
  51744. var pointers = this.inputs.attached["pointers"];
  51745. if (pointers) {
  51746. return pointers.pinchDeltaPercentage;
  51747. }
  51748. return 0;
  51749. },
  51750. set: function (value) {
  51751. var pointers = this.inputs.attached["pointers"];
  51752. if (pointers) {
  51753. pointers.pinchDeltaPercentage = value;
  51754. }
  51755. },
  51756. enumerable: true,
  51757. configurable: true
  51758. });
  51759. Object.defineProperty(ArcRotateCamera.prototype, "panningSensibility", {
  51760. /**
  51761. * Gets or Set the pointer panning sensibility or how fast is the camera moving.
  51762. */
  51763. get: function () {
  51764. var pointers = this.inputs.attached["pointers"];
  51765. if (pointers) {
  51766. return pointers.panningSensibility;
  51767. }
  51768. return 0;
  51769. },
  51770. set: function (value) {
  51771. var pointers = this.inputs.attached["pointers"];
  51772. if (pointers) {
  51773. pointers.panningSensibility = value;
  51774. }
  51775. },
  51776. enumerable: true,
  51777. configurable: true
  51778. });
  51779. Object.defineProperty(ArcRotateCamera.prototype, "keysUp", {
  51780. /**
  51781. * Gets or Set the list of keyboard keys used to control beta angle in a positive direction.
  51782. */
  51783. get: function () {
  51784. var keyboard = this.inputs.attached["keyboard"];
  51785. if (keyboard) {
  51786. return keyboard.keysUp;
  51787. }
  51788. return [];
  51789. },
  51790. set: function (value) {
  51791. var keyboard = this.inputs.attached["keyboard"];
  51792. if (keyboard) {
  51793. keyboard.keysUp = value;
  51794. }
  51795. },
  51796. enumerable: true,
  51797. configurable: true
  51798. });
  51799. Object.defineProperty(ArcRotateCamera.prototype, "keysDown", {
  51800. /**
  51801. * Gets or Set the list of keyboard keys used to control beta angle in a negative direction.
  51802. */
  51803. get: function () {
  51804. var keyboard = this.inputs.attached["keyboard"];
  51805. if (keyboard) {
  51806. return keyboard.keysDown;
  51807. }
  51808. return [];
  51809. },
  51810. set: function (value) {
  51811. var keyboard = this.inputs.attached["keyboard"];
  51812. if (keyboard) {
  51813. keyboard.keysDown = value;
  51814. }
  51815. },
  51816. enumerable: true,
  51817. configurable: true
  51818. });
  51819. Object.defineProperty(ArcRotateCamera.prototype, "keysLeft", {
  51820. /**
  51821. * Gets or Set the list of keyboard keys used to control alpha angle in a negative direction.
  51822. */
  51823. get: function () {
  51824. var keyboard = this.inputs.attached["keyboard"];
  51825. if (keyboard) {
  51826. return keyboard.keysLeft;
  51827. }
  51828. return [];
  51829. },
  51830. set: function (value) {
  51831. var keyboard = this.inputs.attached["keyboard"];
  51832. if (keyboard) {
  51833. keyboard.keysLeft = value;
  51834. }
  51835. },
  51836. enumerable: true,
  51837. configurable: true
  51838. });
  51839. Object.defineProperty(ArcRotateCamera.prototype, "keysRight", {
  51840. /**
  51841. * Gets or Set the list of keyboard keys used to control alpha angle in a positive direction.
  51842. */
  51843. get: function () {
  51844. var keyboard = this.inputs.attached["keyboard"];
  51845. if (keyboard) {
  51846. return keyboard.keysRight;
  51847. }
  51848. return [];
  51849. },
  51850. set: function (value) {
  51851. var keyboard = this.inputs.attached["keyboard"];
  51852. if (keyboard) {
  51853. keyboard.keysRight = value;
  51854. }
  51855. },
  51856. enumerable: true,
  51857. configurable: true
  51858. });
  51859. Object.defineProperty(ArcRotateCamera.prototype, "wheelPrecision", {
  51860. /**
  51861. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  51862. */
  51863. get: function () {
  51864. var mousewheel = this.inputs.attached["mousewheel"];
  51865. if (mousewheel) {
  51866. return mousewheel.wheelPrecision;
  51867. }
  51868. return 0;
  51869. },
  51870. set: function (value) {
  51871. var mousewheel = this.inputs.attached["mousewheel"];
  51872. if (mousewheel) {
  51873. mousewheel.wheelPrecision = value;
  51874. }
  51875. },
  51876. enumerable: true,
  51877. configurable: true
  51878. });
  51879. Object.defineProperty(ArcRotateCamera.prototype, "wheelDeltaPercentage", {
  51880. /**
  51881. * Gets or Set the mouse wheel delta percentage or how fast is the camera zooming.
  51882. * It will be used instead of pinchDeltaPrecision if different from 0.
  51883. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  51884. */
  51885. get: function () {
  51886. var mousewheel = this.inputs.attached["mousewheel"];
  51887. if (mousewheel) {
  51888. return mousewheel.wheelDeltaPercentage;
  51889. }
  51890. return 0;
  51891. },
  51892. set: function (value) {
  51893. var mousewheel = this.inputs.attached["mousewheel"];
  51894. if (mousewheel) {
  51895. mousewheel.wheelDeltaPercentage = value;
  51896. }
  51897. },
  51898. enumerable: true,
  51899. configurable: true
  51900. });
  51901. Object.defineProperty(ArcRotateCamera.prototype, "bouncingBehavior", {
  51902. /**
  51903. * Gets the bouncing behavior of the camera if it has been enabled.
  51904. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  51905. */
  51906. get: function () {
  51907. return this._bouncingBehavior;
  51908. },
  51909. enumerable: true,
  51910. configurable: true
  51911. });
  51912. Object.defineProperty(ArcRotateCamera.prototype, "useBouncingBehavior", {
  51913. /**
  51914. * Defines if the bouncing behavior of the camera is enabled on the camera.
  51915. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  51916. */
  51917. get: function () {
  51918. return this._bouncingBehavior != null;
  51919. },
  51920. set: function (value) {
  51921. if (value === this.useBouncingBehavior) {
  51922. return;
  51923. }
  51924. if (value) {
  51925. this._bouncingBehavior = new BABYLON.BouncingBehavior();
  51926. this.addBehavior(this._bouncingBehavior);
  51927. }
  51928. else if (this._bouncingBehavior) {
  51929. this.removeBehavior(this._bouncingBehavior);
  51930. this._bouncingBehavior = null;
  51931. }
  51932. },
  51933. enumerable: true,
  51934. configurable: true
  51935. });
  51936. Object.defineProperty(ArcRotateCamera.prototype, "framingBehavior", {
  51937. /**
  51938. * Gets the framing behavior of the camera if it has been enabled.
  51939. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  51940. */
  51941. get: function () {
  51942. return this._framingBehavior;
  51943. },
  51944. enumerable: true,
  51945. configurable: true
  51946. });
  51947. Object.defineProperty(ArcRotateCamera.prototype, "useFramingBehavior", {
  51948. /**
  51949. * Defines if the framing behavior of the camera is enabled on the camera.
  51950. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  51951. */
  51952. get: function () {
  51953. return this._framingBehavior != null;
  51954. },
  51955. set: function (value) {
  51956. if (value === this.useFramingBehavior) {
  51957. return;
  51958. }
  51959. if (value) {
  51960. this._framingBehavior = new BABYLON.FramingBehavior();
  51961. this.addBehavior(this._framingBehavior);
  51962. }
  51963. else if (this._framingBehavior) {
  51964. this.removeBehavior(this._framingBehavior);
  51965. this._framingBehavior = null;
  51966. }
  51967. },
  51968. enumerable: true,
  51969. configurable: true
  51970. });
  51971. Object.defineProperty(ArcRotateCamera.prototype, "autoRotationBehavior", {
  51972. /**
  51973. * Gets the auto rotation behavior of the camera if it has been enabled.
  51974. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  51975. */
  51976. get: function () {
  51977. return this._autoRotationBehavior;
  51978. },
  51979. enumerable: true,
  51980. configurable: true
  51981. });
  51982. Object.defineProperty(ArcRotateCamera.prototype, "useAutoRotationBehavior", {
  51983. /**
  51984. * Defines if the auto rotation behavior of the camera is enabled on the camera.
  51985. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  51986. */
  51987. get: function () {
  51988. return this._autoRotationBehavior != null;
  51989. },
  51990. set: function (value) {
  51991. if (value === this.useAutoRotationBehavior) {
  51992. return;
  51993. }
  51994. if (value) {
  51995. this._autoRotationBehavior = new BABYLON.AutoRotationBehavior();
  51996. this.addBehavior(this._autoRotationBehavior);
  51997. }
  51998. else if (this._autoRotationBehavior) {
  51999. this.removeBehavior(this._autoRotationBehavior);
  52000. this._autoRotationBehavior = null;
  52001. }
  52002. },
  52003. enumerable: true,
  52004. configurable: true
  52005. });
  52006. // Cache
  52007. /** @hidden */
  52008. ArcRotateCamera.prototype._initCache = function () {
  52009. _super.prototype._initCache.call(this);
  52010. this._cache._target = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  52011. this._cache.alpha = undefined;
  52012. this._cache.beta = undefined;
  52013. this._cache.radius = undefined;
  52014. this._cache.targetScreenOffset = BABYLON.Vector2.Zero();
  52015. };
  52016. /** @hidden */
  52017. ArcRotateCamera.prototype._updateCache = function (ignoreParentClass) {
  52018. if (!ignoreParentClass) {
  52019. _super.prototype._updateCache.call(this);
  52020. }
  52021. this._cache._target.copyFrom(this._getTargetPosition());
  52022. this._cache.alpha = this.alpha;
  52023. this._cache.beta = this.beta;
  52024. this._cache.radius = this.radius;
  52025. this._cache.targetScreenOffset.copyFrom(this.targetScreenOffset);
  52026. };
  52027. ArcRotateCamera.prototype._getTargetPosition = function () {
  52028. if (this._targetHost && this._targetHost.getAbsolutePosition) {
  52029. var pos = this._targetHost.absolutePosition;
  52030. if (this._targetBoundingCenter) {
  52031. pos.addToRef(this._targetBoundingCenter, this._target);
  52032. }
  52033. else {
  52034. this._target.copyFrom(pos);
  52035. }
  52036. }
  52037. var lockedTargetPosition = this._getLockedTargetPosition();
  52038. if (lockedTargetPosition) {
  52039. return lockedTargetPosition;
  52040. }
  52041. return this._target;
  52042. };
  52043. /**
  52044. * Stores the current state of the camera (alpha, beta, radius and target)
  52045. * @returns the camera itself
  52046. */
  52047. ArcRotateCamera.prototype.storeState = function () {
  52048. this._storedAlpha = this.alpha;
  52049. this._storedBeta = this.beta;
  52050. this._storedRadius = this.radius;
  52051. this._storedTarget = this._getTargetPosition().clone();
  52052. return _super.prototype.storeState.call(this);
  52053. };
  52054. /**
  52055. * @hidden
  52056. * Restored camera state. You must call storeState() first
  52057. */
  52058. ArcRotateCamera.prototype._restoreStateValues = function () {
  52059. if (!_super.prototype._restoreStateValues.call(this)) {
  52060. return false;
  52061. }
  52062. this.alpha = this._storedAlpha;
  52063. this.beta = this._storedBeta;
  52064. this.radius = this._storedRadius;
  52065. this.setTarget(this._storedTarget.clone());
  52066. this.inertialAlphaOffset = 0;
  52067. this.inertialBetaOffset = 0;
  52068. this.inertialRadiusOffset = 0;
  52069. this.inertialPanningX = 0;
  52070. this.inertialPanningY = 0;
  52071. return true;
  52072. };
  52073. // Synchronized
  52074. /** @hidden */
  52075. ArcRotateCamera.prototype._isSynchronizedViewMatrix = function () {
  52076. if (!_super.prototype._isSynchronizedViewMatrix.call(this)) {
  52077. return false;
  52078. }
  52079. return this._cache._target.equals(this._getTargetPosition())
  52080. && this._cache.alpha === this.alpha
  52081. && this._cache.beta === this.beta
  52082. && this._cache.radius === this.radius
  52083. && this._cache.targetScreenOffset.equals(this.targetScreenOffset);
  52084. };
  52085. /**
  52086. * Attached controls to the current camera.
  52087. * @param element Defines the element the controls should be listened from
  52088. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  52089. * @param useCtrlForPanning Defines whether ctrl is used for paning within the controls
  52090. * @param panningMouseButton Defines whether panning is allowed through mouse click button
  52091. */
  52092. ArcRotateCamera.prototype.attachControl = function (element, noPreventDefault, useCtrlForPanning, panningMouseButton) {
  52093. var _this = this;
  52094. if (useCtrlForPanning === void 0) { useCtrlForPanning = true; }
  52095. if (panningMouseButton === void 0) { panningMouseButton = 2; }
  52096. this._useCtrlForPanning = useCtrlForPanning;
  52097. this._panningMouseButton = panningMouseButton;
  52098. this.inputs.attachElement(element, noPreventDefault);
  52099. this._reset = function () {
  52100. _this.inertialAlphaOffset = 0;
  52101. _this.inertialBetaOffset = 0;
  52102. _this.inertialRadiusOffset = 0;
  52103. _this.inertialPanningX = 0;
  52104. _this.inertialPanningY = 0;
  52105. };
  52106. };
  52107. /**
  52108. * Detach the current controls from the camera.
  52109. * The camera will stop reacting to inputs.
  52110. * @param element Defines the element to stop listening the inputs from
  52111. */
  52112. ArcRotateCamera.prototype.detachControl = function (element) {
  52113. this.inputs.detachElement(element);
  52114. if (this._reset) {
  52115. this._reset();
  52116. }
  52117. };
  52118. /** @hidden */
  52119. ArcRotateCamera.prototype._checkInputs = function () {
  52120. //if (async) collision inspection was triggered, don't update the camera's position - until the collision callback was called.
  52121. if (this._collisionTriggered) {
  52122. return;
  52123. }
  52124. this.inputs.checkInputs();
  52125. // Inertia
  52126. if (this.inertialAlphaOffset !== 0 || this.inertialBetaOffset !== 0 || this.inertialRadiusOffset !== 0) {
  52127. var inertialAlphaOffset = this.inertialAlphaOffset;
  52128. if (this.beta <= 0) {
  52129. inertialAlphaOffset *= -1;
  52130. }
  52131. if (this.getScene().useRightHandedSystem) {
  52132. inertialAlphaOffset *= -1;
  52133. }
  52134. if (this.parent && this.parent._getWorldMatrixDeterminant() < 0) {
  52135. inertialAlphaOffset *= -1;
  52136. }
  52137. this.alpha += inertialAlphaOffset;
  52138. this.beta += this.inertialBetaOffset;
  52139. this.radius -= this.inertialRadiusOffset;
  52140. this.inertialAlphaOffset *= this.inertia;
  52141. this.inertialBetaOffset *= this.inertia;
  52142. this.inertialRadiusOffset *= this.inertia;
  52143. if (Math.abs(this.inertialAlphaOffset) < BABYLON.Epsilon) {
  52144. this.inertialAlphaOffset = 0;
  52145. }
  52146. if (Math.abs(this.inertialBetaOffset) < BABYLON.Epsilon) {
  52147. this.inertialBetaOffset = 0;
  52148. }
  52149. if (Math.abs(this.inertialRadiusOffset) < this.speed * BABYLON.Epsilon) {
  52150. this.inertialRadiusOffset = 0;
  52151. }
  52152. }
  52153. // Panning inertia
  52154. if (this.inertialPanningX !== 0 || this.inertialPanningY !== 0) {
  52155. if (!this._localDirection) {
  52156. this._localDirection = BABYLON.Vector3.Zero();
  52157. this._transformedDirection = BABYLON.Vector3.Zero();
  52158. }
  52159. this._localDirection.copyFromFloats(this.inertialPanningX, this.inertialPanningY, this.inertialPanningY);
  52160. this._localDirection.multiplyInPlace(this.panningAxis);
  52161. this._viewMatrix.invertToRef(this._cameraTransformMatrix);
  52162. BABYLON.Vector3.TransformNormalToRef(this._localDirection, this._cameraTransformMatrix, this._transformedDirection);
  52163. //Eliminate y if map panning is enabled (panningAxis == 1,0,1)
  52164. if (!this.panningAxis.y) {
  52165. this._transformedDirection.y = 0;
  52166. }
  52167. if (!this._targetHost) {
  52168. if (this.panningDistanceLimit) {
  52169. this._transformedDirection.addInPlace(this._target);
  52170. var distanceSquared = BABYLON.Vector3.DistanceSquared(this._transformedDirection, this.panningOriginTarget);
  52171. if (distanceSquared <= (this.panningDistanceLimit * this.panningDistanceLimit)) {
  52172. this._target.copyFrom(this._transformedDirection);
  52173. }
  52174. }
  52175. else {
  52176. this._target.addInPlace(this._transformedDirection);
  52177. }
  52178. }
  52179. this.inertialPanningX *= this.panningInertia;
  52180. this.inertialPanningY *= this.panningInertia;
  52181. if (Math.abs(this.inertialPanningX) < this.speed * BABYLON.Epsilon) {
  52182. this.inertialPanningX = 0;
  52183. }
  52184. if (Math.abs(this.inertialPanningY) < this.speed * BABYLON.Epsilon) {
  52185. this.inertialPanningY = 0;
  52186. }
  52187. }
  52188. // Limits
  52189. this._checkLimits();
  52190. _super.prototype._checkInputs.call(this);
  52191. };
  52192. ArcRotateCamera.prototype._checkLimits = function () {
  52193. if (this.lowerBetaLimit === null || this.lowerBetaLimit === undefined) {
  52194. if (this.allowUpsideDown && this.beta > Math.PI) {
  52195. this.beta = this.beta - (2 * Math.PI);
  52196. }
  52197. }
  52198. else {
  52199. if (this.beta < this.lowerBetaLimit) {
  52200. this.beta = this.lowerBetaLimit;
  52201. }
  52202. }
  52203. if (this.upperBetaLimit === null || this.upperBetaLimit === undefined) {
  52204. if (this.allowUpsideDown && this.beta < -Math.PI) {
  52205. this.beta = this.beta + (2 * Math.PI);
  52206. }
  52207. }
  52208. else {
  52209. if (this.beta > this.upperBetaLimit) {
  52210. this.beta = this.upperBetaLimit;
  52211. }
  52212. }
  52213. if (this.lowerAlphaLimit !== null && this.alpha < this.lowerAlphaLimit) {
  52214. this.alpha = this.lowerAlphaLimit;
  52215. }
  52216. if (this.upperAlphaLimit !== null && this.alpha > this.upperAlphaLimit) {
  52217. this.alpha = this.upperAlphaLimit;
  52218. }
  52219. if (this.lowerRadiusLimit !== null && this.radius < this.lowerRadiusLimit) {
  52220. this.radius = this.lowerRadiusLimit;
  52221. this.inertialRadiusOffset = 0;
  52222. }
  52223. if (this.upperRadiusLimit !== null && this.radius > this.upperRadiusLimit) {
  52224. this.radius = this.upperRadiusLimit;
  52225. this.inertialRadiusOffset = 0;
  52226. }
  52227. };
  52228. /**
  52229. * Rebuilds angles (alpha, beta) and radius from the give position and target.
  52230. */
  52231. ArcRotateCamera.prototype.rebuildAnglesAndRadius = function () {
  52232. this.position.subtractToRef(this._getTargetPosition(), this._computationVector);
  52233. this.radius = this._computationVector.length();
  52234. if (this.radius === 0) {
  52235. this.radius = 0.0001; // Just to avoid division by zero
  52236. }
  52237. // Alpha
  52238. this.alpha = Math.acos(this._computationVector.x / Math.sqrt(Math.pow(this._computationVector.x, 2) + Math.pow(this._computationVector.z, 2)));
  52239. if (this._computationVector.z < 0) {
  52240. this.alpha = 2 * Math.PI - this.alpha;
  52241. }
  52242. // Beta
  52243. this.beta = Math.acos(this._computationVector.y / this.radius);
  52244. this._checkLimits();
  52245. };
  52246. /**
  52247. * Use a position to define the current camera related information like aplha, beta and radius
  52248. * @param position Defines the position to set the camera at
  52249. */
  52250. ArcRotateCamera.prototype.setPosition = function (position) {
  52251. if (this.position.equals(position)) {
  52252. return;
  52253. }
  52254. this.position.copyFrom(position);
  52255. this.rebuildAnglesAndRadius();
  52256. };
  52257. /**
  52258. * Defines the target the camera should look at.
  52259. * This will automatically adapt alpha beta and radius to fit within the new target.
  52260. * @param target Defines the new target as a Vector or a mesh
  52261. * @param toBoundingCenter In case of a mesh target, defines wether to target the mesh position or its bounding information center
  52262. * @param allowSamePosition If false, prevents reapplying the new computed position if it is identical to the current one (optim)
  52263. */
  52264. ArcRotateCamera.prototype.setTarget = function (target, toBoundingCenter, allowSamePosition) {
  52265. if (toBoundingCenter === void 0) { toBoundingCenter = false; }
  52266. if (allowSamePosition === void 0) { allowSamePosition = false; }
  52267. if (target.getBoundingInfo) {
  52268. if (toBoundingCenter) {
  52269. this._targetBoundingCenter = target.getBoundingInfo().boundingBox.centerWorld.clone();
  52270. }
  52271. else {
  52272. this._targetBoundingCenter = null;
  52273. }
  52274. this._targetHost = target;
  52275. this._target = this._getTargetPosition();
  52276. this.onMeshTargetChangedObservable.notifyObservers(this._targetHost);
  52277. }
  52278. else {
  52279. var newTarget = target;
  52280. var currentTarget = this._getTargetPosition();
  52281. if (currentTarget && !allowSamePosition && currentTarget.equals(newTarget)) {
  52282. return;
  52283. }
  52284. this._targetHost = null;
  52285. this._target = newTarget;
  52286. this._targetBoundingCenter = null;
  52287. this.onMeshTargetChangedObservable.notifyObservers(null);
  52288. }
  52289. this.rebuildAnglesAndRadius();
  52290. };
  52291. /** @hidden */
  52292. ArcRotateCamera.prototype._getViewMatrix = function () {
  52293. // Compute
  52294. var cosa = Math.cos(this.alpha);
  52295. var sina = Math.sin(this.alpha);
  52296. var cosb = Math.cos(this.beta);
  52297. var sinb = Math.sin(this.beta);
  52298. if (sinb === 0) {
  52299. sinb = 0.0001;
  52300. }
  52301. var target = this._getTargetPosition();
  52302. this._computationVector.copyFromFloats(this.radius * cosa * sinb, this.radius * cosb, this.radius * sina * sinb);
  52303. target.addToRef(this._computationVector, this._newPosition);
  52304. if (this.getScene().collisionsEnabled && this.checkCollisions) {
  52305. if (!this._collider) {
  52306. this._collider = new BABYLON.Collider();
  52307. }
  52308. this._collider._radius = this.collisionRadius;
  52309. this._newPosition.subtractToRef(this.position, this._collisionVelocity);
  52310. this._collisionTriggered = true;
  52311. this.getScene().collisionCoordinator.getNewPosition(this.position, this._collisionVelocity, this._collider, 3, null, this._onCollisionPositionChange, this.uniqueId);
  52312. }
  52313. else {
  52314. this.position.copyFrom(this._newPosition);
  52315. var up = this.upVector;
  52316. if (this.allowUpsideDown && sinb < 0) {
  52317. up = up.clone();
  52318. up = up.negate();
  52319. }
  52320. this._computeViewMatrix(this.position, target, up);
  52321. this._viewMatrix.addAtIndex(12, this.targetScreenOffset.x);
  52322. this._viewMatrix.addAtIndex(13, this.targetScreenOffset.y);
  52323. }
  52324. this._currentTarget = target;
  52325. return this._viewMatrix;
  52326. };
  52327. /**
  52328. * Zooms on a mesh to be at the min distance where we could see it fully in the current viewport.
  52329. * @param meshes Defines the mesh to zoom on
  52330. * @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)
  52331. */
  52332. ArcRotateCamera.prototype.zoomOn = function (meshes, doNotUpdateMaxZ) {
  52333. if (doNotUpdateMaxZ === void 0) { doNotUpdateMaxZ = false; }
  52334. meshes = meshes || this.getScene().meshes;
  52335. var minMaxVector = BABYLON.Mesh.MinMax(meshes);
  52336. var distance = BABYLON.Vector3.Distance(minMaxVector.min, minMaxVector.max);
  52337. this.radius = distance * this.zoomOnFactor;
  52338. this.focusOn({ min: minMaxVector.min, max: minMaxVector.max, distance: distance }, doNotUpdateMaxZ);
  52339. };
  52340. /**
  52341. * Focus on a mesh or a bounding box. This adapts the target and maxRadius if necessary but does not update the current radius.
  52342. * The target will be changed but the radius
  52343. * @param meshesOrMinMaxVectorAndDistance Defines the mesh or bounding info to focus on
  52344. * @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)
  52345. */
  52346. ArcRotateCamera.prototype.focusOn = function (meshesOrMinMaxVectorAndDistance, doNotUpdateMaxZ) {
  52347. if (doNotUpdateMaxZ === void 0) { doNotUpdateMaxZ = false; }
  52348. var meshesOrMinMaxVector;
  52349. var distance;
  52350. if (meshesOrMinMaxVectorAndDistance.min === undefined) { // meshes
  52351. var meshes = meshesOrMinMaxVectorAndDistance || this.getScene().meshes;
  52352. meshesOrMinMaxVector = BABYLON.Mesh.MinMax(meshes);
  52353. distance = BABYLON.Vector3.Distance(meshesOrMinMaxVector.min, meshesOrMinMaxVector.max);
  52354. }
  52355. else { //minMaxVector and distance
  52356. var minMaxVectorAndDistance = meshesOrMinMaxVectorAndDistance;
  52357. meshesOrMinMaxVector = minMaxVectorAndDistance;
  52358. distance = minMaxVectorAndDistance.distance;
  52359. }
  52360. this._target = BABYLON.Mesh.Center(meshesOrMinMaxVector);
  52361. if (!doNotUpdateMaxZ) {
  52362. this.maxZ = distance * 2;
  52363. }
  52364. };
  52365. /**
  52366. * @override
  52367. * Override Camera.createRigCamera
  52368. */
  52369. ArcRotateCamera.prototype.createRigCamera = function (name, cameraIndex) {
  52370. var alphaShift = 0;
  52371. switch (this.cameraRigMode) {
  52372. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:
  52373. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:
  52374. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:
  52375. case BABYLON.Camera.RIG_MODE_VR:
  52376. alphaShift = this._cameraRigParams.stereoHalfAngle * (cameraIndex === 0 ? 1 : -1);
  52377. break;
  52378. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:
  52379. alphaShift = this._cameraRigParams.stereoHalfAngle * (cameraIndex === 0 ? -1 : 1);
  52380. break;
  52381. }
  52382. var rigCam = new ArcRotateCamera(name, this.alpha + alphaShift, this.beta, this.radius, this._target, this.getScene());
  52383. rigCam._cameraRigParams = {};
  52384. return rigCam;
  52385. };
  52386. /**
  52387. * @hidden
  52388. * @override
  52389. * Override Camera._updateRigCameras
  52390. */
  52391. ArcRotateCamera.prototype._updateRigCameras = function () {
  52392. var camLeft = this._rigCameras[0];
  52393. var camRight = this._rigCameras[1];
  52394. camLeft.beta = camRight.beta = this.beta;
  52395. camLeft.radius = camRight.radius = this.radius;
  52396. switch (this.cameraRigMode) {
  52397. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:
  52398. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:
  52399. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:
  52400. case BABYLON.Camera.RIG_MODE_VR:
  52401. camLeft.alpha = this.alpha - this._cameraRigParams.stereoHalfAngle;
  52402. camRight.alpha = this.alpha + this._cameraRigParams.stereoHalfAngle;
  52403. break;
  52404. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:
  52405. camLeft.alpha = this.alpha + this._cameraRigParams.stereoHalfAngle;
  52406. camRight.alpha = this.alpha - this._cameraRigParams.stereoHalfAngle;
  52407. break;
  52408. }
  52409. _super.prototype._updateRigCameras.call(this);
  52410. };
  52411. /**
  52412. * Destroy the camera and release the current resources hold by it.
  52413. */
  52414. ArcRotateCamera.prototype.dispose = function () {
  52415. this.inputs.clear();
  52416. _super.prototype.dispose.call(this);
  52417. };
  52418. /**
  52419. * Gets the current object class name.
  52420. * @return the class name
  52421. */
  52422. ArcRotateCamera.prototype.getClassName = function () {
  52423. return "ArcRotateCamera";
  52424. };
  52425. __decorate([
  52426. BABYLON.serialize()
  52427. ], ArcRotateCamera.prototype, "alpha", void 0);
  52428. __decorate([
  52429. BABYLON.serialize()
  52430. ], ArcRotateCamera.prototype, "beta", void 0);
  52431. __decorate([
  52432. BABYLON.serialize()
  52433. ], ArcRotateCamera.prototype, "radius", void 0);
  52434. __decorate([
  52435. BABYLON.serializeAsVector3("target")
  52436. ], ArcRotateCamera.prototype, "_target", void 0);
  52437. __decorate([
  52438. BABYLON.serialize()
  52439. ], ArcRotateCamera.prototype, "inertialAlphaOffset", void 0);
  52440. __decorate([
  52441. BABYLON.serialize()
  52442. ], ArcRotateCamera.prototype, "inertialBetaOffset", void 0);
  52443. __decorate([
  52444. BABYLON.serialize()
  52445. ], ArcRotateCamera.prototype, "inertialRadiusOffset", void 0);
  52446. __decorate([
  52447. BABYLON.serialize()
  52448. ], ArcRotateCamera.prototype, "lowerAlphaLimit", void 0);
  52449. __decorate([
  52450. BABYLON.serialize()
  52451. ], ArcRotateCamera.prototype, "upperAlphaLimit", void 0);
  52452. __decorate([
  52453. BABYLON.serialize()
  52454. ], ArcRotateCamera.prototype, "lowerBetaLimit", void 0);
  52455. __decorate([
  52456. BABYLON.serialize()
  52457. ], ArcRotateCamera.prototype, "upperBetaLimit", void 0);
  52458. __decorate([
  52459. BABYLON.serialize()
  52460. ], ArcRotateCamera.prototype, "lowerRadiusLimit", void 0);
  52461. __decorate([
  52462. BABYLON.serialize()
  52463. ], ArcRotateCamera.prototype, "upperRadiusLimit", void 0);
  52464. __decorate([
  52465. BABYLON.serialize()
  52466. ], ArcRotateCamera.prototype, "inertialPanningX", void 0);
  52467. __decorate([
  52468. BABYLON.serialize()
  52469. ], ArcRotateCamera.prototype, "inertialPanningY", void 0);
  52470. __decorate([
  52471. BABYLON.serialize()
  52472. ], ArcRotateCamera.prototype, "pinchToPanMaxDistance", void 0);
  52473. __decorate([
  52474. BABYLON.serialize()
  52475. ], ArcRotateCamera.prototype, "panningDistanceLimit", void 0);
  52476. __decorate([
  52477. BABYLON.serializeAsVector3()
  52478. ], ArcRotateCamera.prototype, "panningOriginTarget", void 0);
  52479. __decorate([
  52480. BABYLON.serialize()
  52481. ], ArcRotateCamera.prototype, "panningInertia", void 0);
  52482. __decorate([
  52483. BABYLON.serialize()
  52484. ], ArcRotateCamera.prototype, "zoomOnFactor", void 0);
  52485. __decorate([
  52486. BABYLON.serialize()
  52487. ], ArcRotateCamera.prototype, "targetScreenOffset", void 0);
  52488. __decorate([
  52489. BABYLON.serialize()
  52490. ], ArcRotateCamera.prototype, "allowUpsideDown", void 0);
  52491. __decorate([
  52492. BABYLON.serialize()
  52493. ], ArcRotateCamera.prototype, "useInputToRestoreState", void 0);
  52494. return ArcRotateCamera;
  52495. }(BABYLON.TargetCamera));
  52496. BABYLON.ArcRotateCamera = ArcRotateCamera;
  52497. })(BABYLON || (BABYLON = {}));
  52498. //# sourceMappingURL=babylon.arcRotateCamera.js.map
  52499. var BABYLON;
  52500. (function (BABYLON) {
  52501. BABYLON.Node.AddNodeConstructor("Light_Type_3", function (name, scene) {
  52502. return function () { return new HemisphericLight(name, BABYLON.Vector3.Zero(), scene); };
  52503. });
  52504. /**
  52505. * The HemisphericLight simulates the ambient environment light,
  52506. * so the passed direction is the light reflection direction, not the incoming direction.
  52507. */
  52508. var HemisphericLight = /** @class */ (function (_super) {
  52509. __extends(HemisphericLight, _super);
  52510. /**
  52511. * Creates a HemisphericLight object in the scene according to the passed direction (Vector3).
  52512. * The HemisphericLight simulates the ambient environment light, so the passed direction is the light reflection direction, not the incoming direction.
  52513. * The HemisphericLight can't cast shadows.
  52514. * Documentation : https://doc.babylonjs.com/babylon101/lights
  52515. * @param name The friendly name of the light
  52516. * @param direction The direction of the light reflection
  52517. * @param scene The scene the light belongs to
  52518. */
  52519. function HemisphericLight(name, direction, scene) {
  52520. var _this = _super.call(this, name, scene) || this;
  52521. /**
  52522. * The groundColor is the light in the opposite direction to the one specified during creation.
  52523. * 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.
  52524. */
  52525. _this.groundColor = new BABYLON.Color3(0.0, 0.0, 0.0);
  52526. _this.direction = direction || BABYLON.Vector3.Up();
  52527. return _this;
  52528. }
  52529. HemisphericLight.prototype._buildUniformLayout = function () {
  52530. this._uniformBuffer.addUniform("vLightData", 4);
  52531. this._uniformBuffer.addUniform("vLightDiffuse", 4);
  52532. this._uniformBuffer.addUniform("vLightSpecular", 3);
  52533. this._uniformBuffer.addUniform("vLightGround", 3);
  52534. this._uniformBuffer.addUniform("shadowsInfo", 3);
  52535. this._uniformBuffer.addUniform("depthValues", 2);
  52536. this._uniformBuffer.create();
  52537. };
  52538. /**
  52539. * Returns the string "HemisphericLight".
  52540. * @return The class name
  52541. */
  52542. HemisphericLight.prototype.getClassName = function () {
  52543. return "HemisphericLight";
  52544. };
  52545. /**
  52546. * Sets the HemisphericLight direction towards the passed target (Vector3).
  52547. * Returns the updated direction.
  52548. * @param target The target the direction should point to
  52549. * @return The computed direction
  52550. */
  52551. HemisphericLight.prototype.setDirectionToTarget = function (target) {
  52552. this.direction = BABYLON.Vector3.Normalize(target.subtract(BABYLON.Vector3.Zero()));
  52553. return this.direction;
  52554. };
  52555. /**
  52556. * Returns the shadow generator associated to the light.
  52557. * @returns Always null for hemispheric lights because it does not support shadows.
  52558. */
  52559. HemisphericLight.prototype.getShadowGenerator = function () {
  52560. return null;
  52561. };
  52562. /**
  52563. * Sets the passed Effect object with the HemisphericLight normalized direction and color and the passed name (string).
  52564. * @param effect The effect to update
  52565. * @param lightIndex The index of the light in the effect to update
  52566. * @returns The hemispheric light
  52567. */
  52568. HemisphericLight.prototype.transferToEffect = function (effect, lightIndex) {
  52569. var normalizeDirection = BABYLON.Vector3.Normalize(this.direction);
  52570. this._uniformBuffer.updateFloat4("vLightData", normalizeDirection.x, normalizeDirection.y, normalizeDirection.z, 0.0, lightIndex);
  52571. this._uniformBuffer.updateColor3("vLightGround", this.groundColor.scale(this.intensity), lightIndex);
  52572. return this;
  52573. };
  52574. /**
  52575. * Computes the world matrix of the node
  52576. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  52577. * @param useWasUpdatedFlag defines a reserved property
  52578. * @returns the world matrix
  52579. */
  52580. HemisphericLight.prototype.computeWorldMatrix = function (force, useWasUpdatedFlag) {
  52581. if (!this._worldMatrix) {
  52582. this._worldMatrix = BABYLON.Matrix.Identity();
  52583. }
  52584. return this._worldMatrix;
  52585. };
  52586. /**
  52587. * Returns the integer 3.
  52588. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  52589. */
  52590. HemisphericLight.prototype.getTypeID = function () {
  52591. return BABYLON.Light.LIGHTTYPEID_HEMISPHERICLIGHT;
  52592. };
  52593. /**
  52594. * Prepares the list of defines specific to the light type.
  52595. * @param defines the list of defines
  52596. * @param lightIndex defines the index of the light for the effect
  52597. */
  52598. HemisphericLight.prototype.prepareLightSpecificDefines = function (defines, lightIndex) {
  52599. defines["HEMILIGHT" + lightIndex] = true;
  52600. };
  52601. __decorate([
  52602. BABYLON.serializeAsColor3()
  52603. ], HemisphericLight.prototype, "groundColor", void 0);
  52604. __decorate([
  52605. BABYLON.serializeAsVector3()
  52606. ], HemisphericLight.prototype, "direction", void 0);
  52607. return HemisphericLight;
  52608. }(BABYLON.Light));
  52609. BABYLON.HemisphericLight = HemisphericLight;
  52610. })(BABYLON || (BABYLON = {}));
  52611. //# sourceMappingURL=babylon.hemisphericLight.js.map
  52612. var BABYLON;
  52613. (function (BABYLON) {
  52614. /**
  52615. * Base implementation IShadowLight
  52616. * It groups all the common behaviour in order to reduce dupplication and better follow the DRY pattern.
  52617. */
  52618. var ShadowLight = /** @class */ (function (_super) {
  52619. __extends(ShadowLight, _super);
  52620. function ShadowLight() {
  52621. var _this = _super !== null && _super.apply(this, arguments) || this;
  52622. _this._needProjectionMatrixCompute = true;
  52623. return _this;
  52624. }
  52625. ShadowLight.prototype._setPosition = function (value) {
  52626. this._position = value;
  52627. };
  52628. Object.defineProperty(ShadowLight.prototype, "position", {
  52629. /**
  52630. * Sets the position the shadow will be casted from. Also use as the light position for both
  52631. * point and spot lights.
  52632. */
  52633. get: function () {
  52634. return this._position;
  52635. },
  52636. /**
  52637. * Sets the position the shadow will be casted from. Also use as the light position for both
  52638. * point and spot lights.
  52639. */
  52640. set: function (value) {
  52641. this._setPosition(value);
  52642. },
  52643. enumerable: true,
  52644. configurable: true
  52645. });
  52646. ShadowLight.prototype._setDirection = function (value) {
  52647. this._direction = value;
  52648. };
  52649. Object.defineProperty(ShadowLight.prototype, "direction", {
  52650. /**
  52651. * In 2d mode (needCube being false), gets the direction used to cast the shadow.
  52652. * Also use as the light direction on spot and directional lights.
  52653. */
  52654. get: function () {
  52655. return this._direction;
  52656. },
  52657. /**
  52658. * In 2d mode (needCube being false), sets the direction used to cast the shadow.
  52659. * Also use as the light direction on spot and directional lights.
  52660. */
  52661. set: function (value) {
  52662. this._setDirection(value);
  52663. },
  52664. enumerable: true,
  52665. configurable: true
  52666. });
  52667. Object.defineProperty(ShadowLight.prototype, "shadowMinZ", {
  52668. /**
  52669. * Gets the shadow projection clipping minimum z value.
  52670. */
  52671. get: function () {
  52672. return this._shadowMinZ;
  52673. },
  52674. /**
  52675. * Sets the shadow projection clipping minimum z value.
  52676. */
  52677. set: function (value) {
  52678. this._shadowMinZ = value;
  52679. this.forceProjectionMatrixCompute();
  52680. },
  52681. enumerable: true,
  52682. configurable: true
  52683. });
  52684. Object.defineProperty(ShadowLight.prototype, "shadowMaxZ", {
  52685. /**
  52686. * Sets the shadow projection clipping maximum z value.
  52687. */
  52688. get: function () {
  52689. return this._shadowMaxZ;
  52690. },
  52691. /**
  52692. * Gets the shadow projection clipping maximum z value.
  52693. */
  52694. set: function (value) {
  52695. this._shadowMaxZ = value;
  52696. this.forceProjectionMatrixCompute();
  52697. },
  52698. enumerable: true,
  52699. configurable: true
  52700. });
  52701. /**
  52702. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  52703. * @returns true if the information has been computed, false if it does not need to (no parenting)
  52704. */
  52705. ShadowLight.prototype.computeTransformedInformation = function () {
  52706. if (this.parent && this.parent.getWorldMatrix) {
  52707. if (!this.transformedPosition) {
  52708. this.transformedPosition = BABYLON.Vector3.Zero();
  52709. }
  52710. BABYLON.Vector3.TransformCoordinatesToRef(this.position, this.parent.getWorldMatrix(), this.transformedPosition);
  52711. // In case the direction is present.
  52712. if (this.direction) {
  52713. if (!this.transformedDirection) {
  52714. this.transformedDirection = BABYLON.Vector3.Zero();
  52715. }
  52716. BABYLON.Vector3.TransformNormalToRef(this.direction, this.parent.getWorldMatrix(), this.transformedDirection);
  52717. }
  52718. return true;
  52719. }
  52720. return false;
  52721. };
  52722. /**
  52723. * Return the depth scale used for the shadow map.
  52724. * @returns the depth scale.
  52725. */
  52726. ShadowLight.prototype.getDepthScale = function () {
  52727. return 50.0;
  52728. };
  52729. /**
  52730. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  52731. * @param faceIndex The index of the face we are computed the direction to generate shadow
  52732. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  52733. */
  52734. ShadowLight.prototype.getShadowDirection = function (faceIndex) {
  52735. return this.transformedDirection ? this.transformedDirection : this.direction;
  52736. };
  52737. /**
  52738. * Returns the ShadowLight absolute position in the World.
  52739. * @returns the position vector in world space
  52740. */
  52741. ShadowLight.prototype.getAbsolutePosition = function () {
  52742. return this.transformedPosition ? this.transformedPosition : this.position;
  52743. };
  52744. /**
  52745. * Sets the ShadowLight direction toward the passed target.
  52746. * @param target The point tot target in local space
  52747. * @returns the updated ShadowLight direction
  52748. */
  52749. ShadowLight.prototype.setDirectionToTarget = function (target) {
  52750. this.direction = BABYLON.Vector3.Normalize(target.subtract(this.position));
  52751. return this.direction;
  52752. };
  52753. /**
  52754. * Returns the light rotation in euler definition.
  52755. * @returns the x y z rotation in local space.
  52756. */
  52757. ShadowLight.prototype.getRotation = function () {
  52758. this.direction.normalize();
  52759. var xaxis = BABYLON.Vector3.Cross(this.direction, BABYLON.Axis.Y);
  52760. var yaxis = BABYLON.Vector3.Cross(xaxis, this.direction);
  52761. return BABYLON.Vector3.RotationFromAxis(xaxis, yaxis, this.direction);
  52762. };
  52763. /**
  52764. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  52765. * @returns true if a cube texture needs to be use
  52766. */
  52767. ShadowLight.prototype.needCube = function () {
  52768. return false;
  52769. };
  52770. /**
  52771. * Detects if the projection matrix requires to be recomputed this frame.
  52772. * @returns true if it requires to be recomputed otherwise, false.
  52773. */
  52774. ShadowLight.prototype.needProjectionMatrixCompute = function () {
  52775. return this._needProjectionMatrixCompute;
  52776. };
  52777. /**
  52778. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  52779. */
  52780. ShadowLight.prototype.forceProjectionMatrixCompute = function () {
  52781. this._needProjectionMatrixCompute = true;
  52782. };
  52783. /** @hidden */
  52784. ShadowLight.prototype._initCache = function () {
  52785. _super.prototype._initCache.call(this);
  52786. this._cache.position = BABYLON.Vector3.Zero();
  52787. };
  52788. /** @hidden */
  52789. ShadowLight.prototype._isSynchronized = function () {
  52790. if (!this._cache.position.equals(this.position)) {
  52791. return false;
  52792. }
  52793. return true;
  52794. };
  52795. /**
  52796. * Computes the world matrix of the node
  52797. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  52798. * @returns the world matrix
  52799. */
  52800. ShadowLight.prototype.computeWorldMatrix = function (force) {
  52801. if (!force && this.isSynchronized()) {
  52802. this._currentRenderId = this.getScene().getRenderId();
  52803. return this._worldMatrix;
  52804. }
  52805. this._updateCache();
  52806. this._cache.position.copyFrom(this.position);
  52807. if (!this._worldMatrix) {
  52808. this._worldMatrix = BABYLON.Matrix.Identity();
  52809. }
  52810. BABYLON.Matrix.TranslationToRef(this.position.x, this.position.y, this.position.z, this._worldMatrix);
  52811. if (this.parent && this.parent.getWorldMatrix) {
  52812. this._worldMatrix.multiplyToRef(this.parent.getWorldMatrix(), this._worldMatrix);
  52813. this._markSyncedWithParent();
  52814. }
  52815. // Cache the determinant
  52816. this._worldMatrixDeterminant = this._worldMatrix.determinant();
  52817. return this._worldMatrix;
  52818. };
  52819. /**
  52820. * Gets the minZ used for shadow according to both the scene and the light.
  52821. * @param activeCamera The camera we are returning the min for
  52822. * @returns the depth min z
  52823. */
  52824. ShadowLight.prototype.getDepthMinZ = function (activeCamera) {
  52825. return this.shadowMinZ !== undefined ? this.shadowMinZ : activeCamera.minZ;
  52826. };
  52827. /**
  52828. * Gets the maxZ used for shadow according to both the scene and the light.
  52829. * @param activeCamera The camera we are returning the max for
  52830. * @returns the depth max z
  52831. */
  52832. ShadowLight.prototype.getDepthMaxZ = function (activeCamera) {
  52833. return this.shadowMaxZ !== undefined ? this.shadowMaxZ : activeCamera.maxZ;
  52834. };
  52835. /**
  52836. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  52837. * @param matrix The materix to updated with the projection information
  52838. * @param viewMatrix The transform matrix of the light
  52839. * @param renderList The list of mesh to render in the map
  52840. * @returns The current light
  52841. */
  52842. ShadowLight.prototype.setShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  52843. if (this.customProjectionMatrixBuilder) {
  52844. this.customProjectionMatrixBuilder(viewMatrix, renderList, matrix);
  52845. }
  52846. else {
  52847. this._setDefaultShadowProjectionMatrix(matrix, viewMatrix, renderList);
  52848. }
  52849. return this;
  52850. };
  52851. __decorate([
  52852. BABYLON.serializeAsVector3()
  52853. ], ShadowLight.prototype, "position", null);
  52854. __decorate([
  52855. BABYLON.serializeAsVector3()
  52856. ], ShadowLight.prototype, "direction", null);
  52857. __decorate([
  52858. BABYLON.serialize()
  52859. ], ShadowLight.prototype, "shadowMinZ", null);
  52860. __decorate([
  52861. BABYLON.serialize()
  52862. ], ShadowLight.prototype, "shadowMaxZ", null);
  52863. return ShadowLight;
  52864. }(BABYLON.Light));
  52865. BABYLON.ShadowLight = ShadowLight;
  52866. })(BABYLON || (BABYLON = {}));
  52867. //# sourceMappingURL=babylon.shadowLight.js.map
  52868. var BABYLON;
  52869. (function (BABYLON) {
  52870. BABYLON.Node.AddNodeConstructor("Light_Type_0", function (name, scene) {
  52871. return function () { return new PointLight(name, BABYLON.Vector3.Zero(), scene); };
  52872. });
  52873. /**
  52874. * A point light is a light defined by an unique point in world space.
  52875. * The light is emitted in every direction from this point.
  52876. * A good example of a point light is a standard light bulb.
  52877. * Documentation: https://doc.babylonjs.com/babylon101/lights
  52878. */
  52879. var PointLight = /** @class */ (function (_super) {
  52880. __extends(PointLight, _super);
  52881. /**
  52882. * Creates a PointLight object from the passed name and position (Vector3) and adds it in the scene.
  52883. * A PointLight emits the light in every direction.
  52884. * It can cast shadows.
  52885. * If the scene camera is already defined and you want to set your PointLight at the camera position, just set it :
  52886. * ```javascript
  52887. * var pointLight = new BABYLON.PointLight("pl", camera.position, scene);
  52888. * ```
  52889. * Documentation : https://doc.babylonjs.com/babylon101/lights
  52890. * @param name The light friendly name
  52891. * @param position The position of the point light in the scene
  52892. * @param scene The scene the lights belongs to
  52893. */
  52894. function PointLight(name, position, scene) {
  52895. var _this = _super.call(this, name, scene) || this;
  52896. _this._shadowAngle = Math.PI / 2;
  52897. _this.position = position;
  52898. return _this;
  52899. }
  52900. Object.defineProperty(PointLight.prototype, "shadowAngle", {
  52901. /**
  52902. * Getter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  52903. * This specifies what angle the shadow will use to be created.
  52904. *
  52905. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  52906. */
  52907. get: function () {
  52908. return this._shadowAngle;
  52909. },
  52910. /**
  52911. * Setter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  52912. * This specifies what angle the shadow will use to be created.
  52913. *
  52914. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  52915. */
  52916. set: function (value) {
  52917. this._shadowAngle = value;
  52918. this.forceProjectionMatrixCompute();
  52919. },
  52920. enumerable: true,
  52921. configurable: true
  52922. });
  52923. Object.defineProperty(PointLight.prototype, "direction", {
  52924. /**
  52925. * Gets the direction if it has been set.
  52926. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  52927. */
  52928. get: function () {
  52929. return this._direction;
  52930. },
  52931. /**
  52932. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  52933. */
  52934. set: function (value) {
  52935. var previousNeedCube = this.needCube();
  52936. this._direction = value;
  52937. if (this.needCube() !== previousNeedCube && this._shadowGenerator) {
  52938. this._shadowGenerator.recreateShadowMap();
  52939. }
  52940. },
  52941. enumerable: true,
  52942. configurable: true
  52943. });
  52944. /**
  52945. * Returns the string "PointLight"
  52946. * @returns the class name
  52947. */
  52948. PointLight.prototype.getClassName = function () {
  52949. return "PointLight";
  52950. };
  52951. /**
  52952. * Returns the integer 0.
  52953. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  52954. */
  52955. PointLight.prototype.getTypeID = function () {
  52956. return BABYLON.Light.LIGHTTYPEID_POINTLIGHT;
  52957. };
  52958. /**
  52959. * Specifies wether or not the shadowmap should be a cube texture.
  52960. * @returns true if the shadowmap needs to be a cube texture.
  52961. */
  52962. PointLight.prototype.needCube = function () {
  52963. return !this.direction;
  52964. };
  52965. /**
  52966. * Returns a new Vector3 aligned with the PointLight cube system according to the passed cube face index (integer).
  52967. * @param faceIndex The index of the face we are computed the direction to generate shadow
  52968. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  52969. */
  52970. PointLight.prototype.getShadowDirection = function (faceIndex) {
  52971. if (this.direction) {
  52972. return _super.prototype.getShadowDirection.call(this, faceIndex);
  52973. }
  52974. else {
  52975. switch (faceIndex) {
  52976. case 0:
  52977. return new BABYLON.Vector3(1.0, 0.0, 0.0);
  52978. case 1:
  52979. return new BABYLON.Vector3(-1.0, 0.0, 0.0);
  52980. case 2:
  52981. return new BABYLON.Vector3(0.0, -1.0, 0.0);
  52982. case 3:
  52983. return new BABYLON.Vector3(0.0, 1.0, 0.0);
  52984. case 4:
  52985. return new BABYLON.Vector3(0.0, 0.0, 1.0);
  52986. case 5:
  52987. return new BABYLON.Vector3(0.0, 0.0, -1.0);
  52988. }
  52989. }
  52990. return BABYLON.Vector3.Zero();
  52991. };
  52992. /**
  52993. * Sets the passed matrix "matrix" as a left-handed perspective projection matrix with the following settings :
  52994. * - fov = PI / 2
  52995. * - aspect ratio : 1.0
  52996. * - z-near and far equal to the active camera minZ and maxZ.
  52997. * Returns the PointLight.
  52998. */
  52999. PointLight.prototype._setDefaultShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  53000. var activeCamera = this.getScene().activeCamera;
  53001. if (!activeCamera) {
  53002. return;
  53003. }
  53004. BABYLON.Matrix.PerspectiveFovLHToRef(this.shadowAngle, 1.0, this.getDepthMinZ(activeCamera), this.getDepthMaxZ(activeCamera), matrix);
  53005. };
  53006. PointLight.prototype._buildUniformLayout = function () {
  53007. this._uniformBuffer.addUniform("vLightData", 4);
  53008. this._uniformBuffer.addUniform("vLightDiffuse", 4);
  53009. this._uniformBuffer.addUniform("vLightSpecular", 3);
  53010. this._uniformBuffer.addUniform("vLightFalloff", 4);
  53011. this._uniformBuffer.addUniform("shadowsInfo", 3);
  53012. this._uniformBuffer.addUniform("depthValues", 2);
  53013. this._uniformBuffer.create();
  53014. };
  53015. /**
  53016. * Sets the passed Effect "effect" with the PointLight transformed position (or position, if none) and passed name (string).
  53017. * @param effect The effect to update
  53018. * @param lightIndex The index of the light in the effect to update
  53019. * @returns The point light
  53020. */
  53021. PointLight.prototype.transferToEffect = function (effect, lightIndex) {
  53022. if (this.computeTransformedInformation()) {
  53023. this._uniformBuffer.updateFloat4("vLightData", this.transformedPosition.x, this.transformedPosition.y, this.transformedPosition.z, 0.0, lightIndex);
  53024. }
  53025. else {
  53026. this._uniformBuffer.updateFloat4("vLightData", this.position.x, this.position.y, this.position.z, 0, lightIndex);
  53027. }
  53028. this._uniformBuffer.updateFloat4("vLightFalloff", this.range, this._inverseSquaredRange, 0, 0, lightIndex);
  53029. return this;
  53030. };
  53031. /**
  53032. * Prepares the list of defines specific to the light type.
  53033. * @param defines the list of defines
  53034. * @param lightIndex defines the index of the light for the effect
  53035. */
  53036. PointLight.prototype.prepareLightSpecificDefines = function (defines, lightIndex) {
  53037. defines["POINTLIGHT" + lightIndex] = true;
  53038. };
  53039. __decorate([
  53040. BABYLON.serialize()
  53041. ], PointLight.prototype, "shadowAngle", null);
  53042. return PointLight;
  53043. }(BABYLON.ShadowLight));
  53044. BABYLON.PointLight = PointLight;
  53045. })(BABYLON || (BABYLON = {}));
  53046. //# sourceMappingURL=babylon.pointLight.js.map
  53047. var BABYLON;
  53048. (function (BABYLON) {
  53049. BABYLON.Node.AddNodeConstructor("Light_Type_1", function (name, scene) {
  53050. return function () { return new DirectionalLight(name, BABYLON.Vector3.Zero(), scene); };
  53051. });
  53052. /**
  53053. * A directional light is defined by a direction (what a surprise!).
  53054. * The light is emitted from everywhere in the specified direction, and has an infinite range.
  53055. * 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.
  53056. * Documentation: https://doc.babylonjs.com/babylon101/lights
  53057. */
  53058. var DirectionalLight = /** @class */ (function (_super) {
  53059. __extends(DirectionalLight, _super);
  53060. /**
  53061. * Creates a DirectionalLight object in the scene, oriented towards the passed direction (Vector3).
  53062. * The directional light is emitted from everywhere in the given direction.
  53063. * It can cast shadows.
  53064. * Documentation : https://doc.babylonjs.com/babylon101/lights
  53065. * @param name The friendly name of the light
  53066. * @param direction The direction of the light
  53067. * @param scene The scene the light belongs to
  53068. */
  53069. function DirectionalLight(name, direction, scene) {
  53070. var _this = _super.call(this, name, scene) || this;
  53071. _this._shadowFrustumSize = 0;
  53072. _this._shadowOrthoScale = 0.1;
  53073. /**
  53074. * Automatically compute the projection matrix to best fit (including all the casters)
  53075. * on each frame.
  53076. */
  53077. _this.autoUpdateExtends = true;
  53078. // Cache
  53079. _this._orthoLeft = Number.MAX_VALUE;
  53080. _this._orthoRight = Number.MIN_VALUE;
  53081. _this._orthoTop = Number.MIN_VALUE;
  53082. _this._orthoBottom = Number.MAX_VALUE;
  53083. _this.position = direction.scale(-1.0);
  53084. _this.direction = direction;
  53085. return _this;
  53086. }
  53087. Object.defineProperty(DirectionalLight.prototype, "shadowFrustumSize", {
  53088. /**
  53089. * Fix frustum size for the shadow generation. This is disabled if the value is 0.
  53090. */
  53091. get: function () {
  53092. return this._shadowFrustumSize;
  53093. },
  53094. /**
  53095. * Specifies a fix frustum size for the shadow generation.
  53096. */
  53097. set: function (value) {
  53098. this._shadowFrustumSize = value;
  53099. this.forceProjectionMatrixCompute();
  53100. },
  53101. enumerable: true,
  53102. configurable: true
  53103. });
  53104. Object.defineProperty(DirectionalLight.prototype, "shadowOrthoScale", {
  53105. /**
  53106. * Gets the shadow projection scale against the optimal computed one.
  53107. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  53108. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  53109. */
  53110. get: function () {
  53111. return this._shadowOrthoScale;
  53112. },
  53113. /**
  53114. * Sets the shadow projection scale against the optimal computed one.
  53115. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  53116. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  53117. */
  53118. set: function (value) {
  53119. this._shadowOrthoScale = value;
  53120. this.forceProjectionMatrixCompute();
  53121. },
  53122. enumerable: true,
  53123. configurable: true
  53124. });
  53125. /**
  53126. * Returns the string "DirectionalLight".
  53127. * @return The class name
  53128. */
  53129. DirectionalLight.prototype.getClassName = function () {
  53130. return "DirectionalLight";
  53131. };
  53132. /**
  53133. * Returns the integer 1.
  53134. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  53135. */
  53136. DirectionalLight.prototype.getTypeID = function () {
  53137. return BABYLON.Light.LIGHTTYPEID_DIRECTIONALLIGHT;
  53138. };
  53139. /**
  53140. * Sets the passed matrix "matrix" as projection matrix for the shadows cast by the light according to the passed view matrix.
  53141. * Returns the DirectionalLight Shadow projection matrix.
  53142. */
  53143. DirectionalLight.prototype._setDefaultShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  53144. if (this.shadowFrustumSize > 0) {
  53145. this._setDefaultFixedFrustumShadowProjectionMatrix(matrix, viewMatrix);
  53146. }
  53147. else {
  53148. this._setDefaultAutoExtendShadowProjectionMatrix(matrix, viewMatrix, renderList);
  53149. }
  53150. };
  53151. /**
  53152. * Sets the passed matrix "matrix" as fixed frustum projection matrix for the shadows cast by the light according to the passed view matrix.
  53153. * Returns the DirectionalLight Shadow projection matrix.
  53154. */
  53155. DirectionalLight.prototype._setDefaultFixedFrustumShadowProjectionMatrix = function (matrix, viewMatrix) {
  53156. var activeCamera = this.getScene().activeCamera;
  53157. if (!activeCamera) {
  53158. return;
  53159. }
  53160. BABYLON.Matrix.OrthoLHToRef(this.shadowFrustumSize, this.shadowFrustumSize, this.shadowMinZ !== undefined ? this.shadowMinZ : activeCamera.minZ, this.shadowMaxZ !== undefined ? this.shadowMaxZ : activeCamera.maxZ, matrix);
  53161. };
  53162. /**
  53163. * Sets the passed matrix "matrix" as auto extend projection matrix for the shadows cast by the light according to the passed view matrix.
  53164. * Returns the DirectionalLight Shadow projection matrix.
  53165. */
  53166. DirectionalLight.prototype._setDefaultAutoExtendShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  53167. var activeCamera = this.getScene().activeCamera;
  53168. if (!activeCamera) {
  53169. return;
  53170. }
  53171. // Check extends
  53172. if (this.autoUpdateExtends || this._orthoLeft === Number.MAX_VALUE) {
  53173. var tempVector3 = BABYLON.Vector3.Zero();
  53174. this._orthoLeft = Number.MAX_VALUE;
  53175. this._orthoRight = Number.MIN_VALUE;
  53176. this._orthoTop = Number.MIN_VALUE;
  53177. this._orthoBottom = Number.MAX_VALUE;
  53178. for (var meshIndex = 0; meshIndex < renderList.length; meshIndex++) {
  53179. var mesh = renderList[meshIndex];
  53180. if (!mesh) {
  53181. continue;
  53182. }
  53183. var boundingInfo = mesh.getBoundingInfo();
  53184. var boundingBox = boundingInfo.boundingBox;
  53185. for (var index = 0; index < boundingBox.vectorsWorld.length; index++) {
  53186. BABYLON.Vector3.TransformCoordinatesToRef(boundingBox.vectorsWorld[index], viewMatrix, tempVector3);
  53187. if (tempVector3.x < this._orthoLeft) {
  53188. this._orthoLeft = tempVector3.x;
  53189. }
  53190. if (tempVector3.y < this._orthoBottom) {
  53191. this._orthoBottom = tempVector3.y;
  53192. }
  53193. if (tempVector3.x > this._orthoRight) {
  53194. this._orthoRight = tempVector3.x;
  53195. }
  53196. if (tempVector3.y > this._orthoTop) {
  53197. this._orthoTop = tempVector3.y;
  53198. }
  53199. }
  53200. }
  53201. }
  53202. var xOffset = this._orthoRight - this._orthoLeft;
  53203. var yOffset = this._orthoTop - this._orthoBottom;
  53204. 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);
  53205. };
  53206. DirectionalLight.prototype._buildUniformLayout = function () {
  53207. this._uniformBuffer.addUniform("vLightData", 4);
  53208. this._uniformBuffer.addUniform("vLightDiffuse", 4);
  53209. this._uniformBuffer.addUniform("vLightSpecular", 3);
  53210. this._uniformBuffer.addUniform("shadowsInfo", 3);
  53211. this._uniformBuffer.addUniform("depthValues", 2);
  53212. this._uniformBuffer.create();
  53213. };
  53214. /**
  53215. * Sets the passed Effect object with the DirectionalLight transformed position (or position if not parented) and the passed name.
  53216. * @param effect The effect to update
  53217. * @param lightIndex The index of the light in the effect to update
  53218. * @returns The directional light
  53219. */
  53220. DirectionalLight.prototype.transferToEffect = function (effect, lightIndex) {
  53221. if (this.computeTransformedInformation()) {
  53222. this._uniformBuffer.updateFloat4("vLightData", this.transformedDirection.x, this.transformedDirection.y, this.transformedDirection.z, 1, lightIndex);
  53223. return this;
  53224. }
  53225. this._uniformBuffer.updateFloat4("vLightData", this.direction.x, this.direction.y, this.direction.z, 1, lightIndex);
  53226. return this;
  53227. };
  53228. /**
  53229. * Gets the minZ used for shadow according to both the scene and the light.
  53230. *
  53231. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  53232. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  53233. * @param activeCamera The camera we are returning the min for
  53234. * @returns the depth min z
  53235. */
  53236. DirectionalLight.prototype.getDepthMinZ = function (activeCamera) {
  53237. return 1;
  53238. };
  53239. /**
  53240. * Gets the maxZ used for shadow according to both the scene and the light.
  53241. *
  53242. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  53243. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  53244. * @param activeCamera The camera we are returning the max for
  53245. * @returns the depth max z
  53246. */
  53247. DirectionalLight.prototype.getDepthMaxZ = function (activeCamera) {
  53248. return 1;
  53249. };
  53250. /**
  53251. * Prepares the list of defines specific to the light type.
  53252. * @param defines the list of defines
  53253. * @param lightIndex defines the index of the light for the effect
  53254. */
  53255. DirectionalLight.prototype.prepareLightSpecificDefines = function (defines, lightIndex) {
  53256. defines["DIRLIGHT" + lightIndex] = true;
  53257. };
  53258. __decorate([
  53259. BABYLON.serialize()
  53260. ], DirectionalLight.prototype, "shadowFrustumSize", null);
  53261. __decorate([
  53262. BABYLON.serialize()
  53263. ], DirectionalLight.prototype, "shadowOrthoScale", null);
  53264. __decorate([
  53265. BABYLON.serialize()
  53266. ], DirectionalLight.prototype, "autoUpdateExtends", void 0);
  53267. return DirectionalLight;
  53268. }(BABYLON.ShadowLight));
  53269. BABYLON.DirectionalLight = DirectionalLight;
  53270. })(BABYLON || (BABYLON = {}));
  53271. //# sourceMappingURL=babylon.directionalLight.js.map
  53272. var BABYLON;
  53273. (function (BABYLON) {
  53274. BABYLON.Node.AddNodeConstructor("Light_Type_2", function (name, scene) {
  53275. return function () { return new SpotLight(name, BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), 0, 0, scene); };
  53276. });
  53277. /**
  53278. * A spot light is defined by a position, a direction, an angle, and an exponent.
  53279. * These values define a cone of light starting from the position, emitting toward the direction.
  53280. * The angle, in radians, defines the size (field of illumination) of the spotlight's conical beam,
  53281. * and the exponent defines the speed of the decay of the light with distance (reach).
  53282. * Documentation: https://doc.babylonjs.com/babylon101/lights
  53283. */
  53284. var SpotLight = /** @class */ (function (_super) {
  53285. __extends(SpotLight, _super);
  53286. /**
  53287. * Creates a SpotLight object in the scene. A spot light is a simply light oriented cone.
  53288. * It can cast shadows.
  53289. * Documentation : https://doc.babylonjs.com/babylon101/lights
  53290. * @param name The light friendly name
  53291. * @param position The position of the spot light in the scene
  53292. * @param direction The direction of the light in the scene
  53293. * @param angle The cone angle of the light in Radians
  53294. * @param exponent The light decay speed with the distance from the emission spot
  53295. * @param scene The scene the lights belongs to
  53296. */
  53297. function SpotLight(name, position, direction, angle, exponent, scene) {
  53298. var _this = _super.call(this, name, scene) || this;
  53299. _this._innerAngle = 0;
  53300. _this._projectionTextureMatrix = BABYLON.Matrix.Zero();
  53301. _this._projectionTextureLightNear = 1e-6;
  53302. _this._projectionTextureLightFar = 1000.0;
  53303. _this._projectionTextureUpDirection = BABYLON.Vector3.Up();
  53304. _this._projectionTextureViewLightDirty = true;
  53305. _this._projectionTextureProjectionLightDirty = true;
  53306. _this._projectionTextureDirty = true;
  53307. _this._projectionTextureViewTargetVector = BABYLON.Vector3.Zero();
  53308. _this._projectionTextureViewLightMatrix = BABYLON.Matrix.Zero();
  53309. _this._projectionTextureProjectionLightMatrix = BABYLON.Matrix.Zero();
  53310. _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);
  53311. _this.position = position;
  53312. _this.direction = direction;
  53313. _this.angle = angle;
  53314. _this.exponent = exponent;
  53315. return _this;
  53316. }
  53317. Object.defineProperty(SpotLight.prototype, "angle", {
  53318. /**
  53319. * Gets the cone angle of the spot light in Radians.
  53320. */
  53321. get: function () {
  53322. return this._angle;
  53323. },
  53324. /**
  53325. * Sets the cone angle of the spot light in Radians.
  53326. */
  53327. set: function (value) {
  53328. this._angle = value;
  53329. this._cosHalfAngle = Math.cos(value * 0.5);
  53330. this._projectionTextureProjectionLightDirty = true;
  53331. this.forceProjectionMatrixCompute();
  53332. this._computeAngleValues();
  53333. },
  53334. enumerable: true,
  53335. configurable: true
  53336. });
  53337. Object.defineProperty(SpotLight.prototype, "innerAngle", {
  53338. /**
  53339. * Only used in gltf falloff mode, this defines the angle where
  53340. * the directional falloff will start before cutting at angle which could be seen
  53341. * as outer angle.
  53342. */
  53343. get: function () {
  53344. return this._innerAngle;
  53345. },
  53346. /**
  53347. * Only used in gltf falloff mode, this defines the angle where
  53348. * the directional falloff will start before cutting at angle which could be seen
  53349. * as outer angle.
  53350. */
  53351. set: function (value) {
  53352. this._innerAngle = value;
  53353. this._computeAngleValues();
  53354. },
  53355. enumerable: true,
  53356. configurable: true
  53357. });
  53358. Object.defineProperty(SpotLight.prototype, "shadowAngleScale", {
  53359. /**
  53360. * Allows scaling the angle of the light for shadow generation only.
  53361. */
  53362. get: function () {
  53363. return this._shadowAngleScale;
  53364. },
  53365. /**
  53366. * Allows scaling the angle of the light for shadow generation only.
  53367. */
  53368. set: function (value) {
  53369. this._shadowAngleScale = value;
  53370. this.forceProjectionMatrixCompute();
  53371. },
  53372. enumerable: true,
  53373. configurable: true
  53374. });
  53375. Object.defineProperty(SpotLight.prototype, "projectionTextureMatrix", {
  53376. /**
  53377. * Allows reading the projecton texture
  53378. */
  53379. get: function () {
  53380. return this._projectionTextureMatrix;
  53381. },
  53382. enumerable: true,
  53383. configurable: true
  53384. });
  53385. Object.defineProperty(SpotLight.prototype, "projectionTextureLightNear", {
  53386. /**
  53387. * Gets the near clip of the Spotlight for texture projection.
  53388. */
  53389. get: function () {
  53390. return this._projectionTextureLightNear;
  53391. },
  53392. /**
  53393. * Sets the near clip of the Spotlight for texture projection.
  53394. */
  53395. set: function (value) {
  53396. this._projectionTextureLightNear = value;
  53397. this._projectionTextureProjectionLightDirty = true;
  53398. },
  53399. enumerable: true,
  53400. configurable: true
  53401. });
  53402. Object.defineProperty(SpotLight.prototype, "projectionTextureLightFar", {
  53403. /**
  53404. * Gets the far clip of the Spotlight for texture projection.
  53405. */
  53406. get: function () {
  53407. return this._projectionTextureLightFar;
  53408. },
  53409. /**
  53410. * Sets the far clip of the Spotlight for texture projection.
  53411. */
  53412. set: function (value) {
  53413. this._projectionTextureLightFar = value;
  53414. this._projectionTextureProjectionLightDirty = true;
  53415. },
  53416. enumerable: true,
  53417. configurable: true
  53418. });
  53419. Object.defineProperty(SpotLight.prototype, "projectionTextureUpDirection", {
  53420. /**
  53421. * Gets the Up vector of the Spotlight for texture projection.
  53422. */
  53423. get: function () {
  53424. return this._projectionTextureUpDirection;
  53425. },
  53426. /**
  53427. * Sets the Up vector of the Spotlight for texture projection.
  53428. */
  53429. set: function (value) {
  53430. this._projectionTextureUpDirection = value;
  53431. this._projectionTextureProjectionLightDirty = true;
  53432. },
  53433. enumerable: true,
  53434. configurable: true
  53435. });
  53436. Object.defineProperty(SpotLight.prototype, "projectionTexture", {
  53437. /**
  53438. * Gets the projection texture of the light.
  53439. */
  53440. get: function () {
  53441. return this._projectionTexture;
  53442. },
  53443. /**
  53444. * Sets the projection texture of the light.
  53445. */
  53446. set: function (value) {
  53447. this._projectionTexture = value;
  53448. this._projectionTextureDirty = true;
  53449. },
  53450. enumerable: true,
  53451. configurable: true
  53452. });
  53453. /**
  53454. * Returns the string "SpotLight".
  53455. * @returns the class name
  53456. */
  53457. SpotLight.prototype.getClassName = function () {
  53458. return "SpotLight";
  53459. };
  53460. /**
  53461. * Returns the integer 2.
  53462. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  53463. */
  53464. SpotLight.prototype.getTypeID = function () {
  53465. return BABYLON.Light.LIGHTTYPEID_SPOTLIGHT;
  53466. };
  53467. /**
  53468. * Overrides the direction setter to recompute the projection texture view light Matrix.
  53469. */
  53470. SpotLight.prototype._setDirection = function (value) {
  53471. _super.prototype._setDirection.call(this, value);
  53472. this._projectionTextureViewLightDirty = true;
  53473. };
  53474. /**
  53475. * Overrides the position setter to recompute the projection texture view light Matrix.
  53476. */
  53477. SpotLight.prototype._setPosition = function (value) {
  53478. _super.prototype._setPosition.call(this, value);
  53479. this._projectionTextureViewLightDirty = true;
  53480. };
  53481. /**
  53482. * 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.
  53483. * Returns the SpotLight.
  53484. */
  53485. SpotLight.prototype._setDefaultShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  53486. var activeCamera = this.getScene().activeCamera;
  53487. if (!activeCamera) {
  53488. return;
  53489. }
  53490. this._shadowAngleScale = this._shadowAngleScale || 1;
  53491. var angle = this._shadowAngleScale * this._angle;
  53492. BABYLON.Matrix.PerspectiveFovLHToRef(angle, 1.0, this.getDepthMinZ(activeCamera), this.getDepthMaxZ(activeCamera), matrix);
  53493. };
  53494. SpotLight.prototype._computeProjectionTextureViewLightMatrix = function () {
  53495. this._projectionTextureViewLightDirty = false;
  53496. this._projectionTextureDirty = true;
  53497. this.position.addToRef(this.direction, this._projectionTextureViewTargetVector);
  53498. BABYLON.Matrix.LookAtLHToRef(this.position, this._projectionTextureViewTargetVector, this._projectionTextureUpDirection, this._projectionTextureViewLightMatrix);
  53499. };
  53500. SpotLight.prototype._computeProjectionTextureProjectionLightMatrix = function () {
  53501. this._projectionTextureProjectionLightDirty = false;
  53502. this._projectionTextureDirty = true;
  53503. var light_far = this.projectionTextureLightFar;
  53504. var light_near = this.projectionTextureLightNear;
  53505. var P = light_far / (light_far - light_near);
  53506. var Q = -P * light_near;
  53507. var S = 1.0 / Math.tan(this._angle / 2.0);
  53508. var A = 1.0;
  53509. 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);
  53510. };
  53511. /**
  53512. * Main function for light texture projection matrix computing.
  53513. */
  53514. SpotLight.prototype._computeProjectionTextureMatrix = function () {
  53515. this._projectionTextureDirty = false;
  53516. this._projectionTextureViewLightMatrix.multiplyToRef(this._projectionTextureProjectionLightMatrix, this._projectionTextureMatrix);
  53517. this._projectionTextureMatrix.multiplyToRef(this._projectionTextureScalingMatrix, this._projectionTextureMatrix);
  53518. };
  53519. SpotLight.prototype._buildUniformLayout = function () {
  53520. this._uniformBuffer.addUniform("vLightData", 4);
  53521. this._uniformBuffer.addUniform("vLightDiffuse", 4);
  53522. this._uniformBuffer.addUniform("vLightSpecular", 3);
  53523. this._uniformBuffer.addUniform("vLightDirection", 3);
  53524. this._uniformBuffer.addUniform("vLightFalloff", 4);
  53525. this._uniformBuffer.addUniform("shadowsInfo", 3);
  53526. this._uniformBuffer.addUniform("depthValues", 2);
  53527. this._uniformBuffer.create();
  53528. };
  53529. SpotLight.prototype._computeAngleValues = function () {
  53530. this._lightAngleScale = 1.0 / Math.max(0.001, (Math.cos(this._innerAngle * 0.5) - this._cosHalfAngle));
  53531. this._lightAngleOffset = -this._cosHalfAngle * this._lightAngleScale;
  53532. };
  53533. /**
  53534. * Sets the passed Effect object with the SpotLight transfomed position (or position if not parented) and normalized direction.
  53535. * @param effect The effect to update
  53536. * @param lightIndex The index of the light in the effect to update
  53537. * @returns The spot light
  53538. */
  53539. SpotLight.prototype.transferToEffect = function (effect, lightIndex) {
  53540. var normalizeDirection;
  53541. if (this.computeTransformedInformation()) {
  53542. this._uniformBuffer.updateFloat4("vLightData", this.transformedPosition.x, this.transformedPosition.y, this.transformedPosition.z, this.exponent, lightIndex);
  53543. normalizeDirection = BABYLON.Vector3.Normalize(this.transformedDirection);
  53544. }
  53545. else {
  53546. this._uniformBuffer.updateFloat4("vLightData", this.position.x, this.position.y, this.position.z, this.exponent, lightIndex);
  53547. normalizeDirection = BABYLON.Vector3.Normalize(this.direction);
  53548. }
  53549. this._uniformBuffer.updateFloat4("vLightDirection", normalizeDirection.x, normalizeDirection.y, normalizeDirection.z, this._cosHalfAngle, lightIndex);
  53550. this._uniformBuffer.updateFloat4("vLightFalloff", this.range, this._inverseSquaredRange, this._lightAngleScale, this._lightAngleOffset, lightIndex);
  53551. if (this.projectionTexture && this.projectionTexture.isReady()) {
  53552. if (this._projectionTextureViewLightDirty) {
  53553. this._computeProjectionTextureViewLightMatrix();
  53554. }
  53555. if (this._projectionTextureProjectionLightDirty) {
  53556. this._computeProjectionTextureProjectionLightMatrix();
  53557. }
  53558. if (this._projectionTextureDirty) {
  53559. this._computeProjectionTextureMatrix();
  53560. }
  53561. effect.setMatrix("textureProjectionMatrix" + lightIndex, this._projectionTextureMatrix);
  53562. effect.setTexture("projectionLightSampler" + lightIndex, this.projectionTexture);
  53563. }
  53564. return this;
  53565. };
  53566. /**
  53567. * Disposes the light and the associated resources.
  53568. */
  53569. SpotLight.prototype.dispose = function () {
  53570. _super.prototype.dispose.call(this);
  53571. if (this._projectionTexture) {
  53572. this._projectionTexture.dispose();
  53573. }
  53574. };
  53575. /**
  53576. * Prepares the list of defines specific to the light type.
  53577. * @param defines the list of defines
  53578. * @param lightIndex defines the index of the light for the effect
  53579. */
  53580. SpotLight.prototype.prepareLightSpecificDefines = function (defines, lightIndex) {
  53581. defines["SPOTLIGHT" + lightIndex] = true;
  53582. defines["PROJECTEDLIGHTTEXTURE" + lightIndex] = this.projectionTexture ? true : false;
  53583. };
  53584. __decorate([
  53585. BABYLON.serialize()
  53586. ], SpotLight.prototype, "angle", null);
  53587. __decorate([
  53588. BABYLON.serialize()
  53589. ], SpotLight.prototype, "innerAngle", null);
  53590. __decorate([
  53591. BABYLON.serialize()
  53592. ], SpotLight.prototype, "shadowAngleScale", null);
  53593. __decorate([
  53594. BABYLON.serialize()
  53595. ], SpotLight.prototype, "exponent", void 0);
  53596. __decorate([
  53597. BABYLON.serialize()
  53598. ], SpotLight.prototype, "projectionTextureLightNear", null);
  53599. __decorate([
  53600. BABYLON.serialize()
  53601. ], SpotLight.prototype, "projectionTextureLightFar", null);
  53602. __decorate([
  53603. BABYLON.serialize()
  53604. ], SpotLight.prototype, "projectionTextureUpDirection", null);
  53605. __decorate([
  53606. BABYLON.serializeAsTexture("projectedLightTexture")
  53607. ], SpotLight.prototype, "_projectionTexture", void 0);
  53608. return SpotLight;
  53609. }(BABYLON.ShadowLight));
  53610. BABYLON.SpotLight = SpotLight;
  53611. })(BABYLON || (BABYLON = {}));
  53612. //# sourceMappingURL=babylon.spotLight.js.map
  53613. var BABYLON;
  53614. (function (BABYLON) {
  53615. /**
  53616. * Class used to override all child animations of a given target
  53617. */
  53618. var AnimationPropertiesOverride = /** @class */ (function () {
  53619. function AnimationPropertiesOverride() {
  53620. /**
  53621. * Gets or sets a value indicating if animation blending must be used
  53622. */
  53623. this.enableBlending = false;
  53624. /**
  53625. * Gets or sets the blending speed to use when enableBlending is true
  53626. */
  53627. this.blendingSpeed = 0.01;
  53628. /**
  53629. * Gets or sets the default loop mode to use
  53630. */
  53631. this.loopMode = BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE;
  53632. }
  53633. return AnimationPropertiesOverride;
  53634. }());
  53635. BABYLON.AnimationPropertiesOverride = AnimationPropertiesOverride;
  53636. })(BABYLON || (BABYLON = {}));
  53637. //# sourceMappingURL=babylon.animationPropertiesOverride.js.map
  53638. var BABYLON;
  53639. (function (BABYLON) {
  53640. /**
  53641. * Represents the range of an animation
  53642. */
  53643. var AnimationRange = /** @class */ (function () {
  53644. /**
  53645. * Initializes the range of an animation
  53646. * @param name The name of the animation range
  53647. * @param from The starting frame of the animation
  53648. * @param to The ending frame of the animation
  53649. */
  53650. function AnimationRange(
  53651. /**The name of the animation range**/
  53652. name,
  53653. /**The starting frame of the animation */
  53654. from,
  53655. /**The ending frame of the animation*/
  53656. to) {
  53657. this.name = name;
  53658. this.from = from;
  53659. this.to = to;
  53660. }
  53661. /**
  53662. * Makes a copy of the animation range
  53663. * @returns A copy of the animation range
  53664. */
  53665. AnimationRange.prototype.clone = function () {
  53666. return new AnimationRange(this.name, this.from, this.to);
  53667. };
  53668. return AnimationRange;
  53669. }());
  53670. BABYLON.AnimationRange = AnimationRange;
  53671. /**
  53672. * Composed of a frame, and an action function
  53673. */
  53674. var AnimationEvent = /** @class */ (function () {
  53675. /**
  53676. * Initializes the animation event
  53677. * @param frame The frame for which the event is triggered
  53678. * @param action The event to perform when triggered
  53679. * @param onlyOnce Specifies if the event should be triggered only once
  53680. */
  53681. function AnimationEvent(
  53682. /** The frame for which the event is triggered **/
  53683. frame,
  53684. /** The event to perform when triggered **/
  53685. action,
  53686. /** Specifies if the event should be triggered only once**/
  53687. onlyOnce) {
  53688. this.frame = frame;
  53689. this.action = action;
  53690. this.onlyOnce = onlyOnce;
  53691. /**
  53692. * Specifies if the animation event is done
  53693. */
  53694. this.isDone = false;
  53695. }
  53696. /** @hidden */
  53697. AnimationEvent.prototype._clone = function () {
  53698. return new AnimationEvent(this.frame, this.action, this.onlyOnce);
  53699. };
  53700. return AnimationEvent;
  53701. }());
  53702. BABYLON.AnimationEvent = AnimationEvent;
  53703. /**
  53704. * A cursor which tracks a point on a path
  53705. */
  53706. var PathCursor = /** @class */ (function () {
  53707. /**
  53708. * Initializes the path cursor
  53709. * @param path The path to track
  53710. */
  53711. function PathCursor(path) {
  53712. this.path = path;
  53713. /**
  53714. * Stores path cursor callbacks for when an onchange event is triggered
  53715. */
  53716. this._onchange = new Array();
  53717. /**
  53718. * The value of the path cursor
  53719. */
  53720. this.value = 0;
  53721. /**
  53722. * The animation array of the path cursor
  53723. */
  53724. this.animations = new Array();
  53725. }
  53726. /**
  53727. * Gets the cursor point on the path
  53728. * @returns A point on the path cursor at the cursor location
  53729. */
  53730. PathCursor.prototype.getPoint = function () {
  53731. var point = this.path.getPointAtLengthPosition(this.value);
  53732. return new BABYLON.Vector3(point.x, 0, point.y);
  53733. };
  53734. /**
  53735. * Moves the cursor ahead by the step amount
  53736. * @param step The amount to move the cursor forward
  53737. * @returns This path cursor
  53738. */
  53739. PathCursor.prototype.moveAhead = function (step) {
  53740. if (step === void 0) { step = 0.002; }
  53741. this.move(step);
  53742. return this;
  53743. };
  53744. /**
  53745. * Moves the cursor behind by the step amount
  53746. * @param step The amount to move the cursor back
  53747. * @returns This path cursor
  53748. */
  53749. PathCursor.prototype.moveBack = function (step) {
  53750. if (step === void 0) { step = 0.002; }
  53751. this.move(-step);
  53752. return this;
  53753. };
  53754. /**
  53755. * Moves the cursor by the step amount
  53756. * If the step amount is greater than one, an exception is thrown
  53757. * @param step The amount to move the cursor
  53758. * @returns This path cursor
  53759. */
  53760. PathCursor.prototype.move = function (step) {
  53761. if (Math.abs(step) > 1) {
  53762. throw "step size should be less than 1.";
  53763. }
  53764. this.value += step;
  53765. this.ensureLimits();
  53766. this.raiseOnChange();
  53767. return this;
  53768. };
  53769. /**
  53770. * Ensures that the value is limited between zero and one
  53771. * @returns This path cursor
  53772. */
  53773. PathCursor.prototype.ensureLimits = function () {
  53774. while (this.value > 1) {
  53775. this.value -= 1;
  53776. }
  53777. while (this.value < 0) {
  53778. this.value += 1;
  53779. }
  53780. return this;
  53781. };
  53782. /**
  53783. * Runs onchange callbacks on change (used by the animation engine)
  53784. * @returns This path cursor
  53785. */
  53786. PathCursor.prototype.raiseOnChange = function () {
  53787. var _this = this;
  53788. this._onchange.forEach(function (f) { return f(_this); });
  53789. return this;
  53790. };
  53791. /**
  53792. * Executes a function on change
  53793. * @param f A path cursor onchange callback
  53794. * @returns This path cursor
  53795. */
  53796. PathCursor.prototype.onchange = function (f) {
  53797. this._onchange.push(f);
  53798. return this;
  53799. };
  53800. return PathCursor;
  53801. }());
  53802. BABYLON.PathCursor = PathCursor;
  53803. /**
  53804. * Enum for the animation key frame interpolation type
  53805. */
  53806. var AnimationKeyInterpolation;
  53807. (function (AnimationKeyInterpolation) {
  53808. /**
  53809. * Do not interpolate between keys and use the start key value only. Tangents are ignored
  53810. */
  53811. AnimationKeyInterpolation[AnimationKeyInterpolation["STEP"] = 1] = "STEP";
  53812. })(AnimationKeyInterpolation = BABYLON.AnimationKeyInterpolation || (BABYLON.AnimationKeyInterpolation = {}));
  53813. /**
  53814. * Class used to store any kind of animation
  53815. */
  53816. var Animation = /** @class */ (function () {
  53817. /**
  53818. * Initializes the animation
  53819. * @param name Name of the animation
  53820. * @param targetProperty Property to animate
  53821. * @param framePerSecond The frames per second of the animation
  53822. * @param dataType The data type of the animation
  53823. * @param loopMode The loop mode of the animation
  53824. * @param enableBlendings Specifies if blending should be enabled
  53825. */
  53826. function Animation(
  53827. /**Name of the animation */
  53828. name,
  53829. /**Property to animate */
  53830. targetProperty,
  53831. /**The frames per second of the animation */
  53832. framePerSecond,
  53833. /**The data type of the animation */
  53834. dataType,
  53835. /**The loop mode of the animation */
  53836. loopMode,
  53837. /**Specifies if blending should be enabled */
  53838. enableBlending) {
  53839. this.name = name;
  53840. this.targetProperty = targetProperty;
  53841. this.framePerSecond = framePerSecond;
  53842. this.dataType = dataType;
  53843. this.loopMode = loopMode;
  53844. this.enableBlending = enableBlending;
  53845. /**
  53846. * @hidden Internal use only
  53847. */
  53848. this._runtimeAnimations = new Array();
  53849. /**
  53850. * The set of event that will be linked to this animation
  53851. */
  53852. this._events = new Array();
  53853. /**
  53854. * Stores the blending speed of the animation
  53855. */
  53856. this.blendingSpeed = 0.01;
  53857. /**
  53858. * Stores the animation ranges for the animation
  53859. */
  53860. this._ranges = {};
  53861. this.targetPropertyPath = targetProperty.split(".");
  53862. this.dataType = dataType;
  53863. this.loopMode = loopMode === undefined ? Animation.ANIMATIONLOOPMODE_CYCLE : loopMode;
  53864. }
  53865. /**
  53866. * @hidden Internal use
  53867. */
  53868. Animation._PrepareAnimation = function (name, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction) {
  53869. var dataType = undefined;
  53870. if (!isNaN(parseFloat(from)) && isFinite(from)) {
  53871. dataType = Animation.ANIMATIONTYPE_FLOAT;
  53872. }
  53873. else if (from instanceof BABYLON.Quaternion) {
  53874. dataType = Animation.ANIMATIONTYPE_QUATERNION;
  53875. }
  53876. else if (from instanceof BABYLON.Vector3) {
  53877. dataType = Animation.ANIMATIONTYPE_VECTOR3;
  53878. }
  53879. else if (from instanceof BABYLON.Vector2) {
  53880. dataType = Animation.ANIMATIONTYPE_VECTOR2;
  53881. }
  53882. else if (from instanceof BABYLON.Color3) {
  53883. dataType = Animation.ANIMATIONTYPE_COLOR3;
  53884. }
  53885. else if (from instanceof BABYLON.Size) {
  53886. dataType = Animation.ANIMATIONTYPE_SIZE;
  53887. }
  53888. if (dataType == undefined) {
  53889. return null;
  53890. }
  53891. var animation = new Animation(name, targetProperty, framePerSecond, dataType, loopMode);
  53892. var keys = [{ frame: 0, value: from }, { frame: totalFrame, value: to }];
  53893. animation.setKeys(keys);
  53894. if (easingFunction !== undefined) {
  53895. animation.setEasingFunction(easingFunction);
  53896. }
  53897. return animation;
  53898. };
  53899. /**
  53900. * Sets up an animation
  53901. * @param property The property to animate
  53902. * @param animationType The animation type to apply
  53903. * @param framePerSecond The frames per second of the animation
  53904. * @param easingFunction The easing function used in the animation
  53905. * @returns The created animation
  53906. */
  53907. Animation.CreateAnimation = function (property, animationType, framePerSecond, easingFunction) {
  53908. var animation = new Animation(property + "Animation", property, framePerSecond, animationType, Animation.ANIMATIONLOOPMODE_CONSTANT);
  53909. animation.setEasingFunction(easingFunction);
  53910. return animation;
  53911. };
  53912. /**
  53913. * Create and start an animation on a node
  53914. * @param name defines the name of the global animation that will be run on all nodes
  53915. * @param node defines the root node where the animation will take place
  53916. * @param targetProperty defines property to animate
  53917. * @param framePerSecond defines the number of frame per second yo use
  53918. * @param totalFrame defines the number of frames in total
  53919. * @param from defines the initial value
  53920. * @param to defines the final value
  53921. * @param loopMode defines which loop mode you want to use (off by default)
  53922. * @param easingFunction defines the easing function to use (linear by default)
  53923. * @param onAnimationEnd defines the callback to call when animation end
  53924. * @returns the animatable created for this animation
  53925. */
  53926. Animation.CreateAndStartAnimation = function (name, node, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction, onAnimationEnd) {
  53927. var animation = Animation._PrepareAnimation(name, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction);
  53928. if (!animation) {
  53929. return null;
  53930. }
  53931. return node.getScene().beginDirectAnimation(node, [animation], 0, totalFrame, (animation.loopMode === 1), 1.0, onAnimationEnd);
  53932. };
  53933. /**
  53934. * Create and start an animation on a node and its descendants
  53935. * @param name defines the name of the global animation that will be run on all nodes
  53936. * @param node defines the root node where the animation will take place
  53937. * @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
  53938. * @param targetProperty defines property to animate
  53939. * @param framePerSecond defines the number of frame per second to use
  53940. * @param totalFrame defines the number of frames in total
  53941. * @param from defines the initial value
  53942. * @param to defines the final value
  53943. * @param loopMode defines which loop mode you want to use (off by default)
  53944. * @param easingFunction defines the easing function to use (linear by default)
  53945. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  53946. * @returns the list of animatables created for all nodes
  53947. * @example https://www.babylonjs-playground.com/#MH0VLI
  53948. */
  53949. Animation.CreateAndStartHierarchyAnimation = function (name, node, directDescendantsOnly, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction, onAnimationEnd) {
  53950. var animation = Animation._PrepareAnimation(name, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction);
  53951. if (!animation) {
  53952. return null;
  53953. }
  53954. var scene = node.getScene();
  53955. return scene.beginDirectHierarchyAnimation(node, directDescendantsOnly, [animation], 0, totalFrame, (animation.loopMode === 1), 1.0, onAnimationEnd);
  53956. };
  53957. /**
  53958. * Creates a new animation, merges it with the existing animations and starts it
  53959. * @param name Name of the animation
  53960. * @param node Node which contains the scene that begins the animations
  53961. * @param targetProperty Specifies which property to animate
  53962. * @param framePerSecond The frames per second of the animation
  53963. * @param totalFrame The total number of frames
  53964. * @param from The frame at the beginning of the animation
  53965. * @param to The frame at the end of the animation
  53966. * @param loopMode Specifies the loop mode of the animation
  53967. * @param easingFunction (Optional) The easing function of the animation, which allow custom mathematical formulas for animations
  53968. * @param onAnimationEnd Callback to run once the animation is complete
  53969. * @returns Nullable animation
  53970. */
  53971. Animation.CreateMergeAndStartAnimation = function (name, node, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction, onAnimationEnd) {
  53972. var animation = Animation._PrepareAnimation(name, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction);
  53973. if (!animation) {
  53974. return null;
  53975. }
  53976. node.animations.push(animation);
  53977. return node.getScene().beginAnimation(node, 0, totalFrame, (animation.loopMode === 1), 1.0, onAnimationEnd);
  53978. };
  53979. /**
  53980. * Transition property of an host to the target Value
  53981. * @param property The property to transition
  53982. * @param targetValue The target Value of the property
  53983. * @param host The object where the property to animate belongs
  53984. * @param scene Scene used to run the animation
  53985. * @param frameRate Framerate (in frame/s) to use
  53986. * @param transition The transition type we want to use
  53987. * @param duration The duration of the animation, in milliseconds
  53988. * @param onAnimationEnd Callback trigger at the end of the animation
  53989. * @returns Nullable animation
  53990. */
  53991. Animation.TransitionTo = function (property, targetValue, host, scene, frameRate, transition, duration, onAnimationEnd) {
  53992. if (onAnimationEnd === void 0) { onAnimationEnd = null; }
  53993. if (duration <= 0) {
  53994. host[property] = targetValue;
  53995. if (onAnimationEnd) {
  53996. onAnimationEnd();
  53997. }
  53998. return null;
  53999. }
  54000. var endFrame = frameRate * (duration / 1000);
  54001. transition.setKeys([{
  54002. frame: 0,
  54003. value: host[property].clone ? host[property].clone() : host[property]
  54004. },
  54005. {
  54006. frame: endFrame,
  54007. value: targetValue
  54008. }]);
  54009. if (!host.animations) {
  54010. host.animations = [];
  54011. }
  54012. host.animations.push(transition);
  54013. var animation = scene.beginAnimation(host, 0, endFrame, false);
  54014. animation.onAnimationEnd = onAnimationEnd;
  54015. return animation;
  54016. };
  54017. Object.defineProperty(Animation.prototype, "runtimeAnimations", {
  54018. /**
  54019. * Return the array of runtime animations currently using this animation
  54020. */
  54021. get: function () {
  54022. return this._runtimeAnimations;
  54023. },
  54024. enumerable: true,
  54025. configurable: true
  54026. });
  54027. Object.defineProperty(Animation.prototype, "hasRunningRuntimeAnimations", {
  54028. /**
  54029. * Specifies if any of the runtime animations are currently running
  54030. */
  54031. get: function () {
  54032. for (var _i = 0, _a = this._runtimeAnimations; _i < _a.length; _i++) {
  54033. var runtimeAnimation = _a[_i];
  54034. if (!runtimeAnimation.isStopped) {
  54035. return true;
  54036. }
  54037. }
  54038. return false;
  54039. },
  54040. enumerable: true,
  54041. configurable: true
  54042. });
  54043. // Methods
  54044. /**
  54045. * Converts the animation to a string
  54046. * @param fullDetails support for multiple levels of logging within scene loading
  54047. * @returns String form of the animation
  54048. */
  54049. Animation.prototype.toString = function (fullDetails) {
  54050. var ret = "Name: " + this.name + ", property: " + this.targetProperty;
  54051. ret += ", datatype: " + (["Float", "Vector3", "Quaternion", "Matrix", "Color3", "Vector2"])[this.dataType];
  54052. ret += ", nKeys: " + (this._keys ? this._keys.length : "none");
  54053. ret += ", nRanges: " + (this._ranges ? Object.keys(this._ranges).length : "none");
  54054. if (fullDetails) {
  54055. ret += ", Ranges: {";
  54056. var first = true;
  54057. for (var name in this._ranges) {
  54058. if (first) {
  54059. ret += ", ";
  54060. first = false;
  54061. }
  54062. ret += name;
  54063. }
  54064. ret += "}";
  54065. }
  54066. return ret;
  54067. };
  54068. /**
  54069. * Add an event to this animation
  54070. * @param event Event to add
  54071. */
  54072. Animation.prototype.addEvent = function (event) {
  54073. this._events.push(event);
  54074. };
  54075. /**
  54076. * Remove all events found at the given frame
  54077. * @param frame The frame to remove events from
  54078. */
  54079. Animation.prototype.removeEvents = function (frame) {
  54080. for (var index = 0; index < this._events.length; index++) {
  54081. if (this._events[index].frame === frame) {
  54082. this._events.splice(index, 1);
  54083. index--;
  54084. }
  54085. }
  54086. };
  54087. /**
  54088. * Retrieves all the events from the animation
  54089. * @returns Events from the animation
  54090. */
  54091. Animation.prototype.getEvents = function () {
  54092. return this._events;
  54093. };
  54094. /**
  54095. * Creates an animation range
  54096. * @param name Name of the animation range
  54097. * @param from Starting frame of the animation range
  54098. * @param to Ending frame of the animation
  54099. */
  54100. Animation.prototype.createRange = function (name, from, to) {
  54101. // check name not already in use; could happen for bones after serialized
  54102. if (!this._ranges[name]) {
  54103. this._ranges[name] = new AnimationRange(name, from, to);
  54104. }
  54105. };
  54106. /**
  54107. * Deletes an animation range by name
  54108. * @param name Name of the animation range to delete
  54109. * @param deleteFrames Specifies if the key frames for the range should also be deleted (true) or not (false)
  54110. */
  54111. Animation.prototype.deleteRange = function (name, deleteFrames) {
  54112. if (deleteFrames === void 0) { deleteFrames = true; }
  54113. var range = this._ranges[name];
  54114. if (!range) {
  54115. return;
  54116. }
  54117. if (deleteFrames) {
  54118. var from = range.from;
  54119. var to = range.to;
  54120. // this loop MUST go high to low for multiple splices to work
  54121. for (var key = this._keys.length - 1; key >= 0; key--) {
  54122. if (this._keys[key].frame >= from && this._keys[key].frame <= to) {
  54123. this._keys.splice(key, 1);
  54124. }
  54125. }
  54126. }
  54127. this._ranges[name] = null; // said much faster than 'delete this._range[name]'
  54128. };
  54129. /**
  54130. * Gets the animation range by name, or null if not defined
  54131. * @param name Name of the animation range
  54132. * @returns Nullable animation range
  54133. */
  54134. Animation.prototype.getRange = function (name) {
  54135. return this._ranges[name];
  54136. };
  54137. /**
  54138. * Gets the key frames from the animation
  54139. * @returns The key frames of the animation
  54140. */
  54141. Animation.prototype.getKeys = function () {
  54142. return this._keys;
  54143. };
  54144. /**
  54145. * Gets the highest frame rate of the animation
  54146. * @returns Highest frame rate of the animation
  54147. */
  54148. Animation.prototype.getHighestFrame = function () {
  54149. var ret = 0;
  54150. for (var key = 0, nKeys = this._keys.length; key < nKeys; key++) {
  54151. if (ret < this._keys[key].frame) {
  54152. ret = this._keys[key].frame;
  54153. }
  54154. }
  54155. return ret;
  54156. };
  54157. /**
  54158. * Gets the easing function of the animation
  54159. * @returns Easing function of the animation
  54160. */
  54161. Animation.prototype.getEasingFunction = function () {
  54162. return this._easingFunction;
  54163. };
  54164. /**
  54165. * Sets the easing function of the animation
  54166. * @param easingFunction A custom mathematical formula for animation
  54167. */
  54168. Animation.prototype.setEasingFunction = function (easingFunction) {
  54169. this._easingFunction = easingFunction;
  54170. };
  54171. /**
  54172. * Interpolates a scalar linearly
  54173. * @param startValue Start value of the animation curve
  54174. * @param endValue End value of the animation curve
  54175. * @param gradient Scalar amount to interpolate
  54176. * @returns Interpolated scalar value
  54177. */
  54178. Animation.prototype.floatInterpolateFunction = function (startValue, endValue, gradient) {
  54179. return BABYLON.Scalar.Lerp(startValue, endValue, gradient);
  54180. };
  54181. /**
  54182. * Interpolates a scalar cubically
  54183. * @param startValue Start value of the animation curve
  54184. * @param outTangent End tangent of the animation
  54185. * @param endValue End value of the animation curve
  54186. * @param inTangent Start tangent of the animation curve
  54187. * @param gradient Scalar amount to interpolate
  54188. * @returns Interpolated scalar value
  54189. */
  54190. Animation.prototype.floatInterpolateFunctionWithTangents = function (startValue, outTangent, endValue, inTangent, gradient) {
  54191. return BABYLON.Scalar.Hermite(startValue, outTangent, endValue, inTangent, gradient);
  54192. };
  54193. /**
  54194. * Interpolates a quaternion using a spherical linear interpolation
  54195. * @param startValue Start value of the animation curve
  54196. * @param endValue End value of the animation curve
  54197. * @param gradient Scalar amount to interpolate
  54198. * @returns Interpolated quaternion value
  54199. */
  54200. Animation.prototype.quaternionInterpolateFunction = function (startValue, endValue, gradient) {
  54201. return BABYLON.Quaternion.Slerp(startValue, endValue, gradient);
  54202. };
  54203. /**
  54204. * Interpolates a quaternion cubically
  54205. * @param startValue Start value of the animation curve
  54206. * @param outTangent End tangent of the animation curve
  54207. * @param endValue End value of the animation curve
  54208. * @param inTangent Start tangent of the animation curve
  54209. * @param gradient Scalar amount to interpolate
  54210. * @returns Interpolated quaternion value
  54211. */
  54212. Animation.prototype.quaternionInterpolateFunctionWithTangents = function (startValue, outTangent, endValue, inTangent, gradient) {
  54213. return BABYLON.Quaternion.Hermite(startValue, outTangent, endValue, inTangent, gradient).normalize();
  54214. };
  54215. /**
  54216. * Interpolates a Vector3 linearl
  54217. * @param startValue Start value of the animation curve
  54218. * @param endValue End value of the animation curve
  54219. * @param gradient Scalar amount to interpolate
  54220. * @returns Interpolated scalar value
  54221. */
  54222. Animation.prototype.vector3InterpolateFunction = function (startValue, endValue, gradient) {
  54223. return BABYLON.Vector3.Lerp(startValue, endValue, gradient);
  54224. };
  54225. /**
  54226. * Interpolates a Vector3 cubically
  54227. * @param startValue Start value of the animation curve
  54228. * @param outTangent End tangent of the animation
  54229. * @param endValue End value of the animation curve
  54230. * @param inTangent Start tangent of the animation curve
  54231. * @param gradient Scalar amount to interpolate
  54232. * @returns InterpolatedVector3 value
  54233. */
  54234. Animation.prototype.vector3InterpolateFunctionWithTangents = function (startValue, outTangent, endValue, inTangent, gradient) {
  54235. return BABYLON.Vector3.Hermite(startValue, outTangent, endValue, inTangent, gradient);
  54236. };
  54237. /**
  54238. * Interpolates a Vector2 linearly
  54239. * @param startValue Start value of the animation curve
  54240. * @param endValue End value of the animation curve
  54241. * @param gradient Scalar amount to interpolate
  54242. * @returns Interpolated Vector2 value
  54243. */
  54244. Animation.prototype.vector2InterpolateFunction = function (startValue, endValue, gradient) {
  54245. return BABYLON.Vector2.Lerp(startValue, endValue, gradient);
  54246. };
  54247. /**
  54248. * Interpolates a Vector2 cubically
  54249. * @param startValue Start value of the animation curve
  54250. * @param outTangent End tangent of the animation
  54251. * @param endValue End value of the animation curve
  54252. * @param inTangent Start tangent of the animation curve
  54253. * @param gradient Scalar amount to interpolate
  54254. * @returns Interpolated Vector2 value
  54255. */
  54256. Animation.prototype.vector2InterpolateFunctionWithTangents = function (startValue, outTangent, endValue, inTangent, gradient) {
  54257. return BABYLON.Vector2.Hermite(startValue, outTangent, endValue, inTangent, gradient);
  54258. };
  54259. /**
  54260. * Interpolates a size linearly
  54261. * @param startValue Start value of the animation curve
  54262. * @param endValue End value of the animation curve
  54263. * @param gradient Scalar amount to interpolate
  54264. * @returns Interpolated Size value
  54265. */
  54266. Animation.prototype.sizeInterpolateFunction = function (startValue, endValue, gradient) {
  54267. return BABYLON.Size.Lerp(startValue, endValue, gradient);
  54268. };
  54269. /**
  54270. * Interpolates a Color3 linearly
  54271. * @param startValue Start value of the animation curve
  54272. * @param endValue End value of the animation curve
  54273. * @param gradient Scalar amount to interpolate
  54274. * @returns Interpolated Color3 value
  54275. */
  54276. Animation.prototype.color3InterpolateFunction = function (startValue, endValue, gradient) {
  54277. return BABYLON.Color3.Lerp(startValue, endValue, gradient);
  54278. };
  54279. /**
  54280. * @hidden Internal use only
  54281. */
  54282. Animation.prototype._getKeyValue = function (value) {
  54283. if (typeof value === "function") {
  54284. return value();
  54285. }
  54286. return value;
  54287. };
  54288. /**
  54289. * @hidden Internal use only
  54290. */
  54291. Animation.prototype._interpolate = function (currentFrame, repeatCount, workValue, loopMode, offsetValue, highLimitValue) {
  54292. if (loopMode === Animation.ANIMATIONLOOPMODE_CONSTANT && repeatCount > 0) {
  54293. return highLimitValue.clone ? highLimitValue.clone() : highLimitValue;
  54294. }
  54295. var keys = this.getKeys();
  54296. // Try to get a hash to find the right key
  54297. 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));
  54298. if (keys[startKeyIndex].frame >= currentFrame) {
  54299. while (startKeyIndex - 1 >= 0 && keys[startKeyIndex].frame >= currentFrame) {
  54300. startKeyIndex--;
  54301. }
  54302. }
  54303. for (var key = startKeyIndex; key < keys.length; key++) {
  54304. var endKey = keys[key + 1];
  54305. if (endKey.frame >= currentFrame) {
  54306. var startKey = keys[key];
  54307. var startValue = this._getKeyValue(startKey.value);
  54308. if (startKey.interpolation === AnimationKeyInterpolation.STEP) {
  54309. return startValue;
  54310. }
  54311. var endValue = this._getKeyValue(endKey.value);
  54312. var useTangent = startKey.outTangent !== undefined && endKey.inTangent !== undefined;
  54313. var frameDelta = endKey.frame - startKey.frame;
  54314. // gradient : percent of currentFrame between the frame inf and the frame sup
  54315. var gradient = (currentFrame - startKey.frame) / frameDelta;
  54316. // check for easingFunction and correction of gradient
  54317. var easingFunction = this.getEasingFunction();
  54318. if (easingFunction != null) {
  54319. gradient = easingFunction.ease(gradient);
  54320. }
  54321. switch (this.dataType) {
  54322. // Float
  54323. case Animation.ANIMATIONTYPE_FLOAT:
  54324. var floatValue = useTangent ? this.floatInterpolateFunctionWithTangents(startValue, startKey.outTangent * frameDelta, endValue, endKey.inTangent * frameDelta, gradient) : this.floatInterpolateFunction(startValue, endValue, gradient);
  54325. switch (loopMode) {
  54326. case Animation.ANIMATIONLOOPMODE_CYCLE:
  54327. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  54328. return floatValue;
  54329. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  54330. return offsetValue * repeatCount + floatValue;
  54331. }
  54332. break;
  54333. // Quaternion
  54334. case Animation.ANIMATIONTYPE_QUATERNION:
  54335. var quatValue = useTangent ? this.quaternionInterpolateFunctionWithTangents(startValue, startKey.outTangent.scale(frameDelta), endValue, endKey.inTangent.scale(frameDelta), gradient) : this.quaternionInterpolateFunction(startValue, endValue, gradient);
  54336. switch (loopMode) {
  54337. case Animation.ANIMATIONLOOPMODE_CYCLE:
  54338. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  54339. return quatValue;
  54340. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  54341. return quatValue.addInPlace(offsetValue.scale(repeatCount));
  54342. }
  54343. return quatValue;
  54344. // Vector3
  54345. case Animation.ANIMATIONTYPE_VECTOR3:
  54346. var vec3Value = useTangent ? this.vector3InterpolateFunctionWithTangents(startValue, startKey.outTangent.scale(frameDelta), endValue, endKey.inTangent.scale(frameDelta), gradient) : this.vector3InterpolateFunction(startValue, endValue, gradient);
  54347. switch (loopMode) {
  54348. case Animation.ANIMATIONLOOPMODE_CYCLE:
  54349. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  54350. return vec3Value;
  54351. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  54352. return vec3Value.add(offsetValue.scale(repeatCount));
  54353. }
  54354. // Vector2
  54355. case Animation.ANIMATIONTYPE_VECTOR2:
  54356. var vec2Value = useTangent ? this.vector2InterpolateFunctionWithTangents(startValue, startKey.outTangent.scale(frameDelta), endValue, endKey.inTangent.scale(frameDelta), gradient) : this.vector2InterpolateFunction(startValue, endValue, gradient);
  54357. switch (loopMode) {
  54358. case Animation.ANIMATIONLOOPMODE_CYCLE:
  54359. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  54360. return vec2Value;
  54361. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  54362. return vec2Value.add(offsetValue.scale(repeatCount));
  54363. }
  54364. // Size
  54365. case Animation.ANIMATIONTYPE_SIZE:
  54366. switch (loopMode) {
  54367. case Animation.ANIMATIONLOOPMODE_CYCLE:
  54368. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  54369. return this.sizeInterpolateFunction(startValue, endValue, gradient);
  54370. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  54371. return this.sizeInterpolateFunction(startValue, endValue, gradient).add(offsetValue.scale(repeatCount));
  54372. }
  54373. // Color3
  54374. case Animation.ANIMATIONTYPE_COLOR3:
  54375. switch (loopMode) {
  54376. case Animation.ANIMATIONLOOPMODE_CYCLE:
  54377. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  54378. return this.color3InterpolateFunction(startValue, endValue, gradient);
  54379. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  54380. return this.color3InterpolateFunction(startValue, endValue, gradient).add(offsetValue.scale(repeatCount));
  54381. }
  54382. // Matrix
  54383. case Animation.ANIMATIONTYPE_MATRIX:
  54384. switch (loopMode) {
  54385. case Animation.ANIMATIONLOOPMODE_CYCLE:
  54386. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  54387. if (Animation.AllowMatricesInterpolation) {
  54388. return this.matrixInterpolateFunction(startValue, endValue, gradient, workValue);
  54389. }
  54390. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  54391. return startValue;
  54392. }
  54393. default:
  54394. break;
  54395. }
  54396. break;
  54397. }
  54398. }
  54399. return this._getKeyValue(keys[keys.length - 1].value);
  54400. };
  54401. /**
  54402. * Defines the function to use to interpolate matrices
  54403. * @param startValue defines the start matrix
  54404. * @param endValue defines the end matrix
  54405. * @param gradient defines the gradient between both matrices
  54406. * @param result defines an optional target matrix where to store the interpolation
  54407. * @returns the interpolated matrix
  54408. */
  54409. Animation.prototype.matrixInterpolateFunction = function (startValue, endValue, gradient, result) {
  54410. if (Animation.AllowMatrixDecomposeForInterpolation) {
  54411. if (result) {
  54412. BABYLON.Matrix.DecomposeLerpToRef(startValue, endValue, gradient, result);
  54413. return result;
  54414. }
  54415. return BABYLON.Matrix.DecomposeLerp(startValue, endValue, gradient);
  54416. }
  54417. if (result) {
  54418. BABYLON.Matrix.LerpToRef(startValue, endValue, gradient, result);
  54419. return result;
  54420. }
  54421. return BABYLON.Matrix.Lerp(startValue, endValue, gradient);
  54422. };
  54423. /**
  54424. * Makes a copy of the animation
  54425. * @returns Cloned animation
  54426. */
  54427. Animation.prototype.clone = function () {
  54428. var clone = new Animation(this.name, this.targetPropertyPath.join("."), this.framePerSecond, this.dataType, this.loopMode);
  54429. clone.enableBlending = this.enableBlending;
  54430. clone.blendingSpeed = this.blendingSpeed;
  54431. if (this._keys) {
  54432. clone.setKeys(this._keys);
  54433. }
  54434. if (this._ranges) {
  54435. clone._ranges = {};
  54436. for (var name in this._ranges) {
  54437. var range = this._ranges[name];
  54438. if (!range) {
  54439. continue;
  54440. }
  54441. clone._ranges[name] = range.clone();
  54442. }
  54443. }
  54444. return clone;
  54445. };
  54446. /**
  54447. * Sets the key frames of the animation
  54448. * @param values The animation key frames to set
  54449. */
  54450. Animation.prototype.setKeys = function (values) {
  54451. this._keys = values.slice(0);
  54452. };
  54453. /**
  54454. * Serializes the animation to an object
  54455. * @returns Serialized object
  54456. */
  54457. Animation.prototype.serialize = function () {
  54458. var serializationObject = {};
  54459. serializationObject.name = this.name;
  54460. serializationObject.property = this.targetProperty;
  54461. serializationObject.framePerSecond = this.framePerSecond;
  54462. serializationObject.dataType = this.dataType;
  54463. serializationObject.loopBehavior = this.loopMode;
  54464. serializationObject.enableBlending = this.enableBlending;
  54465. serializationObject.blendingSpeed = this.blendingSpeed;
  54466. var dataType = this.dataType;
  54467. serializationObject.keys = [];
  54468. var keys = this.getKeys();
  54469. for (var index = 0; index < keys.length; index++) {
  54470. var animationKey = keys[index];
  54471. var key = {};
  54472. key.frame = animationKey.frame;
  54473. switch (dataType) {
  54474. case Animation.ANIMATIONTYPE_FLOAT:
  54475. key.values = [animationKey.value];
  54476. break;
  54477. case Animation.ANIMATIONTYPE_QUATERNION:
  54478. case Animation.ANIMATIONTYPE_MATRIX:
  54479. case Animation.ANIMATIONTYPE_VECTOR3:
  54480. case Animation.ANIMATIONTYPE_COLOR3:
  54481. key.values = animationKey.value.asArray();
  54482. break;
  54483. }
  54484. serializationObject.keys.push(key);
  54485. }
  54486. serializationObject.ranges = [];
  54487. for (var name in this._ranges) {
  54488. var source = this._ranges[name];
  54489. if (!source) {
  54490. continue;
  54491. }
  54492. var range = {};
  54493. range.name = name;
  54494. range.from = source.from;
  54495. range.to = source.to;
  54496. serializationObject.ranges.push(range);
  54497. }
  54498. return serializationObject;
  54499. };
  54500. Object.defineProperty(Animation, "ANIMATIONTYPE_FLOAT", {
  54501. /**
  54502. * Get the float animation type
  54503. */
  54504. get: function () {
  54505. return Animation._ANIMATIONTYPE_FLOAT;
  54506. },
  54507. enumerable: true,
  54508. configurable: true
  54509. });
  54510. Object.defineProperty(Animation, "ANIMATIONTYPE_VECTOR3", {
  54511. /**
  54512. * Get the Vector3 animation type
  54513. */
  54514. get: function () {
  54515. return Animation._ANIMATIONTYPE_VECTOR3;
  54516. },
  54517. enumerable: true,
  54518. configurable: true
  54519. });
  54520. Object.defineProperty(Animation, "ANIMATIONTYPE_VECTOR2", {
  54521. /**
  54522. * Get the Vector2 animation type
  54523. */
  54524. get: function () {
  54525. return Animation._ANIMATIONTYPE_VECTOR2;
  54526. },
  54527. enumerable: true,
  54528. configurable: true
  54529. });
  54530. Object.defineProperty(Animation, "ANIMATIONTYPE_SIZE", {
  54531. /**
  54532. * Get the Size animation type
  54533. */
  54534. get: function () {
  54535. return Animation._ANIMATIONTYPE_SIZE;
  54536. },
  54537. enumerable: true,
  54538. configurable: true
  54539. });
  54540. Object.defineProperty(Animation, "ANIMATIONTYPE_QUATERNION", {
  54541. /**
  54542. * Get the Quaternion animation type
  54543. */
  54544. get: function () {
  54545. return Animation._ANIMATIONTYPE_QUATERNION;
  54546. },
  54547. enumerable: true,
  54548. configurable: true
  54549. });
  54550. Object.defineProperty(Animation, "ANIMATIONTYPE_MATRIX", {
  54551. /**
  54552. * Get the Matrix animation type
  54553. */
  54554. get: function () {
  54555. return Animation._ANIMATIONTYPE_MATRIX;
  54556. },
  54557. enumerable: true,
  54558. configurable: true
  54559. });
  54560. Object.defineProperty(Animation, "ANIMATIONTYPE_COLOR3", {
  54561. /**
  54562. * Get the Color3 animation type
  54563. */
  54564. get: function () {
  54565. return Animation._ANIMATIONTYPE_COLOR3;
  54566. },
  54567. enumerable: true,
  54568. configurable: true
  54569. });
  54570. Object.defineProperty(Animation, "ANIMATIONLOOPMODE_RELATIVE", {
  54571. /**
  54572. * Get the Relative Loop Mode
  54573. */
  54574. get: function () {
  54575. return Animation._ANIMATIONLOOPMODE_RELATIVE;
  54576. },
  54577. enumerable: true,
  54578. configurable: true
  54579. });
  54580. Object.defineProperty(Animation, "ANIMATIONLOOPMODE_CYCLE", {
  54581. /**
  54582. * Get the Cycle Loop Mode
  54583. */
  54584. get: function () {
  54585. return Animation._ANIMATIONLOOPMODE_CYCLE;
  54586. },
  54587. enumerable: true,
  54588. configurable: true
  54589. });
  54590. Object.defineProperty(Animation, "ANIMATIONLOOPMODE_CONSTANT", {
  54591. /**
  54592. * Get the Constant Loop Mode
  54593. */
  54594. get: function () {
  54595. return Animation._ANIMATIONLOOPMODE_CONSTANT;
  54596. },
  54597. enumerable: true,
  54598. configurable: true
  54599. });
  54600. /** @hidden */
  54601. Animation._UniversalLerp = function (left, right, amount) {
  54602. var constructor = left.constructor;
  54603. if (constructor.Lerp) { // Lerp supported
  54604. return constructor.Lerp(left, right, amount);
  54605. }
  54606. else if (constructor.Slerp) { // Slerp supported
  54607. return constructor.Slerp(left, right, amount);
  54608. }
  54609. else if (left.toFixed) { // Number
  54610. return left * (1.0 - amount) + amount * right;
  54611. }
  54612. else { // Blending not supported
  54613. return right;
  54614. }
  54615. };
  54616. /**
  54617. * Parses an animation object and creates an animation
  54618. * @param parsedAnimation Parsed animation object
  54619. * @returns Animation object
  54620. */
  54621. Animation.Parse = function (parsedAnimation) {
  54622. var animation = new Animation(parsedAnimation.name, parsedAnimation.property, parsedAnimation.framePerSecond, parsedAnimation.dataType, parsedAnimation.loopBehavior);
  54623. var dataType = parsedAnimation.dataType;
  54624. var keys = [];
  54625. var data;
  54626. var index;
  54627. if (parsedAnimation.enableBlending) {
  54628. animation.enableBlending = parsedAnimation.enableBlending;
  54629. }
  54630. if (parsedAnimation.blendingSpeed) {
  54631. animation.blendingSpeed = parsedAnimation.blendingSpeed;
  54632. }
  54633. for (index = 0; index < parsedAnimation.keys.length; index++) {
  54634. var key = parsedAnimation.keys[index];
  54635. var inTangent;
  54636. var outTangent;
  54637. switch (dataType) {
  54638. case Animation.ANIMATIONTYPE_FLOAT:
  54639. data = key.values[0];
  54640. if (key.values.length >= 1) {
  54641. inTangent = key.values[1];
  54642. }
  54643. if (key.values.length >= 2) {
  54644. outTangent = key.values[2];
  54645. }
  54646. break;
  54647. case Animation.ANIMATIONTYPE_QUATERNION:
  54648. data = BABYLON.Quaternion.FromArray(key.values);
  54649. if (key.values.length >= 8) {
  54650. var _inTangent = BABYLON.Quaternion.FromArray(key.values.slice(4, 8));
  54651. if (!_inTangent.equals(BABYLON.Quaternion.Zero())) {
  54652. inTangent = _inTangent;
  54653. }
  54654. }
  54655. if (key.values.length >= 12) {
  54656. var _outTangent = BABYLON.Quaternion.FromArray(key.values.slice(8, 12));
  54657. if (!_outTangent.equals(BABYLON.Quaternion.Zero())) {
  54658. outTangent = _outTangent;
  54659. }
  54660. }
  54661. break;
  54662. case Animation.ANIMATIONTYPE_MATRIX:
  54663. data = BABYLON.Matrix.FromArray(key.values);
  54664. break;
  54665. case Animation.ANIMATIONTYPE_COLOR3:
  54666. data = BABYLON.Color3.FromArray(key.values);
  54667. break;
  54668. case Animation.ANIMATIONTYPE_VECTOR3:
  54669. default:
  54670. data = BABYLON.Vector3.FromArray(key.values);
  54671. break;
  54672. }
  54673. var keyData = {};
  54674. keyData.frame = key.frame;
  54675. keyData.value = data;
  54676. if (inTangent != undefined) {
  54677. keyData.inTangent = inTangent;
  54678. }
  54679. if (outTangent != undefined) {
  54680. keyData.outTangent = outTangent;
  54681. }
  54682. keys.push(keyData);
  54683. }
  54684. animation.setKeys(keys);
  54685. if (parsedAnimation.ranges) {
  54686. for (index = 0; index < parsedAnimation.ranges.length; index++) {
  54687. data = parsedAnimation.ranges[index];
  54688. animation.createRange(data.name, data.from, data.to);
  54689. }
  54690. }
  54691. return animation;
  54692. };
  54693. /**
  54694. * Appends the serialized animations from the source animations
  54695. * @param source Source containing the animations
  54696. * @param destination Target to store the animations
  54697. */
  54698. Animation.AppendSerializedAnimations = function (source, destination) {
  54699. if (source.animations) {
  54700. destination.animations = [];
  54701. for (var animationIndex = 0; animationIndex < source.animations.length; animationIndex++) {
  54702. var animation = source.animations[animationIndex];
  54703. destination.animations.push(animation.serialize());
  54704. }
  54705. }
  54706. };
  54707. /**
  54708. * Use matrix interpolation instead of using direct key value when animating matrices
  54709. */
  54710. Animation.AllowMatricesInterpolation = false;
  54711. /**
  54712. * When matrix interpolation is enabled, this boolean forces the system to use Matrix.DecomposeLerp instead of Matrix.Lerp. Interpolation is more precise but slower
  54713. */
  54714. Animation.AllowMatrixDecomposeForInterpolation = true;
  54715. // Statics
  54716. /**
  54717. * Float animation type
  54718. */
  54719. Animation._ANIMATIONTYPE_FLOAT = 0;
  54720. /**
  54721. * Vector3 animation type
  54722. */
  54723. Animation._ANIMATIONTYPE_VECTOR3 = 1;
  54724. /**
  54725. * Quaternion animation type
  54726. */
  54727. Animation._ANIMATIONTYPE_QUATERNION = 2;
  54728. /**
  54729. * Matrix animation type
  54730. */
  54731. Animation._ANIMATIONTYPE_MATRIX = 3;
  54732. /**
  54733. * Color3 animation type
  54734. */
  54735. Animation._ANIMATIONTYPE_COLOR3 = 4;
  54736. /**
  54737. * Vector2 animation type
  54738. */
  54739. Animation._ANIMATIONTYPE_VECTOR2 = 5;
  54740. /**
  54741. * Size animation type
  54742. */
  54743. Animation._ANIMATIONTYPE_SIZE = 6;
  54744. /**
  54745. * Relative Loop Mode
  54746. */
  54747. Animation._ANIMATIONLOOPMODE_RELATIVE = 0;
  54748. /**
  54749. * Cycle Loop Mode
  54750. */
  54751. Animation._ANIMATIONLOOPMODE_CYCLE = 1;
  54752. /**
  54753. * Constant Loop Mode
  54754. */
  54755. Animation._ANIMATIONLOOPMODE_CONSTANT = 2;
  54756. return Animation;
  54757. }());
  54758. BABYLON.Animation = Animation;
  54759. })(BABYLON || (BABYLON = {}));
  54760. //# sourceMappingURL=babylon.animation.js.map
  54761. var BABYLON;
  54762. (function (BABYLON) {
  54763. /**
  54764. * This class defines the direct association between an animation and a target
  54765. */
  54766. var TargetedAnimation = /** @class */ (function () {
  54767. function TargetedAnimation() {
  54768. }
  54769. return TargetedAnimation;
  54770. }());
  54771. BABYLON.TargetedAnimation = TargetedAnimation;
  54772. /**
  54773. * Use this class to create coordinated animations on multiple targets
  54774. */
  54775. var AnimationGroup = /** @class */ (function () {
  54776. /**
  54777. * Instantiates a new Animation Group.
  54778. * This helps managing several animations at once.
  54779. * @see http://doc.babylonjs.com/how_to/group
  54780. * @param name Defines the name of the group
  54781. * @param scene Defines the scene the group belongs to
  54782. */
  54783. function AnimationGroup(
  54784. /** The name of the animation group */
  54785. name, scene) {
  54786. if (scene === void 0) { scene = null; }
  54787. this.name = name;
  54788. this._targetedAnimations = new Array();
  54789. this._animatables = new Array();
  54790. this._from = Number.MAX_VALUE;
  54791. this._to = -Number.MAX_VALUE;
  54792. this._speedRatio = 1;
  54793. /**
  54794. * This observable will notify when one animation have ended.
  54795. */
  54796. this.onAnimationEndObservable = new BABYLON.Observable();
  54797. /**
  54798. * This observable will notify when all animations have ended.
  54799. */
  54800. this.onAnimationGroupEndObservable = new BABYLON.Observable();
  54801. /**
  54802. * This observable will notify when all animations have paused.
  54803. */
  54804. this.onAnimationGroupPauseObservable = new BABYLON.Observable();
  54805. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  54806. this._scene.animationGroups.push(this);
  54807. }
  54808. Object.defineProperty(AnimationGroup.prototype, "from", {
  54809. /**
  54810. * Gets the first frame
  54811. */
  54812. get: function () {
  54813. return this._from;
  54814. },
  54815. enumerable: true,
  54816. configurable: true
  54817. });
  54818. Object.defineProperty(AnimationGroup.prototype, "to", {
  54819. /**
  54820. * Gets the last frame
  54821. */
  54822. get: function () {
  54823. return this._to;
  54824. },
  54825. enumerable: true,
  54826. configurable: true
  54827. });
  54828. Object.defineProperty(AnimationGroup.prototype, "isStarted", {
  54829. /**
  54830. * Define if the animations are started
  54831. */
  54832. get: function () {
  54833. return this._isStarted;
  54834. },
  54835. enumerable: true,
  54836. configurable: true
  54837. });
  54838. Object.defineProperty(AnimationGroup.prototype, "speedRatio", {
  54839. /**
  54840. * Gets or sets the speed ratio to use for all animations
  54841. */
  54842. get: function () {
  54843. return this._speedRatio;
  54844. },
  54845. /**
  54846. * Gets or sets the speed ratio to use for all animations
  54847. */
  54848. set: function (value) {
  54849. if (this._speedRatio === value) {
  54850. return;
  54851. }
  54852. this._speedRatio = value;
  54853. for (var index = 0; index < this._animatables.length; index++) {
  54854. var animatable = this._animatables[index];
  54855. animatable.speedRatio = this._speedRatio;
  54856. }
  54857. },
  54858. enumerable: true,
  54859. configurable: true
  54860. });
  54861. Object.defineProperty(AnimationGroup.prototype, "targetedAnimations", {
  54862. /**
  54863. * Gets the targeted animations for this animation group
  54864. */
  54865. get: function () {
  54866. return this._targetedAnimations;
  54867. },
  54868. enumerable: true,
  54869. configurable: true
  54870. });
  54871. Object.defineProperty(AnimationGroup.prototype, "animatables", {
  54872. /**
  54873. * returning the list of animatables controlled by this animation group.
  54874. */
  54875. get: function () {
  54876. return this._animatables;
  54877. },
  54878. enumerable: true,
  54879. configurable: true
  54880. });
  54881. /**
  54882. * Add an animation (with its target) in the group
  54883. * @param animation defines the animation we want to add
  54884. * @param target defines the target of the animation
  54885. * @returns the TargetedAnimation object
  54886. */
  54887. AnimationGroup.prototype.addTargetedAnimation = function (animation, target) {
  54888. var targetedAnimation = {
  54889. animation: animation,
  54890. target: target
  54891. };
  54892. var keys = animation.getKeys();
  54893. if (this._from > keys[0].frame) {
  54894. this._from = keys[0].frame;
  54895. }
  54896. if (this._to < keys[keys.length - 1].frame) {
  54897. this._to = keys[keys.length - 1].frame;
  54898. }
  54899. this._targetedAnimations.push(targetedAnimation);
  54900. return targetedAnimation;
  54901. };
  54902. /**
  54903. * This function will normalize every animation in the group to make sure they all go from beginFrame to endFrame
  54904. * It can add constant keys at begin or end
  54905. * @param beginFrame defines the new begin frame for all animations or the smallest begin frame of all animations if null (defaults to null)
  54906. * @param endFrame defines the new end frame for all animations or the largest end frame of all animations if null (defaults to null)
  54907. * @returns the animation group
  54908. */
  54909. AnimationGroup.prototype.normalize = function (beginFrame, endFrame) {
  54910. if (beginFrame === void 0) { beginFrame = null; }
  54911. if (endFrame === void 0) { endFrame = null; }
  54912. if (beginFrame == null) {
  54913. beginFrame = this._from;
  54914. }
  54915. if (endFrame == null) {
  54916. endFrame = this._to;
  54917. }
  54918. for (var index = 0; index < this._targetedAnimations.length; index++) {
  54919. var targetedAnimation = this._targetedAnimations[index];
  54920. var keys = targetedAnimation.animation.getKeys();
  54921. var startKey = keys[0];
  54922. var endKey = keys[keys.length - 1];
  54923. if (startKey.frame > beginFrame) {
  54924. var newKey = {
  54925. frame: beginFrame,
  54926. value: startKey.value,
  54927. inTangent: startKey.inTangent,
  54928. outTangent: startKey.outTangent,
  54929. interpolation: startKey.interpolation
  54930. };
  54931. keys.splice(0, 0, newKey);
  54932. }
  54933. if (endKey.frame < endFrame) {
  54934. var newKey = {
  54935. frame: endFrame,
  54936. value: endKey.value,
  54937. inTangent: endKey.outTangent,
  54938. outTangent: endKey.outTangent,
  54939. interpolation: endKey.interpolation
  54940. };
  54941. keys.push(newKey);
  54942. }
  54943. }
  54944. this._from = beginFrame;
  54945. this._to = endFrame;
  54946. return this;
  54947. };
  54948. /**
  54949. * Start all animations on given targets
  54950. * @param loop defines if animations must loop
  54951. * @param speedRatio defines the ratio to apply to animation speed (1 by default)
  54952. * @param from defines the from key (optional)
  54953. * @param to defines the to key (optional)
  54954. * @returns the current animation group
  54955. */
  54956. AnimationGroup.prototype.start = function (loop, speedRatio, from, to) {
  54957. var _this = this;
  54958. if (loop === void 0) { loop = false; }
  54959. if (speedRatio === void 0) { speedRatio = 1; }
  54960. if (this._isStarted || this._targetedAnimations.length === 0) {
  54961. return this;
  54962. }
  54963. var _loop_1 = function (targetedAnimation) {
  54964. var animatable = this_1._scene.beginDirectAnimation(targetedAnimation.target, [targetedAnimation.animation], from !== undefined ? from : this_1._from, to !== undefined ? to : this_1._to, loop, speedRatio);
  54965. animatable.onAnimationEnd = function () {
  54966. _this.onAnimationEndObservable.notifyObservers(targetedAnimation);
  54967. _this._checkAnimationGroupEnded(animatable);
  54968. };
  54969. this_1._animatables.push(animatable);
  54970. };
  54971. var this_1 = this;
  54972. for (var _i = 0, _a = this._targetedAnimations; _i < _a.length; _i++) {
  54973. var targetedAnimation = _a[_i];
  54974. _loop_1(targetedAnimation);
  54975. }
  54976. this._speedRatio = speedRatio;
  54977. if (from !== undefined && to !== undefined && from > to && this._speedRatio > 0) {
  54978. this._speedRatio = -speedRatio;
  54979. }
  54980. this._isStarted = true;
  54981. return this;
  54982. };
  54983. /**
  54984. * Pause all animations
  54985. * @returns the animation group
  54986. */
  54987. AnimationGroup.prototype.pause = function () {
  54988. if (!this._isStarted) {
  54989. return this;
  54990. }
  54991. for (var index = 0; index < this._animatables.length; index++) {
  54992. var animatable = this._animatables[index];
  54993. animatable.pause();
  54994. }
  54995. this.onAnimationGroupPauseObservable.notifyObservers(this);
  54996. return this;
  54997. };
  54998. /**
  54999. * Play all animations to initial state
  55000. * This function will start() the animations if they were not started or will restart() them if they were paused
  55001. * @param loop defines if animations must loop
  55002. * @returns the animation group
  55003. */
  55004. AnimationGroup.prototype.play = function (loop) {
  55005. // only if all animatables are ready and exist
  55006. if (this.isStarted && this._animatables.length === this._targetedAnimations.length) {
  55007. if (loop !== undefined) {
  55008. for (var index = 0; index < this._animatables.length; index++) {
  55009. var animatable = this._animatables[index];
  55010. animatable.loopAnimation = loop;
  55011. }
  55012. }
  55013. this.restart();
  55014. }
  55015. else {
  55016. this.stop();
  55017. this.start(loop, this._speedRatio);
  55018. }
  55019. return this;
  55020. };
  55021. /**
  55022. * Reset all animations to initial state
  55023. * @returns the animation group
  55024. */
  55025. AnimationGroup.prototype.reset = function () {
  55026. if (!this._isStarted) {
  55027. return this;
  55028. }
  55029. for (var index = 0; index < this._animatables.length; index++) {
  55030. var animatable = this._animatables[index];
  55031. animatable.reset();
  55032. }
  55033. return this;
  55034. };
  55035. /**
  55036. * Restart animations from key 0
  55037. * @returns the animation group
  55038. */
  55039. AnimationGroup.prototype.restart = function () {
  55040. if (!this._isStarted) {
  55041. return this;
  55042. }
  55043. for (var index = 0; index < this._animatables.length; index++) {
  55044. var animatable = this._animatables[index];
  55045. animatable.restart();
  55046. }
  55047. return this;
  55048. };
  55049. /**
  55050. * Stop all animations
  55051. * @returns the animation group
  55052. */
  55053. AnimationGroup.prototype.stop = function () {
  55054. if (!this._isStarted) {
  55055. return this;
  55056. }
  55057. var list = this._animatables.slice();
  55058. for (var index = 0; index < list.length; index++) {
  55059. list[index].stop();
  55060. }
  55061. this._isStarted = false;
  55062. return this;
  55063. };
  55064. /**
  55065. * Set animation weight for all animatables
  55066. * @param weight defines the weight to use
  55067. * @return the animationGroup
  55068. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  55069. */
  55070. AnimationGroup.prototype.setWeightForAllAnimatables = function (weight) {
  55071. for (var index = 0; index < this._animatables.length; index++) {
  55072. var animatable = this._animatables[index];
  55073. animatable.weight = weight;
  55074. }
  55075. return this;
  55076. };
  55077. /**
  55078. * Synchronize and normalize all animatables with a source animatable
  55079. * @param root defines the root animatable to synchronize with
  55080. * @return the animationGroup
  55081. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  55082. */
  55083. AnimationGroup.prototype.syncAllAnimationsWith = function (root) {
  55084. for (var index = 0; index < this._animatables.length; index++) {
  55085. var animatable = this._animatables[index];
  55086. animatable.syncWith(root);
  55087. }
  55088. return this;
  55089. };
  55090. /**
  55091. * Goes to a specific frame in this animation group
  55092. * @param frame the frame number to go to
  55093. * @return the animationGroup
  55094. */
  55095. AnimationGroup.prototype.goToFrame = function (frame) {
  55096. if (!this._isStarted) {
  55097. return this;
  55098. }
  55099. for (var index = 0; index < this._animatables.length; index++) {
  55100. var animatable = this._animatables[index];
  55101. animatable.goToFrame(frame);
  55102. }
  55103. return this;
  55104. };
  55105. /**
  55106. * Dispose all associated resources
  55107. */
  55108. AnimationGroup.prototype.dispose = function () {
  55109. this._targetedAnimations = [];
  55110. this._animatables = [];
  55111. var index = this._scene.animationGroups.indexOf(this);
  55112. if (index > -1) {
  55113. this._scene.animationGroups.splice(index, 1);
  55114. }
  55115. };
  55116. AnimationGroup.prototype._checkAnimationGroupEnded = function (animatable) {
  55117. // animatable should be taken out of the array
  55118. var idx = this._animatables.indexOf(animatable);
  55119. if (idx > -1) {
  55120. this._animatables.splice(idx, 1);
  55121. }
  55122. // all animatables were removed? animation group ended!
  55123. if (this._animatables.length === 0) {
  55124. this._isStarted = false;
  55125. this.onAnimationGroupEndObservable.notifyObservers(this);
  55126. }
  55127. };
  55128. // Statics
  55129. /**
  55130. * Returns a new AnimationGroup object parsed from the source provided.
  55131. * @param parsedAnimationGroup defines the source
  55132. * @param scene defines the scene that will receive the animationGroup
  55133. * @returns a new AnimationGroup
  55134. */
  55135. AnimationGroup.Parse = function (parsedAnimationGroup, scene) {
  55136. var animationGroup = new BABYLON.AnimationGroup(parsedAnimationGroup.name, scene);
  55137. for (var i = 0; i < parsedAnimationGroup.targetedAnimations.length; i++) {
  55138. var targetedAnimation = parsedAnimationGroup.targetedAnimations[i];
  55139. var animation = BABYLON.Animation.Parse(targetedAnimation.animation);
  55140. var id = targetedAnimation.targetId;
  55141. if (targetedAnimation.animation.property === "influence") { // morph target animation
  55142. var morphTarget = scene.getMorphTargetById(id);
  55143. if (morphTarget) {
  55144. animationGroup.addTargetedAnimation(animation, morphTarget);
  55145. }
  55146. }
  55147. else {
  55148. var targetNode = scene.getNodeByID(id);
  55149. if (targetNode != null) {
  55150. animationGroup.addTargetedAnimation(animation, targetNode);
  55151. }
  55152. }
  55153. }
  55154. if (parsedAnimationGroup.from !== null && parsedAnimationGroup.from !== null) {
  55155. animationGroup.normalize(parsedAnimationGroup.from, parsedAnimationGroup.to);
  55156. }
  55157. return animationGroup;
  55158. };
  55159. /**
  55160. * Returns the string "AnimationGroup"
  55161. * @returns "AnimationGroup"
  55162. */
  55163. AnimationGroup.prototype.getClassName = function () {
  55164. return "AnimationGroup";
  55165. };
  55166. /**
  55167. * Creates a detailled string about the object
  55168. * @param fullDetails defines if the output string will support multiple levels of logging within scene loading
  55169. * @returns a string representing the object
  55170. */
  55171. AnimationGroup.prototype.toString = function (fullDetails) {
  55172. var ret = "Name: " + this.name;
  55173. ret += ", type: " + this.getClassName();
  55174. if (fullDetails) {
  55175. ret += ", from: " + this._from;
  55176. ret += ", to: " + this._to;
  55177. ret += ", isStarted: " + this._isStarted;
  55178. ret += ", speedRatio: " + this._speedRatio;
  55179. ret += ", targetedAnimations length: " + this._targetedAnimations.length;
  55180. ret += ", animatables length: " + this._animatables;
  55181. }
  55182. return ret;
  55183. };
  55184. return AnimationGroup;
  55185. }());
  55186. BABYLON.AnimationGroup = AnimationGroup;
  55187. })(BABYLON || (BABYLON = {}));
  55188. //# sourceMappingURL=babylon.animationGroup.js.map
  55189. var BABYLON;
  55190. (function (BABYLON) {
  55191. // Static values to help the garbage collector
  55192. // Quaternion
  55193. var _staticOffsetValueQuaternion = Object.freeze(new BABYLON.Quaternion(0, 0, 0, 0));
  55194. // Vector3
  55195. var _staticOffsetValueVector3 = Object.freeze(BABYLON.Vector3.Zero());
  55196. // Vector2
  55197. var _staticOffsetValueVector2 = Object.freeze(BABYLON.Vector2.Zero());
  55198. // Size
  55199. var _staticOffsetValueSize = Object.freeze(BABYLON.Size.Zero());
  55200. // Color3
  55201. var _staticOffsetValueColor3 = Object.freeze(BABYLON.Color3.Black());
  55202. /**
  55203. * Defines a runtime animation
  55204. */
  55205. var RuntimeAnimation = /** @class */ (function () {
  55206. /**
  55207. * Create a new RuntimeAnimation object
  55208. * @param target defines the target of the animation
  55209. * @param animation defines the source animation object
  55210. * @param scene defines the hosting scene
  55211. * @param host defines the initiating Animatable
  55212. */
  55213. function RuntimeAnimation(target, animation, scene, host) {
  55214. var _this = this;
  55215. this._events = new Array();
  55216. /**
  55217. * The current frame of the runtime animation
  55218. */
  55219. this._currentFrame = 0;
  55220. /**
  55221. * The original value of the runtime animation
  55222. */
  55223. this._originalValue = new Array();
  55224. /**
  55225. * The offsets cache of the runtime animation
  55226. */
  55227. this._offsetsCache = {};
  55228. /**
  55229. * The high limits cache of the runtime animation
  55230. */
  55231. this._highLimitsCache = {};
  55232. /**
  55233. * Specifies if the runtime animation has been stopped
  55234. */
  55235. this._stopped = false;
  55236. /**
  55237. * The blending factor of the runtime animation
  55238. */
  55239. this._blendingFactor = 0;
  55240. /**
  55241. * The target path of the runtime animation
  55242. */
  55243. this._targetPath = "";
  55244. /**
  55245. * The weight of the runtime animation
  55246. */
  55247. this._weight = 1.0;
  55248. /**
  55249. * The ratio offset of the runtime animation
  55250. */
  55251. this._ratioOffset = 0;
  55252. /**
  55253. * The previous delay of the runtime animation
  55254. */
  55255. this._previousDelay = 0;
  55256. /**
  55257. * The previous ratio of the runtime animation
  55258. */
  55259. this._previousRatio = 0;
  55260. this._animation = animation;
  55261. this._target = target;
  55262. this._scene = scene;
  55263. this._host = host;
  55264. animation._runtimeAnimations.push(this);
  55265. // Cloning events locally
  55266. var events = animation.getEvents();
  55267. if (events && events.length > 0) {
  55268. events.forEach(function (e) {
  55269. _this._events.push(e._clone());
  55270. });
  55271. }
  55272. }
  55273. Object.defineProperty(RuntimeAnimation.prototype, "currentFrame", {
  55274. /**
  55275. * Gets the current frame of the runtime animation
  55276. */
  55277. get: function () {
  55278. return this._currentFrame;
  55279. },
  55280. enumerable: true,
  55281. configurable: true
  55282. });
  55283. Object.defineProperty(RuntimeAnimation.prototype, "weight", {
  55284. /**
  55285. * Gets the weight of the runtime animation
  55286. */
  55287. get: function () {
  55288. return this._weight;
  55289. },
  55290. enumerable: true,
  55291. configurable: true
  55292. });
  55293. Object.defineProperty(RuntimeAnimation.prototype, "currentValue", {
  55294. /**
  55295. * Gets the current value of the runtime animation
  55296. */
  55297. get: function () {
  55298. return this._currentValue;
  55299. },
  55300. enumerable: true,
  55301. configurable: true
  55302. });
  55303. Object.defineProperty(RuntimeAnimation.prototype, "targetPath", {
  55304. /**
  55305. * Gets the target path of the runtime animation
  55306. */
  55307. get: function () {
  55308. return this._targetPath;
  55309. },
  55310. enumerable: true,
  55311. configurable: true
  55312. });
  55313. Object.defineProperty(RuntimeAnimation.prototype, "target", {
  55314. /**
  55315. * Gets the actual target of the runtime animation
  55316. */
  55317. get: function () {
  55318. return this._activeTarget;
  55319. },
  55320. enumerable: true,
  55321. configurable: true
  55322. });
  55323. Object.defineProperty(RuntimeAnimation.prototype, "animation", {
  55324. /**
  55325. * Gets the animation from the runtime animation
  55326. */
  55327. get: function () {
  55328. return this._animation;
  55329. },
  55330. enumerable: true,
  55331. configurable: true
  55332. });
  55333. /**
  55334. * Resets the runtime animation to the beginning
  55335. * @param restoreOriginal defines whether to restore the target property to the original value
  55336. */
  55337. RuntimeAnimation.prototype.reset = function (restoreOriginal) {
  55338. if (restoreOriginal === void 0) { restoreOriginal = false; }
  55339. if (restoreOriginal) {
  55340. if (this._target instanceof Array) {
  55341. var index = 0;
  55342. for (var _i = 0, _a = this._target; _i < _a.length; _i++) {
  55343. var target = _a[_i];
  55344. if (this._originalValue[index] !== undefined) {
  55345. this._setValue(target, this._originalValue[index], -1);
  55346. }
  55347. index++;
  55348. }
  55349. }
  55350. else {
  55351. if (this._originalValue[0] !== undefined) {
  55352. this._setValue(this._target, this._originalValue[0], -1);
  55353. }
  55354. }
  55355. }
  55356. this._offsetsCache = {};
  55357. this._highLimitsCache = {};
  55358. this._currentFrame = 0;
  55359. this._blendingFactor = 0;
  55360. this._originalValue = new Array();
  55361. // Events
  55362. for (var index = 0; index < this._events.length; index++) {
  55363. this._events[index].isDone = false;
  55364. }
  55365. };
  55366. /**
  55367. * Specifies if the runtime animation is stopped
  55368. * @returns Boolean specifying if the runtime animation is stopped
  55369. */
  55370. RuntimeAnimation.prototype.isStopped = function () {
  55371. return this._stopped;
  55372. };
  55373. /**
  55374. * Disposes of the runtime animation
  55375. */
  55376. RuntimeAnimation.prototype.dispose = function () {
  55377. var index = this._animation.runtimeAnimations.indexOf(this);
  55378. if (index > -1) {
  55379. this._animation.runtimeAnimations.splice(index, 1);
  55380. }
  55381. };
  55382. /**
  55383. * Interpolates the animation from the current frame
  55384. * @param currentFrame The frame to interpolate the animation to
  55385. * @param repeatCount The number of times that the animation should loop
  55386. * @param loopMode The type of looping mode to use
  55387. * @param offsetValue Animation offset value
  55388. * @param highLimitValue The high limit value
  55389. * @returns The interpolated value
  55390. */
  55391. RuntimeAnimation.prototype._interpolate = function (currentFrame, repeatCount, loopMode, offsetValue, highLimitValue) {
  55392. this._currentFrame = currentFrame;
  55393. if (this._animation.dataType === BABYLON.Animation.ANIMATIONTYPE_MATRIX && !this._workValue) {
  55394. this._workValue = BABYLON.Matrix.Zero();
  55395. }
  55396. return this._animation._interpolate(currentFrame, repeatCount, this._workValue, loopMode, offsetValue, highLimitValue);
  55397. };
  55398. /**
  55399. * Apply the interpolated value to the target
  55400. * @param currentValue defines the value computed by the animation
  55401. * @param weight defines the weight to apply to this value (Defaults to 1.0)
  55402. */
  55403. RuntimeAnimation.prototype.setValue = function (currentValue, weight) {
  55404. if (weight === void 0) { weight = 1.0; }
  55405. if (this._target instanceof Array) {
  55406. var index = 0;
  55407. for (var _i = 0, _a = this._target; _i < _a.length; _i++) {
  55408. var target = _a[_i];
  55409. this._setValue(target, currentValue, weight, index);
  55410. index++;
  55411. }
  55412. }
  55413. else {
  55414. this._setValue(this._target, currentValue, weight);
  55415. }
  55416. };
  55417. RuntimeAnimation.prototype._setValue = function (target, currentValue, weight, targetIndex) {
  55418. if (targetIndex === void 0) { targetIndex = 0; }
  55419. // Set value
  55420. var path;
  55421. var destination;
  55422. var targetPropertyPath = this._animation.targetPropertyPath;
  55423. if (targetPropertyPath.length > 1) {
  55424. var property = target[targetPropertyPath[0]];
  55425. for (var index = 1; index < targetPropertyPath.length - 1; index++) {
  55426. property = property[targetPropertyPath[index]];
  55427. }
  55428. path = targetPropertyPath[targetPropertyPath.length - 1];
  55429. destination = property;
  55430. }
  55431. else {
  55432. path = targetPropertyPath[0];
  55433. destination = target;
  55434. }
  55435. this._targetPath = path;
  55436. this._activeTarget = destination;
  55437. this._weight = weight;
  55438. if (this._originalValue[targetIndex] === undefined) {
  55439. var originalValue = void 0;
  55440. if (destination.getRestPose && path === "_matrix") { // For bones
  55441. originalValue = destination.getRestPose();
  55442. }
  55443. else {
  55444. originalValue = destination[path];
  55445. }
  55446. if (originalValue && originalValue.clone) {
  55447. this._originalValue[targetIndex] = originalValue.clone();
  55448. }
  55449. else {
  55450. this._originalValue[targetIndex] = originalValue;
  55451. }
  55452. }
  55453. // Blending
  55454. var enableBlending = target && target.animationPropertiesOverride ? target.animationPropertiesOverride.enableBlending : this._animation.enableBlending;
  55455. if (enableBlending && this._blendingFactor <= 1.0) {
  55456. if (!this._originalBlendValue) {
  55457. var originalValue = destination[path];
  55458. if (originalValue.clone) {
  55459. this._originalBlendValue = originalValue.clone();
  55460. }
  55461. else {
  55462. this._originalBlendValue = originalValue;
  55463. }
  55464. }
  55465. if (this._originalBlendValue.m) { // Matrix
  55466. if (BABYLON.Animation.AllowMatrixDecomposeForInterpolation) {
  55467. if (this._currentValue) {
  55468. BABYLON.Matrix.DecomposeLerpToRef(this._originalBlendValue, currentValue, this._blendingFactor, this._currentValue);
  55469. }
  55470. else {
  55471. this._currentValue = BABYLON.Matrix.DecomposeLerp(this._originalBlendValue, currentValue, this._blendingFactor);
  55472. }
  55473. }
  55474. else {
  55475. if (this._currentValue) {
  55476. BABYLON.Matrix.LerpToRef(this._originalBlendValue, currentValue, this._blendingFactor, this._currentValue);
  55477. }
  55478. else {
  55479. this._currentValue = BABYLON.Matrix.Lerp(this._originalBlendValue, currentValue, this._blendingFactor);
  55480. }
  55481. }
  55482. }
  55483. else {
  55484. this._currentValue = BABYLON.Animation._UniversalLerp(this._originalBlendValue, currentValue, this._blendingFactor);
  55485. }
  55486. var blendingSpeed = target && target.animationPropertiesOverride ? target.animationPropertiesOverride.blendingSpeed : this._animation.blendingSpeed;
  55487. this._blendingFactor += blendingSpeed;
  55488. }
  55489. else {
  55490. this._currentValue = currentValue;
  55491. }
  55492. if (weight !== -1.0) {
  55493. this._scene._registerTargetForLateAnimationBinding(this, this._originalValue[targetIndex]);
  55494. }
  55495. else {
  55496. destination[path] = this._currentValue;
  55497. }
  55498. if (target.markAsDirty) {
  55499. target.markAsDirty(this._animation.targetProperty);
  55500. }
  55501. };
  55502. /**
  55503. * Gets the loop pmode of the runtime animation
  55504. * @returns Loop Mode
  55505. */
  55506. RuntimeAnimation.prototype._getCorrectLoopMode = function () {
  55507. if (this._target && this._target.animationPropertiesOverride) {
  55508. return this._target.animationPropertiesOverride.loopMode;
  55509. }
  55510. return this._animation.loopMode;
  55511. };
  55512. /**
  55513. * Move the current animation to a given frame
  55514. * @param frame defines the frame to move to
  55515. */
  55516. RuntimeAnimation.prototype.goToFrame = function (frame) {
  55517. var keys = this._animation.getKeys();
  55518. if (frame < keys[0].frame) {
  55519. frame = keys[0].frame;
  55520. }
  55521. else if (frame > keys[keys.length - 1].frame) {
  55522. frame = keys[keys.length - 1].frame;
  55523. }
  55524. var currentValue = this._interpolate(frame, 0, this._getCorrectLoopMode());
  55525. this.setValue(currentValue, -1);
  55526. };
  55527. /**
  55528. * @hidden Internal use only
  55529. */
  55530. RuntimeAnimation.prototype._prepareForSpeedRatioChange = function (newSpeedRatio) {
  55531. var newRatio = this._previousDelay * (this._animation.framePerSecond * newSpeedRatio) / 1000.0;
  55532. this._ratioOffset = this._previousRatio - newRatio;
  55533. };
  55534. /**
  55535. * Execute the current animation
  55536. * @param delay defines the delay to add to the current frame
  55537. * @param from defines the lower bound of the animation range
  55538. * @param to defines the upper bound of the animation range
  55539. * @param loop defines if the current animation must loop
  55540. * @param speedRatio defines the current speed ratio
  55541. * @param weight defines the weight of the animation (default is -1 so no weight)
  55542. * @returns a boolean indicating if the animation is running
  55543. */
  55544. RuntimeAnimation.prototype.animate = function (delay, from, to, loop, speedRatio, weight) {
  55545. if (weight === void 0) { weight = -1.0; }
  55546. var targetPropertyPath = this._animation.targetPropertyPath;
  55547. if (!targetPropertyPath || targetPropertyPath.length < 1) {
  55548. this._stopped = true;
  55549. return false;
  55550. }
  55551. var returnValue = true;
  55552. var keys = this._animation.getKeys();
  55553. // Adding a start key at frame 0 if missing
  55554. if (keys[0].frame !== 0) {
  55555. var newKey = { frame: 0, value: keys[0].value };
  55556. keys.splice(0, 0, newKey);
  55557. }
  55558. // Adding a duplicate key when there is only one key at frame zero
  55559. else if (keys.length === 1) {
  55560. var newKey = { frame: 0.001, value: keys[0].value };
  55561. keys.push(newKey);
  55562. }
  55563. // Check limits
  55564. if (from < keys[0].frame || from > keys[keys.length - 1].frame) {
  55565. from = keys[0].frame;
  55566. }
  55567. if (to < keys[0].frame || to > keys[keys.length - 1].frame) {
  55568. to = keys[keys.length - 1].frame;
  55569. }
  55570. //to and from cannot be the same key
  55571. if (from === to) {
  55572. if (from > keys[0].frame) {
  55573. from--;
  55574. }
  55575. else if (to < keys[keys.length - 1].frame) {
  55576. to++;
  55577. }
  55578. }
  55579. // Compute ratio
  55580. var range = to - from;
  55581. var offsetValue;
  55582. // ratio represents the frame delta between from and to
  55583. var ratio = (delay * (this._animation.framePerSecond * speedRatio) / 1000.0) + this._ratioOffset;
  55584. var highLimitValue = 0;
  55585. this._previousDelay = delay;
  55586. this._previousRatio = ratio;
  55587. if (((to > from && ratio >= range) || (from > to && ratio <= range)) && !loop) { // If we are out of range and not looping get back to caller
  55588. returnValue = false;
  55589. highLimitValue = this._animation._getKeyValue(keys[keys.length - 1].value);
  55590. }
  55591. else {
  55592. // Get max value if required
  55593. if (this._getCorrectLoopMode() !== BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE) {
  55594. var keyOffset = to.toString() + from.toString();
  55595. if (!this._offsetsCache[keyOffset]) {
  55596. var fromValue = this._interpolate(from, 0, BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE);
  55597. var toValue = this._interpolate(to, 0, BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE);
  55598. switch (this._animation.dataType) {
  55599. // Float
  55600. case BABYLON.Animation.ANIMATIONTYPE_FLOAT:
  55601. this._offsetsCache[keyOffset] = toValue - fromValue;
  55602. break;
  55603. // Quaternion
  55604. case BABYLON.Animation.ANIMATIONTYPE_QUATERNION:
  55605. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  55606. break;
  55607. // Vector3
  55608. case BABYLON.Animation.ANIMATIONTYPE_VECTOR3:
  55609. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  55610. // Vector2
  55611. case BABYLON.Animation.ANIMATIONTYPE_VECTOR2:
  55612. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  55613. // Size
  55614. case BABYLON.Animation.ANIMATIONTYPE_SIZE:
  55615. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  55616. // Color3
  55617. case BABYLON.Animation.ANIMATIONTYPE_COLOR3:
  55618. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  55619. default:
  55620. break;
  55621. }
  55622. this._highLimitsCache[keyOffset] = toValue;
  55623. }
  55624. highLimitValue = this._highLimitsCache[keyOffset];
  55625. offsetValue = this._offsetsCache[keyOffset];
  55626. }
  55627. }
  55628. if (offsetValue === undefined) {
  55629. switch (this._animation.dataType) {
  55630. // Float
  55631. case BABYLON.Animation.ANIMATIONTYPE_FLOAT:
  55632. offsetValue = 0;
  55633. break;
  55634. // Quaternion
  55635. case BABYLON.Animation.ANIMATIONTYPE_QUATERNION:
  55636. offsetValue = _staticOffsetValueQuaternion;
  55637. break;
  55638. // Vector3
  55639. case BABYLON.Animation.ANIMATIONTYPE_VECTOR3:
  55640. offsetValue = _staticOffsetValueVector3;
  55641. break;
  55642. // Vector2
  55643. case BABYLON.Animation.ANIMATIONTYPE_VECTOR2:
  55644. offsetValue = _staticOffsetValueVector2;
  55645. break;
  55646. // Size
  55647. case BABYLON.Animation.ANIMATIONTYPE_SIZE:
  55648. offsetValue = _staticOffsetValueSize;
  55649. break;
  55650. // Color3
  55651. case BABYLON.Animation.ANIMATIONTYPE_COLOR3:
  55652. offsetValue = _staticOffsetValueColor3;
  55653. }
  55654. }
  55655. // Compute value
  55656. var repeatCount = (ratio / range) >> 0;
  55657. var currentFrame = returnValue ? from + ratio % range : to;
  55658. // Need to normalize?
  55659. if (this._host && this._host.syncRoot) {
  55660. var syncRoot = this._host.syncRoot;
  55661. var hostNormalizedFrame = (syncRoot.masterFrame - syncRoot.fromFrame) / (syncRoot.toFrame - syncRoot.fromFrame);
  55662. currentFrame = from + (to - from) * hostNormalizedFrame;
  55663. }
  55664. // Reset events if looping
  55665. var events = this._events;
  55666. if (range > 0 && this.currentFrame > currentFrame ||
  55667. range < 0 && this.currentFrame < currentFrame) {
  55668. // Need to reset animation events
  55669. for (var index = 0; index < events.length; index++) {
  55670. if (!events[index].onlyOnce) {
  55671. // reset event, the animation is looping
  55672. events[index].isDone = false;
  55673. }
  55674. }
  55675. }
  55676. var currentValue = this._interpolate(currentFrame, repeatCount, this._getCorrectLoopMode(), offsetValue, highLimitValue);
  55677. // Set value
  55678. this.setValue(currentValue, weight);
  55679. // Check events
  55680. for (var index = 0; index < events.length; index++) {
  55681. // Make sure current frame has passed event frame and that event frame is within the current range
  55682. // Also, handle both forward and reverse animations
  55683. if ((range > 0 && currentFrame >= events[index].frame && events[index].frame >= from) ||
  55684. (range < 0 && currentFrame <= events[index].frame && events[index].frame <= from)) {
  55685. var event = events[index];
  55686. if (!event.isDone) {
  55687. // If event should be done only once, remove it.
  55688. if (event.onlyOnce) {
  55689. events.splice(index, 1);
  55690. index--;
  55691. }
  55692. event.isDone = true;
  55693. event.action(currentFrame);
  55694. } // Don't do anything if the event has already be done.
  55695. }
  55696. }
  55697. if (!returnValue) {
  55698. this._stopped = true;
  55699. }
  55700. return returnValue;
  55701. };
  55702. return RuntimeAnimation;
  55703. }());
  55704. BABYLON.RuntimeAnimation = RuntimeAnimation;
  55705. })(BABYLON || (BABYLON = {}));
  55706. //# sourceMappingURL=babylon.runtimeAnimation.js.map
  55707. var BABYLON;
  55708. (function (BABYLON) {
  55709. /**
  55710. * Class used to store an actual running animation
  55711. */
  55712. var Animatable = /** @class */ (function () {
  55713. /**
  55714. * Creates a new Animatable
  55715. * @param scene defines the hosting scene
  55716. * @param target defines the target object
  55717. * @param fromFrame defines the starting frame number (default is 0)
  55718. * @param toFrame defines the ending frame number (default is 100)
  55719. * @param loopAnimation defines if the animation must loop (default is false)
  55720. * @param speedRatio defines the factor to apply to animation speed (default is 1)
  55721. * @param onAnimationEnd defines a callback to call when animation ends if it is not looping
  55722. * @param animations defines a group of animation to add to the new Animatable
  55723. */
  55724. function Animatable(scene,
  55725. /** defines the target object */
  55726. target,
  55727. /** defines the starting frame number (default is 0) */
  55728. fromFrame,
  55729. /** defines the ending frame number (default is 100) */
  55730. toFrame,
  55731. /** defines if the animation must loop (default is false) */
  55732. loopAnimation, speedRatio,
  55733. /** defines a callback to call when animation ends if it is not looping */
  55734. onAnimationEnd, animations) {
  55735. if (fromFrame === void 0) { fromFrame = 0; }
  55736. if (toFrame === void 0) { toFrame = 100; }
  55737. if (loopAnimation === void 0) { loopAnimation = false; }
  55738. if (speedRatio === void 0) { speedRatio = 1.0; }
  55739. this.target = target;
  55740. this.fromFrame = fromFrame;
  55741. this.toFrame = toFrame;
  55742. this.loopAnimation = loopAnimation;
  55743. this.onAnimationEnd = onAnimationEnd;
  55744. this._localDelayOffset = null;
  55745. this._pausedDelay = null;
  55746. this._runtimeAnimations = new Array();
  55747. this._paused = false;
  55748. this._speedRatio = 1;
  55749. this._weight = -1.0;
  55750. /**
  55751. * Gets or sets a boolean indicating if the animatable must be disposed and removed at the end of the animation.
  55752. * This will only apply for non looping animation (default is true)
  55753. */
  55754. this.disposeOnEnd = true;
  55755. /**
  55756. * Gets a boolean indicating if the animation has started
  55757. */
  55758. this.animationStarted = false;
  55759. /**
  55760. * Observer raised when the animation ends
  55761. */
  55762. this.onAnimationEndObservable = new BABYLON.Observable();
  55763. this._scene = scene;
  55764. if (animations) {
  55765. this.appendAnimations(target, animations);
  55766. }
  55767. this._speedRatio = speedRatio;
  55768. scene._activeAnimatables.push(this);
  55769. }
  55770. Object.defineProperty(Animatable.prototype, "syncRoot", {
  55771. /**
  55772. * Gets the root Animatable used to synchronize and normalize animations
  55773. */
  55774. get: function () {
  55775. return this._syncRoot;
  55776. },
  55777. enumerable: true,
  55778. configurable: true
  55779. });
  55780. Object.defineProperty(Animatable.prototype, "masterFrame", {
  55781. /**
  55782. * Gets the current frame of the first RuntimeAnimation
  55783. * Used to synchronize Animatables
  55784. */
  55785. get: function () {
  55786. if (this._runtimeAnimations.length === 0) {
  55787. return 0;
  55788. }
  55789. return this._runtimeAnimations[0].currentFrame;
  55790. },
  55791. enumerable: true,
  55792. configurable: true
  55793. });
  55794. Object.defineProperty(Animatable.prototype, "weight", {
  55795. /**
  55796. * Gets or sets the animatable weight (-1.0 by default meaning not weighted)
  55797. */
  55798. get: function () {
  55799. return this._weight;
  55800. },
  55801. set: function (value) {
  55802. if (value === -1) { // -1 is ok and means no weight
  55803. this._weight = -1;
  55804. return;
  55805. }
  55806. // Else weight must be in [0, 1] range
  55807. this._weight = Math.min(Math.max(value, 0), 1.0);
  55808. },
  55809. enumerable: true,
  55810. configurable: true
  55811. });
  55812. Object.defineProperty(Animatable.prototype, "speedRatio", {
  55813. /**
  55814. * Gets or sets the speed ratio to apply to the animatable (1.0 by default)
  55815. */
  55816. get: function () {
  55817. return this._speedRatio;
  55818. },
  55819. set: function (value) {
  55820. for (var index = 0; index < this._runtimeAnimations.length; index++) {
  55821. var animation = this._runtimeAnimations[index];
  55822. animation._prepareForSpeedRatioChange(value);
  55823. }
  55824. this._speedRatio = value;
  55825. },
  55826. enumerable: true,
  55827. configurable: true
  55828. });
  55829. // Methods
  55830. /**
  55831. * Synchronize and normalize current Animatable with a source Animatable
  55832. * This is useful when using animation weights and when animations are not of the same length
  55833. * @param root defines the root Animatable to synchronize with
  55834. * @returns the current Animatable
  55835. */
  55836. Animatable.prototype.syncWith = function (root) {
  55837. this._syncRoot = root;
  55838. if (root) {
  55839. // Make sure this animatable will animate after the root
  55840. var index = this._scene._activeAnimatables.indexOf(this);
  55841. if (index > -1) {
  55842. this._scene._activeAnimatables.splice(index, 1);
  55843. this._scene._activeAnimatables.push(this);
  55844. }
  55845. }
  55846. return this;
  55847. };
  55848. /**
  55849. * Gets the list of runtime animations
  55850. * @returns an array of RuntimeAnimation
  55851. */
  55852. Animatable.prototype.getAnimations = function () {
  55853. return this._runtimeAnimations;
  55854. };
  55855. /**
  55856. * Adds more animations to the current animatable
  55857. * @param target defines the target of the animations
  55858. * @param animations defines the new animations to add
  55859. */
  55860. Animatable.prototype.appendAnimations = function (target, animations) {
  55861. for (var index = 0; index < animations.length; index++) {
  55862. var animation = animations[index];
  55863. this._runtimeAnimations.push(new BABYLON.RuntimeAnimation(target, animation, this._scene, this));
  55864. }
  55865. };
  55866. /**
  55867. * Gets the source animation for a specific property
  55868. * @param property defines the propertyu to look for
  55869. * @returns null or the source animation for the given property
  55870. */
  55871. Animatable.prototype.getAnimationByTargetProperty = function (property) {
  55872. var runtimeAnimations = this._runtimeAnimations;
  55873. for (var index = 0; index < runtimeAnimations.length; index++) {
  55874. if (runtimeAnimations[index].animation.targetProperty === property) {
  55875. return runtimeAnimations[index].animation;
  55876. }
  55877. }
  55878. return null;
  55879. };
  55880. /**
  55881. * Gets the runtime animation for a specific property
  55882. * @param property defines the propertyu to look for
  55883. * @returns null or the runtime animation for the given property
  55884. */
  55885. Animatable.prototype.getRuntimeAnimationByTargetProperty = function (property) {
  55886. var runtimeAnimations = this._runtimeAnimations;
  55887. for (var index = 0; index < runtimeAnimations.length; index++) {
  55888. if (runtimeAnimations[index].animation.targetProperty === property) {
  55889. return runtimeAnimations[index];
  55890. }
  55891. }
  55892. return null;
  55893. };
  55894. /**
  55895. * Resets the animatable to its original state
  55896. */
  55897. Animatable.prototype.reset = function () {
  55898. var runtimeAnimations = this._runtimeAnimations;
  55899. for (var index = 0; index < runtimeAnimations.length; index++) {
  55900. runtimeAnimations[index].reset(true);
  55901. }
  55902. this._localDelayOffset = null;
  55903. this._pausedDelay = null;
  55904. };
  55905. /**
  55906. * Allows the animatable to blend with current running animations
  55907. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  55908. * @param blendingSpeed defines the blending speed to use
  55909. */
  55910. Animatable.prototype.enableBlending = function (blendingSpeed) {
  55911. var runtimeAnimations = this._runtimeAnimations;
  55912. for (var index = 0; index < runtimeAnimations.length; index++) {
  55913. runtimeAnimations[index].animation.enableBlending = true;
  55914. runtimeAnimations[index].animation.blendingSpeed = blendingSpeed;
  55915. }
  55916. };
  55917. /**
  55918. * Disable animation blending
  55919. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  55920. */
  55921. Animatable.prototype.disableBlending = function () {
  55922. var runtimeAnimations = this._runtimeAnimations;
  55923. for (var index = 0; index < runtimeAnimations.length; index++) {
  55924. runtimeAnimations[index].animation.enableBlending = false;
  55925. }
  55926. };
  55927. /**
  55928. * Jump directly to a given frame
  55929. * @param frame defines the frame to jump to
  55930. */
  55931. Animatable.prototype.goToFrame = function (frame) {
  55932. var runtimeAnimations = this._runtimeAnimations;
  55933. if (runtimeAnimations[0]) {
  55934. var fps = runtimeAnimations[0].animation.framePerSecond;
  55935. var currentFrame = runtimeAnimations[0].currentFrame;
  55936. var adjustTime = frame - currentFrame;
  55937. var delay = adjustTime * 1000 / (fps * this.speedRatio);
  55938. if (this._localDelayOffset === null) {
  55939. this._localDelayOffset = 0;
  55940. }
  55941. this._localDelayOffset -= delay;
  55942. }
  55943. for (var index = 0; index < runtimeAnimations.length; index++) {
  55944. runtimeAnimations[index].goToFrame(frame);
  55945. }
  55946. };
  55947. /**
  55948. * Pause the animation
  55949. */
  55950. Animatable.prototype.pause = function () {
  55951. if (this._paused) {
  55952. return;
  55953. }
  55954. this._paused = true;
  55955. };
  55956. /**
  55957. * Restart the animation
  55958. */
  55959. Animatable.prototype.restart = function () {
  55960. this._paused = false;
  55961. };
  55962. Animatable.prototype._raiseOnAnimationEnd = function () {
  55963. if (this.onAnimationEnd) {
  55964. this.onAnimationEnd();
  55965. }
  55966. this.onAnimationEndObservable.notifyObservers(this);
  55967. };
  55968. /**
  55969. * Stop and delete the current animation
  55970. * @param animationName defines a string used to only stop some of the runtime animations instead of all
  55971. * @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)
  55972. */
  55973. Animatable.prototype.stop = function (animationName, targetMask) {
  55974. if (animationName || targetMask) {
  55975. var idx = this._scene._activeAnimatables.indexOf(this);
  55976. if (idx > -1) {
  55977. var runtimeAnimations = this._runtimeAnimations;
  55978. for (var index = runtimeAnimations.length - 1; index >= 0; index--) {
  55979. var runtimeAnimation = runtimeAnimations[index];
  55980. if (animationName && runtimeAnimation.animation.name != animationName) {
  55981. continue;
  55982. }
  55983. if (targetMask && !targetMask(runtimeAnimation.target)) {
  55984. continue;
  55985. }
  55986. runtimeAnimation.dispose();
  55987. runtimeAnimations.splice(index, 1);
  55988. }
  55989. if (runtimeAnimations.length == 0) {
  55990. this._scene._activeAnimatables.splice(idx, 1);
  55991. this._raiseOnAnimationEnd();
  55992. }
  55993. }
  55994. }
  55995. else {
  55996. var index = this._scene._activeAnimatables.indexOf(this);
  55997. if (index > -1) {
  55998. this._scene._activeAnimatables.splice(index, 1);
  55999. var runtimeAnimations = this._runtimeAnimations;
  56000. for (var index = 0; index < runtimeAnimations.length; index++) {
  56001. runtimeAnimations[index].dispose();
  56002. }
  56003. this._raiseOnAnimationEnd();
  56004. }
  56005. }
  56006. };
  56007. /**
  56008. * Wait asynchronously for the animation to end
  56009. * @returns a promise which will be fullfilled when the animation ends
  56010. */
  56011. Animatable.prototype.waitAsync = function () {
  56012. var _this = this;
  56013. return new Promise(function (resolve, reject) {
  56014. _this.onAnimationEndObservable.add(function () {
  56015. resolve(_this);
  56016. }, undefined, undefined, _this, true);
  56017. });
  56018. };
  56019. /** @hidden */
  56020. Animatable.prototype._animate = function (delay) {
  56021. if (this._paused) {
  56022. this.animationStarted = false;
  56023. if (this._pausedDelay === null) {
  56024. this._pausedDelay = delay;
  56025. }
  56026. return true;
  56027. }
  56028. if (this._localDelayOffset === null) {
  56029. this._localDelayOffset = delay;
  56030. this._pausedDelay = null;
  56031. }
  56032. else if (this._pausedDelay !== null) {
  56033. this._localDelayOffset += delay - this._pausedDelay;
  56034. this._pausedDelay = null;
  56035. }
  56036. if (this._weight === 0) { // We consider that an animation with a weight === 0 is "actively" paused
  56037. return true;
  56038. }
  56039. // Animating
  56040. var running = false;
  56041. var runtimeAnimations = this._runtimeAnimations;
  56042. var index;
  56043. for (index = 0; index < runtimeAnimations.length; index++) {
  56044. var animation = runtimeAnimations[index];
  56045. var isRunning = animation.animate(delay - this._localDelayOffset, this.fromFrame, this.toFrame, this.loopAnimation, this._speedRatio, this._weight);
  56046. running = running || isRunning;
  56047. }
  56048. this.animationStarted = running;
  56049. if (!running) {
  56050. if (this.disposeOnEnd) {
  56051. // Remove from active animatables
  56052. index = this._scene._activeAnimatables.indexOf(this);
  56053. this._scene._activeAnimatables.splice(index, 1);
  56054. // Dispose all runtime animations
  56055. for (index = 0; index < runtimeAnimations.length; index++) {
  56056. runtimeAnimations[index].dispose();
  56057. }
  56058. }
  56059. this._raiseOnAnimationEnd();
  56060. if (this.disposeOnEnd) {
  56061. this.onAnimationEnd = null;
  56062. this.onAnimationEndObservable.clear();
  56063. }
  56064. }
  56065. return running;
  56066. };
  56067. return Animatable;
  56068. }());
  56069. BABYLON.Animatable = Animatable;
  56070. })(BABYLON || (BABYLON = {}));
  56071. //# sourceMappingURL=babylon.animatable.js.map
  56072. var BABYLON;
  56073. (function (BABYLON) {
  56074. /**
  56075. * Base class used for every default easing function.
  56076. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56077. */
  56078. var EasingFunction = /** @class */ (function () {
  56079. function EasingFunction() {
  56080. this._easingMode = EasingFunction.EASINGMODE_EASEIN;
  56081. }
  56082. /**
  56083. * Sets the easing mode of the current function.
  56084. * @param easingMode Defines the willing mode (EASINGMODE_EASEIN, EASINGMODE_EASEOUT or EASINGMODE_EASEINOUT)
  56085. */
  56086. EasingFunction.prototype.setEasingMode = function (easingMode) {
  56087. var n = Math.min(Math.max(easingMode, 0), 2);
  56088. this._easingMode = n;
  56089. };
  56090. /**
  56091. * Gets the current easing mode.
  56092. * @returns the easing mode
  56093. */
  56094. EasingFunction.prototype.getEasingMode = function () {
  56095. return this._easingMode;
  56096. };
  56097. /**
  56098. * @hidden
  56099. */
  56100. EasingFunction.prototype.easeInCore = function (gradient) {
  56101. throw new Error('You must implement this method');
  56102. };
  56103. /**
  56104. * Given an input gradient between 0 and 1, this returns the corrseponding value
  56105. * of the easing function.
  56106. * @param gradient Defines the value between 0 and 1 we want the easing value for
  56107. * @returns the corresponding value on the curve defined by the easing function
  56108. */
  56109. EasingFunction.prototype.ease = function (gradient) {
  56110. switch (this._easingMode) {
  56111. case EasingFunction.EASINGMODE_EASEIN:
  56112. return this.easeInCore(gradient);
  56113. case EasingFunction.EASINGMODE_EASEOUT:
  56114. return (1 - this.easeInCore(1 - gradient));
  56115. }
  56116. if (gradient >= 0.5) {
  56117. return (((1 - this.easeInCore((1 - gradient) * 2)) * 0.5) + 0.5);
  56118. }
  56119. return (this.easeInCore(gradient * 2) * 0.5);
  56120. };
  56121. /**
  56122. * Interpolation follows the mathematical formula associated with the easing function.
  56123. */
  56124. EasingFunction.EASINGMODE_EASEIN = 0;
  56125. /**
  56126. * Interpolation follows 100% interpolation minus the output of the formula associated with the easing function.
  56127. */
  56128. EasingFunction.EASINGMODE_EASEOUT = 1;
  56129. /**
  56130. * Interpolation uses EaseIn for the first half of the animation and EaseOut for the second half.
  56131. */
  56132. EasingFunction.EASINGMODE_EASEINOUT = 2;
  56133. return EasingFunction;
  56134. }());
  56135. BABYLON.EasingFunction = EasingFunction;
  56136. /**
  56137. * Easing function with a circle shape (see link below).
  56138. * @see https://easings.net/#easeInCirc
  56139. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56140. */
  56141. var CircleEase = /** @class */ (function (_super) {
  56142. __extends(CircleEase, _super);
  56143. function CircleEase() {
  56144. return _super !== null && _super.apply(this, arguments) || this;
  56145. }
  56146. /** @hidden */
  56147. CircleEase.prototype.easeInCore = function (gradient) {
  56148. gradient = Math.max(0, Math.min(1, gradient));
  56149. return (1.0 - Math.sqrt(1.0 - (gradient * gradient)));
  56150. };
  56151. return CircleEase;
  56152. }(EasingFunction));
  56153. BABYLON.CircleEase = CircleEase;
  56154. /**
  56155. * Easing function with a ease back shape (see link below).
  56156. * @see https://easings.net/#easeInBack
  56157. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56158. */
  56159. var BackEase = /** @class */ (function (_super) {
  56160. __extends(BackEase, _super);
  56161. /**
  56162. * Instantiates a back ease easing
  56163. * @see https://easings.net/#easeInBack
  56164. * @param amplitude Defines the amplitude of the function
  56165. */
  56166. function BackEase(
  56167. /** Defines the amplitude of the function */
  56168. amplitude) {
  56169. if (amplitude === void 0) { amplitude = 1; }
  56170. var _this = _super.call(this) || this;
  56171. _this.amplitude = amplitude;
  56172. return _this;
  56173. }
  56174. /** @hidden */
  56175. BackEase.prototype.easeInCore = function (gradient) {
  56176. var num = Math.max(0, this.amplitude);
  56177. return (Math.pow(gradient, 3.0) - ((gradient * num) * Math.sin(3.1415926535897931 * gradient)));
  56178. };
  56179. return BackEase;
  56180. }(EasingFunction));
  56181. BABYLON.BackEase = BackEase;
  56182. /**
  56183. * Easing function with a bouncing shape (see link below).
  56184. * @see https://easings.net/#easeInBounce
  56185. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56186. */
  56187. var BounceEase = /** @class */ (function (_super) {
  56188. __extends(BounceEase, _super);
  56189. /**
  56190. * Instantiates a bounce easing
  56191. * @see https://easings.net/#easeInBounce
  56192. * @param bounces Defines the number of bounces
  56193. * @param bounciness Defines the amplitude of the bounce
  56194. */
  56195. function BounceEase(
  56196. /** Defines the number of bounces */
  56197. bounces,
  56198. /** Defines the amplitude of the bounce */
  56199. bounciness) {
  56200. if (bounces === void 0) { bounces = 3; }
  56201. if (bounciness === void 0) { bounciness = 2; }
  56202. var _this = _super.call(this) || this;
  56203. _this.bounces = bounces;
  56204. _this.bounciness = bounciness;
  56205. return _this;
  56206. }
  56207. /** @hidden */
  56208. BounceEase.prototype.easeInCore = function (gradient) {
  56209. var y = Math.max(0.0, this.bounces);
  56210. var bounciness = this.bounciness;
  56211. if (bounciness <= 1.0) {
  56212. bounciness = 1.001;
  56213. }
  56214. var num9 = Math.pow(bounciness, y);
  56215. var num5 = 1.0 - bounciness;
  56216. var num4 = ((1.0 - num9) / num5) + (num9 * 0.5);
  56217. var num15 = gradient * num4;
  56218. var num65 = Math.log((-num15 * (1.0 - bounciness)) + 1.0) / Math.log(bounciness);
  56219. var num3 = Math.floor(num65);
  56220. var num13 = num3 + 1.0;
  56221. var num8 = (1.0 - Math.pow(bounciness, num3)) / (num5 * num4);
  56222. var num12 = (1.0 - Math.pow(bounciness, num13)) / (num5 * num4);
  56223. var num7 = (num8 + num12) * 0.5;
  56224. var num6 = gradient - num7;
  56225. var num2 = num7 - num8;
  56226. return (((-Math.pow(1.0 / bounciness, y - num3) / (num2 * num2)) * (num6 - num2)) * (num6 + num2));
  56227. };
  56228. return BounceEase;
  56229. }(EasingFunction));
  56230. BABYLON.BounceEase = BounceEase;
  56231. /**
  56232. * Easing function with a power of 3 shape (see link below).
  56233. * @see https://easings.net/#easeInCubic
  56234. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56235. */
  56236. var CubicEase = /** @class */ (function (_super) {
  56237. __extends(CubicEase, _super);
  56238. function CubicEase() {
  56239. return _super !== null && _super.apply(this, arguments) || this;
  56240. }
  56241. /** @hidden */
  56242. CubicEase.prototype.easeInCore = function (gradient) {
  56243. return (gradient * gradient * gradient);
  56244. };
  56245. return CubicEase;
  56246. }(EasingFunction));
  56247. BABYLON.CubicEase = CubicEase;
  56248. /**
  56249. * Easing function with an elastic shape (see link below).
  56250. * @see https://easings.net/#easeInElastic
  56251. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56252. */
  56253. var ElasticEase = /** @class */ (function (_super) {
  56254. __extends(ElasticEase, _super);
  56255. /**
  56256. * Instantiates an elastic easing function
  56257. * @see https://easings.net/#easeInElastic
  56258. * @param oscillations Defines the number of oscillations
  56259. * @param springiness Defines the amplitude of the oscillations
  56260. */
  56261. function ElasticEase(
  56262. /** Defines the number of oscillations*/
  56263. oscillations,
  56264. /** Defines the amplitude of the oscillations*/
  56265. springiness) {
  56266. if (oscillations === void 0) { oscillations = 3; }
  56267. if (springiness === void 0) { springiness = 3; }
  56268. var _this = _super.call(this) || this;
  56269. _this.oscillations = oscillations;
  56270. _this.springiness = springiness;
  56271. return _this;
  56272. }
  56273. /** @hidden */
  56274. ElasticEase.prototype.easeInCore = function (gradient) {
  56275. var num2;
  56276. var num3 = Math.max(0.0, this.oscillations);
  56277. var num = Math.max(0.0, this.springiness);
  56278. if (num == 0) {
  56279. num2 = gradient;
  56280. }
  56281. else {
  56282. num2 = (Math.exp(num * gradient) - 1.0) / (Math.exp(num) - 1.0);
  56283. }
  56284. return (num2 * Math.sin(((6.2831853071795862 * num3) + 1.5707963267948966) * gradient));
  56285. };
  56286. return ElasticEase;
  56287. }(EasingFunction));
  56288. BABYLON.ElasticEase = ElasticEase;
  56289. /**
  56290. * Easing function with an exponential shape (see link below).
  56291. * @see https://easings.net/#easeInExpo
  56292. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56293. */
  56294. var ExponentialEase = /** @class */ (function (_super) {
  56295. __extends(ExponentialEase, _super);
  56296. /**
  56297. * Instantiates an exponential easing function
  56298. * @see https://easings.net/#easeInExpo
  56299. * @param exponent Defines the exponent of the function
  56300. */
  56301. function ExponentialEase(
  56302. /** Defines the exponent of the function */
  56303. exponent) {
  56304. if (exponent === void 0) { exponent = 2; }
  56305. var _this = _super.call(this) || this;
  56306. _this.exponent = exponent;
  56307. return _this;
  56308. }
  56309. /** @hidden */
  56310. ExponentialEase.prototype.easeInCore = function (gradient) {
  56311. if (this.exponent <= 0) {
  56312. return gradient;
  56313. }
  56314. return ((Math.exp(this.exponent * gradient) - 1.0) / (Math.exp(this.exponent) - 1.0));
  56315. };
  56316. return ExponentialEase;
  56317. }(EasingFunction));
  56318. BABYLON.ExponentialEase = ExponentialEase;
  56319. /**
  56320. * Easing function with a power shape (see link below).
  56321. * @see https://easings.net/#easeInQuad
  56322. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56323. */
  56324. var PowerEase = /** @class */ (function (_super) {
  56325. __extends(PowerEase, _super);
  56326. /**
  56327. * Instantiates an power base easing function
  56328. * @see https://easings.net/#easeInQuad
  56329. * @param power Defines the power of the function
  56330. */
  56331. function PowerEase(
  56332. /** Defines the power of the function */
  56333. power) {
  56334. if (power === void 0) { power = 2; }
  56335. var _this = _super.call(this) || this;
  56336. _this.power = power;
  56337. return _this;
  56338. }
  56339. /** @hidden */
  56340. PowerEase.prototype.easeInCore = function (gradient) {
  56341. var y = Math.max(0.0, this.power);
  56342. return Math.pow(gradient, y);
  56343. };
  56344. return PowerEase;
  56345. }(EasingFunction));
  56346. BABYLON.PowerEase = PowerEase;
  56347. /**
  56348. * Easing function with a power of 2 shape (see link below).
  56349. * @see https://easings.net/#easeInQuad
  56350. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56351. */
  56352. var QuadraticEase = /** @class */ (function (_super) {
  56353. __extends(QuadraticEase, _super);
  56354. function QuadraticEase() {
  56355. return _super !== null && _super.apply(this, arguments) || this;
  56356. }
  56357. /** @hidden */
  56358. QuadraticEase.prototype.easeInCore = function (gradient) {
  56359. return (gradient * gradient);
  56360. };
  56361. return QuadraticEase;
  56362. }(EasingFunction));
  56363. BABYLON.QuadraticEase = QuadraticEase;
  56364. /**
  56365. * Easing function with a power of 4 shape (see link below).
  56366. * @see https://easings.net/#easeInQuart
  56367. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56368. */
  56369. var QuarticEase = /** @class */ (function (_super) {
  56370. __extends(QuarticEase, _super);
  56371. function QuarticEase() {
  56372. return _super !== null && _super.apply(this, arguments) || this;
  56373. }
  56374. /** @hidden */
  56375. QuarticEase.prototype.easeInCore = function (gradient) {
  56376. return (gradient * gradient * gradient * gradient);
  56377. };
  56378. return QuarticEase;
  56379. }(EasingFunction));
  56380. BABYLON.QuarticEase = QuarticEase;
  56381. /**
  56382. * Easing function with a power of 5 shape (see link below).
  56383. * @see https://easings.net/#easeInQuint
  56384. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56385. */
  56386. var QuinticEase = /** @class */ (function (_super) {
  56387. __extends(QuinticEase, _super);
  56388. function QuinticEase() {
  56389. return _super !== null && _super.apply(this, arguments) || this;
  56390. }
  56391. /** @hidden */
  56392. QuinticEase.prototype.easeInCore = function (gradient) {
  56393. return (gradient * gradient * gradient * gradient * gradient);
  56394. };
  56395. return QuinticEase;
  56396. }(EasingFunction));
  56397. BABYLON.QuinticEase = QuinticEase;
  56398. /**
  56399. * Easing function with a sin shape (see link below).
  56400. * @see https://easings.net/#easeInSine
  56401. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56402. */
  56403. var SineEase = /** @class */ (function (_super) {
  56404. __extends(SineEase, _super);
  56405. function SineEase() {
  56406. return _super !== null && _super.apply(this, arguments) || this;
  56407. }
  56408. /** @hidden */
  56409. SineEase.prototype.easeInCore = function (gradient) {
  56410. return (1.0 - Math.sin(1.5707963267948966 * (1.0 - gradient)));
  56411. };
  56412. return SineEase;
  56413. }(EasingFunction));
  56414. BABYLON.SineEase = SineEase;
  56415. /**
  56416. * Easing function with a bezier shape (see link below).
  56417. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  56418. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56419. */
  56420. var BezierCurveEase = /** @class */ (function (_super) {
  56421. __extends(BezierCurveEase, _super);
  56422. /**
  56423. * Instantiates a bezier function
  56424. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  56425. * @param x1 Defines the x component of the start tangent in the bezier curve
  56426. * @param y1 Defines the y component of the start tangent in the bezier curve
  56427. * @param x2 Defines the x component of the end tangent in the bezier curve
  56428. * @param y2 Defines the y component of the end tangent in the bezier curve
  56429. */
  56430. function BezierCurveEase(
  56431. /** Defines the x component of the start tangent in the bezier curve */
  56432. x1,
  56433. /** Defines the y component of the start tangent in the bezier curve */
  56434. y1,
  56435. /** Defines the x component of the end tangent in the bezier curve */
  56436. x2,
  56437. /** Defines the y component of the end tangent in the bezier curve */
  56438. y2) {
  56439. if (x1 === void 0) { x1 = 0; }
  56440. if (y1 === void 0) { y1 = 0; }
  56441. if (x2 === void 0) { x2 = 1; }
  56442. if (y2 === void 0) { y2 = 1; }
  56443. var _this = _super.call(this) || this;
  56444. _this.x1 = x1;
  56445. _this.y1 = y1;
  56446. _this.x2 = x2;
  56447. _this.y2 = y2;
  56448. return _this;
  56449. }
  56450. /** @hidden */
  56451. BezierCurveEase.prototype.easeInCore = function (gradient) {
  56452. return BABYLON.BezierCurve.Interpolate(gradient, this.x1, this.y1, this.x2, this.y2);
  56453. };
  56454. return BezierCurveEase;
  56455. }(EasingFunction));
  56456. BABYLON.BezierCurveEase = BezierCurveEase;
  56457. })(BABYLON || (BABYLON = {}));
  56458. //# sourceMappingURL=babylon.easing.js.map
  56459. var BABYLON;
  56460. (function (BABYLON) {
  56461. /**
  56462. * A Condition applied to an Action
  56463. */
  56464. var Condition = /** @class */ (function () {
  56465. /**
  56466. * Creates a new Condition
  56467. * @param actionManager the manager of the action the condition is applied to
  56468. */
  56469. function Condition(actionManager) {
  56470. this._actionManager = actionManager;
  56471. }
  56472. /**
  56473. * Check if the current condition is valid
  56474. * @returns a boolean
  56475. */
  56476. Condition.prototype.isValid = function () {
  56477. return true;
  56478. };
  56479. /**
  56480. * Internal only
  56481. * @hidden
  56482. */
  56483. Condition.prototype._getProperty = function (propertyPath) {
  56484. return this._actionManager._getProperty(propertyPath);
  56485. };
  56486. /**
  56487. * Internal only
  56488. * @hidden
  56489. */
  56490. Condition.prototype._getEffectiveTarget = function (target, propertyPath) {
  56491. return this._actionManager._getEffectiveTarget(target, propertyPath);
  56492. };
  56493. /**
  56494. * Serialize placeholder for child classes
  56495. * @returns the serialized object
  56496. */
  56497. Condition.prototype.serialize = function () {
  56498. };
  56499. /**
  56500. * Internal only
  56501. * @hidden
  56502. */
  56503. Condition.prototype._serialize = function (serializedCondition) {
  56504. return {
  56505. type: 2,
  56506. children: [],
  56507. name: serializedCondition.name,
  56508. properties: serializedCondition.properties
  56509. };
  56510. };
  56511. return Condition;
  56512. }());
  56513. BABYLON.Condition = Condition;
  56514. /**
  56515. * Defines specific conditional operators as extensions of Condition
  56516. */
  56517. var ValueCondition = /** @class */ (function (_super) {
  56518. __extends(ValueCondition, _super);
  56519. /**
  56520. * Creates a new ValueCondition
  56521. * @param actionManager manager for the action the condition applies to
  56522. * @param target for the action
  56523. * @param propertyPath path to specify the property of the target the conditional operator uses
  56524. * @param value the value compared by the conditional operator against the current value of the property
  56525. * @param operator the conditional operator, default ValueCondition.IsEqual
  56526. */
  56527. function ValueCondition(actionManager, target,
  56528. /** path to specify the property of the target the conditional operator uses */
  56529. propertyPath,
  56530. /** the value compared by the conditional operator against the current value of the property */
  56531. value,
  56532. /** the conditional operator, default ValueCondition.IsEqual */
  56533. operator) {
  56534. if (operator === void 0) { operator = ValueCondition.IsEqual; }
  56535. var _this = _super.call(this, actionManager) || this;
  56536. _this.propertyPath = propertyPath;
  56537. _this.value = value;
  56538. _this.operator = operator;
  56539. _this._target = target;
  56540. _this._effectiveTarget = _this._getEffectiveTarget(target, _this.propertyPath);
  56541. _this._property = _this._getProperty(_this.propertyPath);
  56542. return _this;
  56543. }
  56544. Object.defineProperty(ValueCondition, "IsEqual", {
  56545. /**
  56546. * returns the number for IsEqual
  56547. */
  56548. get: function () {
  56549. return ValueCondition._IsEqual;
  56550. },
  56551. enumerable: true,
  56552. configurable: true
  56553. });
  56554. Object.defineProperty(ValueCondition, "IsDifferent", {
  56555. /**
  56556. * Returns the number for IsDifferent
  56557. */
  56558. get: function () {
  56559. return ValueCondition._IsDifferent;
  56560. },
  56561. enumerable: true,
  56562. configurable: true
  56563. });
  56564. Object.defineProperty(ValueCondition, "IsGreater", {
  56565. /**
  56566. * Returns the number for IsGreater
  56567. */
  56568. get: function () {
  56569. return ValueCondition._IsGreater;
  56570. },
  56571. enumerable: true,
  56572. configurable: true
  56573. });
  56574. Object.defineProperty(ValueCondition, "IsLesser", {
  56575. /**
  56576. * Returns the number for IsLesser
  56577. */
  56578. get: function () {
  56579. return ValueCondition._IsLesser;
  56580. },
  56581. enumerable: true,
  56582. configurable: true
  56583. });
  56584. /**
  56585. * Compares the given value with the property value for the specified conditional operator
  56586. * @returns the result of the comparison
  56587. */
  56588. ValueCondition.prototype.isValid = function () {
  56589. switch (this.operator) {
  56590. case ValueCondition.IsGreater:
  56591. return this._effectiveTarget[this._property] > this.value;
  56592. case ValueCondition.IsLesser:
  56593. return this._effectiveTarget[this._property] < this.value;
  56594. case ValueCondition.IsEqual:
  56595. case ValueCondition.IsDifferent:
  56596. var check;
  56597. if (this.value.equals) {
  56598. check = this.value.equals(this._effectiveTarget[this._property]);
  56599. }
  56600. else {
  56601. check = this.value === this._effectiveTarget[this._property];
  56602. }
  56603. return this.operator === ValueCondition.IsEqual ? check : !check;
  56604. }
  56605. return false;
  56606. };
  56607. /**
  56608. * Serialize the ValueCondition into a JSON compatible object
  56609. * @returns serialization object
  56610. */
  56611. ValueCondition.prototype.serialize = function () {
  56612. return this._serialize({
  56613. name: "ValueCondition",
  56614. properties: [
  56615. BABYLON.Action._GetTargetProperty(this._target),
  56616. { name: "propertyPath", value: this.propertyPath },
  56617. { name: "value", value: BABYLON.Action._SerializeValueAsString(this.value) },
  56618. { name: "operator", value: ValueCondition.GetOperatorName(this.operator) }
  56619. ]
  56620. });
  56621. };
  56622. /**
  56623. * Gets the name of the conditional operator for the ValueCondition
  56624. * @param operator the conditional operator
  56625. * @returns the name
  56626. */
  56627. ValueCondition.GetOperatorName = function (operator) {
  56628. switch (operator) {
  56629. case ValueCondition._IsEqual: return "IsEqual";
  56630. case ValueCondition._IsDifferent: return "IsDifferent";
  56631. case ValueCondition._IsGreater: return "IsGreater";
  56632. case ValueCondition._IsLesser: return "IsLesser";
  56633. default: return "";
  56634. }
  56635. };
  56636. /**
  56637. * Internal only
  56638. * @hidden
  56639. */
  56640. ValueCondition._IsEqual = 0;
  56641. /**
  56642. * Internal only
  56643. * @hidden
  56644. */
  56645. ValueCondition._IsDifferent = 1;
  56646. /**
  56647. * Internal only
  56648. * @hidden
  56649. */
  56650. ValueCondition._IsGreater = 2;
  56651. /**
  56652. * Internal only
  56653. * @hidden
  56654. */
  56655. ValueCondition._IsLesser = 3;
  56656. return ValueCondition;
  56657. }(Condition));
  56658. BABYLON.ValueCondition = ValueCondition;
  56659. /**
  56660. * Defines a predicate condition as an extension of Condition
  56661. */
  56662. var PredicateCondition = /** @class */ (function (_super) {
  56663. __extends(PredicateCondition, _super);
  56664. /**
  56665. * Creates a new PredicateCondition
  56666. * @param actionManager manager for the action the condition applies to
  56667. * @param predicate defines the predicate function used to validate the condition
  56668. */
  56669. function PredicateCondition(actionManager,
  56670. /** defines the predicate function used to validate the condition */
  56671. predicate) {
  56672. var _this = _super.call(this, actionManager) || this;
  56673. _this.predicate = predicate;
  56674. return _this;
  56675. }
  56676. /**
  56677. * @returns the validity of the predicate condition
  56678. */
  56679. PredicateCondition.prototype.isValid = function () {
  56680. return this.predicate();
  56681. };
  56682. return PredicateCondition;
  56683. }(Condition));
  56684. BABYLON.PredicateCondition = PredicateCondition;
  56685. /**
  56686. * Defines a state condition as an extension of Condition
  56687. */
  56688. var StateCondition = /** @class */ (function (_super) {
  56689. __extends(StateCondition, _super);
  56690. /**
  56691. * Creates a new StateCondition
  56692. * @param actionManager manager for the action the condition applies to
  56693. * @param target of the condition
  56694. * @param value to compare with target state
  56695. */
  56696. function StateCondition(actionManager, target,
  56697. /** Value to compare with target state */
  56698. value) {
  56699. var _this = _super.call(this, actionManager) || this;
  56700. _this.value = value;
  56701. _this._target = target;
  56702. return _this;
  56703. }
  56704. /**
  56705. * Gets a boolean indicating if the current condition is met
  56706. * @returns the validity of the state
  56707. */
  56708. StateCondition.prototype.isValid = function () {
  56709. return this._target.state === this.value;
  56710. };
  56711. /**
  56712. * Serialize the StateCondition into a JSON compatible object
  56713. * @returns serialization object
  56714. */
  56715. StateCondition.prototype.serialize = function () {
  56716. return this._serialize({
  56717. name: "StateCondition",
  56718. properties: [
  56719. BABYLON.Action._GetTargetProperty(this._target),
  56720. { name: "value", value: this.value }
  56721. ]
  56722. });
  56723. };
  56724. return StateCondition;
  56725. }(Condition));
  56726. BABYLON.StateCondition = StateCondition;
  56727. })(BABYLON || (BABYLON = {}));
  56728. //# sourceMappingURL=babylon.condition.js.map
  56729. var BABYLON;
  56730. (function (BABYLON) {
  56731. /**
  56732. * The action to be carried out following a trigger
  56733. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#available-actions
  56734. */
  56735. var Action = /** @class */ (function () {
  56736. /**
  56737. * Creates a new Action
  56738. * @param triggerOptions the trigger, with or without parameters, for the action
  56739. * @param condition an optional determinant of action
  56740. */
  56741. function Action(
  56742. /** the trigger, with or without parameters, for the action */
  56743. triggerOptions, condition) {
  56744. this.triggerOptions = triggerOptions;
  56745. /**
  56746. * An event triggered prior to action being executed.
  56747. */
  56748. this.onBeforeExecuteObservable = new BABYLON.Observable();
  56749. if (triggerOptions.parameter) {
  56750. this.trigger = triggerOptions.trigger;
  56751. this._triggerParameter = triggerOptions.parameter;
  56752. }
  56753. else if (triggerOptions.trigger) {
  56754. this.trigger = triggerOptions.trigger;
  56755. }
  56756. else {
  56757. this.trigger = triggerOptions;
  56758. }
  56759. this._nextActiveAction = this;
  56760. this._condition = condition;
  56761. }
  56762. /**
  56763. * Internal only
  56764. * @hidden
  56765. */
  56766. Action.prototype._prepare = function () {
  56767. };
  56768. /**
  56769. * Gets the trigger parameters
  56770. * @returns the trigger parameters
  56771. */
  56772. Action.prototype.getTriggerParameter = function () {
  56773. return this._triggerParameter;
  56774. };
  56775. /**
  56776. * Internal only - executes current action event
  56777. * @hidden
  56778. */
  56779. Action.prototype._executeCurrent = function (evt) {
  56780. if (this._nextActiveAction._condition) {
  56781. var condition = this._nextActiveAction._condition;
  56782. var currentRenderId = this._actionManager.getScene().getRenderId();
  56783. // We cache the current evaluation for the current frame
  56784. if (condition._evaluationId === currentRenderId) {
  56785. if (!condition._currentResult) {
  56786. return;
  56787. }
  56788. }
  56789. else {
  56790. condition._evaluationId = currentRenderId;
  56791. if (!condition.isValid()) {
  56792. condition._currentResult = false;
  56793. return;
  56794. }
  56795. condition._currentResult = true;
  56796. }
  56797. }
  56798. this.onBeforeExecuteObservable.notifyObservers(this);
  56799. this._nextActiveAction.execute(evt);
  56800. this.skipToNextActiveAction();
  56801. };
  56802. /**
  56803. * Execute placeholder for child classes
  56804. * @param evt optional action event
  56805. */
  56806. Action.prototype.execute = function (evt) {
  56807. };
  56808. /**
  56809. * Skips to next active action
  56810. */
  56811. Action.prototype.skipToNextActiveAction = function () {
  56812. if (this._nextActiveAction._child) {
  56813. if (!this._nextActiveAction._child._actionManager) {
  56814. this._nextActiveAction._child._actionManager = this._actionManager;
  56815. }
  56816. this._nextActiveAction = this._nextActiveAction._child;
  56817. }
  56818. else {
  56819. this._nextActiveAction = this;
  56820. }
  56821. };
  56822. /**
  56823. * Adds action to chain of actions, may be a DoNothingAction
  56824. * @param action defines the next action to execute
  56825. * @returns The action passed in
  56826. * @see https://www.babylonjs-playground.com/#1T30HR#0
  56827. */
  56828. Action.prototype.then = function (action) {
  56829. this._child = action;
  56830. action._actionManager = this._actionManager;
  56831. action._prepare();
  56832. return action;
  56833. };
  56834. /**
  56835. * Internal only
  56836. * @hidden
  56837. */
  56838. Action.prototype._getProperty = function (propertyPath) {
  56839. return this._actionManager._getProperty(propertyPath);
  56840. };
  56841. /**
  56842. * Internal only
  56843. * @hidden
  56844. */
  56845. Action.prototype._getEffectiveTarget = function (target, propertyPath) {
  56846. return this._actionManager._getEffectiveTarget(target, propertyPath);
  56847. };
  56848. /**
  56849. * Serialize placeholder for child classes
  56850. * @param parent of child
  56851. * @returns the serialized object
  56852. */
  56853. Action.prototype.serialize = function (parent) {
  56854. };
  56855. /**
  56856. * Internal only called by serialize
  56857. * @hidden
  56858. */
  56859. Action.prototype._serialize = function (serializedAction, parent) {
  56860. var serializationObject = {
  56861. type: 1,
  56862. children: [],
  56863. name: serializedAction.name,
  56864. properties: serializedAction.properties || []
  56865. };
  56866. // Serialize child
  56867. if (this._child) {
  56868. this._child.serialize(serializationObject);
  56869. }
  56870. // Check if "this" has a condition
  56871. if (this._condition) {
  56872. var serializedCondition = this._condition.serialize();
  56873. serializedCondition.children.push(serializationObject);
  56874. if (parent) {
  56875. parent.children.push(serializedCondition);
  56876. }
  56877. return serializedCondition;
  56878. }
  56879. if (parent) {
  56880. parent.children.push(serializationObject);
  56881. }
  56882. return serializationObject;
  56883. };
  56884. /**
  56885. * Internal only
  56886. * @hidden
  56887. */
  56888. Action._SerializeValueAsString = function (value) {
  56889. if (typeof value === "number") {
  56890. return value.toString();
  56891. }
  56892. if (typeof value === "boolean") {
  56893. return value ? "true" : "false";
  56894. }
  56895. if (value instanceof BABYLON.Vector2) {
  56896. return value.x + ", " + value.y;
  56897. }
  56898. if (value instanceof BABYLON.Vector3) {
  56899. return value.x + ", " + value.y + ", " + value.z;
  56900. }
  56901. if (value instanceof BABYLON.Color3) {
  56902. return value.r + ", " + value.g + ", " + value.b;
  56903. }
  56904. if (value instanceof BABYLON.Color4) {
  56905. return value.r + ", " + value.g + ", " + value.b + ", " + value.a;
  56906. }
  56907. return value; // string
  56908. };
  56909. /**
  56910. * Internal only
  56911. * @hidden
  56912. */
  56913. Action._GetTargetProperty = function (target) {
  56914. return {
  56915. name: "target",
  56916. targetType: target instanceof BABYLON.Mesh ? "MeshProperties"
  56917. : target instanceof BABYLON.Light ? "LightProperties"
  56918. : target instanceof BABYLON.Camera ? "CameraProperties"
  56919. : "SceneProperties",
  56920. value: target instanceof BABYLON.Scene ? "Scene" : target.name
  56921. };
  56922. };
  56923. return Action;
  56924. }());
  56925. BABYLON.Action = Action;
  56926. })(BABYLON || (BABYLON = {}));
  56927. //# sourceMappingURL=babylon.action.js.map
  56928. var BABYLON;
  56929. (function (BABYLON) {
  56930. /**
  56931. * ActionEvent is the event being sent when an action is triggered.
  56932. */
  56933. var ActionEvent = /** @class */ (function () {
  56934. /**
  56935. * Creates a new ActionEvent
  56936. * @param source The mesh or sprite that triggered the action
  56937. * @param pointerX The X mouse cursor position at the time of the event
  56938. * @param pointerY The Y mouse cursor position at the time of the event
  56939. * @param meshUnderPointer The mesh that is currently pointed at (can be null)
  56940. * @param sourceEvent the original (browser) event that triggered the ActionEvent
  56941. * @param additionalData additional data for the event
  56942. */
  56943. function ActionEvent(
  56944. /** The mesh or sprite that triggered the action */
  56945. source,
  56946. /** The X mouse cursor position at the time of the event */
  56947. pointerX,
  56948. /** The Y mouse cursor position at the time of the event */
  56949. pointerY,
  56950. /** The mesh that is currently pointed at (can be null) */
  56951. meshUnderPointer,
  56952. /** the original (browser) event that triggered the ActionEvent */
  56953. sourceEvent,
  56954. /** additional data for the event */
  56955. additionalData) {
  56956. this.source = source;
  56957. this.pointerX = pointerX;
  56958. this.pointerY = pointerY;
  56959. this.meshUnderPointer = meshUnderPointer;
  56960. this.sourceEvent = sourceEvent;
  56961. this.additionalData = additionalData;
  56962. }
  56963. /**
  56964. * Helper function to auto-create an ActionEvent from a source mesh.
  56965. * @param source The source mesh that triggered the event
  56966. * @param evt The original (browser) event
  56967. * @param additionalData additional data for the event
  56968. * @returns the new ActionEvent
  56969. */
  56970. ActionEvent.CreateNew = function (source, evt, additionalData) {
  56971. var scene = source.getScene();
  56972. return new ActionEvent(source, scene.pointerX, scene.pointerY, scene.meshUnderPointer, evt, additionalData);
  56973. };
  56974. /**
  56975. * Helper function to auto-create an ActionEvent from a source sprite
  56976. * @param source The source sprite that triggered the event
  56977. * @param scene Scene associated with the sprite
  56978. * @param evt The original (browser) event
  56979. * @param additionalData additional data for the event
  56980. * @returns the new ActionEvent
  56981. */
  56982. ActionEvent.CreateNewFromSprite = function (source, scene, evt, additionalData) {
  56983. return new ActionEvent(source, scene.pointerX, scene.pointerY, scene.meshUnderPointer, evt, additionalData);
  56984. };
  56985. /**
  56986. * Helper function to auto-create an ActionEvent from a scene. If triggered by a mesh use ActionEvent.CreateNew
  56987. * @param scene the scene where the event occurred
  56988. * @param evt The original (browser) event
  56989. * @returns the new ActionEvent
  56990. */
  56991. ActionEvent.CreateNewFromScene = function (scene, evt) {
  56992. return new ActionEvent(null, scene.pointerX, scene.pointerY, scene.meshUnderPointer, evt);
  56993. };
  56994. /**
  56995. * Helper function to auto-create an ActionEvent from a primitive
  56996. * @param prim defines the target primitive
  56997. * @param pointerPos defines the pointer position
  56998. * @param evt The original (browser) event
  56999. * @param additionalData additional data for the event
  57000. * @returns the new ActionEvent
  57001. */
  57002. ActionEvent.CreateNewFromPrimitive = function (prim, pointerPos, evt, additionalData) {
  57003. return new ActionEvent(prim, pointerPos.x, pointerPos.y, null, evt, additionalData);
  57004. };
  57005. return ActionEvent;
  57006. }());
  57007. BABYLON.ActionEvent = ActionEvent;
  57008. /**
  57009. * Action Manager manages all events to be triggered on a given mesh or the global scene.
  57010. * A single scene can have many Action Managers to handle predefined actions on specific meshes.
  57011. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57012. */
  57013. var ActionManager = /** @class */ (function () {
  57014. /**
  57015. * Creates a new action manager
  57016. * @param scene defines the hosting scene
  57017. */
  57018. function ActionManager(scene) {
  57019. // Members
  57020. /** Gets the list of actions */
  57021. this.actions = new Array();
  57022. /** Gets the cursor to use when hovering items */
  57023. this.hoverCursor = '';
  57024. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  57025. scene.actionManagers.push(this);
  57026. }
  57027. // Methods
  57028. /**
  57029. * Releases all associated resources
  57030. */
  57031. ActionManager.prototype.dispose = function () {
  57032. var index = this._scene.actionManagers.indexOf(this);
  57033. for (var i = 0; i < this.actions.length; i++) {
  57034. var action = this.actions[i];
  57035. ActionManager.Triggers[action.trigger]--;
  57036. if (ActionManager.Triggers[action.trigger] === 0) {
  57037. delete ActionManager.Triggers[action.trigger];
  57038. }
  57039. }
  57040. if (index > -1) {
  57041. this._scene.actionManagers.splice(index, 1);
  57042. }
  57043. };
  57044. /**
  57045. * Gets hosting scene
  57046. * @returns the hosting scene
  57047. */
  57048. ActionManager.prototype.getScene = function () {
  57049. return this._scene;
  57050. };
  57051. /**
  57052. * Does this action manager handles actions of any of the given triggers
  57053. * @param triggers defines the triggers to be tested
  57054. * @return a boolean indicating whether one (or more) of the triggers is handled
  57055. */
  57056. ActionManager.prototype.hasSpecificTriggers = function (triggers) {
  57057. for (var index = 0; index < this.actions.length; index++) {
  57058. var action = this.actions[index];
  57059. if (triggers.indexOf(action.trigger) > -1) {
  57060. return true;
  57061. }
  57062. }
  57063. return false;
  57064. };
  57065. /**
  57066. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  57067. * speed.
  57068. * @param triggerA defines the trigger to be tested
  57069. * @param triggerB defines the trigger to be tested
  57070. * @return a boolean indicating whether one (or more) of the triggers is handled
  57071. */
  57072. ActionManager.prototype.hasSpecificTriggers2 = function (triggerA, triggerB) {
  57073. for (var index = 0; index < this.actions.length; index++) {
  57074. var action = this.actions[index];
  57075. if (triggerA == action.trigger || triggerB == action.trigger) {
  57076. return true;
  57077. }
  57078. }
  57079. return false;
  57080. };
  57081. /**
  57082. * Does this action manager handles actions of a given trigger
  57083. * @param trigger defines the trigger to be tested
  57084. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  57085. * @return whether the trigger is handled
  57086. */
  57087. ActionManager.prototype.hasSpecificTrigger = function (trigger, parameterPredicate) {
  57088. for (var index = 0; index < this.actions.length; index++) {
  57089. var action = this.actions[index];
  57090. if (action.trigger === trigger) {
  57091. if (parameterPredicate) {
  57092. if (parameterPredicate(action.getTriggerParameter())) {
  57093. return true;
  57094. }
  57095. }
  57096. else {
  57097. return true;
  57098. }
  57099. }
  57100. }
  57101. return false;
  57102. };
  57103. Object.defineProperty(ActionManager.prototype, "hasPointerTriggers", {
  57104. /**
  57105. * Does this action manager has pointer triggers
  57106. */
  57107. get: function () {
  57108. for (var index = 0; index < this.actions.length; index++) {
  57109. var action = this.actions[index];
  57110. if (action.trigger >= ActionManager.OnPickTrigger && action.trigger <= ActionManager.OnPointerOutTrigger) {
  57111. return true;
  57112. }
  57113. }
  57114. return false;
  57115. },
  57116. enumerable: true,
  57117. configurable: true
  57118. });
  57119. Object.defineProperty(ActionManager.prototype, "hasPickTriggers", {
  57120. /**
  57121. * Does this action manager has pick triggers
  57122. */
  57123. get: function () {
  57124. for (var index = 0; index < this.actions.length; index++) {
  57125. var action = this.actions[index];
  57126. if (action.trigger >= ActionManager.OnPickTrigger && action.trigger <= ActionManager.OnPickUpTrigger) {
  57127. return true;
  57128. }
  57129. }
  57130. return false;
  57131. },
  57132. enumerable: true,
  57133. configurable: true
  57134. });
  57135. Object.defineProperty(ActionManager, "HasTriggers", {
  57136. /**
  57137. * Does exist one action manager with at least one trigger
  57138. **/
  57139. get: function () {
  57140. for (var t in ActionManager.Triggers) {
  57141. if (ActionManager.Triggers.hasOwnProperty(t)) {
  57142. return true;
  57143. }
  57144. }
  57145. return false;
  57146. },
  57147. enumerable: true,
  57148. configurable: true
  57149. });
  57150. Object.defineProperty(ActionManager, "HasPickTriggers", {
  57151. /**
  57152. * Does exist one action manager with at least one pick trigger
  57153. **/
  57154. get: function () {
  57155. for (var t in ActionManager.Triggers) {
  57156. if (ActionManager.Triggers.hasOwnProperty(t)) {
  57157. var t_int = parseInt(t);
  57158. if (t_int >= ActionManager.OnPickTrigger && t_int <= ActionManager.OnPickUpTrigger) {
  57159. return true;
  57160. }
  57161. }
  57162. }
  57163. return false;
  57164. },
  57165. enumerable: true,
  57166. configurable: true
  57167. });
  57168. /**
  57169. * Does exist one action manager that handles actions of a given trigger
  57170. * @param trigger defines the trigger to be tested
  57171. * @return a boolean indicating whether the trigger is handeled by at least one action manager
  57172. **/
  57173. ActionManager.HasSpecificTrigger = function (trigger) {
  57174. for (var t in ActionManager.Triggers) {
  57175. if (ActionManager.Triggers.hasOwnProperty(t)) {
  57176. var t_int = parseInt(t);
  57177. if (t_int === trigger) {
  57178. return true;
  57179. }
  57180. }
  57181. }
  57182. return false;
  57183. };
  57184. /**
  57185. * Registers an action to this action manager
  57186. * @param action defines the action to be registered
  57187. * @return the action amended (prepared) after registration
  57188. */
  57189. ActionManager.prototype.registerAction = function (action) {
  57190. if (action.trigger === ActionManager.OnEveryFrameTrigger) {
  57191. if (this.getScene().actionManager !== this) {
  57192. BABYLON.Tools.Warn("OnEveryFrameTrigger can only be used with scene.actionManager");
  57193. return null;
  57194. }
  57195. }
  57196. this.actions.push(action);
  57197. if (ActionManager.Triggers[action.trigger]) {
  57198. ActionManager.Triggers[action.trigger]++;
  57199. }
  57200. else {
  57201. ActionManager.Triggers[action.trigger] = 1;
  57202. }
  57203. action._actionManager = this;
  57204. action._prepare();
  57205. return action;
  57206. };
  57207. /**
  57208. * Unregisters an action to this action manager
  57209. * @param action defines the action to be unregistered
  57210. * @return a boolean indicating whether the action has been unregistered
  57211. */
  57212. ActionManager.prototype.unregisterAction = function (action) {
  57213. var index = this.actions.indexOf(action);
  57214. if (index !== -1) {
  57215. this.actions.splice(index, 1);
  57216. ActionManager.Triggers[action.trigger] -= 1;
  57217. if (ActionManager.Triggers[action.trigger] === 0) {
  57218. delete ActionManager.Triggers[action.trigger];
  57219. }
  57220. delete action._actionManager;
  57221. return true;
  57222. }
  57223. return false;
  57224. };
  57225. /**
  57226. * Process a specific trigger
  57227. * @param trigger defines the trigger to process
  57228. * @param evt defines the event details to be processed
  57229. */
  57230. ActionManager.prototype.processTrigger = function (trigger, evt) {
  57231. for (var index = 0; index < this.actions.length; index++) {
  57232. var action = this.actions[index];
  57233. if (action.trigger === trigger) {
  57234. if (evt) {
  57235. if (trigger === ActionManager.OnKeyUpTrigger
  57236. || trigger === ActionManager.OnKeyDownTrigger) {
  57237. var parameter = action.getTriggerParameter();
  57238. if (parameter && parameter !== evt.sourceEvent.keyCode) {
  57239. if (!parameter.toLowerCase) {
  57240. continue;
  57241. }
  57242. var lowerCase = parameter.toLowerCase();
  57243. if (lowerCase !== evt.sourceEvent.key) {
  57244. var unicode = evt.sourceEvent.charCode ? evt.sourceEvent.charCode : evt.sourceEvent.keyCode;
  57245. var actualkey = String.fromCharCode(unicode).toLowerCase();
  57246. if (actualkey !== lowerCase) {
  57247. continue;
  57248. }
  57249. }
  57250. }
  57251. }
  57252. }
  57253. action._executeCurrent(evt);
  57254. }
  57255. }
  57256. };
  57257. /** @hidden */
  57258. ActionManager.prototype._getEffectiveTarget = function (target, propertyPath) {
  57259. var properties = propertyPath.split(".");
  57260. for (var index = 0; index < properties.length - 1; index++) {
  57261. target = target[properties[index]];
  57262. }
  57263. return target;
  57264. };
  57265. /** @hidden */
  57266. ActionManager.prototype._getProperty = function (propertyPath) {
  57267. var properties = propertyPath.split(".");
  57268. return properties[properties.length - 1];
  57269. };
  57270. /**
  57271. * Serialize this manager to a JSON object
  57272. * @param name defines the property name to store this manager
  57273. * @returns a JSON representation of this manager
  57274. */
  57275. ActionManager.prototype.serialize = function (name) {
  57276. var root = {
  57277. children: new Array(),
  57278. name: name,
  57279. type: 3,
  57280. properties: new Array() // Empty for root but required
  57281. };
  57282. for (var i = 0; i < this.actions.length; i++) {
  57283. var triggerObject = {
  57284. type: 0,
  57285. children: new Array(),
  57286. name: ActionManager.GetTriggerName(this.actions[i].trigger),
  57287. properties: new Array()
  57288. };
  57289. var triggerOptions = this.actions[i].triggerOptions;
  57290. if (triggerOptions && typeof triggerOptions !== "number") {
  57291. if (triggerOptions.parameter instanceof BABYLON.Node) {
  57292. triggerObject.properties.push(BABYLON.Action._GetTargetProperty(triggerOptions.parameter));
  57293. }
  57294. else {
  57295. var parameter = {};
  57296. BABYLON.Tools.DeepCopy(triggerOptions.parameter, parameter, ["mesh"]);
  57297. if (triggerOptions.parameter && triggerOptions.parameter.mesh) {
  57298. parameter._meshId = triggerOptions.parameter.mesh.id;
  57299. }
  57300. triggerObject.properties.push({ name: "parameter", targetType: null, value: parameter });
  57301. }
  57302. }
  57303. // Serialize child action, recursively
  57304. this.actions[i].serialize(triggerObject);
  57305. // Add serialized trigger
  57306. root.children.push(triggerObject);
  57307. }
  57308. return root;
  57309. };
  57310. /**
  57311. * Creates a new ActionManager from a JSON data
  57312. * @param parsedActions defines the JSON data to read from
  57313. * @param object defines the hosting mesh
  57314. * @param scene defines the hosting scene
  57315. */
  57316. ActionManager.Parse = function (parsedActions, object, scene) {
  57317. var actionManager = new ActionManager(scene);
  57318. if (object === null) {
  57319. scene.actionManager = actionManager;
  57320. }
  57321. else {
  57322. object.actionManager = actionManager;
  57323. }
  57324. // instanciate a new object
  57325. var instanciate = function (name, params) {
  57326. // TODO: We will need to find a solution for the next line when using commonjs / es6 .
  57327. var newInstance = Object.create(BABYLON.Tools.Instantiate("BABYLON." + name).prototype);
  57328. newInstance.constructor.apply(newInstance, params);
  57329. return newInstance;
  57330. };
  57331. var parseParameter = function (name, value, target, propertyPath) {
  57332. if (propertyPath === null) {
  57333. // String, boolean or float
  57334. var floatValue = parseFloat(value);
  57335. if (value === "true" || value === "false") {
  57336. return value === "true";
  57337. }
  57338. else {
  57339. return isNaN(floatValue) ? value : floatValue;
  57340. }
  57341. }
  57342. var effectiveTarget = propertyPath.split(".");
  57343. var values = value.split(",");
  57344. // Get effective Target
  57345. for (var i = 0; i < effectiveTarget.length; i++) {
  57346. target = target[effectiveTarget[i]];
  57347. }
  57348. // Return appropriate value with its type
  57349. if (typeof (target) === "boolean") {
  57350. return values[0] === "true";
  57351. }
  57352. if (typeof (target) === "string") {
  57353. return values[0];
  57354. }
  57355. // Parameters with multiple values such as Vector3 etc.
  57356. var split = new Array();
  57357. for (var i = 0; i < values.length; i++) {
  57358. split.push(parseFloat(values[i]));
  57359. }
  57360. if (target instanceof BABYLON.Vector3) {
  57361. return BABYLON.Vector3.FromArray(split);
  57362. }
  57363. if (target instanceof BABYLON.Vector4) {
  57364. return BABYLON.Vector4.FromArray(split);
  57365. }
  57366. if (target instanceof BABYLON.Color3) {
  57367. return BABYLON.Color3.FromArray(split);
  57368. }
  57369. if (target instanceof BABYLON.Color4) {
  57370. return BABYLON.Color4.FromArray(split);
  57371. }
  57372. return parseFloat(values[0]);
  57373. };
  57374. // traverse graph per trigger
  57375. var traverse = function (parsedAction, trigger, condition, action, combineArray) {
  57376. if (combineArray === void 0) { combineArray = null; }
  57377. if (parsedAction.detached) {
  57378. return;
  57379. }
  57380. var parameters = new Array();
  57381. var target = null;
  57382. var propertyPath = null;
  57383. var combine = parsedAction.combine && parsedAction.combine.length > 0;
  57384. // Parameters
  57385. if (parsedAction.type === 2) {
  57386. parameters.push(actionManager);
  57387. }
  57388. else {
  57389. parameters.push(trigger);
  57390. }
  57391. if (combine) {
  57392. var actions = new Array();
  57393. for (var j = 0; j < parsedAction.combine.length; j++) {
  57394. traverse(parsedAction.combine[j], ActionManager.NothingTrigger, condition, action, actions);
  57395. }
  57396. parameters.push(actions);
  57397. }
  57398. else {
  57399. for (var i = 0; i < parsedAction.properties.length; i++) {
  57400. var value = parsedAction.properties[i].value;
  57401. var name = parsedAction.properties[i].name;
  57402. var targetType = parsedAction.properties[i].targetType;
  57403. if (name === "target") {
  57404. if (targetType !== null && targetType === "SceneProperties") {
  57405. value = target = scene;
  57406. }
  57407. else {
  57408. value = target = scene.getNodeByName(value);
  57409. }
  57410. }
  57411. else if (name === "parent") {
  57412. value = scene.getNodeByName(value);
  57413. }
  57414. else if (name === "sound") {
  57415. // Can not externalize to component, so only checks for the presence off the API.
  57416. if (scene.getSoundByName) {
  57417. value = scene.getSoundByName(value);
  57418. }
  57419. }
  57420. else if (name !== "propertyPath") {
  57421. if (parsedAction.type === 2 && name === "operator") {
  57422. value = BABYLON.ValueCondition[value];
  57423. }
  57424. else {
  57425. value = parseParameter(name, value, target, name === "value" ? propertyPath : null);
  57426. }
  57427. }
  57428. else {
  57429. propertyPath = value;
  57430. }
  57431. parameters.push(value);
  57432. }
  57433. }
  57434. if (combineArray === null) {
  57435. parameters.push(condition);
  57436. }
  57437. else {
  57438. parameters.push(null);
  57439. }
  57440. // If interpolate value action
  57441. if (parsedAction.name === "InterpolateValueAction") {
  57442. var param = parameters[parameters.length - 2];
  57443. parameters[parameters.length - 1] = param;
  57444. parameters[parameters.length - 2] = condition;
  57445. }
  57446. // Action or condition(s) and not CombineAction
  57447. var newAction = instanciate(parsedAction.name, parameters);
  57448. if (newAction instanceof BABYLON.Condition && condition !== null) {
  57449. var nothing = new BABYLON.DoNothingAction(trigger, condition);
  57450. if (action) {
  57451. action.then(nothing);
  57452. }
  57453. else {
  57454. actionManager.registerAction(nothing);
  57455. }
  57456. action = nothing;
  57457. }
  57458. if (combineArray === null) {
  57459. if (newAction instanceof BABYLON.Condition) {
  57460. condition = newAction;
  57461. newAction = action;
  57462. }
  57463. else {
  57464. condition = null;
  57465. if (action) {
  57466. action.then(newAction);
  57467. }
  57468. else {
  57469. actionManager.registerAction(newAction);
  57470. }
  57471. }
  57472. }
  57473. else {
  57474. combineArray.push(newAction);
  57475. }
  57476. for (var i = 0; i < parsedAction.children.length; i++) {
  57477. traverse(parsedAction.children[i], trigger, condition, newAction, null);
  57478. }
  57479. };
  57480. // triggers
  57481. for (var i = 0; i < parsedActions.children.length; i++) {
  57482. var triggerParams;
  57483. var trigger = parsedActions.children[i];
  57484. if (trigger.properties.length > 0) {
  57485. var param = trigger.properties[0].value;
  57486. var value = trigger.properties[0].targetType === null ? param : scene.getMeshByName(param);
  57487. if (value._meshId) {
  57488. value.mesh = scene.getMeshByID(value._meshId);
  57489. }
  57490. triggerParams = { trigger: ActionManager[trigger.name], parameter: value };
  57491. }
  57492. else {
  57493. triggerParams = ActionManager[trigger.name];
  57494. }
  57495. for (var j = 0; j < trigger.children.length; j++) {
  57496. if (!trigger.detached) {
  57497. traverse(trigger.children[j], triggerParams, null, null);
  57498. }
  57499. }
  57500. }
  57501. };
  57502. /**
  57503. * Get a trigger name by index
  57504. * @param trigger defines the trigger index
  57505. * @returns a trigger name
  57506. */
  57507. ActionManager.GetTriggerName = function (trigger) {
  57508. switch (trigger) {
  57509. case 0: return "NothingTrigger";
  57510. case 1: return "OnPickTrigger";
  57511. case 2: return "OnLeftPickTrigger";
  57512. case 3: return "OnRightPickTrigger";
  57513. case 4: return "OnCenterPickTrigger";
  57514. case 5: return "OnPickDownTrigger";
  57515. case 6: return "OnPickUpTrigger";
  57516. case 7: return "OnLongPressTrigger";
  57517. case 8: return "OnPointerOverTrigger";
  57518. case 9: return "OnPointerOutTrigger";
  57519. case 10: return "OnEveryFrameTrigger";
  57520. case 11: return "OnIntersectionEnterTrigger";
  57521. case 12: return "OnIntersectionExitTrigger";
  57522. case 13: return "OnKeyDownTrigger";
  57523. case 14: return "OnKeyUpTrigger";
  57524. case 15: return "OnPickOutTrigger";
  57525. default: return "";
  57526. }
  57527. };
  57528. /**
  57529. * Nothing
  57530. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57531. */
  57532. ActionManager.NothingTrigger = 0;
  57533. /**
  57534. * On pick
  57535. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57536. */
  57537. ActionManager.OnPickTrigger = 1;
  57538. /**
  57539. * On left pick
  57540. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57541. */
  57542. ActionManager.OnLeftPickTrigger = 2;
  57543. /**
  57544. * On right pick
  57545. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57546. */
  57547. ActionManager.OnRightPickTrigger = 3;
  57548. /**
  57549. * On center pick
  57550. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57551. */
  57552. ActionManager.OnCenterPickTrigger = 4;
  57553. /**
  57554. * On pick down
  57555. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57556. */
  57557. ActionManager.OnPickDownTrigger = 5;
  57558. /**
  57559. * On double pick
  57560. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57561. */
  57562. ActionManager.OnDoublePickTrigger = 6;
  57563. /**
  57564. * On pick up
  57565. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57566. */
  57567. ActionManager.OnPickUpTrigger = 7;
  57568. /**
  57569. * On pick out.
  57570. * This trigger will only be raised if you also declared a OnPickDown
  57571. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57572. */
  57573. ActionManager.OnPickOutTrigger = 16;
  57574. /**
  57575. * On long press
  57576. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57577. */
  57578. ActionManager.OnLongPressTrigger = 8;
  57579. /**
  57580. * On pointer over
  57581. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57582. */
  57583. ActionManager.OnPointerOverTrigger = 9;
  57584. /**
  57585. * On pointer out
  57586. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57587. */
  57588. ActionManager.OnPointerOutTrigger = 10;
  57589. /**
  57590. * On every frame
  57591. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57592. */
  57593. ActionManager.OnEveryFrameTrigger = 11;
  57594. /**
  57595. * On intersection enter
  57596. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57597. */
  57598. ActionManager.OnIntersectionEnterTrigger = 12;
  57599. /**
  57600. * On intersection exit
  57601. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57602. */
  57603. ActionManager.OnIntersectionExitTrigger = 13;
  57604. /**
  57605. * On key down
  57606. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57607. */
  57608. ActionManager.OnKeyDownTrigger = 14;
  57609. /**
  57610. * On key up
  57611. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57612. */
  57613. ActionManager.OnKeyUpTrigger = 15;
  57614. /** Gets the list of active triggers */
  57615. ActionManager.Triggers = {};
  57616. return ActionManager;
  57617. }());
  57618. BABYLON.ActionManager = ActionManager;
  57619. })(BABYLON || (BABYLON = {}));
  57620. //# sourceMappingURL=babylon.actionManager.js.map
  57621. var BABYLON;
  57622. (function (BABYLON) {
  57623. /**
  57624. * This defines an action responsible to change the value of a property
  57625. * by interpolating between its current value and the newly set one once triggered.
  57626. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57627. */
  57628. var InterpolateValueAction = /** @class */ (function (_super) {
  57629. __extends(InterpolateValueAction, _super);
  57630. /**
  57631. * Instantiate the action
  57632. * @param triggerOptions defines the trigger options
  57633. * @param target defines the object containing the value to interpolate
  57634. * @param propertyPath defines the path to the property in the target object
  57635. * @param value defines the target value at the end of the interpolation
  57636. * @param duration deines the time it will take for the property to interpolate to the value.
  57637. * @param condition defines the trigger related conditions
  57638. * @param stopOtherAnimations defines if the other scene animations should be stopped when the action has been triggered
  57639. * @param onInterpolationDone defines a callback raised once the interpolation animation has been done
  57640. */
  57641. function InterpolateValueAction(triggerOptions, target, propertyPath, value, duration, condition, stopOtherAnimations, onInterpolationDone) {
  57642. if (duration === void 0) { duration = 1000; }
  57643. var _this = _super.call(this, triggerOptions, condition) || this;
  57644. /**
  57645. * Defines the time it will take for the property to interpolate to the value.
  57646. */
  57647. _this.duration = 1000;
  57648. /**
  57649. * Observable triggered once the interpolation animation has been done.
  57650. */
  57651. _this.onInterpolationDoneObservable = new BABYLON.Observable();
  57652. _this.propertyPath = propertyPath;
  57653. _this.value = value;
  57654. _this.duration = duration;
  57655. _this.stopOtherAnimations = stopOtherAnimations;
  57656. _this.onInterpolationDone = onInterpolationDone;
  57657. _this._target = _this._effectiveTarget = target;
  57658. return _this;
  57659. }
  57660. /** @hidden */
  57661. InterpolateValueAction.prototype._prepare = function () {
  57662. this._effectiveTarget = this._getEffectiveTarget(this._effectiveTarget, this.propertyPath);
  57663. this._property = this._getProperty(this.propertyPath);
  57664. };
  57665. /**
  57666. * Execute the action starts the value interpolation.
  57667. */
  57668. InterpolateValueAction.prototype.execute = function () {
  57669. var _this = this;
  57670. var scene = this._actionManager.getScene();
  57671. var keys = [
  57672. {
  57673. frame: 0,
  57674. value: this._effectiveTarget[this._property]
  57675. }, {
  57676. frame: 100,
  57677. value: this.value
  57678. }
  57679. ];
  57680. var dataType;
  57681. if (typeof this.value === "number") {
  57682. dataType = BABYLON.Animation.ANIMATIONTYPE_FLOAT;
  57683. }
  57684. else if (this.value instanceof BABYLON.Color3) {
  57685. dataType = BABYLON.Animation.ANIMATIONTYPE_COLOR3;
  57686. }
  57687. else if (this.value instanceof BABYLON.Vector3) {
  57688. dataType = BABYLON.Animation.ANIMATIONTYPE_VECTOR3;
  57689. }
  57690. else if (this.value instanceof BABYLON.Matrix) {
  57691. dataType = BABYLON.Animation.ANIMATIONTYPE_MATRIX;
  57692. }
  57693. else if (this.value instanceof BABYLON.Quaternion) {
  57694. dataType = BABYLON.Animation.ANIMATIONTYPE_QUATERNION;
  57695. }
  57696. else {
  57697. BABYLON.Tools.Warn("InterpolateValueAction: Unsupported type (" + typeof this.value + ")");
  57698. return;
  57699. }
  57700. var animation = new BABYLON.Animation("InterpolateValueAction", this._property, 100 * (1000.0 / this.duration), dataType, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  57701. animation.setKeys(keys);
  57702. if (this.stopOtherAnimations) {
  57703. scene.stopAnimation(this._effectiveTarget);
  57704. }
  57705. var wrapper = function () {
  57706. _this.onInterpolationDoneObservable.notifyObservers(_this);
  57707. if (_this.onInterpolationDone) {
  57708. _this.onInterpolationDone();
  57709. }
  57710. };
  57711. scene.beginDirectAnimation(this._effectiveTarget, [animation], 0, 100, false, 1, wrapper);
  57712. };
  57713. /**
  57714. * Serializes the actions and its related information.
  57715. * @param parent defines the object to serialize in
  57716. * @returns the serialized object
  57717. */
  57718. InterpolateValueAction.prototype.serialize = function (parent) {
  57719. return _super.prototype._serialize.call(this, {
  57720. name: "InterpolateValueAction",
  57721. properties: [
  57722. BABYLON.Action._GetTargetProperty(this._target),
  57723. { name: "propertyPath", value: this.propertyPath },
  57724. { name: "value", value: BABYLON.Action._SerializeValueAsString(this.value) },
  57725. { name: "duration", value: BABYLON.Action._SerializeValueAsString(this.duration) },
  57726. { name: "stopOtherAnimations", value: BABYLON.Action._SerializeValueAsString(this.stopOtherAnimations) || false }
  57727. ]
  57728. }, parent);
  57729. };
  57730. return InterpolateValueAction;
  57731. }(BABYLON.Action));
  57732. BABYLON.InterpolateValueAction = InterpolateValueAction;
  57733. })(BABYLON || (BABYLON = {}));
  57734. //# sourceMappingURL=babylon.interpolateValueAction.js.map
  57735. var BABYLON;
  57736. (function (BABYLON) {
  57737. /**
  57738. * This defines an action responsible to toggle a boolean once triggered.
  57739. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57740. */
  57741. var SwitchBooleanAction = /** @class */ (function (_super) {
  57742. __extends(SwitchBooleanAction, _super);
  57743. /**
  57744. * Instantiate the action
  57745. * @param triggerOptions defines the trigger options
  57746. * @param target defines the object containing the boolean
  57747. * @param propertyPath defines the path to the boolean property in the target object
  57748. * @param condition defines the trigger related conditions
  57749. */
  57750. function SwitchBooleanAction(triggerOptions, target, propertyPath, condition) {
  57751. var _this = _super.call(this, triggerOptions, condition) || this;
  57752. _this.propertyPath = propertyPath;
  57753. _this._target = _this._effectiveTarget = target;
  57754. return _this;
  57755. }
  57756. /** @hidden */
  57757. SwitchBooleanAction.prototype._prepare = function () {
  57758. this._effectiveTarget = this._getEffectiveTarget(this._effectiveTarget, this.propertyPath);
  57759. this._property = this._getProperty(this.propertyPath);
  57760. };
  57761. /**
  57762. * Execute the action toggle the boolean value.
  57763. */
  57764. SwitchBooleanAction.prototype.execute = function () {
  57765. this._effectiveTarget[this._property] = !this._effectiveTarget[this._property];
  57766. };
  57767. /**
  57768. * Serializes the actions and its related information.
  57769. * @param parent defines the object to serialize in
  57770. * @returns the serialized object
  57771. */
  57772. SwitchBooleanAction.prototype.serialize = function (parent) {
  57773. return _super.prototype._serialize.call(this, {
  57774. name: "SwitchBooleanAction",
  57775. properties: [
  57776. BABYLON.Action._GetTargetProperty(this._target),
  57777. { name: "propertyPath", value: this.propertyPath }
  57778. ]
  57779. }, parent);
  57780. };
  57781. return SwitchBooleanAction;
  57782. }(BABYLON.Action));
  57783. BABYLON.SwitchBooleanAction = SwitchBooleanAction;
  57784. /**
  57785. * This defines an action responsible to set a the state field of the target
  57786. * to a desired value once triggered.
  57787. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57788. */
  57789. var SetStateAction = /** @class */ (function (_super) {
  57790. __extends(SetStateAction, _super);
  57791. /**
  57792. * Instantiate the action
  57793. * @param triggerOptions defines the trigger options
  57794. * @param target defines the object containing the state property
  57795. * @param value defines the value to store in the state field
  57796. * @param condition defines the trigger related conditions
  57797. */
  57798. function SetStateAction(triggerOptions, target, value, condition) {
  57799. var _this = _super.call(this, triggerOptions, condition) || this;
  57800. _this.value = value;
  57801. _this._target = target;
  57802. return _this;
  57803. }
  57804. /**
  57805. * Execute the action and store the value on the target state property.
  57806. */
  57807. SetStateAction.prototype.execute = function () {
  57808. this._target.state = this.value;
  57809. };
  57810. /**
  57811. * Serializes the actions and its related information.
  57812. * @param parent defines the object to serialize in
  57813. * @returns the serialized object
  57814. */
  57815. SetStateAction.prototype.serialize = function (parent) {
  57816. return _super.prototype._serialize.call(this, {
  57817. name: "SetStateAction",
  57818. properties: [
  57819. BABYLON.Action._GetTargetProperty(this._target),
  57820. { name: "value", value: this.value }
  57821. ]
  57822. }, parent);
  57823. };
  57824. return SetStateAction;
  57825. }(BABYLON.Action));
  57826. BABYLON.SetStateAction = SetStateAction;
  57827. /**
  57828. * This defines an action responsible to set a property of the target
  57829. * to a desired value once triggered.
  57830. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57831. */
  57832. var SetValueAction = /** @class */ (function (_super) {
  57833. __extends(SetValueAction, _super);
  57834. /**
  57835. * Instantiate the action
  57836. * @param triggerOptions defines the trigger options
  57837. * @param target defines the object containing the property
  57838. * @param propertyPath defines the path of the property to set in the target
  57839. * @param value defines the value to set in the property
  57840. * @param condition defines the trigger related conditions
  57841. */
  57842. function SetValueAction(triggerOptions, target, propertyPath, value, condition) {
  57843. var _this = _super.call(this, triggerOptions, condition) || this;
  57844. _this.propertyPath = propertyPath;
  57845. _this.value = value;
  57846. _this._target = _this._effectiveTarget = target;
  57847. return _this;
  57848. }
  57849. /** @hidden */
  57850. SetValueAction.prototype._prepare = function () {
  57851. this._effectiveTarget = this._getEffectiveTarget(this._effectiveTarget, this.propertyPath);
  57852. this._property = this._getProperty(this.propertyPath);
  57853. };
  57854. /**
  57855. * Execute the action and set the targetted property to the desired value.
  57856. */
  57857. SetValueAction.prototype.execute = function () {
  57858. this._effectiveTarget[this._property] = this.value;
  57859. if (this._target.markAsDirty) {
  57860. this._target.markAsDirty(this._property);
  57861. }
  57862. };
  57863. /**
  57864. * Serializes the actions and its related information.
  57865. * @param parent defines the object to serialize in
  57866. * @returns the serialized object
  57867. */
  57868. SetValueAction.prototype.serialize = function (parent) {
  57869. return _super.prototype._serialize.call(this, {
  57870. name: "SetValueAction",
  57871. properties: [
  57872. BABYLON.Action._GetTargetProperty(this._target),
  57873. { name: "propertyPath", value: this.propertyPath },
  57874. { name: "value", value: BABYLON.Action._SerializeValueAsString(this.value) }
  57875. ]
  57876. }, parent);
  57877. };
  57878. return SetValueAction;
  57879. }(BABYLON.Action));
  57880. BABYLON.SetValueAction = SetValueAction;
  57881. /**
  57882. * This defines an action responsible to increment the target value
  57883. * to a desired value once triggered.
  57884. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57885. */
  57886. var IncrementValueAction = /** @class */ (function (_super) {
  57887. __extends(IncrementValueAction, _super);
  57888. /**
  57889. * Instantiate the action
  57890. * @param triggerOptions defines the trigger options
  57891. * @param target defines the object containing the property
  57892. * @param propertyPath defines the path of the property to increment in the target
  57893. * @param value defines the value value we should increment the property by
  57894. * @param condition defines the trigger related conditions
  57895. */
  57896. function IncrementValueAction(triggerOptions, target, propertyPath, value, condition) {
  57897. var _this = _super.call(this, triggerOptions, condition) || this;
  57898. _this.propertyPath = propertyPath;
  57899. _this.value = value;
  57900. _this._target = _this._effectiveTarget = target;
  57901. return _this;
  57902. }
  57903. /** @hidden */
  57904. IncrementValueAction.prototype._prepare = function () {
  57905. this._effectiveTarget = this._getEffectiveTarget(this._effectiveTarget, this.propertyPath);
  57906. this._property = this._getProperty(this.propertyPath);
  57907. if (typeof this._effectiveTarget[this._property] !== "number") {
  57908. BABYLON.Tools.Warn("Warning: IncrementValueAction can only be used with number values");
  57909. }
  57910. };
  57911. /**
  57912. * Execute the action and increment the target of the value amount.
  57913. */
  57914. IncrementValueAction.prototype.execute = function () {
  57915. this._effectiveTarget[this._property] += this.value;
  57916. if (this._target.markAsDirty) {
  57917. this._target.markAsDirty(this._property);
  57918. }
  57919. };
  57920. /**
  57921. * Serializes the actions and its related information.
  57922. * @param parent defines the object to serialize in
  57923. * @returns the serialized object
  57924. */
  57925. IncrementValueAction.prototype.serialize = function (parent) {
  57926. return _super.prototype._serialize.call(this, {
  57927. name: "IncrementValueAction",
  57928. properties: [
  57929. BABYLON.Action._GetTargetProperty(this._target),
  57930. { name: "propertyPath", value: this.propertyPath },
  57931. { name: "value", value: BABYLON.Action._SerializeValueAsString(this.value) }
  57932. ]
  57933. }, parent);
  57934. };
  57935. return IncrementValueAction;
  57936. }(BABYLON.Action));
  57937. BABYLON.IncrementValueAction = IncrementValueAction;
  57938. /**
  57939. * This defines an action responsible to start an animation once triggered.
  57940. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57941. */
  57942. var PlayAnimationAction = /** @class */ (function (_super) {
  57943. __extends(PlayAnimationAction, _super);
  57944. /**
  57945. * Instantiate the action
  57946. * @param triggerOptions defines the trigger options
  57947. * @param target defines the target animation or animation name
  57948. * @param from defines from where the animation should start (animation frame)
  57949. * @param end defines where the animation should stop (animation frame)
  57950. * @param loop defines if the animation should loop or stop after the first play
  57951. * @param condition defines the trigger related conditions
  57952. */
  57953. function PlayAnimationAction(triggerOptions, target, from, to, loop, condition) {
  57954. var _this = _super.call(this, triggerOptions, condition) || this;
  57955. _this.from = from;
  57956. _this.to = to;
  57957. _this.loop = loop;
  57958. _this._target = target;
  57959. return _this;
  57960. }
  57961. /** @hidden */
  57962. PlayAnimationAction.prototype._prepare = function () {
  57963. };
  57964. /**
  57965. * Execute the action and play the animation.
  57966. */
  57967. PlayAnimationAction.prototype.execute = function () {
  57968. var scene = this._actionManager.getScene();
  57969. scene.beginAnimation(this._target, this.from, this.to, this.loop);
  57970. };
  57971. /**
  57972. * Serializes the actions and its related information.
  57973. * @param parent defines the object to serialize in
  57974. * @returns the serialized object
  57975. */
  57976. PlayAnimationAction.prototype.serialize = function (parent) {
  57977. return _super.prototype._serialize.call(this, {
  57978. name: "PlayAnimationAction",
  57979. properties: [
  57980. BABYLON.Action._GetTargetProperty(this._target),
  57981. { name: "from", value: String(this.from) },
  57982. { name: "to", value: String(this.to) },
  57983. { name: "loop", value: BABYLON.Action._SerializeValueAsString(this.loop) || false }
  57984. ]
  57985. }, parent);
  57986. };
  57987. return PlayAnimationAction;
  57988. }(BABYLON.Action));
  57989. BABYLON.PlayAnimationAction = PlayAnimationAction;
  57990. /**
  57991. * This defines an action responsible to stop an animation once triggered.
  57992. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57993. */
  57994. var StopAnimationAction = /** @class */ (function (_super) {
  57995. __extends(StopAnimationAction, _super);
  57996. /**
  57997. * Instantiate the action
  57998. * @param triggerOptions defines the trigger options
  57999. * @param target defines the target animation or animation name
  58000. * @param condition defines the trigger related conditions
  58001. */
  58002. function StopAnimationAction(triggerOptions, target, condition) {
  58003. var _this = _super.call(this, triggerOptions, condition) || this;
  58004. _this._target = target;
  58005. return _this;
  58006. }
  58007. /** @hidden */
  58008. StopAnimationAction.prototype._prepare = function () {
  58009. };
  58010. /**
  58011. * Execute the action and stop the animation.
  58012. */
  58013. StopAnimationAction.prototype.execute = function () {
  58014. var scene = this._actionManager.getScene();
  58015. scene.stopAnimation(this._target);
  58016. };
  58017. /**
  58018. * Serializes the actions and its related information.
  58019. * @param parent defines the object to serialize in
  58020. * @returns the serialized object
  58021. */
  58022. StopAnimationAction.prototype.serialize = function (parent) {
  58023. return _super.prototype._serialize.call(this, {
  58024. name: "StopAnimationAction",
  58025. properties: [BABYLON.Action._GetTargetProperty(this._target)]
  58026. }, parent);
  58027. };
  58028. return StopAnimationAction;
  58029. }(BABYLON.Action));
  58030. BABYLON.StopAnimationAction = StopAnimationAction;
  58031. /**
  58032. * This defines an action responsible that does nothing once triggered.
  58033. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  58034. */
  58035. var DoNothingAction = /** @class */ (function (_super) {
  58036. __extends(DoNothingAction, _super);
  58037. /**
  58038. * Instantiate the action
  58039. * @param triggerOptions defines the trigger options
  58040. * @param condition defines the trigger related conditions
  58041. */
  58042. function DoNothingAction(triggerOptions, condition) {
  58043. if (triggerOptions === void 0) { triggerOptions = BABYLON.ActionManager.NothingTrigger; }
  58044. return _super.call(this, triggerOptions, condition) || this;
  58045. }
  58046. /**
  58047. * Execute the action and do nothing.
  58048. */
  58049. DoNothingAction.prototype.execute = function () {
  58050. };
  58051. /**
  58052. * Serializes the actions and its related information.
  58053. * @param parent defines the object to serialize in
  58054. * @returns the serialized object
  58055. */
  58056. DoNothingAction.prototype.serialize = function (parent) {
  58057. return _super.prototype._serialize.call(this, {
  58058. name: "DoNothingAction",
  58059. properties: []
  58060. }, parent);
  58061. };
  58062. return DoNothingAction;
  58063. }(BABYLON.Action));
  58064. BABYLON.DoNothingAction = DoNothingAction;
  58065. /**
  58066. * This defines an action responsible to trigger several actions once triggered.
  58067. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  58068. */
  58069. var CombineAction = /** @class */ (function (_super) {
  58070. __extends(CombineAction, _super);
  58071. /**
  58072. * Instantiate the action
  58073. * @param triggerOptions defines the trigger options
  58074. * @param children defines the list of aggregated animations to run
  58075. * @param condition defines the trigger related conditions
  58076. */
  58077. function CombineAction(triggerOptions, children, condition) {
  58078. var _this = _super.call(this, triggerOptions, condition) || this;
  58079. _this.children = children;
  58080. return _this;
  58081. }
  58082. /** @hidden */
  58083. CombineAction.prototype._prepare = function () {
  58084. for (var index = 0; index < this.children.length; index++) {
  58085. this.children[index]._actionManager = this._actionManager;
  58086. this.children[index]._prepare();
  58087. }
  58088. };
  58089. /**
  58090. * Execute the action and executes all the aggregated actions.
  58091. */
  58092. CombineAction.prototype.execute = function (evt) {
  58093. for (var index = 0; index < this.children.length; index++) {
  58094. this.children[index].execute(evt);
  58095. }
  58096. };
  58097. /**
  58098. * Serializes the actions and its related information.
  58099. * @param parent defines the object to serialize in
  58100. * @returns the serialized object
  58101. */
  58102. CombineAction.prototype.serialize = function (parent) {
  58103. var serializationObject = _super.prototype._serialize.call(this, {
  58104. name: "CombineAction",
  58105. properties: [],
  58106. combine: []
  58107. }, parent);
  58108. for (var i = 0; i < this.children.length; i++) {
  58109. serializationObject.combine.push(this.children[i].serialize(null));
  58110. }
  58111. return serializationObject;
  58112. };
  58113. return CombineAction;
  58114. }(BABYLON.Action));
  58115. BABYLON.CombineAction = CombineAction;
  58116. /**
  58117. * This defines an action responsible to run code (external event) once triggered.
  58118. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  58119. */
  58120. var ExecuteCodeAction = /** @class */ (function (_super) {
  58121. __extends(ExecuteCodeAction, _super);
  58122. /**
  58123. * Instantiate the action
  58124. * @param triggerOptions defines the trigger options
  58125. * @param func defines the callback function to run
  58126. * @param condition defines the trigger related conditions
  58127. */
  58128. function ExecuteCodeAction(triggerOptions, func, condition) {
  58129. var _this = _super.call(this, triggerOptions, condition) || this;
  58130. _this.func = func;
  58131. return _this;
  58132. }
  58133. /**
  58134. * Execute the action and run the attached code.
  58135. */
  58136. ExecuteCodeAction.prototype.execute = function (evt) {
  58137. this.func(evt);
  58138. };
  58139. return ExecuteCodeAction;
  58140. }(BABYLON.Action));
  58141. BABYLON.ExecuteCodeAction = ExecuteCodeAction;
  58142. /**
  58143. * This defines an action responsible to set the parent property of the target once triggered.
  58144. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  58145. */
  58146. var SetParentAction = /** @class */ (function (_super) {
  58147. __extends(SetParentAction, _super);
  58148. /**
  58149. * Instantiate the action
  58150. * @param triggerOptions defines the trigger options
  58151. * @param target defines the target containing the parent property
  58152. * @param parent defines from where the animation should start (animation frame)
  58153. * @param condition defines the trigger related conditions
  58154. */
  58155. function SetParentAction(triggerOptions, target, parent, condition) {
  58156. var _this = _super.call(this, triggerOptions, condition) || this;
  58157. _this._target = target;
  58158. _this._parent = parent;
  58159. return _this;
  58160. }
  58161. /** @hidden */
  58162. SetParentAction.prototype._prepare = function () {
  58163. };
  58164. /**
  58165. * Execute the action and set the parent property.
  58166. */
  58167. SetParentAction.prototype.execute = function () {
  58168. if (this._target.parent === this._parent) {
  58169. return;
  58170. }
  58171. var invertParentWorldMatrix = this._parent.getWorldMatrix().clone();
  58172. invertParentWorldMatrix.invert();
  58173. this._target.position = BABYLON.Vector3.TransformCoordinates(this._target.position, invertParentWorldMatrix);
  58174. this._target.parent = this._parent;
  58175. };
  58176. /**
  58177. * Serializes the actions and its related information.
  58178. * @param parent defines the object to serialize in
  58179. * @returns the serialized object
  58180. */
  58181. SetParentAction.prototype.serialize = function (parent) {
  58182. return _super.prototype._serialize.call(this, {
  58183. name: "SetParentAction",
  58184. properties: [
  58185. BABYLON.Action._GetTargetProperty(this._target),
  58186. BABYLON.Action._GetTargetProperty(this._parent),
  58187. ]
  58188. }, parent);
  58189. };
  58190. return SetParentAction;
  58191. }(BABYLON.Action));
  58192. BABYLON.SetParentAction = SetParentAction;
  58193. })(BABYLON || (BABYLON = {}));
  58194. //# sourceMappingURL=babylon.directActions.js.map
  58195. var BABYLON;
  58196. (function (BABYLON) {
  58197. /**
  58198. * Class used to manage multiple sprites on the same spritesheet
  58199. * @see http://doc.babylonjs.com/babylon101/sprites
  58200. */
  58201. var SpriteManager = /** @class */ (function () {
  58202. /**
  58203. * Creates a new sprite manager
  58204. * @param name defines the manager's name
  58205. * @param imgUrl defines the sprite sheet url
  58206. * @param capacity defines the maximum allowed number of sprites
  58207. * @param cellSize defines the size of a sprite cell
  58208. * @param scene defines the hosting scene
  58209. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  58210. * @param samplingMode defines the smapling mode to use with spritesheet
  58211. */
  58212. function SpriteManager(
  58213. /** defines the manager's name */
  58214. name, imgUrl, capacity, cellSize, scene, epsilon, samplingMode) {
  58215. if (epsilon === void 0) { epsilon = 0.01; }
  58216. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  58217. this.name = name;
  58218. /** Gets the list of sprites */
  58219. this.sprites = new Array();
  58220. /** Gets or sets the rendering group id (0 by default) */
  58221. this.renderingGroupId = 0;
  58222. /** Gets or sets camera layer mask */
  58223. this.layerMask = 0x0FFFFFFF;
  58224. /** Gets or sets a boolean indicating if the manager must consider scene fog when rendering */
  58225. this.fogEnabled = true;
  58226. /** Gets or sets a boolean indicating if the sprites are pickable */
  58227. this.isPickable = false;
  58228. /**
  58229. * An event triggered when the manager is disposed.
  58230. */
  58231. this.onDisposeObservable = new BABYLON.Observable();
  58232. this._vertexBuffers = {};
  58233. if (!scene._getComponent(BABYLON.SceneComponentConstants.NAME_SPRITE)) {
  58234. scene._addComponent(new BABYLON.SpriteSceneComponent(scene));
  58235. }
  58236. this._capacity = capacity;
  58237. this._spriteTexture = new BABYLON.Texture(imgUrl, scene, true, false, samplingMode);
  58238. this._spriteTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  58239. this._spriteTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  58240. if (cellSize.width && cellSize.height) {
  58241. this.cellWidth = cellSize.width;
  58242. this.cellHeight = cellSize.height;
  58243. }
  58244. else if (cellSize !== undefined) {
  58245. this.cellWidth = cellSize;
  58246. this.cellHeight = cellSize;
  58247. }
  58248. else {
  58249. return;
  58250. }
  58251. this._epsilon = epsilon;
  58252. this._scene = scene;
  58253. this._scene.spriteManagers.push(this);
  58254. var indices = [];
  58255. var index = 0;
  58256. for (var count = 0; count < capacity; count++) {
  58257. indices.push(index);
  58258. indices.push(index + 1);
  58259. indices.push(index + 2);
  58260. indices.push(index);
  58261. indices.push(index + 2);
  58262. indices.push(index + 3);
  58263. index += 4;
  58264. }
  58265. this._indexBuffer = scene.getEngine().createIndexBuffer(indices);
  58266. // VBO
  58267. // 16 floats per sprite (x, y, z, angle, sizeX, sizeY, offsetX, offsetY, invertU, invertV, cellIndexX, cellIndexY, color r, color g, color b, color a)
  58268. this._vertexData = new Float32Array(capacity * 16 * 4);
  58269. this._buffer = new BABYLON.Buffer(scene.getEngine(), this._vertexData, true, 16);
  58270. var positions = this._buffer.createVertexBuffer(BABYLON.VertexBuffer.PositionKind, 0, 4);
  58271. var options = this._buffer.createVertexBuffer("options", 4, 4);
  58272. var cellInfo = this._buffer.createVertexBuffer("cellInfo", 8, 4);
  58273. var colors = this._buffer.createVertexBuffer(BABYLON.VertexBuffer.ColorKind, 12, 4);
  58274. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = positions;
  58275. this._vertexBuffers["options"] = options;
  58276. this._vertexBuffers["cellInfo"] = cellInfo;
  58277. this._vertexBuffers[BABYLON.VertexBuffer.ColorKind] = colors;
  58278. // Effects
  58279. this._effectBase = this._scene.getEngine().createEffect("sprites", [BABYLON.VertexBuffer.PositionKind, "options", "cellInfo", BABYLON.VertexBuffer.ColorKind], ["view", "projection", "textureInfos", "alphaTest"], ["diffuseSampler"], "");
  58280. this._effectFog = this._scene.getEngine().createEffect("sprites", [BABYLON.VertexBuffer.PositionKind, "options", "cellInfo", BABYLON.VertexBuffer.ColorKind], ["view", "projection", "textureInfos", "alphaTest", "vFogInfos", "vFogColor"], ["diffuseSampler"], "#define FOG");
  58281. }
  58282. Object.defineProperty(SpriteManager.prototype, "onDispose", {
  58283. /**
  58284. * Callback called when the manager is disposed
  58285. */
  58286. set: function (callback) {
  58287. if (this._onDisposeObserver) {
  58288. this.onDisposeObservable.remove(this._onDisposeObserver);
  58289. }
  58290. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  58291. },
  58292. enumerable: true,
  58293. configurable: true
  58294. });
  58295. Object.defineProperty(SpriteManager.prototype, "texture", {
  58296. /**
  58297. * Gets or sets the spritesheet texture
  58298. */
  58299. get: function () {
  58300. return this._spriteTexture;
  58301. },
  58302. set: function (value) {
  58303. this._spriteTexture = value;
  58304. },
  58305. enumerable: true,
  58306. configurable: true
  58307. });
  58308. SpriteManager.prototype._appendSpriteVertex = function (index, sprite, offsetX, offsetY, rowSize) {
  58309. var arrayOffset = index * 16;
  58310. if (offsetX === 0) {
  58311. offsetX = this._epsilon;
  58312. }
  58313. else if (offsetX === 1) {
  58314. offsetX = 1 - this._epsilon;
  58315. }
  58316. if (offsetY === 0) {
  58317. offsetY = this._epsilon;
  58318. }
  58319. else if (offsetY === 1) {
  58320. offsetY = 1 - this._epsilon;
  58321. }
  58322. this._vertexData[arrayOffset] = sprite.position.x;
  58323. this._vertexData[arrayOffset + 1] = sprite.position.y;
  58324. this._vertexData[arrayOffset + 2] = sprite.position.z;
  58325. this._vertexData[arrayOffset + 3] = sprite.angle;
  58326. this._vertexData[arrayOffset + 4] = sprite.width;
  58327. this._vertexData[arrayOffset + 5] = sprite.height;
  58328. this._vertexData[arrayOffset + 6] = offsetX;
  58329. this._vertexData[arrayOffset + 7] = offsetY;
  58330. this._vertexData[arrayOffset + 8] = sprite.invertU ? 1 : 0;
  58331. this._vertexData[arrayOffset + 9] = sprite.invertV ? 1 : 0;
  58332. var offset = (sprite.cellIndex / rowSize) >> 0;
  58333. this._vertexData[arrayOffset + 10] = sprite.cellIndex - offset * rowSize;
  58334. this._vertexData[arrayOffset + 11] = offset;
  58335. // Color
  58336. this._vertexData[arrayOffset + 12] = sprite.color.r;
  58337. this._vertexData[arrayOffset + 13] = sprite.color.g;
  58338. this._vertexData[arrayOffset + 14] = sprite.color.b;
  58339. this._vertexData[arrayOffset + 15] = sprite.color.a;
  58340. };
  58341. /**
  58342. * Intersects the sprites with a ray
  58343. * @param ray defines the ray to intersect with
  58344. * @param camera defines the current active camera
  58345. * @param predicate defines a predicate used to select candidate sprites
  58346. * @param fastCheck defines if a fast check only must be done (the first potential sprite is will be used and not the closer)
  58347. * @returns null if no hit or a PickingInfo
  58348. */
  58349. SpriteManager.prototype.intersects = function (ray, camera, predicate, fastCheck) {
  58350. var count = Math.min(this._capacity, this.sprites.length);
  58351. var min = BABYLON.Vector3.Zero();
  58352. var max = BABYLON.Vector3.Zero();
  58353. var distance = Number.MAX_VALUE;
  58354. var currentSprite = null;
  58355. var cameraSpacePosition = BABYLON.Vector3.Zero();
  58356. var cameraView = camera.getViewMatrix();
  58357. for (var index = 0; index < count; index++) {
  58358. var sprite = this.sprites[index];
  58359. if (!sprite) {
  58360. continue;
  58361. }
  58362. if (predicate) {
  58363. if (!predicate(sprite)) {
  58364. continue;
  58365. }
  58366. }
  58367. else if (!sprite.isPickable) {
  58368. continue;
  58369. }
  58370. BABYLON.Vector3.TransformCoordinatesToRef(sprite.position, cameraView, cameraSpacePosition);
  58371. min.copyFromFloats(cameraSpacePosition.x - sprite.width / 2, cameraSpacePosition.y - sprite.height / 2, cameraSpacePosition.z);
  58372. max.copyFromFloats(cameraSpacePosition.x + sprite.width / 2, cameraSpacePosition.y + sprite.height / 2, cameraSpacePosition.z);
  58373. if (ray.intersectsBoxMinMax(min, max)) {
  58374. var currentDistance = BABYLON.Vector3.Distance(cameraSpacePosition, ray.origin);
  58375. if (distance > currentDistance) {
  58376. distance = currentDistance;
  58377. currentSprite = sprite;
  58378. if (fastCheck) {
  58379. break;
  58380. }
  58381. }
  58382. }
  58383. }
  58384. if (currentSprite) {
  58385. var result = new BABYLON.PickingInfo();
  58386. result.hit = true;
  58387. result.pickedSprite = currentSprite;
  58388. result.distance = distance;
  58389. return result;
  58390. }
  58391. return null;
  58392. };
  58393. /**
  58394. * Render all child sprites
  58395. */
  58396. SpriteManager.prototype.render = function () {
  58397. // Check
  58398. if (!this._effectBase.isReady() || !this._effectFog.isReady() || !this._spriteTexture || !this._spriteTexture.isReady()) {
  58399. return;
  58400. }
  58401. var engine = this._scene.getEngine();
  58402. var baseSize = this._spriteTexture.getBaseSize();
  58403. // Sprites
  58404. var deltaTime = engine.getDeltaTime();
  58405. var max = Math.min(this._capacity, this.sprites.length);
  58406. var rowSize = baseSize.width / this.cellWidth;
  58407. var offset = 0;
  58408. for (var index = 0; index < max; index++) {
  58409. var sprite = this.sprites[index];
  58410. if (!sprite || !sprite.isVisible) {
  58411. continue;
  58412. }
  58413. sprite._animate(deltaTime);
  58414. this._appendSpriteVertex(offset++, sprite, 0, 0, rowSize);
  58415. this._appendSpriteVertex(offset++, sprite, 1, 0, rowSize);
  58416. this._appendSpriteVertex(offset++, sprite, 1, 1, rowSize);
  58417. this._appendSpriteVertex(offset++, sprite, 0, 1, rowSize);
  58418. }
  58419. this._buffer.update(this._vertexData);
  58420. // Render
  58421. var effect = this._effectBase;
  58422. if (this._scene.fogEnabled && this._scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && this.fogEnabled) {
  58423. effect = this._effectFog;
  58424. }
  58425. engine.enableEffect(effect);
  58426. var viewMatrix = this._scene.getViewMatrix();
  58427. effect.setTexture("diffuseSampler", this._spriteTexture);
  58428. effect.setMatrix("view", viewMatrix);
  58429. effect.setMatrix("projection", this._scene.getProjectionMatrix());
  58430. effect.setFloat2("textureInfos", this.cellWidth / baseSize.width, this.cellHeight / baseSize.height);
  58431. // Fog
  58432. if (this._scene.fogEnabled && this._scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && this.fogEnabled) {
  58433. effect.setFloat4("vFogInfos", this._scene.fogMode, this._scene.fogStart, this._scene.fogEnd, this._scene.fogDensity);
  58434. effect.setColor3("vFogColor", this._scene.fogColor);
  58435. }
  58436. // VBOs
  58437. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);
  58438. // Draw order
  58439. engine.setDepthFunctionToLessOrEqual();
  58440. effect.setBool("alphaTest", true);
  58441. engine.setColorWrite(false);
  58442. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, (offset / 4) * 6);
  58443. engine.setColorWrite(true);
  58444. effect.setBool("alphaTest", false);
  58445. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  58446. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, (offset / 4) * 6);
  58447. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  58448. };
  58449. /**
  58450. * Release associated resources
  58451. */
  58452. SpriteManager.prototype.dispose = function () {
  58453. if (this._buffer) {
  58454. this._buffer.dispose();
  58455. this._buffer = null;
  58456. }
  58457. if (this._indexBuffer) {
  58458. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  58459. this._indexBuffer = null;
  58460. }
  58461. if (this._spriteTexture) {
  58462. this._spriteTexture.dispose();
  58463. this._spriteTexture = null;
  58464. }
  58465. // Remove from scene
  58466. var index = this._scene.spriteManagers.indexOf(this);
  58467. this._scene.spriteManagers.splice(index, 1);
  58468. // Callback
  58469. this.onDisposeObservable.notifyObservers(this);
  58470. this.onDisposeObservable.clear();
  58471. };
  58472. return SpriteManager;
  58473. }());
  58474. BABYLON.SpriteManager = SpriteManager;
  58475. })(BABYLON || (BABYLON = {}));
  58476. //# sourceMappingURL=babylon.spriteManager.js.map
  58477. var BABYLON;
  58478. (function (BABYLON) {
  58479. /**
  58480. * Class used to represent a sprite
  58481. * @see http://doc.babylonjs.com/babylon101/sprites
  58482. */
  58483. var Sprite = /** @class */ (function () {
  58484. /**
  58485. * Creates a new Sprite
  58486. * @param name defines the name
  58487. * @param manager defines the manager
  58488. */
  58489. function Sprite(
  58490. /** defines the name */
  58491. name, manager) {
  58492. this.name = name;
  58493. /** Gets or sets the main color */
  58494. this.color = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  58495. /** Gets or sets the width */
  58496. this.width = 1.0;
  58497. /** Gets or sets the height */
  58498. this.height = 1.0;
  58499. /** Gets or sets rotation angle */
  58500. this.angle = 0;
  58501. /** Gets or sets the cell index in the sprite sheet */
  58502. this.cellIndex = 0;
  58503. /** Gets or sets a boolean indicating if UV coordinates should be inverted in U axis */
  58504. this.invertU = 0;
  58505. /** Gets or sets a boolean indicating if UV coordinates should be inverted in B axis */
  58506. this.invertV = 0;
  58507. /** Gets the list of attached animations */
  58508. this.animations = new Array();
  58509. /** Gets or sets a boolean indicating if the sprite can be picked */
  58510. this.isPickable = false;
  58511. this._animationStarted = false;
  58512. this._loopAnimation = false;
  58513. this._fromIndex = 0;
  58514. this._toIndex = 0;
  58515. this._delay = 0;
  58516. this._direction = 1;
  58517. this._time = 0;
  58518. /**
  58519. * Gets or sets a boolean indicating if the sprite is visible (renderable). Default is true
  58520. */
  58521. this.isVisible = true;
  58522. this._manager = manager;
  58523. this._manager.sprites.push(this);
  58524. this.position = BABYLON.Vector3.Zero();
  58525. }
  58526. Object.defineProperty(Sprite.prototype, "size", {
  58527. /**
  58528. * Gets or sets the sprite size
  58529. */
  58530. get: function () {
  58531. return this.width;
  58532. },
  58533. set: function (value) {
  58534. this.width = value;
  58535. this.height = value;
  58536. },
  58537. enumerable: true,
  58538. configurable: true
  58539. });
  58540. /**
  58541. * Starts an animation
  58542. * @param from defines the initial key
  58543. * @param to defines the end key
  58544. * @param loop defines if the animation must loop
  58545. * @param delay defines the start delay (in ms)
  58546. * @param onAnimationEnd defines a callback to call when animation ends
  58547. */
  58548. Sprite.prototype.playAnimation = function (from, to, loop, delay, onAnimationEnd) {
  58549. this._fromIndex = from;
  58550. this._toIndex = to;
  58551. this._loopAnimation = loop;
  58552. this._delay = delay;
  58553. this._animationStarted = true;
  58554. this._direction = from < to ? 1 : -1;
  58555. this.cellIndex = from;
  58556. this._time = 0;
  58557. this._onAnimationEnd = onAnimationEnd;
  58558. };
  58559. /** Stops current animation (if any) */
  58560. Sprite.prototype.stopAnimation = function () {
  58561. this._animationStarted = false;
  58562. };
  58563. /** @hidden */
  58564. Sprite.prototype._animate = function (deltaTime) {
  58565. if (!this._animationStarted) {
  58566. return;
  58567. }
  58568. this._time += deltaTime;
  58569. if (this._time > this._delay) {
  58570. this._time = this._time % this._delay;
  58571. this.cellIndex += this._direction;
  58572. if (this.cellIndex > this._toIndex) {
  58573. if (this._loopAnimation) {
  58574. this.cellIndex = this._fromIndex;
  58575. }
  58576. else {
  58577. this.cellIndex = this._toIndex;
  58578. this._animationStarted = false;
  58579. if (this._onAnimationEnd) {
  58580. this._onAnimationEnd();
  58581. }
  58582. if (this.disposeWhenFinishedAnimating) {
  58583. this.dispose();
  58584. }
  58585. }
  58586. }
  58587. }
  58588. };
  58589. /** Release associated resources */
  58590. Sprite.prototype.dispose = function () {
  58591. for (var i = 0; i < this._manager.sprites.length; i++) {
  58592. if (this._manager.sprites[i] == this) {
  58593. this._manager.sprites.splice(i, 1);
  58594. }
  58595. }
  58596. };
  58597. return Sprite;
  58598. }());
  58599. BABYLON.Sprite = Sprite;
  58600. })(BABYLON || (BABYLON = {}));
  58601. //# sourceMappingURL=babylon.sprite.js.map
  58602. var BABYLON;
  58603. (function (BABYLON) {
  58604. BABYLON.Scene.prototype._internalPickSprites = function (ray, predicate, fastCheck, camera) {
  58605. if (!BABYLON.PickingInfo) {
  58606. return null;
  58607. }
  58608. var pickingInfo = null;
  58609. if (!camera) {
  58610. if (!this.activeCamera) {
  58611. return null;
  58612. }
  58613. camera = this.activeCamera;
  58614. }
  58615. if (this.spriteManagers.length > 0) {
  58616. for (var spriteIndex = 0; spriteIndex < this.spriteManagers.length; spriteIndex++) {
  58617. var spriteManager = this.spriteManagers[spriteIndex];
  58618. if (!spriteManager.isPickable) {
  58619. continue;
  58620. }
  58621. var result = spriteManager.intersects(ray, camera, predicate, fastCheck);
  58622. if (!result || !result.hit) {
  58623. continue;
  58624. }
  58625. if (!fastCheck && pickingInfo != null && result.distance >= pickingInfo.distance) {
  58626. continue;
  58627. }
  58628. pickingInfo = result;
  58629. if (fastCheck) {
  58630. break;
  58631. }
  58632. }
  58633. }
  58634. return pickingInfo || new BABYLON.PickingInfo();
  58635. };
  58636. BABYLON.Scene.prototype.pickSprite = function (x, y, predicate, fastCheck, camera) {
  58637. this.createPickingRayInCameraSpaceToRef(x, y, this._tempSpritePickingRay, camera);
  58638. return this._internalPickSprites(this._tempSpritePickingRay, predicate, fastCheck, camera);
  58639. };
  58640. BABYLON.Scene.prototype.pickSpriteWithRay = function (ray, predicate, fastCheck, camera) {
  58641. if (!this._tempSpritePickingRay) {
  58642. return null;
  58643. }
  58644. if (!camera) {
  58645. if (!this.activeCamera) {
  58646. return null;
  58647. }
  58648. camera = this.activeCamera;
  58649. }
  58650. BABYLON.Ray.TransformToRef(ray, camera.getViewMatrix(), this._tempSpritePickingRay);
  58651. return this._internalPickSprites(this._tempSpritePickingRay, predicate, fastCheck, camera);
  58652. };
  58653. BABYLON.Scene.prototype.setPointerOverSprite = function (sprite) {
  58654. if (this._pointerOverSprite === sprite) {
  58655. return;
  58656. }
  58657. if (this._pointerOverSprite && this._pointerOverSprite.actionManager) {
  58658. this._pointerOverSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPointerOutTrigger, BABYLON.ActionEvent.CreateNewFromSprite(this._pointerOverSprite, this));
  58659. }
  58660. this._pointerOverSprite = sprite;
  58661. if (this._pointerOverSprite && this._pointerOverSprite.actionManager) {
  58662. this._pointerOverSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPointerOverTrigger, BABYLON.ActionEvent.CreateNewFromSprite(this._pointerOverSprite, this));
  58663. }
  58664. };
  58665. BABYLON.Scene.prototype.getPointerOverSprite = function () {
  58666. return this._pointerOverSprite;
  58667. };
  58668. /**
  58669. * Defines the sprite scene component responsible to manage sprites
  58670. * in a given scene.
  58671. */
  58672. var SpriteSceneComponent = /** @class */ (function () {
  58673. /**
  58674. * Creates a new instance of the component for the given scene
  58675. * @param scene Defines the scene to register the component in
  58676. */
  58677. function SpriteSceneComponent(scene) {
  58678. /**
  58679. * The component name helpfull to identify the component in the list of scene components.
  58680. */
  58681. this.name = BABYLON.SceneComponentConstants.NAME_SPRITE;
  58682. this.scene = scene;
  58683. this.scene.spriteManagers = new Array();
  58684. this.scene._tempSpritePickingRay = BABYLON.Ray ? BABYLON.Ray.Zero() : null;
  58685. this.scene.onBeforeSpritesRenderingObservable = new BABYLON.Observable();
  58686. this.scene.onAfterSpritesRenderingObservable = new BABYLON.Observable();
  58687. this._spritePredicate = function (sprite) {
  58688. if (!sprite.actionManager) {
  58689. return false;
  58690. }
  58691. return sprite.isPickable && sprite.actionManager.hasPointerTriggers;
  58692. };
  58693. }
  58694. /**
  58695. * Registers the component in a given scene
  58696. */
  58697. SpriteSceneComponent.prototype.register = function () {
  58698. this.scene._pointerMoveStage.registerStep(BABYLON.SceneComponentConstants.STEP_POINTERMOVE_SPRITE, this, this._pointerMove);
  58699. this.scene._pointerDownStage.registerStep(BABYLON.SceneComponentConstants.STEP_POINTERDOWN_SPRITE, this, this._pointerDown);
  58700. this.scene._pointerUpStage.registerStep(BABYLON.SceneComponentConstants.STEP_POINTERUP_SPRITE, this, this._pointerUp);
  58701. };
  58702. /**
  58703. * Rebuilds the elements related to this component in case of
  58704. * context lost for instance.
  58705. */
  58706. SpriteSceneComponent.prototype.rebuild = function () {
  58707. /** Nothing to do for sprites */
  58708. };
  58709. /**
  58710. * Disposes the component and the associated ressources.
  58711. */
  58712. SpriteSceneComponent.prototype.dispose = function () {
  58713. this.scene.onBeforeSpritesRenderingObservable.clear();
  58714. this.scene.onAfterSpritesRenderingObservable.clear();
  58715. var spriteManagers = this.scene.spriteManagers;
  58716. while (spriteManagers.length) {
  58717. spriteManagers[0].dispose();
  58718. }
  58719. };
  58720. SpriteSceneComponent.prototype._pickSpriteButKeepRay = function (originalPointerInfo, x, y, fastCheck, camera) {
  58721. var result = this.scene.pickSprite(x, y, this._spritePredicate, fastCheck, camera);
  58722. if (result) {
  58723. result.ray = originalPointerInfo ? originalPointerInfo.ray : null;
  58724. }
  58725. return result;
  58726. };
  58727. SpriteSceneComponent.prototype._pointerMove = function (unTranslatedPointerX, unTranslatedPointerY, pickResult, isMeshPicked, canvas) {
  58728. var scene = this.scene;
  58729. if (isMeshPicked) {
  58730. scene.setPointerOverSprite(null);
  58731. }
  58732. else {
  58733. pickResult = this._pickSpriteButKeepRay(pickResult, unTranslatedPointerX, unTranslatedPointerY, false, scene.cameraToUseForPointers || undefined);
  58734. if (pickResult && pickResult.hit && pickResult.pickedSprite) {
  58735. scene.setPointerOverSprite(pickResult.pickedSprite);
  58736. if (scene._pointerOverSprite && scene._pointerOverSprite.actionManager && scene._pointerOverSprite.actionManager.hoverCursor) {
  58737. canvas.style.cursor = scene._pointerOverSprite.actionManager.hoverCursor;
  58738. }
  58739. else {
  58740. canvas.style.cursor = scene.hoverCursor;
  58741. }
  58742. }
  58743. else {
  58744. scene.setPointerOverSprite(null);
  58745. }
  58746. }
  58747. return pickResult;
  58748. };
  58749. SpriteSceneComponent.prototype._pointerDown = function (unTranslatedPointerX, unTranslatedPointerY, pickResult, evt) {
  58750. var scene = this.scene;
  58751. scene._pickedDownSprite = null;
  58752. if (scene.spriteManagers.length > 0) {
  58753. pickResult = scene.pickSprite(unTranslatedPointerX, unTranslatedPointerY, this._spritePredicate, false, scene.cameraToUseForPointers || undefined);
  58754. if (pickResult && pickResult.hit && pickResult.pickedSprite) {
  58755. if (pickResult.pickedSprite.actionManager) {
  58756. scene._pickedDownSprite = pickResult.pickedSprite;
  58757. switch (evt.button) {
  58758. case 0:
  58759. pickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnLeftPickTrigger, BABYLON.ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, scene, evt));
  58760. break;
  58761. case 1:
  58762. pickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnCenterPickTrigger, BABYLON.ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, scene, evt));
  58763. break;
  58764. case 2:
  58765. pickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnRightPickTrigger, BABYLON.ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, scene, evt));
  58766. break;
  58767. }
  58768. if (pickResult.pickedSprite.actionManager) {
  58769. pickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPickDownTrigger, BABYLON.ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, scene, evt));
  58770. }
  58771. }
  58772. }
  58773. }
  58774. return pickResult;
  58775. };
  58776. SpriteSceneComponent.prototype._pointerUp = function (unTranslatedPointerX, unTranslatedPointerY, pickResult, evt) {
  58777. var scene = this.scene;
  58778. if (scene.spriteManagers.length > 0) {
  58779. var spritePickResult = scene.pickSprite(unTranslatedPointerX, unTranslatedPointerY, this._spritePredicate, false, scene.cameraToUseForPointers || undefined);
  58780. if (spritePickResult) {
  58781. if (spritePickResult.hit && spritePickResult.pickedSprite) {
  58782. if (spritePickResult.pickedSprite.actionManager) {
  58783. spritePickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPickUpTrigger, BABYLON.ActionEvent.CreateNewFromSprite(spritePickResult.pickedSprite, scene, evt));
  58784. if (spritePickResult.pickedSprite.actionManager) {
  58785. if (!this.scene._isPointerSwiping()) {
  58786. spritePickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPickTrigger, BABYLON.ActionEvent.CreateNewFromSprite(spritePickResult.pickedSprite, scene, evt));
  58787. }
  58788. }
  58789. }
  58790. }
  58791. if (scene._pickedDownSprite && scene._pickedDownSprite.actionManager && scene._pickedDownSprite !== spritePickResult.pickedSprite) {
  58792. scene._pickedDownSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPickOutTrigger, BABYLON.ActionEvent.CreateNewFromSprite(scene._pickedDownSprite, scene, evt));
  58793. }
  58794. }
  58795. }
  58796. return pickResult;
  58797. };
  58798. return SpriteSceneComponent;
  58799. }());
  58800. BABYLON.SpriteSceneComponent = SpriteSceneComponent;
  58801. })(BABYLON || (BABYLON = {}));
  58802. //# sourceMappingURL=babylon.spriteSceneComponent.js.map
  58803. var BABYLON;
  58804. (function (BABYLON) {
  58805. /**
  58806. * @hidden
  58807. */
  58808. var IntersectionInfo = /** @class */ (function () {
  58809. function IntersectionInfo(bu, bv, distance) {
  58810. this.bu = bu;
  58811. this.bv = bv;
  58812. this.distance = distance;
  58813. this.faceId = 0;
  58814. this.subMeshId = 0;
  58815. }
  58816. return IntersectionInfo;
  58817. }());
  58818. BABYLON.IntersectionInfo = IntersectionInfo;
  58819. /**
  58820. * Information about the result of picking within a scene
  58821. * @see https://doc.babylonjs.com/babylon101/picking_collisions
  58822. */
  58823. var PickingInfo = /** @class */ (function () {
  58824. function PickingInfo() {
  58825. /**
  58826. * If the pick collided with an object
  58827. */
  58828. this.hit = false;
  58829. /**
  58830. * Distance away where the pick collided
  58831. */
  58832. this.distance = 0;
  58833. /**
  58834. * The location of pick collision
  58835. */
  58836. this.pickedPoint = null;
  58837. /**
  58838. * The mesh corresponding the the pick collision
  58839. */
  58840. this.pickedMesh = null;
  58841. /** (See getTextureCoordinates) The barycentric U coordinate that is used when calulating the texture coordinates of the collision.*/
  58842. this.bu = 0;
  58843. /** (See getTextureCoordinates) The barycentric V coordinate that is used when calulating the texture coordinates of the collision.*/
  58844. this.bv = 0;
  58845. /** The id of the face on the mesh that was picked */
  58846. this.faceId = -1;
  58847. /** Id of the the submesh that was picked */
  58848. this.subMeshId = 0;
  58849. /** If a sprite was picked, this will be the sprite the pick collided with */
  58850. this.pickedSprite = null;
  58851. /**
  58852. * If a mesh was used to do the picking (eg. 6dof controller) this will be populated.
  58853. */
  58854. this.originMesh = null;
  58855. /**
  58856. * The ray that was used to perform the picking.
  58857. */
  58858. this.ray = null;
  58859. }
  58860. /**
  58861. * Gets the normal correspodning to the face the pick collided with
  58862. * @param useWorldCoordinates If the resulting normal should be relative to the world (default: false)
  58863. * @param useVerticesNormals If the vertices normals should be used to calculate the normal instead of the normal map
  58864. * @returns The normal correspodning to the face the pick collided with
  58865. */
  58866. PickingInfo.prototype.getNormal = function (useWorldCoordinates, useVerticesNormals) {
  58867. if (useWorldCoordinates === void 0) { useWorldCoordinates = false; }
  58868. if (useVerticesNormals === void 0) { useVerticesNormals = true; }
  58869. if (!this.pickedMesh || !this.pickedMesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  58870. return null;
  58871. }
  58872. var indices = this.pickedMesh.getIndices();
  58873. if (!indices) {
  58874. return null;
  58875. }
  58876. var result;
  58877. if (useVerticesNormals) {
  58878. var normals = this.pickedMesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  58879. var normal0 = BABYLON.Vector3.FromArray(normals, indices[this.faceId * 3] * 3);
  58880. var normal1 = BABYLON.Vector3.FromArray(normals, indices[this.faceId * 3 + 1] * 3);
  58881. var normal2 = BABYLON.Vector3.FromArray(normals, indices[this.faceId * 3 + 2] * 3);
  58882. normal0 = normal0.scale(this.bu);
  58883. normal1 = normal1.scale(this.bv);
  58884. normal2 = normal2.scale(1.0 - this.bu - this.bv);
  58885. result = new BABYLON.Vector3(normal0.x + normal1.x + normal2.x, normal0.y + normal1.y + normal2.y, normal0.z + normal1.z + normal2.z);
  58886. }
  58887. else {
  58888. var positions = this.pickedMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  58889. var vertex1 = BABYLON.Vector3.FromArray(positions, indices[this.faceId * 3] * 3);
  58890. var vertex2 = BABYLON.Vector3.FromArray(positions, indices[this.faceId * 3 + 1] * 3);
  58891. var vertex3 = BABYLON.Vector3.FromArray(positions, indices[this.faceId * 3 + 2] * 3);
  58892. var p1p2 = vertex1.subtract(vertex2);
  58893. var p3p2 = vertex3.subtract(vertex2);
  58894. result = BABYLON.Vector3.Cross(p1p2, p3p2);
  58895. }
  58896. if (useWorldCoordinates) {
  58897. var wm = this.pickedMesh.getWorldMatrix();
  58898. if (this.pickedMesh.nonUniformScaling) {
  58899. BABYLON.Tmp.Matrix[0].copyFrom(wm);
  58900. wm = BABYLON.Tmp.Matrix[0];
  58901. wm.setTranslationFromFloats(0, 0, 0);
  58902. wm.invert();
  58903. wm.transposeToRef(BABYLON.Tmp.Matrix[1]);
  58904. wm = BABYLON.Tmp.Matrix[1];
  58905. }
  58906. result = BABYLON.Vector3.TransformNormal(result, wm);
  58907. }
  58908. result.normalize();
  58909. return result;
  58910. };
  58911. /**
  58912. * Gets the texture coordinates of where the pick occured
  58913. * @returns the vector containing the coordnates of the texture
  58914. */
  58915. PickingInfo.prototype.getTextureCoordinates = function () {
  58916. if (!this.pickedMesh || !this.pickedMesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  58917. return null;
  58918. }
  58919. var indices = this.pickedMesh.getIndices();
  58920. if (!indices) {
  58921. return null;
  58922. }
  58923. var uvs = this.pickedMesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  58924. if (!uvs) {
  58925. return null;
  58926. }
  58927. var uv0 = BABYLON.Vector2.FromArray(uvs, indices[this.faceId * 3] * 2);
  58928. var uv1 = BABYLON.Vector2.FromArray(uvs, indices[this.faceId * 3 + 1] * 2);
  58929. var uv2 = BABYLON.Vector2.FromArray(uvs, indices[this.faceId * 3 + 2] * 2);
  58930. uv0 = uv0.scale(1.0 - this.bu - this.bv);
  58931. uv1 = uv1.scale(this.bu);
  58932. uv2 = uv2.scale(this.bv);
  58933. return new BABYLON.Vector2(uv0.x + uv1.x + uv2.x, uv0.y + uv1.y + uv2.y);
  58934. };
  58935. return PickingInfo;
  58936. }());
  58937. BABYLON.PickingInfo = PickingInfo;
  58938. })(BABYLON || (BABYLON = {}));
  58939. //# sourceMappingURL=babylon.pickingInfo.js.map
  58940. var BABYLON;
  58941. (function (BABYLON) {
  58942. /**
  58943. * Class representing a ray with position and direction
  58944. */
  58945. var Ray = /** @class */ (function () {
  58946. /**
  58947. * Creates a new ray
  58948. * @param origin origin point
  58949. * @param direction direction
  58950. * @param length length of the ray
  58951. */
  58952. function Ray(
  58953. /** origin point */
  58954. origin,
  58955. /** direction */
  58956. direction,
  58957. /** length of the ray */
  58958. length) {
  58959. if (length === void 0) { length = Number.MAX_VALUE; }
  58960. this.origin = origin;
  58961. this.direction = direction;
  58962. this.length = length;
  58963. }
  58964. // Methods
  58965. /**
  58966. * Checks if the ray intersects a box
  58967. * @param minimum bound of the box
  58968. * @param maximum bound of the box
  58969. * @param intersectionTreshold extra extend to be added to the box in all direction
  58970. * @returns if the box was hit
  58971. */
  58972. Ray.prototype.intersectsBoxMinMax = function (minimum, maximum, intersectionTreshold) {
  58973. if (intersectionTreshold === void 0) { intersectionTreshold = 0; }
  58974. var newMinimum = Ray.TmpVector3[0].copyFromFloats(minimum.x - intersectionTreshold, minimum.y - intersectionTreshold, minimum.z - intersectionTreshold);
  58975. var newMaximum = Ray.TmpVector3[1].copyFromFloats(maximum.x + intersectionTreshold, maximum.y + intersectionTreshold, maximum.z + intersectionTreshold);
  58976. var d = 0.0;
  58977. var maxValue = Number.MAX_VALUE;
  58978. var inv;
  58979. var min;
  58980. var max;
  58981. var temp;
  58982. if (Math.abs(this.direction.x) < 0.0000001) {
  58983. if (this.origin.x < newMinimum.x || this.origin.x > newMaximum.x) {
  58984. return false;
  58985. }
  58986. }
  58987. else {
  58988. inv = 1.0 / this.direction.x;
  58989. min = (newMinimum.x - this.origin.x) * inv;
  58990. max = (newMaximum.x - this.origin.x) * inv;
  58991. if (max === -Infinity) {
  58992. max = Infinity;
  58993. }
  58994. if (min > max) {
  58995. temp = min;
  58996. min = max;
  58997. max = temp;
  58998. }
  58999. d = Math.max(min, d);
  59000. maxValue = Math.min(max, maxValue);
  59001. if (d > maxValue) {
  59002. return false;
  59003. }
  59004. }
  59005. if (Math.abs(this.direction.y) < 0.0000001) {
  59006. if (this.origin.y < newMinimum.y || this.origin.y > newMaximum.y) {
  59007. return false;
  59008. }
  59009. }
  59010. else {
  59011. inv = 1.0 / this.direction.y;
  59012. min = (newMinimum.y - this.origin.y) * inv;
  59013. max = (newMaximum.y - this.origin.y) * inv;
  59014. if (max === -Infinity) {
  59015. max = Infinity;
  59016. }
  59017. if (min > max) {
  59018. temp = min;
  59019. min = max;
  59020. max = temp;
  59021. }
  59022. d = Math.max(min, d);
  59023. maxValue = Math.min(max, maxValue);
  59024. if (d > maxValue) {
  59025. return false;
  59026. }
  59027. }
  59028. if (Math.abs(this.direction.z) < 0.0000001) {
  59029. if (this.origin.z < newMinimum.z || this.origin.z > newMaximum.z) {
  59030. return false;
  59031. }
  59032. }
  59033. else {
  59034. inv = 1.0 / this.direction.z;
  59035. min = (newMinimum.z - this.origin.z) * inv;
  59036. max = (newMaximum.z - this.origin.z) * inv;
  59037. if (max === -Infinity) {
  59038. max = Infinity;
  59039. }
  59040. if (min > max) {
  59041. temp = min;
  59042. min = max;
  59043. max = temp;
  59044. }
  59045. d = Math.max(min, d);
  59046. maxValue = Math.min(max, maxValue);
  59047. if (d > maxValue) {
  59048. return false;
  59049. }
  59050. }
  59051. return true;
  59052. };
  59053. /**
  59054. * Checks if the ray intersects a box
  59055. * @param box the bounding box to check
  59056. * @param intersectionTreshold extra extend to be added to the BoundingBox in all direction
  59057. * @returns if the box was hit
  59058. */
  59059. Ray.prototype.intersectsBox = function (box, intersectionTreshold) {
  59060. if (intersectionTreshold === void 0) { intersectionTreshold = 0; }
  59061. return this.intersectsBoxMinMax(box.minimum, box.maximum, intersectionTreshold);
  59062. };
  59063. /**
  59064. * If the ray hits a sphere
  59065. * @param sphere the bounding sphere to check
  59066. * @param intersectionTreshold extra extend to be added to the BoundingSphere in all direction
  59067. * @returns true if it hits the sphere
  59068. */
  59069. Ray.prototype.intersectsSphere = function (sphere, intersectionTreshold) {
  59070. if (intersectionTreshold === void 0) { intersectionTreshold = 0; }
  59071. var x = sphere.center.x - this.origin.x;
  59072. var y = sphere.center.y - this.origin.y;
  59073. var z = sphere.center.z - this.origin.z;
  59074. var pyth = (x * x) + (y * y) + (z * z);
  59075. var radius = sphere.radius + intersectionTreshold;
  59076. var rr = radius * radius;
  59077. if (pyth <= rr) {
  59078. return true;
  59079. }
  59080. var dot = (x * this.direction.x) + (y * this.direction.y) + (z * this.direction.z);
  59081. if (dot < 0.0) {
  59082. return false;
  59083. }
  59084. var temp = pyth - (dot * dot);
  59085. return temp <= rr;
  59086. };
  59087. /**
  59088. * If the ray hits a triange
  59089. * @param vertex0 triangle vertex
  59090. * @param vertex1 triangle vertex
  59091. * @param vertex2 triangle vertex
  59092. * @returns intersection information if hit
  59093. */
  59094. Ray.prototype.intersectsTriangle = function (vertex0, vertex1, vertex2) {
  59095. var edge1 = Ray.TmpVector3[0];
  59096. var edge2 = Ray.TmpVector3[1];
  59097. var pvec = Ray.TmpVector3[2];
  59098. var tvec = Ray.TmpVector3[3];
  59099. var qvec = Ray.TmpVector3[4];
  59100. vertex1.subtractToRef(vertex0, edge1);
  59101. vertex2.subtractToRef(vertex0, edge2);
  59102. BABYLON.Vector3.CrossToRef(this.direction, edge2, pvec);
  59103. var det = BABYLON.Vector3.Dot(edge1, pvec);
  59104. if (det === 0) {
  59105. return null;
  59106. }
  59107. var invdet = 1 / det;
  59108. this.origin.subtractToRef(vertex0, tvec);
  59109. var bu = BABYLON.Vector3.Dot(tvec, pvec) * invdet;
  59110. if (bu < 0 || bu > 1.0) {
  59111. return null;
  59112. }
  59113. BABYLON.Vector3.CrossToRef(tvec, edge1, qvec);
  59114. var bv = BABYLON.Vector3.Dot(this.direction, qvec) * invdet;
  59115. if (bv < 0 || bu + bv > 1.0) {
  59116. return null;
  59117. }
  59118. //check if the distance is longer than the predefined length.
  59119. var distance = BABYLON.Vector3.Dot(edge2, qvec) * invdet;
  59120. if (distance > this.length) {
  59121. return null;
  59122. }
  59123. return new BABYLON.IntersectionInfo(bu, bv, distance);
  59124. };
  59125. /**
  59126. * Checks if ray intersects a plane
  59127. * @param plane the plane to check
  59128. * @returns the distance away it was hit
  59129. */
  59130. Ray.prototype.intersectsPlane = function (plane) {
  59131. var distance;
  59132. var result1 = BABYLON.Vector3.Dot(plane.normal, this.direction);
  59133. if (Math.abs(result1) < 9.99999997475243E-07) {
  59134. return null;
  59135. }
  59136. else {
  59137. var result2 = BABYLON.Vector3.Dot(plane.normal, this.origin);
  59138. distance = (-plane.d - result2) / result1;
  59139. if (distance < 0.0) {
  59140. if (distance < -9.99999997475243E-07) {
  59141. return null;
  59142. }
  59143. else {
  59144. return 0;
  59145. }
  59146. }
  59147. return distance;
  59148. }
  59149. };
  59150. /**
  59151. * Checks if ray intersects a mesh
  59152. * @param mesh the mesh to check
  59153. * @param fastCheck if only the bounding box should checked
  59154. * @returns picking info of the intersecton
  59155. */
  59156. Ray.prototype.intersectsMesh = function (mesh, fastCheck) {
  59157. var tm = BABYLON.Tmp.Matrix[0];
  59158. mesh.getWorldMatrix().invertToRef(tm);
  59159. if (this._tmpRay) {
  59160. Ray.TransformToRef(this, tm, this._tmpRay);
  59161. }
  59162. else {
  59163. this._tmpRay = Ray.Transform(this, tm);
  59164. }
  59165. return mesh.intersects(this._tmpRay, fastCheck);
  59166. };
  59167. /**
  59168. * Checks if ray intersects a mesh
  59169. * @param meshes the meshes to check
  59170. * @param fastCheck if only the bounding box should checked
  59171. * @param results array to store result in
  59172. * @returns Array of picking infos
  59173. */
  59174. Ray.prototype.intersectsMeshes = function (meshes, fastCheck, results) {
  59175. if (results) {
  59176. results.length = 0;
  59177. }
  59178. else {
  59179. results = [];
  59180. }
  59181. for (var i = 0; i < meshes.length; i++) {
  59182. var pickInfo = this.intersectsMesh(meshes[i], fastCheck);
  59183. if (pickInfo.hit) {
  59184. results.push(pickInfo);
  59185. }
  59186. }
  59187. results.sort(this._comparePickingInfo);
  59188. return results;
  59189. };
  59190. Ray.prototype._comparePickingInfo = function (pickingInfoA, pickingInfoB) {
  59191. if (pickingInfoA.distance < pickingInfoB.distance) {
  59192. return -1;
  59193. }
  59194. else if (pickingInfoA.distance > pickingInfoB.distance) {
  59195. return 1;
  59196. }
  59197. else {
  59198. return 0;
  59199. }
  59200. };
  59201. /**
  59202. * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
  59203. * @param sega the first point of the segment to test the intersection against
  59204. * @param segb the second point of the segment to test the intersection against
  59205. * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
  59206. * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
  59207. */
  59208. Ray.prototype.intersectionSegment = function (sega, segb, threshold) {
  59209. var o = this.origin;
  59210. var u = BABYLON.Tmp.Vector3[0];
  59211. var rsegb = BABYLON.Tmp.Vector3[1];
  59212. var v = BABYLON.Tmp.Vector3[2];
  59213. var w = BABYLON.Tmp.Vector3[3];
  59214. segb.subtractToRef(sega, u);
  59215. this.direction.scaleToRef(Ray.rayl, v);
  59216. o.addToRef(v, rsegb);
  59217. sega.subtractToRef(o, w);
  59218. var a = BABYLON.Vector3.Dot(u, u); // always >= 0
  59219. var b = BABYLON.Vector3.Dot(u, v);
  59220. var c = BABYLON.Vector3.Dot(v, v); // always >= 0
  59221. var d = BABYLON.Vector3.Dot(u, w);
  59222. var e = BABYLON.Vector3.Dot(v, w);
  59223. var D = a * c - b * b; // always >= 0
  59224. var sc, sN, sD = D; // sc = sN / sD, default sD = D >= 0
  59225. var tc, tN, tD = D; // tc = tN / tD, default tD = D >= 0
  59226. // compute the line parameters of the two closest points
  59227. if (D < Ray.smallnum) { // the lines are almost parallel
  59228. sN = 0.0; // force using point P0 on segment S1
  59229. sD = 1.0; // to prevent possible division by 0.0 later
  59230. tN = e;
  59231. tD = c;
  59232. }
  59233. else { // get the closest points on the infinite lines
  59234. sN = (b * e - c * d);
  59235. tN = (a * e - b * d);
  59236. if (sN < 0.0) { // sc < 0 => the s=0 edge is visible
  59237. sN = 0.0;
  59238. tN = e;
  59239. tD = c;
  59240. }
  59241. else if (sN > sD) { // sc > 1 => the s=1 edge is visible
  59242. sN = sD;
  59243. tN = e + b;
  59244. tD = c;
  59245. }
  59246. }
  59247. if (tN < 0.0) { // tc < 0 => the t=0 edge is visible
  59248. tN = 0.0;
  59249. // recompute sc for this edge
  59250. if (-d < 0.0) {
  59251. sN = 0.0;
  59252. }
  59253. else if (-d > a) {
  59254. sN = sD;
  59255. }
  59256. else {
  59257. sN = -d;
  59258. sD = a;
  59259. }
  59260. }
  59261. else if (tN > tD) { // tc > 1 => the t=1 edge is visible
  59262. tN = tD;
  59263. // recompute sc for this edge
  59264. if ((-d + b) < 0.0) {
  59265. sN = 0;
  59266. }
  59267. else if ((-d + b) > a) {
  59268. sN = sD;
  59269. }
  59270. else {
  59271. sN = (-d + b);
  59272. sD = a;
  59273. }
  59274. }
  59275. // finally do the division to get sc and tc
  59276. sc = (Math.abs(sN) < Ray.smallnum ? 0.0 : sN / sD);
  59277. tc = (Math.abs(tN) < Ray.smallnum ? 0.0 : tN / tD);
  59278. // get the difference of the two closest points
  59279. var qtc = BABYLON.Tmp.Vector3[4];
  59280. v.scaleToRef(tc, qtc);
  59281. var qsc = BABYLON.Tmp.Vector3[5];
  59282. u.scaleToRef(sc, qsc);
  59283. qsc.addInPlace(w);
  59284. var dP = BABYLON.Tmp.Vector3[6];
  59285. qsc.subtractToRef(qtc, dP); // = S1(sc) - S2(tc)
  59286. var isIntersected = (tc > 0) && (tc <= this.length) && (dP.lengthSquared() < (threshold * threshold)); // return intersection result
  59287. if (isIntersected) {
  59288. return qsc.length();
  59289. }
  59290. return -1;
  59291. };
  59292. /**
  59293. * Update the ray from viewport position
  59294. * @param x position
  59295. * @param y y position
  59296. * @param viewportWidth viewport width
  59297. * @param viewportHeight viewport height
  59298. * @param world world matrix
  59299. * @param view view matrix
  59300. * @param projection projection matrix
  59301. * @returns this ray updated
  59302. */
  59303. Ray.prototype.update = function (x, y, viewportWidth, viewportHeight, world, view, projection) {
  59304. BABYLON.Vector3.UnprojectRayToRef(x, y, viewportWidth, viewportHeight, world, view, projection, this);
  59305. return this;
  59306. };
  59307. // Statics
  59308. /**
  59309. * Creates a ray with origin and direction of 0,0,0
  59310. * @returns the new ray
  59311. */
  59312. Ray.Zero = function () {
  59313. return new Ray(BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero());
  59314. };
  59315. /**
  59316. * Creates a new ray from screen space and viewport
  59317. * @param x position
  59318. * @param y y position
  59319. * @param viewportWidth viewport width
  59320. * @param viewportHeight viewport height
  59321. * @param world world matrix
  59322. * @param view view matrix
  59323. * @param projection projection matrix
  59324. * @returns new ray
  59325. */
  59326. Ray.CreateNew = function (x, y, viewportWidth, viewportHeight, world, view, projection) {
  59327. var result = Ray.Zero();
  59328. return result.update(x, y, viewportWidth, viewportHeight, world, view, projection);
  59329. };
  59330. /**
  59331. * 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
  59332. * transformed to the given world matrix.
  59333. * @param origin The origin point
  59334. * @param end The end point
  59335. * @param world a matrix to transform the ray to. Default is the identity matrix.
  59336. * @returns the new ray
  59337. */
  59338. Ray.CreateNewFromTo = function (origin, end, world) {
  59339. if (world === void 0) { world = BABYLON.Matrix.IdentityReadOnly; }
  59340. var direction = end.subtract(origin);
  59341. var length = Math.sqrt((direction.x * direction.x) + (direction.y * direction.y) + (direction.z * direction.z));
  59342. direction.normalize();
  59343. return Ray.Transform(new Ray(origin, direction, length), world);
  59344. };
  59345. /**
  59346. * Transforms a ray by a matrix
  59347. * @param ray ray to transform
  59348. * @param matrix matrix to apply
  59349. * @returns the resulting new ray
  59350. */
  59351. Ray.Transform = function (ray, matrix) {
  59352. var result = new Ray(new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(0, 0, 0));
  59353. Ray.TransformToRef(ray, matrix, result);
  59354. return result;
  59355. };
  59356. /**
  59357. * Transforms a ray by a matrix
  59358. * @param ray ray to transform
  59359. * @param matrix matrix to apply
  59360. * @param result ray to store result in
  59361. */
  59362. Ray.TransformToRef = function (ray, matrix, result) {
  59363. BABYLON.Vector3.TransformCoordinatesToRef(ray.origin, matrix, result.origin);
  59364. BABYLON.Vector3.TransformNormalToRef(ray.direction, matrix, result.direction);
  59365. result.length = ray.length;
  59366. var dir = result.direction;
  59367. var len = dir.length();
  59368. if (!(len === 0 || len === 1)) {
  59369. var num = 1.0 / len;
  59370. dir.x *= num;
  59371. dir.y *= num;
  59372. dir.z *= num;
  59373. result.length *= len;
  59374. }
  59375. };
  59376. Ray.TmpVector3 = BABYLON.Tools.BuildArray(6, BABYLON.Vector3.Zero);
  59377. Ray.smallnum = 0.00000001;
  59378. Ray.rayl = 10e8;
  59379. return Ray;
  59380. }());
  59381. BABYLON.Ray = Ray;
  59382. })(BABYLON || (BABYLON = {}));
  59383. //# sourceMappingURL=babylon.ray.js.map
  59384. var BABYLON;
  59385. (function (BABYLON) {
  59386. var intersectBoxAASphere = function (boxMin, boxMax, sphereCenter, sphereRadius) {
  59387. if (boxMin.x > sphereCenter.x + sphereRadius) {
  59388. return false;
  59389. }
  59390. if (sphereCenter.x - sphereRadius > boxMax.x) {
  59391. return false;
  59392. }
  59393. if (boxMin.y > sphereCenter.y + sphereRadius) {
  59394. return false;
  59395. }
  59396. if (sphereCenter.y - sphereRadius > boxMax.y) {
  59397. return false;
  59398. }
  59399. if (boxMin.z > sphereCenter.z + sphereRadius) {
  59400. return false;
  59401. }
  59402. if (sphereCenter.z - sphereRadius > boxMax.z) {
  59403. return false;
  59404. }
  59405. return true;
  59406. };
  59407. var getLowestRoot = (function () {
  59408. var result = { root: 0, found: false };
  59409. return function (a, b, c, maxR) {
  59410. result.root = 0;
  59411. result.found = false;
  59412. var determinant = b * b - 4.0 * a * c;
  59413. if (determinant < 0) {
  59414. return result;
  59415. }
  59416. var sqrtD = Math.sqrt(determinant);
  59417. var r1 = (-b - sqrtD) / (2.0 * a);
  59418. var r2 = (-b + sqrtD) / (2.0 * a);
  59419. if (r1 > r2) {
  59420. var temp = r2;
  59421. r2 = r1;
  59422. r1 = temp;
  59423. }
  59424. if (r1 > 0 && r1 < maxR) {
  59425. result.root = r1;
  59426. result.found = true;
  59427. return result;
  59428. }
  59429. if (r2 > 0 && r2 < maxR) {
  59430. result.root = r2;
  59431. result.found = true;
  59432. return result;
  59433. }
  59434. return result;
  59435. };
  59436. })();
  59437. /** @hidden */
  59438. var Collider = /** @class */ (function () {
  59439. function Collider() {
  59440. this._collisionPoint = BABYLON.Vector3.Zero();
  59441. this._planeIntersectionPoint = BABYLON.Vector3.Zero();
  59442. this._tempVector = BABYLON.Vector3.Zero();
  59443. this._tempVector2 = BABYLON.Vector3.Zero();
  59444. this._tempVector3 = BABYLON.Vector3.Zero();
  59445. this._tempVector4 = BABYLON.Vector3.Zero();
  59446. this._edge = BABYLON.Vector3.Zero();
  59447. this._baseToVertex = BABYLON.Vector3.Zero();
  59448. this._destinationPoint = BABYLON.Vector3.Zero();
  59449. this._slidePlaneNormal = BABYLON.Vector3.Zero();
  59450. this._displacementVector = BABYLON.Vector3.Zero();
  59451. /** @hidden */
  59452. this._radius = BABYLON.Vector3.One();
  59453. /** @hidden */
  59454. this._retry = 0;
  59455. /** @hidden */
  59456. this._basePointWorld = BABYLON.Vector3.Zero();
  59457. this._velocityWorld = BABYLON.Vector3.Zero();
  59458. this._normalizedVelocity = BABYLON.Vector3.Zero();
  59459. this._collisionMask = -1;
  59460. }
  59461. Object.defineProperty(Collider.prototype, "collisionMask", {
  59462. get: function () {
  59463. return this._collisionMask;
  59464. },
  59465. set: function (mask) {
  59466. this._collisionMask = !isNaN(mask) ? mask : -1;
  59467. },
  59468. enumerable: true,
  59469. configurable: true
  59470. });
  59471. Object.defineProperty(Collider.prototype, "slidePlaneNormal", {
  59472. /**
  59473. * Gets the plane normal used to compute the sliding response (in local space)
  59474. */
  59475. get: function () {
  59476. return this._slidePlaneNormal;
  59477. },
  59478. enumerable: true,
  59479. configurable: true
  59480. });
  59481. // Methods
  59482. /** @hidden */
  59483. Collider.prototype._initialize = function (source, dir, e) {
  59484. this._velocity = dir;
  59485. BABYLON.Vector3.NormalizeToRef(dir, this._normalizedVelocity);
  59486. this._basePoint = source;
  59487. source.multiplyToRef(this._radius, this._basePointWorld);
  59488. dir.multiplyToRef(this._radius, this._velocityWorld);
  59489. this._velocityWorldLength = this._velocityWorld.length();
  59490. this._epsilon = e;
  59491. this.collisionFound = false;
  59492. };
  59493. /** @hidden */
  59494. Collider.prototype._checkPointInTriangle = function (point, pa, pb, pc, n) {
  59495. pa.subtractToRef(point, this._tempVector);
  59496. pb.subtractToRef(point, this._tempVector2);
  59497. BABYLON.Vector3.CrossToRef(this._tempVector, this._tempVector2, this._tempVector4);
  59498. var d = BABYLON.Vector3.Dot(this._tempVector4, n);
  59499. if (d < 0) {
  59500. return false;
  59501. }
  59502. pc.subtractToRef(point, this._tempVector3);
  59503. BABYLON.Vector3.CrossToRef(this._tempVector2, this._tempVector3, this._tempVector4);
  59504. d = BABYLON.Vector3.Dot(this._tempVector4, n);
  59505. if (d < 0) {
  59506. return false;
  59507. }
  59508. BABYLON.Vector3.CrossToRef(this._tempVector3, this._tempVector, this._tempVector4);
  59509. d = BABYLON.Vector3.Dot(this._tempVector4, n);
  59510. return d >= 0;
  59511. };
  59512. /** @hidden */
  59513. Collider.prototype._canDoCollision = function (sphereCenter, sphereRadius, vecMin, vecMax) {
  59514. var distance = BABYLON.Vector3.Distance(this._basePointWorld, sphereCenter);
  59515. var max = Math.max(this._radius.x, this._radius.y, this._radius.z);
  59516. if (distance > this._velocityWorldLength + max + sphereRadius) {
  59517. return false;
  59518. }
  59519. if (!intersectBoxAASphere(vecMin, vecMax, this._basePointWorld, this._velocityWorldLength + max)) {
  59520. return false;
  59521. }
  59522. return true;
  59523. };
  59524. /** @hidden */
  59525. Collider.prototype._testTriangle = function (faceIndex, trianglePlaneArray, p1, p2, p3, hasMaterial) {
  59526. var t0;
  59527. var embeddedInPlane = false;
  59528. //defensive programming, actually not needed.
  59529. if (!trianglePlaneArray) {
  59530. trianglePlaneArray = [];
  59531. }
  59532. if (!trianglePlaneArray[faceIndex]) {
  59533. trianglePlaneArray[faceIndex] = new BABYLON.Plane(0, 0, 0, 0);
  59534. trianglePlaneArray[faceIndex].copyFromPoints(p1, p2, p3);
  59535. }
  59536. var trianglePlane = trianglePlaneArray[faceIndex];
  59537. if ((!hasMaterial) && !trianglePlane.isFrontFacingTo(this._normalizedVelocity, 0)) {
  59538. return;
  59539. }
  59540. var signedDistToTrianglePlane = trianglePlane.signedDistanceTo(this._basePoint);
  59541. var normalDotVelocity = BABYLON.Vector3.Dot(trianglePlane.normal, this._velocity);
  59542. if (normalDotVelocity == 0) {
  59543. if (Math.abs(signedDistToTrianglePlane) >= 1.0) {
  59544. return;
  59545. }
  59546. embeddedInPlane = true;
  59547. t0 = 0;
  59548. }
  59549. else {
  59550. t0 = (-1.0 - signedDistToTrianglePlane) / normalDotVelocity;
  59551. var t1 = (1.0 - signedDistToTrianglePlane) / normalDotVelocity;
  59552. if (t0 > t1) {
  59553. var temp = t1;
  59554. t1 = t0;
  59555. t0 = temp;
  59556. }
  59557. if (t0 > 1.0 || t1 < 0.0) {
  59558. return;
  59559. }
  59560. if (t0 < 0) {
  59561. t0 = 0;
  59562. }
  59563. if (t0 > 1.0) {
  59564. t0 = 1.0;
  59565. }
  59566. }
  59567. this._collisionPoint.copyFromFloats(0, 0, 0);
  59568. var found = false;
  59569. var t = 1.0;
  59570. if (!embeddedInPlane) {
  59571. this._basePoint.subtractToRef(trianglePlane.normal, this._planeIntersectionPoint);
  59572. this._velocity.scaleToRef(t0, this._tempVector);
  59573. this._planeIntersectionPoint.addInPlace(this._tempVector);
  59574. if (this._checkPointInTriangle(this._planeIntersectionPoint, p1, p2, p3, trianglePlane.normal)) {
  59575. found = true;
  59576. t = t0;
  59577. this._collisionPoint.copyFrom(this._planeIntersectionPoint);
  59578. }
  59579. }
  59580. if (!found) {
  59581. var velocitySquaredLength = this._velocity.lengthSquared();
  59582. var a = velocitySquaredLength;
  59583. this._basePoint.subtractToRef(p1, this._tempVector);
  59584. var b = 2.0 * (BABYLON.Vector3.Dot(this._velocity, this._tempVector));
  59585. var c = this._tempVector.lengthSquared() - 1.0;
  59586. var lowestRoot = getLowestRoot(a, b, c, t);
  59587. if (lowestRoot.found) {
  59588. t = lowestRoot.root;
  59589. found = true;
  59590. this._collisionPoint.copyFrom(p1);
  59591. }
  59592. this._basePoint.subtractToRef(p2, this._tempVector);
  59593. b = 2.0 * (BABYLON.Vector3.Dot(this._velocity, this._tempVector));
  59594. c = this._tempVector.lengthSquared() - 1.0;
  59595. lowestRoot = getLowestRoot(a, b, c, t);
  59596. if (lowestRoot.found) {
  59597. t = lowestRoot.root;
  59598. found = true;
  59599. this._collisionPoint.copyFrom(p2);
  59600. }
  59601. this._basePoint.subtractToRef(p3, this._tempVector);
  59602. b = 2.0 * (BABYLON.Vector3.Dot(this._velocity, this._tempVector));
  59603. c = this._tempVector.lengthSquared() - 1.0;
  59604. lowestRoot = getLowestRoot(a, b, c, t);
  59605. if (lowestRoot.found) {
  59606. t = lowestRoot.root;
  59607. found = true;
  59608. this._collisionPoint.copyFrom(p3);
  59609. }
  59610. p2.subtractToRef(p1, this._edge);
  59611. p1.subtractToRef(this._basePoint, this._baseToVertex);
  59612. var edgeSquaredLength = this._edge.lengthSquared();
  59613. var edgeDotVelocity = BABYLON.Vector3.Dot(this._edge, this._velocity);
  59614. var edgeDotBaseToVertex = BABYLON.Vector3.Dot(this._edge, this._baseToVertex);
  59615. a = edgeSquaredLength * (-velocitySquaredLength) + edgeDotVelocity * edgeDotVelocity;
  59616. b = edgeSquaredLength * (2.0 * BABYLON.Vector3.Dot(this._velocity, this._baseToVertex)) - 2.0 * edgeDotVelocity * edgeDotBaseToVertex;
  59617. c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;
  59618. lowestRoot = getLowestRoot(a, b, c, t);
  59619. if (lowestRoot.found) {
  59620. var f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;
  59621. if (f >= 0.0 && f <= 1.0) {
  59622. t = lowestRoot.root;
  59623. found = true;
  59624. this._edge.scaleInPlace(f);
  59625. p1.addToRef(this._edge, this._collisionPoint);
  59626. }
  59627. }
  59628. p3.subtractToRef(p2, this._edge);
  59629. p2.subtractToRef(this._basePoint, this._baseToVertex);
  59630. edgeSquaredLength = this._edge.lengthSquared();
  59631. edgeDotVelocity = BABYLON.Vector3.Dot(this._edge, this._velocity);
  59632. edgeDotBaseToVertex = BABYLON.Vector3.Dot(this._edge, this._baseToVertex);
  59633. a = edgeSquaredLength * (-velocitySquaredLength) + edgeDotVelocity * edgeDotVelocity;
  59634. b = edgeSquaredLength * (2.0 * BABYLON.Vector3.Dot(this._velocity, this._baseToVertex)) - 2.0 * edgeDotVelocity * edgeDotBaseToVertex;
  59635. c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;
  59636. lowestRoot = getLowestRoot(a, b, c, t);
  59637. if (lowestRoot.found) {
  59638. f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;
  59639. if (f >= 0.0 && f <= 1.0) {
  59640. t = lowestRoot.root;
  59641. found = true;
  59642. this._edge.scaleInPlace(f);
  59643. p2.addToRef(this._edge, this._collisionPoint);
  59644. }
  59645. }
  59646. p1.subtractToRef(p3, this._edge);
  59647. p3.subtractToRef(this._basePoint, this._baseToVertex);
  59648. edgeSquaredLength = this._edge.lengthSquared();
  59649. edgeDotVelocity = BABYLON.Vector3.Dot(this._edge, this._velocity);
  59650. edgeDotBaseToVertex = BABYLON.Vector3.Dot(this._edge, this._baseToVertex);
  59651. a = edgeSquaredLength * (-velocitySquaredLength) + edgeDotVelocity * edgeDotVelocity;
  59652. b = edgeSquaredLength * (2.0 * BABYLON.Vector3.Dot(this._velocity, this._baseToVertex)) - 2.0 * edgeDotVelocity * edgeDotBaseToVertex;
  59653. c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;
  59654. lowestRoot = getLowestRoot(a, b, c, t);
  59655. if (lowestRoot.found) {
  59656. f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;
  59657. if (f >= 0.0 && f <= 1.0) {
  59658. t = lowestRoot.root;
  59659. found = true;
  59660. this._edge.scaleInPlace(f);
  59661. p3.addToRef(this._edge, this._collisionPoint);
  59662. }
  59663. }
  59664. }
  59665. if (found) {
  59666. var distToCollision = t * this._velocity.length();
  59667. if (!this.collisionFound || distToCollision < this._nearestDistance) {
  59668. if (!this.intersectionPoint) {
  59669. this.intersectionPoint = this._collisionPoint.clone();
  59670. }
  59671. else {
  59672. this.intersectionPoint.copyFrom(this._collisionPoint);
  59673. }
  59674. this._nearestDistance = distToCollision;
  59675. this.collisionFound = true;
  59676. }
  59677. }
  59678. };
  59679. /** @hidden */
  59680. Collider.prototype._collide = function (trianglePlaneArray, pts, indices, indexStart, indexEnd, decal, hasMaterial) {
  59681. for (var i = indexStart; i < indexEnd; i += 3) {
  59682. var p1 = pts[indices[i] - decal];
  59683. var p2 = pts[indices[i + 1] - decal];
  59684. var p3 = pts[indices[i + 2] - decal];
  59685. this._testTriangle(i, trianglePlaneArray, p3, p2, p1, hasMaterial);
  59686. }
  59687. };
  59688. /** @hidden */
  59689. Collider.prototype._getResponse = function (pos, vel) {
  59690. pos.addToRef(vel, this._destinationPoint);
  59691. vel.scaleInPlace((this._nearestDistance / vel.length()));
  59692. this._basePoint.addToRef(vel, pos);
  59693. pos.subtractToRef(this.intersectionPoint, this._slidePlaneNormal);
  59694. this._slidePlaneNormal.normalize();
  59695. this._slidePlaneNormal.scaleToRef(this._epsilon, this._displacementVector);
  59696. pos.addInPlace(this._displacementVector);
  59697. this.intersectionPoint.addInPlace(this._displacementVector);
  59698. this._slidePlaneNormal.scaleInPlace(BABYLON.Plane.SignedDistanceToPlaneFromPositionAndNormal(this.intersectionPoint, this._slidePlaneNormal, this._destinationPoint));
  59699. this._destinationPoint.subtractInPlace(this._slidePlaneNormal);
  59700. this._destinationPoint.subtractToRef(this.intersectionPoint, vel);
  59701. };
  59702. return Collider;
  59703. }());
  59704. BABYLON.Collider = Collider;
  59705. })(BABYLON || (BABYLON = {}));
  59706. //# sourceMappingURL=babylon.collider.js.map
  59707. var BABYLON;
  59708. (function (BABYLON) {
  59709. //WebWorker code will be inserted to this variable.
  59710. /** @hidden */
  59711. BABYLON.CollisionWorker = "";
  59712. /** Defines supported task for worker process */
  59713. var WorkerTaskType;
  59714. (function (WorkerTaskType) {
  59715. /** Initialization */
  59716. WorkerTaskType[WorkerTaskType["INIT"] = 0] = "INIT";
  59717. /** Update of geometry */
  59718. WorkerTaskType[WorkerTaskType["UPDATE"] = 1] = "UPDATE";
  59719. /** Evaluate collision */
  59720. WorkerTaskType[WorkerTaskType["COLLIDE"] = 2] = "COLLIDE";
  59721. })(WorkerTaskType = BABYLON.WorkerTaskType || (BABYLON.WorkerTaskType = {}));
  59722. /** Defines kind of replies returned by worker */
  59723. var WorkerReplyType;
  59724. (function (WorkerReplyType) {
  59725. /** Success */
  59726. WorkerReplyType[WorkerReplyType["SUCCESS"] = 0] = "SUCCESS";
  59727. /** Unkown error */
  59728. WorkerReplyType[WorkerReplyType["UNKNOWN_ERROR"] = 1] = "UNKNOWN_ERROR";
  59729. })(WorkerReplyType = BABYLON.WorkerReplyType || (BABYLON.WorkerReplyType = {}));
  59730. /** @hidden */
  59731. var CollisionCoordinatorWorker = /** @class */ (function () {
  59732. function CollisionCoordinatorWorker() {
  59733. var _this = this;
  59734. this._scaledPosition = BABYLON.Vector3.Zero();
  59735. this._scaledVelocity = BABYLON.Vector3.Zero();
  59736. this.onMeshUpdated = function (transformNode) {
  59737. _this._addUpdateMeshesList[transformNode.uniqueId] = CollisionCoordinatorWorker.SerializeMesh(transformNode);
  59738. };
  59739. this.onGeometryUpdated = function (geometry) {
  59740. _this._addUpdateGeometriesList[geometry.id] = CollisionCoordinatorWorker.SerializeGeometry(geometry);
  59741. };
  59742. this._afterRender = function () {
  59743. if (!_this._init) {
  59744. return;
  59745. }
  59746. if (_this._toRemoveGeometryArray.length == 0 && _this._toRemoveMeshesArray.length == 0 && Object.keys(_this._addUpdateGeometriesList).length == 0 && Object.keys(_this._addUpdateMeshesList).length == 0) {
  59747. return;
  59748. }
  59749. //5 concurrent updates were sent to the web worker and were not yet processed. Abort next update.
  59750. //TODO make sure update runs as fast as possible to be able to update 60 FPS.
  59751. if (_this._runningUpdated > 4) {
  59752. return;
  59753. }
  59754. ++_this._runningUpdated;
  59755. var payload = {
  59756. updatedMeshes: _this._addUpdateMeshesList,
  59757. updatedGeometries: _this._addUpdateGeometriesList,
  59758. removedGeometries: _this._toRemoveGeometryArray,
  59759. removedMeshes: _this._toRemoveMeshesArray
  59760. };
  59761. var message = {
  59762. payload: payload,
  59763. taskType: WorkerTaskType.UPDATE
  59764. };
  59765. var serializable = [];
  59766. for (var id in payload.updatedGeometries) {
  59767. if (payload.updatedGeometries.hasOwnProperty(id)) {
  59768. //prepare transferables
  59769. serializable.push(message.payload.updatedGeometries[id].indices.buffer);
  59770. serializable.push(message.payload.updatedGeometries[id].normals.buffer);
  59771. serializable.push(message.payload.updatedGeometries[id].positions.buffer);
  59772. }
  59773. }
  59774. _this._worker.postMessage(message, serializable);
  59775. _this._addUpdateMeshesList = {};
  59776. _this._addUpdateGeometriesList = {};
  59777. _this._toRemoveGeometryArray = [];
  59778. _this._toRemoveMeshesArray = [];
  59779. };
  59780. this._onMessageFromWorker = function (e) {
  59781. var returnData = e.data;
  59782. if (returnData.error != WorkerReplyType.SUCCESS) {
  59783. //TODO what errors can be returned from the worker?
  59784. BABYLON.Tools.Warn("error returned from worker!");
  59785. return;
  59786. }
  59787. switch (returnData.taskType) {
  59788. case WorkerTaskType.INIT:
  59789. _this._init = true;
  59790. //Update the worked with ALL of the scene's current state
  59791. _this._scene.meshes.forEach(function (mesh) {
  59792. _this.onMeshAdded(mesh);
  59793. });
  59794. _this._scene.getGeometries().forEach(function (geometry) {
  59795. _this.onGeometryAdded(geometry);
  59796. });
  59797. break;
  59798. case WorkerTaskType.UPDATE:
  59799. _this._runningUpdated--;
  59800. break;
  59801. case WorkerTaskType.COLLIDE:
  59802. var returnPayload = returnData.payload;
  59803. if (!_this._collisionsCallbackArray[returnPayload.collisionId]) {
  59804. return;
  59805. }
  59806. var callback = _this._collisionsCallbackArray[returnPayload.collisionId];
  59807. if (callback) {
  59808. var mesh = _this._scene.getMeshByUniqueID(returnPayload.collidedMeshUniqueId);
  59809. if (mesh) {
  59810. callback(returnPayload.collisionId, BABYLON.Vector3.FromArray(returnPayload.newPosition), mesh);
  59811. }
  59812. }
  59813. //cleanup
  59814. _this._collisionsCallbackArray[returnPayload.collisionId] = null;
  59815. break;
  59816. }
  59817. };
  59818. this._collisionsCallbackArray = [];
  59819. this._init = false;
  59820. this._runningUpdated = 0;
  59821. this._addUpdateMeshesList = {};
  59822. this._addUpdateGeometriesList = {};
  59823. this._toRemoveGeometryArray = [];
  59824. this._toRemoveMeshesArray = [];
  59825. }
  59826. CollisionCoordinatorWorker.prototype.getNewPosition = function (position, displacement, collider, maximumRetry, excludedMesh, onNewPosition, collisionIndex) {
  59827. if (!this._init) {
  59828. return;
  59829. }
  59830. if (this._collisionsCallbackArray[collisionIndex] || this._collisionsCallbackArray[collisionIndex + 100000]) {
  59831. return;
  59832. }
  59833. position.divideToRef(collider._radius, this._scaledPosition);
  59834. displacement.divideToRef(collider._radius, this._scaledVelocity);
  59835. this._collisionsCallbackArray[collisionIndex] = onNewPosition;
  59836. var payload = {
  59837. collider: {
  59838. position: this._scaledPosition.asArray(),
  59839. velocity: this._scaledVelocity.asArray(),
  59840. radius: collider._radius.asArray()
  59841. },
  59842. collisionId: collisionIndex,
  59843. excludedMeshUniqueId: excludedMesh ? excludedMesh.uniqueId : null,
  59844. maximumRetry: maximumRetry
  59845. };
  59846. var message = {
  59847. payload: payload,
  59848. taskType: WorkerTaskType.COLLIDE
  59849. };
  59850. this._worker.postMessage(message);
  59851. };
  59852. CollisionCoordinatorWorker.prototype.init = function (scene) {
  59853. this._scene = scene;
  59854. this._scene.registerAfterRender(this._afterRender);
  59855. var workerUrl = BABYLON.WorkerIncluded ? BABYLON.Engine.CodeRepository + "Collisions/babylon.collisionWorker.js" : URL.createObjectURL(new Blob([BABYLON.CollisionWorker], { type: 'application/javascript' }));
  59856. this._worker = new Worker(workerUrl);
  59857. this._worker.onmessage = this._onMessageFromWorker;
  59858. var message = {
  59859. payload: {},
  59860. taskType: WorkerTaskType.INIT
  59861. };
  59862. this._worker.postMessage(message);
  59863. };
  59864. CollisionCoordinatorWorker.prototype.destroy = function () {
  59865. this._scene.unregisterAfterRender(this._afterRender);
  59866. this._worker.terminate();
  59867. };
  59868. CollisionCoordinatorWorker.prototype.onMeshAdded = function (mesh) {
  59869. mesh.registerAfterWorldMatrixUpdate(this.onMeshUpdated);
  59870. this.onMeshUpdated(mesh);
  59871. };
  59872. CollisionCoordinatorWorker.prototype.onMeshRemoved = function (mesh) {
  59873. this._toRemoveMeshesArray.push(mesh.uniqueId);
  59874. };
  59875. CollisionCoordinatorWorker.prototype.onGeometryAdded = function (geometry) {
  59876. //TODO this will break if the user uses his own function. This should be an array of callbacks!
  59877. geometry.onGeometryUpdated = this.onGeometryUpdated;
  59878. this.onGeometryUpdated(geometry);
  59879. };
  59880. CollisionCoordinatorWorker.prototype.onGeometryDeleted = function (geometry) {
  59881. this._toRemoveGeometryArray.push(geometry.id);
  59882. };
  59883. CollisionCoordinatorWorker.SerializeMesh = function (mesh) {
  59884. var submeshes = [];
  59885. if (mesh.subMeshes) {
  59886. submeshes = mesh.subMeshes.map(function (sm, idx) {
  59887. var boundingInfo = sm.getBoundingInfo();
  59888. return {
  59889. position: idx,
  59890. verticesStart: sm.verticesStart,
  59891. verticesCount: sm.verticesCount,
  59892. indexStart: sm.indexStart,
  59893. indexCount: sm.indexCount,
  59894. hasMaterial: !!sm.getMaterial(),
  59895. sphereCenter: boundingInfo.boundingSphere.centerWorld.asArray(),
  59896. sphereRadius: boundingInfo.boundingSphere.radiusWorld,
  59897. boxMinimum: boundingInfo.boundingBox.minimumWorld.asArray(),
  59898. boxMaximum: boundingInfo.boundingBox.maximumWorld.asArray()
  59899. };
  59900. });
  59901. }
  59902. var geometryId = null;
  59903. if (mesh instanceof BABYLON.Mesh) {
  59904. var geometry = mesh.geometry;
  59905. geometryId = geometry ? geometry.id : null;
  59906. }
  59907. else if (mesh instanceof BABYLON.InstancedMesh) {
  59908. var geometry = mesh.sourceMesh && mesh.sourceMesh.geometry;
  59909. geometryId = geometry ? geometry.id : null;
  59910. }
  59911. var boundingInfo = mesh.getBoundingInfo();
  59912. return {
  59913. uniqueId: mesh.uniqueId,
  59914. id: mesh.id,
  59915. name: mesh.name,
  59916. geometryId: geometryId,
  59917. sphereCenter: boundingInfo.boundingSphere.centerWorld.asArray(),
  59918. sphereRadius: boundingInfo.boundingSphere.radiusWorld,
  59919. boxMinimum: boundingInfo.boundingBox.minimumWorld.asArray(),
  59920. boxMaximum: boundingInfo.boundingBox.maximumWorld.asArray(),
  59921. worldMatrixFromCache: mesh.worldMatrixFromCache.asArray(),
  59922. subMeshes: submeshes,
  59923. checkCollisions: mesh.checkCollisions
  59924. };
  59925. };
  59926. CollisionCoordinatorWorker.SerializeGeometry = function (geometry) {
  59927. return {
  59928. id: geometry.id,
  59929. positions: new Float32Array(geometry.getVerticesData(BABYLON.VertexBuffer.PositionKind) || []),
  59930. normals: new Float32Array(geometry.getVerticesData(BABYLON.VertexBuffer.NormalKind) || []),
  59931. indices: new Uint32Array(geometry.getIndices() || []),
  59932. };
  59933. };
  59934. return CollisionCoordinatorWorker;
  59935. }());
  59936. BABYLON.CollisionCoordinatorWorker = CollisionCoordinatorWorker;
  59937. /** @hidden */
  59938. var CollisionCoordinatorLegacy = /** @class */ (function () {
  59939. function CollisionCoordinatorLegacy() {
  59940. this._scaledPosition = BABYLON.Vector3.Zero();
  59941. this._scaledVelocity = BABYLON.Vector3.Zero();
  59942. this._finalPosition = BABYLON.Vector3.Zero();
  59943. }
  59944. CollisionCoordinatorLegacy.prototype.getNewPosition = function (position, displacement, collider, maximumRetry, excludedMesh, onNewPosition, collisionIndex) {
  59945. position.divideToRef(collider._radius, this._scaledPosition);
  59946. displacement.divideToRef(collider._radius, this._scaledVelocity);
  59947. collider.collidedMesh = null;
  59948. collider._retry = 0;
  59949. collider._initialVelocity = this._scaledVelocity;
  59950. collider._initialPosition = this._scaledPosition;
  59951. this._collideWithWorld(this._scaledPosition, this._scaledVelocity, collider, maximumRetry, this._finalPosition, excludedMesh);
  59952. this._finalPosition.multiplyInPlace(collider._radius);
  59953. //run the callback
  59954. onNewPosition(collisionIndex, this._finalPosition, collider.collidedMesh);
  59955. };
  59956. CollisionCoordinatorLegacy.prototype.init = function (scene) {
  59957. this._scene = scene;
  59958. };
  59959. CollisionCoordinatorLegacy.prototype.destroy = function () {
  59960. //Legacy need no destruction method.
  59961. };
  59962. //No update in legacy mode
  59963. CollisionCoordinatorLegacy.prototype.onMeshAdded = function (mesh) { };
  59964. CollisionCoordinatorLegacy.prototype.onMeshUpdated = function (mesh) { };
  59965. CollisionCoordinatorLegacy.prototype.onMeshRemoved = function (mesh) { };
  59966. CollisionCoordinatorLegacy.prototype.onGeometryAdded = function (geometry) { };
  59967. CollisionCoordinatorLegacy.prototype.onGeometryUpdated = function (geometry) { };
  59968. CollisionCoordinatorLegacy.prototype.onGeometryDeleted = function (geometry) { };
  59969. CollisionCoordinatorLegacy.prototype._collideWithWorld = function (position, velocity, collider, maximumRetry, finalPosition, excludedMesh) {
  59970. if (excludedMesh === void 0) { excludedMesh = null; }
  59971. var closeDistance = BABYLON.Engine.CollisionsEpsilon * 10.0;
  59972. if (collider._retry >= maximumRetry) {
  59973. finalPosition.copyFrom(position);
  59974. return;
  59975. }
  59976. // Check if this is a mesh else camera or -1
  59977. var collisionMask = (excludedMesh ? excludedMesh.collisionMask : collider.collisionMask);
  59978. collider._initialize(position, velocity, closeDistance);
  59979. // Check all meshes
  59980. for (var index = 0; index < this._scene.meshes.length; index++) {
  59981. var mesh = this._scene.meshes[index];
  59982. if (mesh.isEnabled() && mesh.checkCollisions && mesh.subMeshes && mesh !== excludedMesh && ((collisionMask & mesh.collisionGroup) !== 0)) {
  59983. mesh._checkCollision(collider);
  59984. }
  59985. }
  59986. if (!collider.collisionFound) {
  59987. position.addToRef(velocity, finalPosition);
  59988. return;
  59989. }
  59990. if (velocity.x !== 0 || velocity.y !== 0 || velocity.z !== 0) {
  59991. collider._getResponse(position, velocity);
  59992. }
  59993. if (velocity.length() <= closeDistance) {
  59994. finalPosition.copyFrom(position);
  59995. return;
  59996. }
  59997. collider._retry++;
  59998. this._collideWithWorld(position, velocity, collider, maximumRetry, finalPosition, excludedMesh);
  59999. };
  60000. return CollisionCoordinatorLegacy;
  60001. }());
  60002. BABYLON.CollisionCoordinatorLegacy = CollisionCoordinatorLegacy;
  60003. })(BABYLON || (BABYLON = {}));
  60004. //# sourceMappingURL=babylon.collisionCoordinator.js.map
  60005. var BABYLON;
  60006. (function (BABYLON) {
  60007. /**
  60008. * A particle represents one of the element emitted by a particle system.
  60009. * This is mainly define by its coordinates, direction, velocity and age.
  60010. */
  60011. var Particle = /** @class */ (function () {
  60012. /**
  60013. * Creates a new instance Particle
  60014. * @param particleSystem the particle system the particle belongs to
  60015. */
  60016. function Particle(
  60017. /**
  60018. * The particle system the particle belongs to.
  60019. */
  60020. particleSystem) {
  60021. this.particleSystem = particleSystem;
  60022. /**
  60023. * The world position of the particle in the scene.
  60024. */
  60025. this.position = BABYLON.Vector3.Zero();
  60026. /**
  60027. * The world direction of the particle in the scene.
  60028. */
  60029. this.direction = BABYLON.Vector3.Zero();
  60030. /**
  60031. * The color of the particle.
  60032. */
  60033. this.color = new BABYLON.Color4(0, 0, 0, 0);
  60034. /**
  60035. * The color change of the particle per step.
  60036. */
  60037. this.colorStep = new BABYLON.Color4(0, 0, 0, 0);
  60038. /**
  60039. * Defines how long will the life of the particle be.
  60040. */
  60041. this.lifeTime = 1.0;
  60042. /**
  60043. * The current age of the particle.
  60044. */
  60045. this.age = 0;
  60046. /**
  60047. * The current size of the particle.
  60048. */
  60049. this.size = 0;
  60050. /**
  60051. * The current scale of the particle.
  60052. */
  60053. this.scale = new BABYLON.Vector2(1, 1);
  60054. /**
  60055. * The current angle of the particle.
  60056. */
  60057. this.angle = 0;
  60058. /**
  60059. * Defines how fast is the angle changing.
  60060. */
  60061. this.angularSpeed = 0;
  60062. /**
  60063. * Defines the cell index used by the particle to be rendered from a sprite.
  60064. */
  60065. this.cellIndex = 0;
  60066. /** @hidden */
  60067. this._attachedSubEmitters = null;
  60068. /** @hidden */
  60069. this._currentColor1 = new BABYLON.Color4(0, 0, 0, 0);
  60070. /** @hidden */
  60071. this._currentColor2 = new BABYLON.Color4(0, 0, 0, 0);
  60072. /** @hidden */
  60073. this._currentSize1 = 0;
  60074. /** @hidden */
  60075. this._currentSize2 = 0;
  60076. /** @hidden */
  60077. this._currentAngularSpeed1 = 0;
  60078. /** @hidden */
  60079. this._currentAngularSpeed2 = 0;
  60080. /** @hidden */
  60081. this._currentVelocity1 = 0;
  60082. /** @hidden */
  60083. this._currentVelocity2 = 0;
  60084. /** @hidden */
  60085. this._currentLimitVelocity1 = 0;
  60086. /** @hidden */
  60087. this._currentLimitVelocity2 = 0;
  60088. /** @hidden */
  60089. this._currentDrag1 = 0;
  60090. /** @hidden */
  60091. this._currentDrag2 = 0;
  60092. this.id = Particle._Count++;
  60093. if (!this.particleSystem.isAnimationSheetEnabled) {
  60094. return;
  60095. }
  60096. this.updateCellInfoFromSystem();
  60097. }
  60098. Particle.prototype.updateCellInfoFromSystem = function () {
  60099. this.cellIndex = this.particleSystem.startSpriteCellID;
  60100. };
  60101. /**
  60102. * Defines how the sprite cell index is updated for the particle
  60103. */
  60104. Particle.prototype.updateCellIndex = function () {
  60105. var offsetAge = this.age;
  60106. var changeSpeed = this.particleSystem.spriteCellChangeSpeed;
  60107. if (this.particleSystem.spriteRandomStartCell) {
  60108. if (this._randomCellOffset === undefined) {
  60109. this._randomCellOffset = Math.random() * this.lifeTime;
  60110. }
  60111. if (changeSpeed === 0) { // Special case when speed = 0 meaning we want to stay on initial cell
  60112. changeSpeed = 1;
  60113. offsetAge = this._randomCellOffset;
  60114. }
  60115. else {
  60116. offsetAge += this._randomCellOffset;
  60117. }
  60118. }
  60119. var dist = (this._initialEndSpriteCellID - this._initialStartSpriteCellID);
  60120. var ratio = BABYLON.Scalar.Clamp(((offsetAge * changeSpeed) % this.lifeTime) / this.lifeTime);
  60121. this.cellIndex = this._initialStartSpriteCellID + (ratio * dist) | 0;
  60122. };
  60123. /** @hidden */
  60124. Particle.prototype._inheritParticleInfoToSubEmitter = function (subEmitter) {
  60125. if (subEmitter.particleSystem.emitter.position) {
  60126. var emitterMesh = subEmitter.particleSystem.emitter;
  60127. emitterMesh.position.copyFrom(this.position);
  60128. if (subEmitter.inheritDirection) {
  60129. emitterMesh.position.subtractToRef(this.direction, BABYLON.Tmp.Vector3[0]);
  60130. // Look at using Y as forward
  60131. emitterMesh.lookAt(BABYLON.Tmp.Vector3[0], 0, Math.PI / 2);
  60132. }
  60133. }
  60134. else {
  60135. var emitterPosition = subEmitter.particleSystem.emitter;
  60136. emitterPosition.copyFrom(this.position);
  60137. }
  60138. // Set inheritedVelocityOffset to be used when new particles are created
  60139. this.direction.scaleToRef(subEmitter.inheritedVelocityAmount / 2, BABYLON.Tmp.Vector3[0]);
  60140. subEmitter.particleSystem._inheritedVelocityOffset.copyFrom(BABYLON.Tmp.Vector3[0]);
  60141. };
  60142. /** @hidden */
  60143. Particle.prototype._inheritParticleInfoToSubEmitters = function () {
  60144. var _this = this;
  60145. if (this._attachedSubEmitters && this._attachedSubEmitters.length > 0) {
  60146. this._attachedSubEmitters.forEach(function (subEmitter) {
  60147. _this._inheritParticleInfoToSubEmitter(subEmitter);
  60148. });
  60149. }
  60150. };
  60151. /** @hidden */
  60152. Particle.prototype._reset = function () {
  60153. this.age = 0;
  60154. this._currentColorGradient = null;
  60155. this._currentSizeGradient = null;
  60156. this._currentAngularSpeedGradient = null;
  60157. this._currentVelocityGradient = null;
  60158. this._currentLimitVelocityGradient = null;
  60159. this._currentDragGradient = null;
  60160. this.cellIndex = this.particleSystem.startSpriteCellID;
  60161. this._randomCellOffset = undefined;
  60162. };
  60163. /**
  60164. * Copy the properties of particle to another one.
  60165. * @param other the particle to copy the information to.
  60166. */
  60167. Particle.prototype.copyTo = function (other) {
  60168. other.position.copyFrom(this.position);
  60169. if (this._initialDirection) {
  60170. if (other._initialDirection) {
  60171. other._initialDirection.copyFrom(this._initialDirection);
  60172. }
  60173. else {
  60174. other._initialDirection = this._initialDirection.clone();
  60175. }
  60176. }
  60177. else {
  60178. other._initialDirection = null;
  60179. }
  60180. other.direction.copyFrom(this.direction);
  60181. other.color.copyFrom(this.color);
  60182. other.colorStep.copyFrom(this.colorStep);
  60183. other.lifeTime = this.lifeTime;
  60184. other.age = this.age;
  60185. other._randomCellOffset = this._randomCellOffset;
  60186. other.size = this.size;
  60187. other.scale.copyFrom(this.scale);
  60188. other.angle = this.angle;
  60189. other.angularSpeed = this.angularSpeed;
  60190. other.particleSystem = this.particleSystem;
  60191. other.cellIndex = this.cellIndex;
  60192. other.id = this.id;
  60193. other._attachedSubEmitters = this._attachedSubEmitters;
  60194. if (this._currentColorGradient) {
  60195. other._currentColorGradient = this._currentColorGradient;
  60196. other._currentColor1.copyFrom(this._currentColor1);
  60197. other._currentColor2.copyFrom(this._currentColor2);
  60198. }
  60199. if (this._currentSizeGradient) {
  60200. other._currentSizeGradient = this._currentSizeGradient;
  60201. other._currentSize1 = this._currentSize1;
  60202. other._currentSize2 = this._currentSize2;
  60203. }
  60204. if (this._currentAngularSpeedGradient) {
  60205. other._currentAngularSpeedGradient = this._currentAngularSpeedGradient;
  60206. other._currentAngularSpeed1 = this._currentAngularSpeed1;
  60207. other._currentAngularSpeed2 = this._currentAngularSpeed2;
  60208. }
  60209. if (this._currentVelocityGradient) {
  60210. other._currentVelocityGradient = this._currentVelocityGradient;
  60211. other._currentVelocity1 = this._currentVelocity1;
  60212. other._currentVelocity2 = this._currentVelocity2;
  60213. }
  60214. if (this._currentLimitVelocityGradient) {
  60215. other._currentLimitVelocityGradient = this._currentLimitVelocityGradient;
  60216. other._currentLimitVelocity1 = this._currentLimitVelocity1;
  60217. other._currentLimitVelocity2 = this._currentLimitVelocity2;
  60218. }
  60219. if (this._currentDragGradient) {
  60220. other._currentDragGradient = this._currentDragGradient;
  60221. other._currentDrag1 = this._currentDrag1;
  60222. other._currentDrag2 = this._currentDrag2;
  60223. }
  60224. if (this.particleSystem.isAnimationSheetEnabled) {
  60225. other._initialStartSpriteCellID = this._initialStartSpriteCellID;
  60226. other._initialEndSpriteCellID = this._initialEndSpriteCellID;
  60227. }
  60228. if (this.particleSystem.useRampGradients) {
  60229. other.remapData.copyFrom(this.remapData);
  60230. }
  60231. if (this._randomNoiseCoordinates1) {
  60232. if (other._randomNoiseCoordinates1) {
  60233. other._randomNoiseCoordinates1.copyFrom(this._randomNoiseCoordinates1);
  60234. other._randomNoiseCoordinates2.copyFrom(this._randomNoiseCoordinates2);
  60235. }
  60236. else {
  60237. other._randomNoiseCoordinates1 = this._randomNoiseCoordinates1.clone();
  60238. other._randomNoiseCoordinates2 = this._randomNoiseCoordinates2.clone();
  60239. }
  60240. }
  60241. };
  60242. Particle._Count = 0;
  60243. return Particle;
  60244. }());
  60245. BABYLON.Particle = Particle;
  60246. })(BABYLON || (BABYLON = {}));
  60247. //# sourceMappingURL=babylon.particle.js.map
  60248. var BABYLON;
  60249. (function (BABYLON) {
  60250. /**
  60251. * This represents the base class for particle system in Babylon.
  60252. * 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.
  60253. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  60254. * @example https://doc.babylonjs.com/babylon101/particles
  60255. */
  60256. var BaseParticleSystem = /** @class */ (function () {
  60257. /**
  60258. * Instantiates a particle system.
  60259. * 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.
  60260. * @param name The name of the particle system
  60261. */
  60262. function BaseParticleSystem(name) {
  60263. /**
  60264. * List of animations used by the particle system.
  60265. */
  60266. this.animations = [];
  60267. /**
  60268. * The rendering group used by the Particle system to chose when to render.
  60269. */
  60270. this.renderingGroupId = 0;
  60271. /**
  60272. * The emitter represents the Mesh or position we are attaching the particle system to.
  60273. */
  60274. this.emitter = null;
  60275. /**
  60276. * The maximum number of particles to emit per frame
  60277. */
  60278. this.emitRate = 10;
  60279. /**
  60280. * If you want to launch only a few particles at once, that can be done, as well.
  60281. */
  60282. this.manualEmitCount = -1;
  60283. /**
  60284. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  60285. */
  60286. this.updateSpeed = 0.01;
  60287. /**
  60288. * The amount of time the particle system is running (depends of the overall update speed).
  60289. */
  60290. this.targetStopDuration = 0;
  60291. /**
  60292. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  60293. */
  60294. this.disposeOnStop = false;
  60295. /**
  60296. * Minimum power of emitting particles.
  60297. */
  60298. this.minEmitPower = 1;
  60299. /**
  60300. * Maximum power of emitting particles.
  60301. */
  60302. this.maxEmitPower = 1;
  60303. /**
  60304. * Minimum life time of emitting particles.
  60305. */
  60306. this.minLifeTime = 1;
  60307. /**
  60308. * Maximum life time of emitting particles.
  60309. */
  60310. this.maxLifeTime = 1;
  60311. /**
  60312. * Minimum Size of emitting particles.
  60313. */
  60314. this.minSize = 1;
  60315. /**
  60316. * Maximum Size of emitting particles.
  60317. */
  60318. this.maxSize = 1;
  60319. /**
  60320. * Minimum scale of emitting particles on X axis.
  60321. */
  60322. this.minScaleX = 1;
  60323. /**
  60324. * Maximum scale of emitting particles on X axis.
  60325. */
  60326. this.maxScaleX = 1;
  60327. /**
  60328. * Minimum scale of emitting particles on Y axis.
  60329. */
  60330. this.minScaleY = 1;
  60331. /**
  60332. * Maximum scale of emitting particles on Y axis.
  60333. */
  60334. this.maxScaleY = 1;
  60335. /**
  60336. * Gets or sets the minimal initial rotation in radians.
  60337. */
  60338. this.minInitialRotation = 0;
  60339. /**
  60340. * Gets or sets the maximal initial rotation in radians.
  60341. */
  60342. this.maxInitialRotation = 0;
  60343. /**
  60344. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  60345. */
  60346. this.minAngularSpeed = 0;
  60347. /**
  60348. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  60349. */
  60350. this.maxAngularSpeed = 0;
  60351. /**
  60352. * The layer mask we are rendering the particles through.
  60353. */
  60354. this.layerMask = 0x0FFFFFFF;
  60355. /**
  60356. * This can help using your own shader to render the particle system.
  60357. * The according effect will be created
  60358. */
  60359. this.customShader = null;
  60360. /**
  60361. * By default particle system starts as soon as they are created. This prevents the
  60362. * automatic start to happen and let you decide when to start emitting particles.
  60363. */
  60364. this.preventAutoStart = false;
  60365. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  60366. this.noiseStrength = new BABYLON.Vector3(10, 10, 10);
  60367. /**
  60368. * Callback triggered when the particle animation is ending.
  60369. */
  60370. this.onAnimationEnd = null;
  60371. /**
  60372. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE or ParticleSystem.BLENDMODE_STANDARD.
  60373. */
  60374. this.blendMode = BABYLON.ParticleSystem.BLENDMODE_ONEONE;
  60375. /**
  60376. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  60377. * to override the particles.
  60378. */
  60379. this.forceDepthWrite = false;
  60380. /** 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 */
  60381. this.preWarmCycles = 0;
  60382. /** Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1) */
  60383. this.preWarmStepOffset = 1;
  60384. /**
  60385. * 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)
  60386. */
  60387. this.spriteCellChangeSpeed = 1;
  60388. /**
  60389. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  60390. */
  60391. this.startSpriteCellID = 0;
  60392. /**
  60393. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  60394. */
  60395. this.endSpriteCellID = 0;
  60396. /**
  60397. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  60398. */
  60399. this.spriteCellWidth = 0;
  60400. /**
  60401. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  60402. */
  60403. this.spriteCellHeight = 0;
  60404. /**
  60405. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  60406. */
  60407. this.spriteRandomStartCell = false;
  60408. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  60409. this.translationPivot = new BABYLON.Vector2(0, 0);
  60410. /**
  60411. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  60412. */
  60413. this.beginAnimationOnStart = false;
  60414. /**
  60415. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  60416. */
  60417. this.beginAnimationFrom = 0;
  60418. /**
  60419. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  60420. */
  60421. this.beginAnimationTo = 60;
  60422. /**
  60423. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  60424. */
  60425. this.beginAnimationLoop = false;
  60426. /**
  60427. * You can use gravity if you want to give an orientation to your particles.
  60428. */
  60429. this.gravity = BABYLON.Vector3.Zero();
  60430. this._colorGradients = null;
  60431. this._sizeGradients = null;
  60432. this._lifeTimeGradients = null;
  60433. this._angularSpeedGradients = null;
  60434. this._velocityGradients = null;
  60435. this._limitVelocityGradients = null;
  60436. this._dragGradients = null;
  60437. this._emitRateGradients = null;
  60438. this._startSizeGradients = null;
  60439. this._rampGradients = null;
  60440. this._colorRemapGradients = null;
  60441. this._alphaRemapGradients = null;
  60442. /**
  60443. * Defines the delay in milliseconds before starting the system (0 by default)
  60444. */
  60445. this.startDelay = 0;
  60446. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  60447. this.limitVelocityDamping = 0.4;
  60448. /**
  60449. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  60450. */
  60451. this.color1 = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  60452. /**
  60453. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  60454. */
  60455. this.color2 = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  60456. /**
  60457. * Color the particle will have at the end of its lifetime
  60458. */
  60459. this.colorDead = new BABYLON.Color4(0, 0, 0, 1.0);
  60460. /**
  60461. * An optional mask to filter some colors out of the texture, or filter a part of the alpha channel
  60462. */
  60463. this.textureMask = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  60464. /** @hidden */
  60465. this._isSubEmitter = false;
  60466. /**
  60467. * Gets or sets the billboard mode to use when isBillboardBased = true.
  60468. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  60469. */
  60470. this.billboardMode = BABYLON.ParticleSystem.BILLBOARDMODE_ALL;
  60471. this._isBillboardBased = true;
  60472. /**
  60473. * Local cache of defines for image processing.
  60474. */
  60475. this._imageProcessingConfigurationDefines = new BABYLON.ImageProcessingConfigurationDefines();
  60476. this.id = name;
  60477. this.name = name;
  60478. }
  60479. Object.defineProperty(BaseParticleSystem.prototype, "isAnimationSheetEnabled", {
  60480. /**
  60481. * Gets or sets whether an animation sprite sheet is enabled or not on the particle system
  60482. */
  60483. get: function () {
  60484. return this._isAnimationSheetEnabled;
  60485. },
  60486. set: function (value) {
  60487. if (this._isAnimationSheetEnabled == value) {
  60488. return;
  60489. }
  60490. this._isAnimationSheetEnabled = value;
  60491. this._reset();
  60492. },
  60493. enumerable: true,
  60494. configurable: true
  60495. });
  60496. /**
  60497. * Get hosting scene
  60498. * @returns the scene
  60499. */
  60500. BaseParticleSystem.prototype.getScene = function () {
  60501. return this._scene;
  60502. };
  60503. BaseParticleSystem.prototype._hasTargetStopDurationDependantGradient = function () {
  60504. return (this._startSizeGradients && this._startSizeGradients.length > 0)
  60505. || (this._emitRateGradients && this._emitRateGradients.length > 0)
  60506. || (this._lifeTimeGradients && this._lifeTimeGradients.length > 0);
  60507. };
  60508. /**
  60509. * Gets the current list of drag gradients.
  60510. * You must use addDragGradient and removeDragGradient to udpate this list
  60511. * @returns the list of drag gradients
  60512. */
  60513. BaseParticleSystem.prototype.getDragGradients = function () {
  60514. return this._dragGradients;
  60515. };
  60516. /**
  60517. * Gets the current list of limit velocity gradients.
  60518. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  60519. * @returns the list of limit velocity gradients
  60520. */
  60521. BaseParticleSystem.prototype.getLimitVelocityGradients = function () {
  60522. return this._limitVelocityGradients;
  60523. };
  60524. /**
  60525. * Gets the current list of color gradients.
  60526. * You must use addColorGradient and removeColorGradient to udpate this list
  60527. * @returns the list of color gradients
  60528. */
  60529. BaseParticleSystem.prototype.getColorGradients = function () {
  60530. return this._colorGradients;
  60531. };
  60532. /**
  60533. * Gets the current list of size gradients.
  60534. * You must use addSizeGradient and removeSizeGradient to udpate this list
  60535. * @returns the list of size gradients
  60536. */
  60537. BaseParticleSystem.prototype.getSizeGradients = function () {
  60538. return this._sizeGradients;
  60539. };
  60540. /**
  60541. * Gets the current list of color remap gradients.
  60542. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  60543. * @returns the list of color remap gradients
  60544. */
  60545. BaseParticleSystem.prototype.getColorRemapGradients = function () {
  60546. return this._colorRemapGradients;
  60547. };
  60548. /**
  60549. * Gets the current list of alpha remap gradients.
  60550. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  60551. * @returns the list of alpha remap gradients
  60552. */
  60553. BaseParticleSystem.prototype.getAlphaRemapGradients = function () {
  60554. return this._alphaRemapGradients;
  60555. };
  60556. /**
  60557. * Gets the current list of life time gradients.
  60558. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  60559. * @returns the list of life time gradients
  60560. */
  60561. BaseParticleSystem.prototype.getLifeTimeGradients = function () {
  60562. return this._lifeTimeGradients;
  60563. };
  60564. /**
  60565. * Gets the current list of angular speed gradients.
  60566. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  60567. * @returns the list of angular speed gradients
  60568. */
  60569. BaseParticleSystem.prototype.getAngularSpeedGradients = function () {
  60570. return this._angularSpeedGradients;
  60571. };
  60572. /**
  60573. * Gets the current list of velocity gradients.
  60574. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  60575. * @returns the list of velocity gradients
  60576. */
  60577. BaseParticleSystem.prototype.getVelocityGradients = function () {
  60578. return this._velocityGradients;
  60579. };
  60580. /**
  60581. * Gets the current list of start size gradients.
  60582. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  60583. * @returns the list of start size gradients
  60584. */
  60585. BaseParticleSystem.prototype.getStartSizeGradients = function () {
  60586. return this._startSizeGradients;
  60587. };
  60588. /**
  60589. * Gets the current list of emit rate gradients.
  60590. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  60591. * @returns the list of emit rate gradients
  60592. */
  60593. BaseParticleSystem.prototype.getEmitRateGradients = function () {
  60594. return this._emitRateGradients;
  60595. };
  60596. Object.defineProperty(BaseParticleSystem.prototype, "direction1", {
  60597. /**
  60598. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  60599. * This only works when particleEmitterTyps is a BoxParticleEmitter
  60600. */
  60601. get: function () {
  60602. if (this.particleEmitterType.direction1) {
  60603. return this.particleEmitterType.direction1;
  60604. }
  60605. return BABYLON.Vector3.Zero();
  60606. },
  60607. set: function (value) {
  60608. if (this.particleEmitterType.direction1) {
  60609. this.particleEmitterType.direction1 = value;
  60610. }
  60611. },
  60612. enumerable: true,
  60613. configurable: true
  60614. });
  60615. Object.defineProperty(BaseParticleSystem.prototype, "direction2", {
  60616. /**
  60617. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  60618. * This only works when particleEmitterTyps is a BoxParticleEmitter
  60619. */
  60620. get: function () {
  60621. if (this.particleEmitterType.direction2) {
  60622. return this.particleEmitterType.direction2;
  60623. }
  60624. return BABYLON.Vector3.Zero();
  60625. },
  60626. set: function (value) {
  60627. if (this.particleEmitterType.direction2) {
  60628. this.particleEmitterType.direction2 = value;
  60629. }
  60630. },
  60631. enumerable: true,
  60632. configurable: true
  60633. });
  60634. Object.defineProperty(BaseParticleSystem.prototype, "minEmitBox", {
  60635. /**
  60636. * 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.
  60637. * This only works when particleEmitterTyps is a BoxParticleEmitter
  60638. */
  60639. get: function () {
  60640. if (this.particleEmitterType.minEmitBox) {
  60641. return this.particleEmitterType.minEmitBox;
  60642. }
  60643. return BABYLON.Vector3.Zero();
  60644. },
  60645. set: function (value) {
  60646. if (this.particleEmitterType.minEmitBox) {
  60647. this.particleEmitterType.minEmitBox = value;
  60648. }
  60649. },
  60650. enumerable: true,
  60651. configurable: true
  60652. });
  60653. Object.defineProperty(BaseParticleSystem.prototype, "maxEmitBox", {
  60654. /**
  60655. * 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.
  60656. * This only works when particleEmitterTyps is a BoxParticleEmitter
  60657. */
  60658. get: function () {
  60659. if (this.particleEmitterType.maxEmitBox) {
  60660. return this.particleEmitterType.maxEmitBox;
  60661. }
  60662. return BABYLON.Vector3.Zero();
  60663. },
  60664. set: function (value) {
  60665. if (this.particleEmitterType.maxEmitBox) {
  60666. this.particleEmitterType.maxEmitBox = value;
  60667. }
  60668. },
  60669. enumerable: true,
  60670. configurable: true
  60671. });
  60672. Object.defineProperty(BaseParticleSystem.prototype, "isBillboardBased", {
  60673. /**
  60674. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  60675. */
  60676. get: function () {
  60677. return this._isBillboardBased;
  60678. },
  60679. set: function (value) {
  60680. if (this._isBillboardBased === value) {
  60681. return;
  60682. }
  60683. this._isBillboardBased = value;
  60684. this._reset();
  60685. },
  60686. enumerable: true,
  60687. configurable: true
  60688. });
  60689. Object.defineProperty(BaseParticleSystem.prototype, "imageProcessingConfiguration", {
  60690. /**
  60691. * Gets the image processing configuration used either in this material.
  60692. */
  60693. get: function () {
  60694. return this._imageProcessingConfiguration;
  60695. },
  60696. /**
  60697. * Sets the Default image processing configuration used either in the this material.
  60698. *
  60699. * If sets to null, the scene one is in use.
  60700. */
  60701. set: function (value) {
  60702. this._attachImageProcessingConfiguration(value);
  60703. },
  60704. enumerable: true,
  60705. configurable: true
  60706. });
  60707. /**
  60708. * Attaches a new image processing configuration to the Standard Material.
  60709. * @param configuration
  60710. */
  60711. BaseParticleSystem.prototype._attachImageProcessingConfiguration = function (configuration) {
  60712. if (configuration === this._imageProcessingConfiguration) {
  60713. return;
  60714. }
  60715. // Pick the scene configuration if needed.
  60716. if (!configuration) {
  60717. this._imageProcessingConfiguration = this._scene.imageProcessingConfiguration;
  60718. }
  60719. else {
  60720. this._imageProcessingConfiguration = configuration;
  60721. }
  60722. };
  60723. /** @hidden */
  60724. BaseParticleSystem.prototype._reset = function () {
  60725. };
  60726. /** @hidden */
  60727. BaseParticleSystem.prototype._removeGradientAndTexture = function (gradient, gradients, texture) {
  60728. if (!gradients) {
  60729. return this;
  60730. }
  60731. var index = 0;
  60732. for (var _i = 0, gradients_1 = gradients; _i < gradients_1.length; _i++) {
  60733. var valueGradient = gradients_1[_i];
  60734. if (valueGradient.gradient === gradient) {
  60735. gradients.splice(index, 1);
  60736. break;
  60737. }
  60738. index++;
  60739. }
  60740. if (texture) {
  60741. texture.dispose();
  60742. }
  60743. return this;
  60744. };
  60745. /**
  60746. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  60747. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  60748. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  60749. * @returns the emitter
  60750. */
  60751. BaseParticleSystem.prototype.createPointEmitter = function (direction1, direction2) {
  60752. var particleEmitter = new BABYLON.PointParticleEmitter();
  60753. particleEmitter.direction1 = direction1;
  60754. particleEmitter.direction2 = direction2;
  60755. this.particleEmitterType = particleEmitter;
  60756. return particleEmitter;
  60757. };
  60758. /**
  60759. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  60760. * @param radius The radius of the hemisphere to emit from
  60761. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  60762. * @returns the emitter
  60763. */
  60764. BaseParticleSystem.prototype.createHemisphericEmitter = function (radius, radiusRange) {
  60765. if (radius === void 0) { radius = 1; }
  60766. if (radiusRange === void 0) { radiusRange = 1; }
  60767. var particleEmitter = new BABYLON.HemisphericParticleEmitter(radius, radiusRange);
  60768. this.particleEmitterType = particleEmitter;
  60769. return particleEmitter;
  60770. };
  60771. /**
  60772. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  60773. * @param radius The radius of the sphere to emit from
  60774. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  60775. * @returns the emitter
  60776. */
  60777. BaseParticleSystem.prototype.createSphereEmitter = function (radius, radiusRange) {
  60778. if (radius === void 0) { radius = 1; }
  60779. if (radiusRange === void 0) { radiusRange = 1; }
  60780. var particleEmitter = new BABYLON.SphereParticleEmitter(radius, radiusRange);
  60781. this.particleEmitterType = particleEmitter;
  60782. return particleEmitter;
  60783. };
  60784. /**
  60785. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  60786. * @param radius The radius of the sphere to emit from
  60787. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  60788. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  60789. * @returns the emitter
  60790. */
  60791. BaseParticleSystem.prototype.createDirectedSphereEmitter = function (radius, direction1, direction2) {
  60792. if (radius === void 0) { radius = 1; }
  60793. if (direction1 === void 0) { direction1 = new BABYLON.Vector3(0, 1.0, 0); }
  60794. if (direction2 === void 0) { direction2 = new BABYLON.Vector3(0, 1.0, 0); }
  60795. var particleEmitter = new BABYLON.SphereDirectedParticleEmitter(radius, direction1, direction2);
  60796. this.particleEmitterType = particleEmitter;
  60797. return particleEmitter;
  60798. };
  60799. /**
  60800. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  60801. * @param radius The radius of the emission cylinder
  60802. * @param height The height of the emission cylinder
  60803. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  60804. * @param directionRandomizer How much to randomize the particle direction [0-1]
  60805. * @returns the emitter
  60806. */
  60807. BaseParticleSystem.prototype.createCylinderEmitter = function (radius, height, radiusRange, directionRandomizer) {
  60808. if (radius === void 0) { radius = 1; }
  60809. if (height === void 0) { height = 1; }
  60810. if (radiusRange === void 0) { radiusRange = 1; }
  60811. if (directionRandomizer === void 0) { directionRandomizer = 0; }
  60812. var particleEmitter = new BABYLON.CylinderParticleEmitter(radius, height, radiusRange, directionRandomizer);
  60813. this.particleEmitterType = particleEmitter;
  60814. return particleEmitter;
  60815. };
  60816. /**
  60817. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  60818. * @param radius The radius of the cylinder to emit from
  60819. * @param height The height of the emission cylinder
  60820. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  60821. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  60822. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  60823. * @returns the emitter
  60824. */
  60825. BaseParticleSystem.prototype.createDirectedCylinderEmitter = function (radius, height, radiusRange, direction1, direction2) {
  60826. if (radius === void 0) { radius = 1; }
  60827. if (height === void 0) { height = 1; }
  60828. if (radiusRange === void 0) { radiusRange = 1; }
  60829. if (direction1 === void 0) { direction1 = new BABYLON.Vector3(0, 1.0, 0); }
  60830. if (direction2 === void 0) { direction2 = new BABYLON.Vector3(0, 1.0, 0); }
  60831. var particleEmitter = new BABYLON.CylinderDirectedParticleEmitter(radius, height, radiusRange, direction1, direction2);
  60832. this.particleEmitterType = particleEmitter;
  60833. return particleEmitter;
  60834. };
  60835. /**
  60836. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  60837. * @param radius The radius of the cone to emit from
  60838. * @param angle The base angle of the cone
  60839. * @returns the emitter
  60840. */
  60841. BaseParticleSystem.prototype.createConeEmitter = function (radius, angle) {
  60842. if (radius === void 0) { radius = 1; }
  60843. if (angle === void 0) { angle = Math.PI / 4; }
  60844. var particleEmitter = new BABYLON.ConeParticleEmitter(radius, angle);
  60845. this.particleEmitterType = particleEmitter;
  60846. return particleEmitter;
  60847. };
  60848. /**
  60849. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  60850. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  60851. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  60852. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  60853. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  60854. * @returns the emitter
  60855. */
  60856. BaseParticleSystem.prototype.createBoxEmitter = function (direction1, direction2, minEmitBox, maxEmitBox) {
  60857. var particleEmitter = new BABYLON.BoxParticleEmitter();
  60858. this.particleEmitterType = particleEmitter;
  60859. this.direction1 = direction1;
  60860. this.direction2 = direction2;
  60861. this.minEmitBox = minEmitBox;
  60862. this.maxEmitBox = maxEmitBox;
  60863. return particleEmitter;
  60864. };
  60865. /**
  60866. * Source color is added to the destination color without alpha affecting the result
  60867. */
  60868. BaseParticleSystem.BLENDMODE_ONEONE = 0;
  60869. /**
  60870. * Blend current color and particle color using particle’s alpha
  60871. */
  60872. BaseParticleSystem.BLENDMODE_STANDARD = 1;
  60873. /**
  60874. * Add current color and particle color multiplied by particle’s alpha
  60875. */
  60876. BaseParticleSystem.BLENDMODE_ADD = 2;
  60877. /**
  60878. * Multiply current color with particle color
  60879. */
  60880. BaseParticleSystem.BLENDMODE_MULTIPLY = 3;
  60881. /**
  60882. * Multiply current color with particle color then add current color and particle color multiplied by particle’s alpha
  60883. */
  60884. BaseParticleSystem.BLENDMODE_MULTIPLYADD = 4;
  60885. return BaseParticleSystem;
  60886. }());
  60887. BABYLON.BaseParticleSystem = BaseParticleSystem;
  60888. })(BABYLON || (BABYLON = {}));
  60889. //# sourceMappingURL=babylon.baseParticleSystem.js.map
  60890. var BABYLON;
  60891. (function (BABYLON) {
  60892. /**
  60893. * This represents a particle system in Babylon.
  60894. * 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.
  60895. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  60896. * @example https://doc.babylonjs.com/babylon101/particles
  60897. */
  60898. var ParticleSystem = /** @class */ (function (_super) {
  60899. __extends(ParticleSystem, _super);
  60900. /**
  60901. * Instantiates a particle system.
  60902. * 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.
  60903. * @param name The name of the particle system
  60904. * @param capacity The max number of particles alive at the same time
  60905. * @param scene The scene the particle system belongs to
  60906. * @param customEffect a custom effect used to change the way particles are rendered by default
  60907. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  60908. * @param epsilon Offset used to render the particles
  60909. */
  60910. function ParticleSystem(name, capacity, scene, customEffect, isAnimationSheetEnabled, epsilon) {
  60911. if (customEffect === void 0) { customEffect = null; }
  60912. if (isAnimationSheetEnabled === void 0) { isAnimationSheetEnabled = false; }
  60913. if (epsilon === void 0) { epsilon = 0.01; }
  60914. var _this = _super.call(this, name) || this;
  60915. /**
  60916. * @hidden
  60917. */
  60918. _this._inheritedVelocityOffset = new BABYLON.Vector3();
  60919. /**
  60920. * An event triggered when the system is disposed
  60921. */
  60922. _this.onDisposeObservable = new BABYLON.Observable();
  60923. _this._particles = new Array();
  60924. _this._stockParticles = new Array();
  60925. _this._newPartsExcess = 0;
  60926. _this._vertexBuffers = {};
  60927. _this._scaledColorStep = new BABYLON.Color4(0, 0, 0, 0);
  60928. _this._colorDiff = new BABYLON.Color4(0, 0, 0, 0);
  60929. _this._scaledDirection = BABYLON.Vector3.Zero();
  60930. _this._scaledGravity = BABYLON.Vector3.Zero();
  60931. _this._currentRenderId = -1;
  60932. _this._useInstancing = false;
  60933. _this._started = false;
  60934. _this._stopped = false;
  60935. _this._actualFrame = 0;
  60936. /** @hidden */
  60937. _this._currentEmitRate1 = 0;
  60938. /** @hidden */
  60939. _this._currentEmitRate2 = 0;
  60940. /** @hidden */
  60941. _this._currentStartSize1 = 0;
  60942. /** @hidden */
  60943. _this._currentStartSize2 = 0;
  60944. _this._rawTextureWidth = 256;
  60945. _this._useRampGradients = false;
  60946. /**
  60947. * @hidden
  60948. * If the particle systems emitter should be disposed when the particle system is disposed
  60949. */
  60950. _this._disposeEmitterOnDispose = false;
  60951. // start of sub system methods
  60952. /**
  60953. * "Recycles" one of the particle by copying it back to the "stock" of particles and removing it from the active list.
  60954. * Its lifetime will start back at 0.
  60955. */
  60956. _this.recycleParticle = function (particle) {
  60957. // move particle from activeParticle list to stock particles
  60958. var lastParticle = _this._particles.pop();
  60959. if (lastParticle !== particle) {
  60960. lastParticle.copyTo(particle);
  60961. }
  60962. _this._stockParticles.push(lastParticle);
  60963. };
  60964. _this._createParticle = function () {
  60965. var particle;
  60966. if (_this._stockParticles.length !== 0) {
  60967. particle = _this._stockParticles.pop();
  60968. particle._reset();
  60969. }
  60970. else {
  60971. particle = new BABYLON.Particle(_this);
  60972. }
  60973. // Attach emitters
  60974. if (_this._subEmitters && _this._subEmitters.length > 0) {
  60975. var subEmitters = _this._subEmitters[Math.floor(Math.random() * _this._subEmitters.length)];
  60976. particle._attachedSubEmitters = [];
  60977. subEmitters.forEach(function (subEmitter) {
  60978. if (subEmitter.type === BABYLON.SubEmitterType.ATTACHED) {
  60979. var newEmitter = subEmitter.clone();
  60980. particle._attachedSubEmitters.push(newEmitter);
  60981. newEmitter.particleSystem.start();
  60982. }
  60983. });
  60984. }
  60985. return particle;
  60986. };
  60987. _this._emitFromParticle = function (particle) {
  60988. if (!_this._subEmitters || _this._subEmitters.length === 0) {
  60989. return;
  60990. }
  60991. var templateIndex = Math.floor(Math.random() * _this._subEmitters.length);
  60992. _this._subEmitters[templateIndex].forEach(function (subEmitter) {
  60993. if (subEmitter.type === BABYLON.SubEmitterType.END) {
  60994. var subSystem = subEmitter.clone();
  60995. particle._inheritParticleInfoToSubEmitter(subSystem);
  60996. subSystem.particleSystem._rootParticleSystem = _this;
  60997. _this.activeSubSystems.push(subSystem.particleSystem);
  60998. subSystem.particleSystem.start();
  60999. }
  61000. });
  61001. };
  61002. _this._capacity = capacity;
  61003. _this._epsilon = epsilon;
  61004. _this._isAnimationSheetEnabled = isAnimationSheetEnabled;
  61005. _this._scene = scene || BABYLON.Engine.LastCreatedScene;
  61006. // Setup the default processing configuration to the scene.
  61007. _this._attachImageProcessingConfiguration(null);
  61008. _this._customEffect = customEffect;
  61009. _this._scene.particleSystems.push(_this);
  61010. _this._useInstancing = _this._scene.getEngine().getCaps().instancedArrays;
  61011. _this._createIndexBuffer();
  61012. _this._createVertexBuffers();
  61013. // Default emitter type
  61014. _this.particleEmitterType = new BABYLON.BoxParticleEmitter();
  61015. // Update
  61016. _this.updateFunction = function (particles) {
  61017. var noiseTextureSize = null;
  61018. var noiseTextureData = null;
  61019. if (_this.noiseTexture) { // We need to get texture data back to CPU
  61020. noiseTextureSize = _this.noiseTexture.getSize();
  61021. noiseTextureData = (_this.noiseTexture.getContent());
  61022. }
  61023. var _loop_1 = function () {
  61024. particle = particles[index];
  61025. var scaledUpdateSpeed = _this._scaledUpdateSpeed;
  61026. var previousAge = particle.age;
  61027. particle.age += scaledUpdateSpeed;
  61028. // Evaluate step to death
  61029. if (particle.age > particle.lifeTime) {
  61030. var diff = particle.age - previousAge;
  61031. var oldDiff = particle.lifeTime - previousAge;
  61032. scaledUpdateSpeed = (oldDiff * scaledUpdateSpeed) / diff;
  61033. particle.age = particle.lifeTime;
  61034. }
  61035. var ratio = particle.age / particle.lifeTime;
  61036. // Color
  61037. if (_this._colorGradients && _this._colorGradients.length > 0) {
  61038. BABYLON.Tools.GetCurrentGradient(ratio, _this._colorGradients, function (currentGradient, nextGradient, scale) {
  61039. if (currentGradient !== particle._currentColorGradient) {
  61040. particle._currentColor1.copyFrom(particle._currentColor2);
  61041. nextGradient.getColorToRef(particle._currentColor2);
  61042. particle._currentColorGradient = currentGradient;
  61043. }
  61044. BABYLON.Color4.LerpToRef(particle._currentColor1, particle._currentColor2, scale, particle.color);
  61045. });
  61046. }
  61047. else {
  61048. particle.colorStep.scaleToRef(scaledUpdateSpeed, _this._scaledColorStep);
  61049. particle.color.addInPlace(_this._scaledColorStep);
  61050. if (particle.color.a < 0) {
  61051. particle.color.a = 0;
  61052. }
  61053. }
  61054. // Angular speed
  61055. if (_this._angularSpeedGradients && _this._angularSpeedGradients.length > 0) {
  61056. BABYLON.Tools.GetCurrentGradient(ratio, _this._angularSpeedGradients, function (currentGradient, nextGradient, scale) {
  61057. if (currentGradient !== particle._currentAngularSpeedGradient) {
  61058. particle._currentAngularSpeed1 = particle._currentAngularSpeed2;
  61059. particle._currentAngularSpeed2 = nextGradient.getFactor();
  61060. particle._currentAngularSpeedGradient = currentGradient;
  61061. }
  61062. particle.angularSpeed = BABYLON.Scalar.Lerp(particle._currentAngularSpeed1, particle._currentAngularSpeed2, scale);
  61063. });
  61064. }
  61065. particle.angle += particle.angularSpeed * scaledUpdateSpeed;
  61066. // Direction
  61067. var directionScale = scaledUpdateSpeed;
  61068. /// Velocity
  61069. if (_this._velocityGradients && _this._velocityGradients.length > 0) {
  61070. BABYLON.Tools.GetCurrentGradient(ratio, _this._velocityGradients, function (currentGradient, nextGradient, scale) {
  61071. if (currentGradient !== particle._currentVelocityGradient) {
  61072. particle._currentVelocity1 = particle._currentVelocity2;
  61073. particle._currentVelocity2 = nextGradient.getFactor();
  61074. particle._currentVelocityGradient = currentGradient;
  61075. }
  61076. directionScale *= BABYLON.Scalar.Lerp(particle._currentVelocity1, particle._currentVelocity2, scale);
  61077. });
  61078. }
  61079. particle.direction.scaleToRef(directionScale, _this._scaledDirection);
  61080. /// Limit velocity
  61081. if (_this._limitVelocityGradients && _this._limitVelocityGradients.length > 0) {
  61082. BABYLON.Tools.GetCurrentGradient(ratio, _this._limitVelocityGradients, function (currentGradient, nextGradient, scale) {
  61083. if (currentGradient !== particle._currentLimitVelocityGradient) {
  61084. particle._currentLimitVelocity1 = particle._currentLimitVelocity2;
  61085. particle._currentLimitVelocity2 = nextGradient.getFactor();
  61086. particle._currentLimitVelocityGradient = currentGradient;
  61087. }
  61088. var limitVelocity = BABYLON.Scalar.Lerp(particle._currentLimitVelocity1, particle._currentLimitVelocity2, scale);
  61089. var currentVelocity = particle.direction.length();
  61090. if (currentVelocity > limitVelocity) {
  61091. particle.direction.scaleInPlace(_this.limitVelocityDamping);
  61092. }
  61093. });
  61094. }
  61095. /// Drag
  61096. if (_this._dragGradients && _this._dragGradients.length > 0) {
  61097. BABYLON.Tools.GetCurrentGradient(ratio, _this._dragGradients, function (currentGradient, nextGradient, scale) {
  61098. if (currentGradient !== particle._currentDragGradient) {
  61099. particle._currentDrag1 = particle._currentDrag2;
  61100. particle._currentDrag2 = nextGradient.getFactor();
  61101. particle._currentDragGradient = currentGradient;
  61102. }
  61103. var drag = BABYLON.Scalar.Lerp(particle._currentDrag1, particle._currentDrag2, scale);
  61104. _this._scaledDirection.scaleInPlace(1.0 - drag);
  61105. });
  61106. }
  61107. particle.position.addInPlace(_this._scaledDirection);
  61108. // Noise
  61109. if (noiseTextureData && noiseTextureSize) {
  61110. var fetchedColorR = _this._fetchR(particle._randomNoiseCoordinates1.x, particle._randomNoiseCoordinates1.y, noiseTextureSize.width, noiseTextureSize.height, noiseTextureData);
  61111. var fetchedColorG = _this._fetchR(particle._randomNoiseCoordinates1.z, particle._randomNoiseCoordinates2.x, noiseTextureSize.width, noiseTextureSize.height, noiseTextureData);
  61112. var fetchedColorB = _this._fetchR(particle._randomNoiseCoordinates2.y, particle._randomNoiseCoordinates2.z, noiseTextureSize.width, noiseTextureSize.height, noiseTextureData);
  61113. var force = BABYLON.Tmp.Vector3[0];
  61114. var scaledForce = BABYLON.Tmp.Vector3[1];
  61115. force.copyFromFloats((2 * fetchedColorR - 1) * _this.noiseStrength.x, (2 * fetchedColorG - 1) * _this.noiseStrength.y, (2 * fetchedColorB - 1) * _this.noiseStrength.z);
  61116. force.scaleToRef(scaledUpdateSpeed, scaledForce);
  61117. particle.direction.addInPlace(scaledForce);
  61118. }
  61119. // Gravity
  61120. _this.gravity.scaleToRef(scaledUpdateSpeed, _this._scaledGravity);
  61121. particle.direction.addInPlace(_this._scaledGravity);
  61122. // Size
  61123. if (_this._sizeGradients && _this._sizeGradients.length > 0) {
  61124. BABYLON.Tools.GetCurrentGradient(ratio, _this._sizeGradients, function (currentGradient, nextGradient, scale) {
  61125. if (currentGradient !== particle._currentSizeGradient) {
  61126. particle._currentSize1 = particle._currentSize2;
  61127. particle._currentSize2 = nextGradient.getFactor();
  61128. particle._currentSizeGradient = currentGradient;
  61129. }
  61130. particle.size = BABYLON.Scalar.Lerp(particle._currentSize1, particle._currentSize2, scale);
  61131. });
  61132. }
  61133. // Remap data
  61134. if (_this._useRampGradients) {
  61135. if (_this._colorRemapGradients && _this._colorRemapGradients.length > 0) {
  61136. BABYLON.Tools.GetCurrentGradient(ratio, _this._colorRemapGradients, function (currentGradient, nextGradient, scale) {
  61137. var min = BABYLON.Scalar.Lerp(currentGradient.factor1, nextGradient.factor1, scale);
  61138. var max = BABYLON.Scalar.Lerp(currentGradient.factor2, nextGradient.factor2, scale);
  61139. particle.remapData.x = min;
  61140. particle.remapData.y = max - min;
  61141. });
  61142. }
  61143. if (_this._alphaRemapGradients && _this._alphaRemapGradients.length > 0) {
  61144. BABYLON.Tools.GetCurrentGradient(ratio, _this._alphaRemapGradients, function (currentGradient, nextGradient, scale) {
  61145. var min = BABYLON.Scalar.Lerp(currentGradient.factor1, nextGradient.factor1, scale);
  61146. var max = BABYLON.Scalar.Lerp(currentGradient.factor2, nextGradient.factor2, scale);
  61147. particle.remapData.z = min;
  61148. particle.remapData.w = max - min;
  61149. });
  61150. }
  61151. }
  61152. if (_this._isAnimationSheetEnabled) {
  61153. particle.updateCellIndex();
  61154. }
  61155. // Update the position of the attached sub-emitters to match their attached particle
  61156. particle._inheritParticleInfoToSubEmitters();
  61157. if (particle.age >= particle.lifeTime) { // Recycle by swapping with last particle
  61158. _this._emitFromParticle(particle);
  61159. if (particle._attachedSubEmitters) {
  61160. particle._attachedSubEmitters.forEach(function (subEmitter) {
  61161. subEmitter.particleSystem.disposeOnStop = true;
  61162. subEmitter.particleSystem.stop();
  61163. });
  61164. particle._attachedSubEmitters = null;
  61165. }
  61166. _this.recycleParticle(particle);
  61167. index--;
  61168. return "continue";
  61169. }
  61170. };
  61171. var particle;
  61172. for (var index = 0; index < particles.length; index++) {
  61173. _loop_1();
  61174. }
  61175. };
  61176. return _this;
  61177. }
  61178. Object.defineProperty(ParticleSystem.prototype, "onDispose", {
  61179. /**
  61180. * Sets a callback that will be triggered when the system is disposed
  61181. */
  61182. set: function (callback) {
  61183. if (this._onDisposeObserver) {
  61184. this.onDisposeObservable.remove(this._onDisposeObserver);
  61185. }
  61186. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  61187. },
  61188. enumerable: true,
  61189. configurable: true
  61190. });
  61191. Object.defineProperty(ParticleSystem.prototype, "useRampGradients", {
  61192. /** Gets or sets a boolean indicating that ramp gradients must be used
  61193. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  61194. */
  61195. get: function () {
  61196. return this._useRampGradients;
  61197. },
  61198. set: function (value) {
  61199. if (this._useRampGradients === value) {
  61200. return;
  61201. }
  61202. this._useRampGradients = value;
  61203. this._resetEffect();
  61204. },
  61205. enumerable: true,
  61206. configurable: true
  61207. });
  61208. Object.defineProperty(ParticleSystem.prototype, "particles", {
  61209. //end of Sub-emitter
  61210. /**
  61211. * Gets the current list of active particles
  61212. */
  61213. get: function () {
  61214. return this._particles;
  61215. },
  61216. enumerable: true,
  61217. configurable: true
  61218. });
  61219. /**
  61220. * Returns the string "ParticleSystem"
  61221. * @returns a string containing the class name
  61222. */
  61223. ParticleSystem.prototype.getClassName = function () {
  61224. return "ParticleSystem";
  61225. };
  61226. ParticleSystem.prototype._addFactorGradient = function (factorGradients, gradient, factor, factor2) {
  61227. var newGradient = new BABYLON.FactorGradient();
  61228. newGradient.gradient = gradient;
  61229. newGradient.factor1 = factor;
  61230. newGradient.factor2 = factor2;
  61231. factorGradients.push(newGradient);
  61232. factorGradients.sort(function (a, b) {
  61233. if (a.gradient < b.gradient) {
  61234. return -1;
  61235. }
  61236. else if (a.gradient > b.gradient) {
  61237. return 1;
  61238. }
  61239. return 0;
  61240. });
  61241. };
  61242. ParticleSystem.prototype._removeFactorGradient = function (factorGradients, gradient) {
  61243. if (!factorGradients) {
  61244. return;
  61245. }
  61246. var index = 0;
  61247. for (var _i = 0, factorGradients_1 = factorGradients; _i < factorGradients_1.length; _i++) {
  61248. var factorGradient = factorGradients_1[_i];
  61249. if (factorGradient.gradient === gradient) {
  61250. factorGradients.splice(index, 1);
  61251. break;
  61252. }
  61253. index++;
  61254. }
  61255. };
  61256. /**
  61257. * Adds a new life time gradient
  61258. * @param gradient defines the gradient to use (between 0 and 1)
  61259. * @param factor defines the life time factor to affect to the specified gradient
  61260. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61261. * @returns the current particle system
  61262. */
  61263. ParticleSystem.prototype.addLifeTimeGradient = function (gradient, factor, factor2) {
  61264. if (!this._lifeTimeGradients) {
  61265. this._lifeTimeGradients = [];
  61266. }
  61267. this._addFactorGradient(this._lifeTimeGradients, gradient, factor, factor2);
  61268. return this;
  61269. };
  61270. /**
  61271. * Remove a specific life time gradient
  61272. * @param gradient defines the gradient to remove
  61273. * @returns the current particle system
  61274. */
  61275. ParticleSystem.prototype.removeLifeTimeGradient = function (gradient) {
  61276. this._removeFactorGradient(this._lifeTimeGradients, gradient);
  61277. return this;
  61278. };
  61279. /**
  61280. * Adds a new size gradient
  61281. * @param gradient defines the gradient to use (between 0 and 1)
  61282. * @param factor defines the size factor to affect to the specified gradient
  61283. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61284. * @returns the current particle system
  61285. */
  61286. ParticleSystem.prototype.addSizeGradient = function (gradient, factor, factor2) {
  61287. if (!this._sizeGradients) {
  61288. this._sizeGradients = [];
  61289. }
  61290. this._addFactorGradient(this._sizeGradients, gradient, factor, factor2);
  61291. return this;
  61292. };
  61293. /**
  61294. * Remove a specific size gradient
  61295. * @param gradient defines the gradient to remove
  61296. * @returns the current particle system
  61297. */
  61298. ParticleSystem.prototype.removeSizeGradient = function (gradient) {
  61299. this._removeFactorGradient(this._sizeGradients, gradient);
  61300. return this;
  61301. };
  61302. /**
  61303. * Adds a new color remap gradient
  61304. * @param gradient defines the gradient to use (between 0 and 1)
  61305. * @param min defines the color remap minimal range
  61306. * @param max defines the color remap maximal range
  61307. * @returns the current particle system
  61308. */
  61309. ParticleSystem.prototype.addColorRemapGradient = function (gradient, min, max) {
  61310. if (!this._colorRemapGradients) {
  61311. this._colorRemapGradients = [];
  61312. }
  61313. this._addFactorGradient(this._colorRemapGradients, gradient, min, max);
  61314. return this;
  61315. };
  61316. /**
  61317. * Remove a specific color remap gradient
  61318. * @param gradient defines the gradient to remove
  61319. * @returns the current particle system
  61320. */
  61321. ParticleSystem.prototype.removeColorRemapGradient = function (gradient) {
  61322. this._removeFactorGradient(this._colorRemapGradients, gradient);
  61323. return this;
  61324. };
  61325. /**
  61326. * Adds a new alpha remap gradient
  61327. * @param gradient defines the gradient to use (between 0 and 1)
  61328. * @param min defines the alpha remap minimal range
  61329. * @param max defines the alpha remap maximal range
  61330. * @returns the current particle system
  61331. */
  61332. ParticleSystem.prototype.addAlphaRemapGradient = function (gradient, min, max) {
  61333. if (!this._alphaRemapGradients) {
  61334. this._alphaRemapGradients = [];
  61335. }
  61336. this._addFactorGradient(this._alphaRemapGradients, gradient, min, max);
  61337. return this;
  61338. };
  61339. /**
  61340. * Remove a specific alpha remap gradient
  61341. * @param gradient defines the gradient to remove
  61342. * @returns the current particle system
  61343. */
  61344. ParticleSystem.prototype.removeAlphaRemapGradient = function (gradient) {
  61345. this._removeFactorGradient(this._alphaRemapGradients, gradient);
  61346. return this;
  61347. };
  61348. /**
  61349. * Adds a new angular speed gradient
  61350. * @param gradient defines the gradient to use (between 0 and 1)
  61351. * @param factor defines the angular speed to affect to the specified gradient
  61352. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61353. * @returns the current particle system
  61354. */
  61355. ParticleSystem.prototype.addAngularSpeedGradient = function (gradient, factor, factor2) {
  61356. if (!this._angularSpeedGradients) {
  61357. this._angularSpeedGradients = [];
  61358. }
  61359. this._addFactorGradient(this._angularSpeedGradients, gradient, factor, factor2);
  61360. return this;
  61361. };
  61362. /**
  61363. * Remove a specific angular speed gradient
  61364. * @param gradient defines the gradient to remove
  61365. * @returns the current particle system
  61366. */
  61367. ParticleSystem.prototype.removeAngularSpeedGradient = function (gradient) {
  61368. this._removeFactorGradient(this._angularSpeedGradients, gradient);
  61369. return this;
  61370. };
  61371. /**
  61372. * Adds a new velocity gradient
  61373. * @param gradient defines the gradient to use (between 0 and 1)
  61374. * @param factor defines the velocity to affect to the specified gradient
  61375. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61376. * @returns the current particle system
  61377. */
  61378. ParticleSystem.prototype.addVelocityGradient = function (gradient, factor, factor2) {
  61379. if (!this._velocityGradients) {
  61380. this._velocityGradients = [];
  61381. }
  61382. this._addFactorGradient(this._velocityGradients, gradient, factor, factor2);
  61383. return this;
  61384. };
  61385. /**
  61386. * Remove a specific velocity gradient
  61387. * @param gradient defines the gradient to remove
  61388. * @returns the current particle system
  61389. */
  61390. ParticleSystem.prototype.removeVelocityGradient = function (gradient) {
  61391. this._removeFactorGradient(this._velocityGradients, gradient);
  61392. return this;
  61393. };
  61394. /**
  61395. * Adds a new limit velocity gradient
  61396. * @param gradient defines the gradient to use (between 0 and 1)
  61397. * @param factor defines the limit velocity value to affect to the specified gradient
  61398. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61399. * @returns the current particle system
  61400. */
  61401. ParticleSystem.prototype.addLimitVelocityGradient = function (gradient, factor, factor2) {
  61402. if (!this._limitVelocityGradients) {
  61403. this._limitVelocityGradients = [];
  61404. }
  61405. this._addFactorGradient(this._limitVelocityGradients, gradient, factor, factor2);
  61406. return this;
  61407. };
  61408. /**
  61409. * Remove a specific limit velocity gradient
  61410. * @param gradient defines the gradient to remove
  61411. * @returns the current particle system
  61412. */
  61413. ParticleSystem.prototype.removeLimitVelocityGradient = function (gradient) {
  61414. this._removeFactorGradient(this._limitVelocityGradients, gradient);
  61415. return this;
  61416. };
  61417. /**
  61418. * Adds a new drag gradient
  61419. * @param gradient defines the gradient to use (between 0 and 1)
  61420. * @param factor defines the drag value to affect to the specified gradient
  61421. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61422. * @returns the current particle system
  61423. */
  61424. ParticleSystem.prototype.addDragGradient = function (gradient, factor, factor2) {
  61425. if (!this._dragGradients) {
  61426. this._dragGradients = [];
  61427. }
  61428. this._addFactorGradient(this._dragGradients, gradient, factor, factor2);
  61429. return this;
  61430. };
  61431. /**
  61432. * Remove a specific drag gradient
  61433. * @param gradient defines the gradient to remove
  61434. * @returns the current particle system
  61435. */
  61436. ParticleSystem.prototype.removeDragGradient = function (gradient) {
  61437. this._removeFactorGradient(this._dragGradients, gradient);
  61438. return this;
  61439. };
  61440. /**
  61441. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  61442. * @param gradient defines the gradient to use (between 0 and 1)
  61443. * @param factor defines the emit rate value to affect to the specified gradient
  61444. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61445. * @returns the current particle system
  61446. */
  61447. ParticleSystem.prototype.addEmitRateGradient = function (gradient, factor, factor2) {
  61448. if (!this._emitRateGradients) {
  61449. this._emitRateGradients = [];
  61450. }
  61451. this._addFactorGradient(this._emitRateGradients, gradient, factor, factor2);
  61452. return this;
  61453. };
  61454. /**
  61455. * Remove a specific emit rate gradient
  61456. * @param gradient defines the gradient to remove
  61457. * @returns the current particle system
  61458. */
  61459. ParticleSystem.prototype.removeEmitRateGradient = function (gradient) {
  61460. this._removeFactorGradient(this._emitRateGradients, gradient);
  61461. return this;
  61462. };
  61463. /**
  61464. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  61465. * @param gradient defines the gradient to use (between 0 and 1)
  61466. * @param factor defines the start size value to affect to the specified gradient
  61467. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61468. * @returns the current particle system
  61469. */
  61470. ParticleSystem.prototype.addStartSizeGradient = function (gradient, factor, factor2) {
  61471. if (!this._startSizeGradients) {
  61472. this._startSizeGradients = [];
  61473. }
  61474. this._addFactorGradient(this._startSizeGradients, gradient, factor, factor2);
  61475. return this;
  61476. };
  61477. /**
  61478. * Remove a specific start size gradient
  61479. * @param gradient defines the gradient to remove
  61480. * @returns the current particle system
  61481. */
  61482. ParticleSystem.prototype.removeStartSizeGradient = function (gradient) {
  61483. this._removeFactorGradient(this._emitRateGradients, gradient);
  61484. return this;
  61485. };
  61486. ParticleSystem.prototype._createRampGradientTexture = function () {
  61487. if (!this._rampGradients || !this._rampGradients.length || this._rampGradientsTexture) {
  61488. return;
  61489. }
  61490. var data = new Uint8Array(this._rawTextureWidth * 4);
  61491. var tmpColor = BABYLON.Tmp.Color3[0];
  61492. for (var x = 0; x < this._rawTextureWidth; x++) {
  61493. var ratio = x / this._rawTextureWidth;
  61494. BABYLON.Tools.GetCurrentGradient(ratio, this._rampGradients, function (currentGradient, nextGradient, scale) {
  61495. BABYLON.Color3.LerpToRef(currentGradient.color, nextGradient.color, scale, tmpColor);
  61496. data[x * 4] = tmpColor.r * 255;
  61497. data[x * 4 + 1] = tmpColor.g * 255;
  61498. data[x * 4 + 2] = tmpColor.b * 255;
  61499. data[x * 4 + 3] = 255;
  61500. });
  61501. }
  61502. this._rampGradientsTexture = BABYLON.RawTexture.CreateRGBATexture(data, this._rawTextureWidth, 1, this._scene, false, false, BABYLON.Texture.NEAREST_SAMPLINGMODE);
  61503. };
  61504. /**
  61505. * Gets the current list of ramp gradients.
  61506. * You must use addRampGradient and removeRampGradient to udpate this list
  61507. * @returns the list of ramp gradients
  61508. */
  61509. ParticleSystem.prototype.getRampGradients = function () {
  61510. return this._rampGradients;
  61511. };
  61512. /**
  61513. * Adds a new ramp gradient used to remap particle colors
  61514. * @param gradient defines the gradient to use (between 0 and 1)
  61515. * @param color defines the color to affect to the specified gradient
  61516. * @returns the current particle system
  61517. */
  61518. ParticleSystem.prototype.addRampGradient = function (gradient, color) {
  61519. if (!this._rampGradients) {
  61520. this._rampGradients = [];
  61521. }
  61522. var rampGradient = new BABYLON.Color3Gradient();
  61523. rampGradient.gradient = gradient;
  61524. rampGradient.color = color;
  61525. this._rampGradients.push(rampGradient);
  61526. this._rampGradients.sort(function (a, b) {
  61527. if (a.gradient < b.gradient) {
  61528. return -1;
  61529. }
  61530. else if (a.gradient > b.gradient) {
  61531. return 1;
  61532. }
  61533. return 0;
  61534. });
  61535. if (this._rampGradientsTexture) {
  61536. this._rampGradientsTexture.dispose();
  61537. this._rampGradientsTexture = null;
  61538. }
  61539. this._createRampGradientTexture();
  61540. return this;
  61541. };
  61542. /**
  61543. * Remove a specific ramp gradient
  61544. * @param gradient defines the gradient to remove
  61545. * @returns the current particle system
  61546. */
  61547. ParticleSystem.prototype.removeRampGradient = function (gradient) {
  61548. this._removeGradientAndTexture(gradient, this._rampGradients, this._rampGradientsTexture);
  61549. this._rampGradientsTexture = null;
  61550. if (this._rampGradients && this._rampGradients.length > 0) {
  61551. this._createRampGradientTexture();
  61552. }
  61553. return this;
  61554. };
  61555. /**
  61556. * Adds a new color gradient
  61557. * @param gradient defines the gradient to use (between 0 and 1)
  61558. * @param color1 defines the color to affect to the specified gradient
  61559. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  61560. * @returns this particle system
  61561. */
  61562. ParticleSystem.prototype.addColorGradient = function (gradient, color1, color2) {
  61563. if (!this._colorGradients) {
  61564. this._colorGradients = [];
  61565. }
  61566. var colorGradient = new BABYLON.ColorGradient();
  61567. colorGradient.gradient = gradient;
  61568. colorGradient.color1 = color1;
  61569. colorGradient.color2 = color2;
  61570. this._colorGradients.push(colorGradient);
  61571. this._colorGradients.sort(function (a, b) {
  61572. if (a.gradient < b.gradient) {
  61573. return -1;
  61574. }
  61575. else if (a.gradient > b.gradient) {
  61576. return 1;
  61577. }
  61578. return 0;
  61579. });
  61580. return this;
  61581. };
  61582. /**
  61583. * Remove a specific color gradient
  61584. * @param gradient defines the gradient to remove
  61585. * @returns this particle system
  61586. */
  61587. ParticleSystem.prototype.removeColorGradient = function (gradient) {
  61588. if (!this._colorGradients) {
  61589. return this;
  61590. }
  61591. var index = 0;
  61592. for (var _i = 0, _a = this._colorGradients; _i < _a.length; _i++) {
  61593. var colorGradient = _a[_i];
  61594. if (colorGradient.gradient === gradient) {
  61595. this._colorGradients.splice(index, 1);
  61596. break;
  61597. }
  61598. index++;
  61599. }
  61600. return this;
  61601. };
  61602. ParticleSystem.prototype._fetchR = function (u, v, width, height, pixels) {
  61603. u = Math.abs(u) * 0.5 + 0.5;
  61604. v = Math.abs(v) * 0.5 + 0.5;
  61605. var wrappedU = ((u * width) % width) | 0;
  61606. var wrappedV = ((v * height) % height) | 0;
  61607. var position = (wrappedU + wrappedV * width) * 4;
  61608. return pixels[position] / 255;
  61609. };
  61610. ParticleSystem.prototype._reset = function () {
  61611. this._resetEffect();
  61612. };
  61613. ParticleSystem.prototype._resetEffect = function () {
  61614. if (this._vertexBuffer) {
  61615. this._vertexBuffer.dispose();
  61616. this._vertexBuffer = null;
  61617. }
  61618. if (this._spriteBuffer) {
  61619. this._spriteBuffer.dispose();
  61620. this._spriteBuffer = null;
  61621. }
  61622. this._createVertexBuffers();
  61623. };
  61624. ParticleSystem.prototype._createVertexBuffers = function () {
  61625. this._vertexBufferSize = this._useInstancing ? 10 : 12;
  61626. if (this._isAnimationSheetEnabled) {
  61627. this._vertexBufferSize += 1;
  61628. }
  61629. if (!this._isBillboardBased || this.billboardMode === ParticleSystem.BILLBOARDMODE_STRETCHED) {
  61630. this._vertexBufferSize += 3;
  61631. }
  61632. if (this._useRampGradients) {
  61633. this._vertexBufferSize += 4;
  61634. }
  61635. var engine = this._scene.getEngine();
  61636. this._vertexData = new Float32Array(this._capacity * this._vertexBufferSize * (this._useInstancing ? 1 : 4));
  61637. this._vertexBuffer = new BABYLON.Buffer(engine, this._vertexData, true, this._vertexBufferSize);
  61638. var dataOffset = 0;
  61639. var positions = this._vertexBuffer.createVertexBuffer(BABYLON.VertexBuffer.PositionKind, dataOffset, 3, this._vertexBufferSize, this._useInstancing);
  61640. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = positions;
  61641. dataOffset += 3;
  61642. var colors = this._vertexBuffer.createVertexBuffer(BABYLON.VertexBuffer.ColorKind, dataOffset, 4, this._vertexBufferSize, this._useInstancing);
  61643. this._vertexBuffers[BABYLON.VertexBuffer.ColorKind] = colors;
  61644. dataOffset += 4;
  61645. var options = this._vertexBuffer.createVertexBuffer("angle", dataOffset, 1, this._vertexBufferSize, this._useInstancing);
  61646. this._vertexBuffers["angle"] = options;
  61647. dataOffset += 1;
  61648. var size = this._vertexBuffer.createVertexBuffer("size", dataOffset, 2, this._vertexBufferSize, this._useInstancing);
  61649. this._vertexBuffers["size"] = size;
  61650. dataOffset += 2;
  61651. if (this._isAnimationSheetEnabled) {
  61652. var cellIndexBuffer = this._vertexBuffer.createVertexBuffer("cellIndex", dataOffset, 1, this._vertexBufferSize, this._useInstancing);
  61653. this._vertexBuffers["cellIndex"] = cellIndexBuffer;
  61654. dataOffset += 1;
  61655. }
  61656. if (!this._isBillboardBased || this.billboardMode === ParticleSystem.BILLBOARDMODE_STRETCHED) {
  61657. var directionBuffer = this._vertexBuffer.createVertexBuffer("direction", dataOffset, 3, this._vertexBufferSize, this._useInstancing);
  61658. this._vertexBuffers["direction"] = directionBuffer;
  61659. dataOffset += 3;
  61660. }
  61661. if (this._useRampGradients) {
  61662. var rampDataBuffer = this._vertexBuffer.createVertexBuffer("remapData", dataOffset, 4, this._vertexBufferSize, this._useInstancing);
  61663. this._vertexBuffers["remapData"] = rampDataBuffer;
  61664. dataOffset += 4;
  61665. }
  61666. var offsets;
  61667. if (this._useInstancing) {
  61668. var spriteData = new Float32Array([0, 0, 1, 0, 1, 1, 0, 1]);
  61669. this._spriteBuffer = new BABYLON.Buffer(engine, spriteData, false, 2);
  61670. offsets = this._spriteBuffer.createVertexBuffer("offset", 0, 2);
  61671. }
  61672. else {
  61673. offsets = this._vertexBuffer.createVertexBuffer("offset", dataOffset, 2, this._vertexBufferSize, this._useInstancing);
  61674. dataOffset += 2;
  61675. }
  61676. this._vertexBuffers["offset"] = offsets;
  61677. };
  61678. ParticleSystem.prototype._createIndexBuffer = function () {
  61679. if (this._useInstancing) {
  61680. return;
  61681. }
  61682. var indices = [];
  61683. var index = 0;
  61684. for (var count = 0; count < this._capacity; count++) {
  61685. indices.push(index);
  61686. indices.push(index + 1);
  61687. indices.push(index + 2);
  61688. indices.push(index);
  61689. indices.push(index + 2);
  61690. indices.push(index + 3);
  61691. index += 4;
  61692. }
  61693. this._indexBuffer = this._scene.getEngine().createIndexBuffer(indices);
  61694. };
  61695. /**
  61696. * Gets the maximum number of particles active at the same time.
  61697. * @returns The max number of active particles.
  61698. */
  61699. ParticleSystem.prototype.getCapacity = function () {
  61700. return this._capacity;
  61701. };
  61702. /**
  61703. * Gets whether there are still active particles in the system.
  61704. * @returns True if it is alive, otherwise false.
  61705. */
  61706. ParticleSystem.prototype.isAlive = function () {
  61707. return this._alive;
  61708. };
  61709. /**
  61710. * Gets if the system has been started. (Note: this will still be true after stop is called)
  61711. * @returns True if it has been started, otherwise false.
  61712. */
  61713. ParticleSystem.prototype.isStarted = function () {
  61714. return this._started;
  61715. };
  61716. ParticleSystem.prototype._prepareSubEmitterInternalArray = function () {
  61717. var _this = this;
  61718. this._subEmitters = new Array();
  61719. if (this.subEmitters) {
  61720. this.subEmitters.forEach(function (subEmitter) {
  61721. if (subEmitter instanceof ParticleSystem) {
  61722. _this._subEmitters.push([new BABYLON.SubEmitter(subEmitter)]);
  61723. }
  61724. else if (subEmitter instanceof BABYLON.SubEmitter) {
  61725. _this._subEmitters.push([subEmitter]);
  61726. }
  61727. else if (subEmitter instanceof Array) {
  61728. _this._subEmitters.push(subEmitter);
  61729. }
  61730. });
  61731. }
  61732. };
  61733. /**
  61734. * Starts the particle system and begins to emit
  61735. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  61736. */
  61737. ParticleSystem.prototype.start = function (delay) {
  61738. var _this = this;
  61739. if (delay === void 0) { delay = this.startDelay; }
  61740. if (!this.targetStopDuration && this._hasTargetStopDurationDependantGradient()) {
  61741. throw "Particle system started with a targetStopDuration dependant gradient (eg. startSizeGradients) but no targetStopDuration set";
  61742. }
  61743. if (delay) {
  61744. setTimeout(function () {
  61745. _this.start(0);
  61746. }, delay);
  61747. return;
  61748. }
  61749. // Convert the subEmitters field to the constant type field _subEmitters
  61750. this._prepareSubEmitterInternalArray();
  61751. this._started = true;
  61752. this._stopped = false;
  61753. this._actualFrame = 0;
  61754. if (this._subEmitters && this._subEmitters.length != 0) {
  61755. this.activeSubSystems = new Array();
  61756. }
  61757. // Reset emit gradient so it acts the same on every start
  61758. if (this._emitRateGradients) {
  61759. if (this._emitRateGradients.length > 0) {
  61760. this._currentEmitRateGradient = this._emitRateGradients[0];
  61761. this._currentEmitRate1 = this._currentEmitRateGradient.getFactor();
  61762. this._currentEmitRate2 = this._currentEmitRate1;
  61763. }
  61764. if (this._emitRateGradients.length > 1) {
  61765. this._currentEmitRate2 = this._emitRateGradients[1].getFactor();
  61766. }
  61767. }
  61768. // Reset start size gradient so it acts the same on every start
  61769. if (this._startSizeGradients) {
  61770. if (this._startSizeGradients.length > 0) {
  61771. this._currentStartSizeGradient = this._startSizeGradients[0];
  61772. this._currentStartSize1 = this._currentStartSizeGradient.getFactor();
  61773. this._currentStartSize2 = this._currentStartSize1;
  61774. }
  61775. if (this._startSizeGradients.length > 1) {
  61776. this._currentStartSize2 = this._startSizeGradients[1].getFactor();
  61777. }
  61778. }
  61779. if (this.preWarmCycles) {
  61780. if (this.emitter instanceof BABYLON.AbstractMesh) {
  61781. this.emitter.computeWorldMatrix(true);
  61782. }
  61783. var noiseTextureAsProcedural_1 = this.noiseTexture;
  61784. if (noiseTextureAsProcedural_1 && noiseTextureAsProcedural_1.onGeneratedObservable) {
  61785. noiseTextureAsProcedural_1.onGeneratedObservable.addOnce(function () {
  61786. setTimeout(function () {
  61787. for (var index = 0; index < _this.preWarmCycles; index++) {
  61788. _this.animate(true);
  61789. noiseTextureAsProcedural_1.render();
  61790. }
  61791. });
  61792. });
  61793. }
  61794. else {
  61795. for (var index = 0; index < this.preWarmCycles; index++) {
  61796. this.animate(true);
  61797. }
  61798. }
  61799. }
  61800. // Animations
  61801. if (this.beginAnimationOnStart && this.animations && this.animations.length > 0) {
  61802. this.getScene().beginAnimation(this, this.beginAnimationFrom, this.beginAnimationTo, this.beginAnimationLoop);
  61803. }
  61804. };
  61805. /**
  61806. * Stops the particle system.
  61807. * @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.
  61808. */
  61809. ParticleSystem.prototype.stop = function (stopSubEmitters) {
  61810. if (stopSubEmitters === void 0) { stopSubEmitters = true; }
  61811. this._stopped = true;
  61812. if (stopSubEmitters) {
  61813. this._stopSubEmitters();
  61814. }
  61815. };
  61816. // animation sheet
  61817. /**
  61818. * Remove all active particles
  61819. */
  61820. ParticleSystem.prototype.reset = function () {
  61821. this._stockParticles = [];
  61822. this._particles = [];
  61823. };
  61824. /**
  61825. * @hidden (for internal use only)
  61826. */
  61827. ParticleSystem.prototype._appendParticleVertex = function (index, particle, offsetX, offsetY) {
  61828. var offset = index * this._vertexBufferSize;
  61829. this._vertexData[offset++] = particle.position.x;
  61830. this._vertexData[offset++] = particle.position.y;
  61831. this._vertexData[offset++] = particle.position.z;
  61832. this._vertexData[offset++] = particle.color.r;
  61833. this._vertexData[offset++] = particle.color.g;
  61834. this._vertexData[offset++] = particle.color.b;
  61835. this._vertexData[offset++] = particle.color.a;
  61836. this._vertexData[offset++] = particle.angle;
  61837. this._vertexData[offset++] = particle.scale.x * particle.size;
  61838. this._vertexData[offset++] = particle.scale.y * particle.size;
  61839. if (this._isAnimationSheetEnabled) {
  61840. this._vertexData[offset++] = particle.cellIndex;
  61841. }
  61842. if (!this._isBillboardBased) {
  61843. if (particle._initialDirection) {
  61844. this._vertexData[offset++] = particle._initialDirection.x;
  61845. this._vertexData[offset++] = particle._initialDirection.y;
  61846. this._vertexData[offset++] = particle._initialDirection.z;
  61847. }
  61848. else {
  61849. this._vertexData[offset++] = particle.direction.x;
  61850. this._vertexData[offset++] = particle.direction.y;
  61851. this._vertexData[offset++] = particle.direction.z;
  61852. }
  61853. }
  61854. else if (this.billboardMode === ParticleSystem.BILLBOARDMODE_STRETCHED) {
  61855. this._vertexData[offset++] = particle.direction.x;
  61856. this._vertexData[offset++] = particle.direction.y;
  61857. this._vertexData[offset++] = particle.direction.z;
  61858. }
  61859. if (this._useRampGradients) {
  61860. this._vertexData[offset++] = particle.remapData.x;
  61861. this._vertexData[offset++] = particle.remapData.y;
  61862. this._vertexData[offset++] = particle.remapData.z;
  61863. this._vertexData[offset++] = particle.remapData.w;
  61864. }
  61865. if (!this._useInstancing) {
  61866. if (this._isAnimationSheetEnabled) {
  61867. if (offsetX === 0) {
  61868. offsetX = this._epsilon;
  61869. }
  61870. else if (offsetX === 1) {
  61871. offsetX = 1 - this._epsilon;
  61872. }
  61873. if (offsetY === 0) {
  61874. offsetY = this._epsilon;
  61875. }
  61876. else if (offsetY === 1) {
  61877. offsetY = 1 - this._epsilon;
  61878. }
  61879. }
  61880. this._vertexData[offset++] = offsetX;
  61881. this._vertexData[offset++] = offsetY;
  61882. }
  61883. };
  61884. ParticleSystem.prototype._stopSubEmitters = function () {
  61885. if (!this.activeSubSystems) {
  61886. return;
  61887. }
  61888. this.activeSubSystems.forEach(function (subSystem) {
  61889. subSystem.stop(true);
  61890. });
  61891. this.activeSubSystems = new Array();
  61892. };
  61893. ParticleSystem.prototype._removeFromRoot = function () {
  61894. if (!this._rootParticleSystem) {
  61895. return;
  61896. }
  61897. var index = this._rootParticleSystem.activeSubSystems.indexOf(this);
  61898. if (index !== -1) {
  61899. this._rootParticleSystem.activeSubSystems.splice(index, 1);
  61900. }
  61901. this._rootParticleSystem = null;
  61902. };
  61903. // End of sub system methods
  61904. ParticleSystem.prototype._update = function (newParticles) {
  61905. var _this = this;
  61906. // Update current
  61907. this._alive = this._particles.length > 0;
  61908. if (this.emitter.position) {
  61909. var emitterMesh = this.emitter;
  61910. this._emitterWorldMatrix = emitterMesh.getWorldMatrix();
  61911. }
  61912. else {
  61913. var emitterPosition = this.emitter;
  61914. this._emitterWorldMatrix = BABYLON.Matrix.Translation(emitterPosition.x, emitterPosition.y, emitterPosition.z);
  61915. }
  61916. this.updateFunction(this._particles);
  61917. // Add new ones
  61918. var particle;
  61919. var _loop_2 = function () {
  61920. if (this_1._particles.length === this_1._capacity) {
  61921. return "break";
  61922. }
  61923. particle = this_1._createParticle();
  61924. this_1._particles.push(particle);
  61925. // Emitter
  61926. var emitPower = BABYLON.Scalar.RandomRange(this_1.minEmitPower, this_1.maxEmitPower);
  61927. if (this_1.startPositionFunction) {
  61928. this_1.startPositionFunction(this_1._emitterWorldMatrix, particle.position, particle);
  61929. }
  61930. else {
  61931. this_1.particleEmitterType.startPositionFunction(this_1._emitterWorldMatrix, particle.position, particle);
  61932. }
  61933. if (this_1.startDirectionFunction) {
  61934. this_1.startDirectionFunction(this_1._emitterWorldMatrix, particle.direction, particle);
  61935. }
  61936. else {
  61937. this_1.particleEmitterType.startDirectionFunction(this_1._emitterWorldMatrix, particle.direction, particle);
  61938. }
  61939. if (emitPower === 0) {
  61940. if (!particle._initialDirection) {
  61941. particle._initialDirection = particle.direction.clone();
  61942. }
  61943. else {
  61944. particle._initialDirection.copyFrom(particle.direction);
  61945. }
  61946. }
  61947. else {
  61948. particle._initialDirection = null;
  61949. }
  61950. particle.direction.scaleInPlace(emitPower);
  61951. // Life time
  61952. if (this_1.targetStopDuration && this_1._lifeTimeGradients && this_1._lifeTimeGradients.length > 0) {
  61953. var ratio_1 = BABYLON.Scalar.Clamp(this_1._actualFrame / this_1.targetStopDuration);
  61954. BABYLON.Tools.GetCurrentGradient(ratio_1, this_1._lifeTimeGradients, function (currentGradient, nextGradient, scale) {
  61955. var factorGradient1 = currentGradient;
  61956. var factorGradient2 = nextGradient;
  61957. var lifeTime1 = factorGradient1.getFactor();
  61958. var lifeTime2 = factorGradient2.getFactor();
  61959. var gradient = (ratio_1 - factorGradient1.gradient) / (factorGradient2.gradient - factorGradient1.gradient);
  61960. particle.lifeTime = BABYLON.Scalar.Lerp(lifeTime1, lifeTime2, gradient);
  61961. });
  61962. }
  61963. else {
  61964. particle.lifeTime = BABYLON.Scalar.RandomRange(this_1.minLifeTime, this_1.maxLifeTime);
  61965. }
  61966. // Size
  61967. if (!this_1._sizeGradients || this_1._sizeGradients.length === 0) {
  61968. particle.size = BABYLON.Scalar.RandomRange(this_1.minSize, this_1.maxSize);
  61969. }
  61970. else {
  61971. particle._currentSizeGradient = this_1._sizeGradients[0];
  61972. particle._currentSize1 = particle._currentSizeGradient.getFactor();
  61973. particle.size = particle._currentSize1;
  61974. if (this_1._sizeGradients.length > 1) {
  61975. particle._currentSize2 = this_1._sizeGradients[1].getFactor();
  61976. }
  61977. else {
  61978. particle._currentSize2 = particle._currentSize1;
  61979. }
  61980. }
  61981. // Size and scale
  61982. particle.scale.copyFromFloats(BABYLON.Scalar.RandomRange(this_1.minScaleX, this_1.maxScaleX), BABYLON.Scalar.RandomRange(this_1.minScaleY, this_1.maxScaleY));
  61983. // Adjust scale by start size
  61984. if (this_1._startSizeGradients && this_1._startSizeGradients[0] && this_1.targetStopDuration) {
  61985. var ratio = this_1._actualFrame / this_1.targetStopDuration;
  61986. BABYLON.Tools.GetCurrentGradient(ratio, this_1._startSizeGradients, function (currentGradient, nextGradient, scale) {
  61987. if (currentGradient !== _this._currentStartSizeGradient) {
  61988. _this._currentStartSize1 = _this._currentStartSize2;
  61989. _this._currentStartSize2 = nextGradient.getFactor();
  61990. _this._currentStartSizeGradient = currentGradient;
  61991. }
  61992. var value = BABYLON.Scalar.Lerp(_this._currentStartSize1, _this._currentStartSize2, scale);
  61993. particle.scale.scaleInPlace(value);
  61994. });
  61995. }
  61996. // Angle
  61997. if (!this_1._angularSpeedGradients || this_1._angularSpeedGradients.length === 0) {
  61998. particle.angularSpeed = BABYLON.Scalar.RandomRange(this_1.minAngularSpeed, this_1.maxAngularSpeed);
  61999. }
  62000. else {
  62001. particle._currentAngularSpeedGradient = this_1._angularSpeedGradients[0];
  62002. particle.angularSpeed = particle._currentAngularSpeedGradient.getFactor();
  62003. particle._currentAngularSpeed1 = particle.angularSpeed;
  62004. if (this_1._angularSpeedGradients.length > 1) {
  62005. particle._currentAngularSpeed2 = this_1._angularSpeedGradients[1].getFactor();
  62006. }
  62007. else {
  62008. particle._currentAngularSpeed2 = particle._currentAngularSpeed1;
  62009. }
  62010. }
  62011. particle.angle = BABYLON.Scalar.RandomRange(this_1.minInitialRotation, this_1.maxInitialRotation);
  62012. // Velocity
  62013. if (this_1._velocityGradients && this_1._velocityGradients.length > 0) {
  62014. particle._currentVelocityGradient = this_1._velocityGradients[0];
  62015. particle._currentVelocity1 = particle._currentVelocityGradient.getFactor();
  62016. if (this_1._velocityGradients.length > 1) {
  62017. particle._currentVelocity2 = this_1._velocityGradients[1].getFactor();
  62018. }
  62019. else {
  62020. particle._currentVelocity2 = particle._currentVelocity1;
  62021. }
  62022. }
  62023. // Limit velocity
  62024. if (this_1._limitVelocityGradients && this_1._limitVelocityGradients.length > 0) {
  62025. particle._currentLimitVelocityGradient = this_1._limitVelocityGradients[0];
  62026. particle._currentLimitVelocity1 = particle._currentLimitVelocityGradient.getFactor();
  62027. if (this_1._limitVelocityGradients.length > 1) {
  62028. particle._currentLimitVelocity2 = this_1._limitVelocityGradients[1].getFactor();
  62029. }
  62030. else {
  62031. particle._currentLimitVelocity2 = particle._currentLimitVelocity1;
  62032. }
  62033. }
  62034. // Drag
  62035. if (this_1._dragGradients && this_1._dragGradients.length > 0) {
  62036. particle._currentDragGradient = this_1._dragGradients[0];
  62037. particle._currentDrag1 = particle._currentDragGradient.getFactor();
  62038. if (this_1._dragGradients.length > 1) {
  62039. particle._currentDrag2 = this_1._dragGradients[1].getFactor();
  62040. }
  62041. else {
  62042. particle._currentDrag2 = particle._currentDrag1;
  62043. }
  62044. }
  62045. // Color
  62046. if (!this_1._colorGradients || this_1._colorGradients.length === 0) {
  62047. step = BABYLON.Scalar.RandomRange(0, 1.0);
  62048. BABYLON.Color4.LerpToRef(this_1.color1, this_1.color2, step, particle.color);
  62049. this_1.colorDead.subtractToRef(particle.color, this_1._colorDiff);
  62050. this_1._colorDiff.scaleToRef(1.0 / particle.lifeTime, particle.colorStep);
  62051. }
  62052. else {
  62053. particle._currentColorGradient = this_1._colorGradients[0];
  62054. particle._currentColorGradient.getColorToRef(particle.color);
  62055. particle._currentColor1.copyFrom(particle.color);
  62056. if (this_1._colorGradients.length > 1) {
  62057. this_1._colorGradients[1].getColorToRef(particle._currentColor2);
  62058. }
  62059. else {
  62060. particle._currentColor2.copyFrom(particle.color);
  62061. }
  62062. }
  62063. // Sheet
  62064. if (this_1._isAnimationSheetEnabled) {
  62065. particle._initialStartSpriteCellID = this_1.startSpriteCellID;
  62066. particle._initialEndSpriteCellID = this_1.endSpriteCellID;
  62067. }
  62068. // Inherited Velocity
  62069. particle.direction.addInPlace(this_1._inheritedVelocityOffset);
  62070. // Ramp
  62071. if (this_1._useRampGradients) {
  62072. particle.remapData = new BABYLON.Vector4(0, 1, 0, 1);
  62073. }
  62074. // Noise texture coordinates
  62075. if (this_1.noiseTexture) {
  62076. if (particle._randomNoiseCoordinates1) {
  62077. particle._randomNoiseCoordinates1.copyFromFloats(Math.random(), Math.random(), Math.random());
  62078. particle._randomNoiseCoordinates2.copyFromFloats(Math.random(), Math.random(), Math.random());
  62079. }
  62080. else {
  62081. particle._randomNoiseCoordinates1 = new BABYLON.Vector3(Math.random(), Math.random(), Math.random());
  62082. particle._randomNoiseCoordinates2 = new BABYLON.Vector3(Math.random(), Math.random(), Math.random());
  62083. }
  62084. }
  62085. // Update the position of the attached sub-emitters to match their attached particle
  62086. particle._inheritParticleInfoToSubEmitters();
  62087. };
  62088. var this_1 = this, step;
  62089. for (var index = 0; index < newParticles; index++) {
  62090. var state_1 = _loop_2();
  62091. if (state_1 === "break")
  62092. break;
  62093. }
  62094. };
  62095. /** @hidden */
  62096. ParticleSystem._GetAttributeNamesOrOptions = function (isAnimationSheetEnabled, isBillboardBased, useRampGradients) {
  62097. if (isAnimationSheetEnabled === void 0) { isAnimationSheetEnabled = false; }
  62098. if (isBillboardBased === void 0) { isBillboardBased = false; }
  62099. if (useRampGradients === void 0) { useRampGradients = false; }
  62100. var attributeNamesOrOptions = [BABYLON.VertexBuffer.PositionKind, BABYLON.VertexBuffer.ColorKind, "angle", "offset", "size"];
  62101. if (isAnimationSheetEnabled) {
  62102. attributeNamesOrOptions.push("cellIndex");
  62103. }
  62104. if (!isBillboardBased) {
  62105. attributeNamesOrOptions.push("direction");
  62106. }
  62107. if (useRampGradients) {
  62108. attributeNamesOrOptions.push("remapData");
  62109. }
  62110. return attributeNamesOrOptions;
  62111. };
  62112. /** @hidden */
  62113. ParticleSystem._GetEffectCreationOptions = function (isAnimationSheetEnabled) {
  62114. if (isAnimationSheetEnabled === void 0) { isAnimationSheetEnabled = false; }
  62115. var effectCreationOption = ["invView", "view", "projection", "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "textureMask", "translationPivot", "eyePosition"];
  62116. if (isAnimationSheetEnabled) {
  62117. effectCreationOption.push("particlesInfos");
  62118. }
  62119. return effectCreationOption;
  62120. };
  62121. /** @hidden */
  62122. ParticleSystem.prototype._getEffect = function (blendMode) {
  62123. if (this._customEffect) {
  62124. return this._customEffect;
  62125. }
  62126. var defines = [];
  62127. if (this._scene.clipPlane) {
  62128. defines.push("#define CLIPPLANE");
  62129. }
  62130. if (this._scene.clipPlane2) {
  62131. defines.push("#define CLIPPLANE2");
  62132. }
  62133. if (this._scene.clipPlane3) {
  62134. defines.push("#define CLIPPLANE3");
  62135. }
  62136. if (this._scene.clipPlane4) {
  62137. defines.push("#define CLIPPLANE4");
  62138. }
  62139. if (this._isAnimationSheetEnabled) {
  62140. defines.push("#define ANIMATESHEET");
  62141. }
  62142. if (blendMode === ParticleSystem.BLENDMODE_MULTIPLY) {
  62143. defines.push("#define BLENDMULTIPLYMODE");
  62144. }
  62145. if (this._useRampGradients) {
  62146. defines.push("#define RAMPGRADIENT");
  62147. }
  62148. if (this._isBillboardBased) {
  62149. defines.push("#define BILLBOARD");
  62150. switch (this.billboardMode) {
  62151. case ParticleSystem.BILLBOARDMODE_Y:
  62152. defines.push("#define BILLBOARDY");
  62153. break;
  62154. case ParticleSystem.BILLBOARDMODE_STRETCHED:
  62155. defines.push("#define BILLBOARDSTRETCHED");
  62156. break;
  62157. case ParticleSystem.BILLBOARDMODE_ALL:
  62158. default:
  62159. break;
  62160. }
  62161. }
  62162. if (this._imageProcessingConfiguration) {
  62163. this._imageProcessingConfiguration.prepareDefines(this._imageProcessingConfigurationDefines);
  62164. defines.push(this._imageProcessingConfigurationDefines.toString());
  62165. }
  62166. // Effect
  62167. var join = defines.join("\n");
  62168. if (this._cachedDefines !== join) {
  62169. this._cachedDefines = join;
  62170. var attributesNamesOrOptions = ParticleSystem._GetAttributeNamesOrOptions(this._isAnimationSheetEnabled, this._isBillboardBased && this.billboardMode !== ParticleSystem.BILLBOARDMODE_STRETCHED, this._useRampGradients);
  62171. var effectCreationOption = ParticleSystem._GetEffectCreationOptions(this._isAnimationSheetEnabled);
  62172. var samplers = ["diffuseSampler", "rampSampler"];
  62173. if (BABYLON.ImageProcessingConfiguration) {
  62174. BABYLON.ImageProcessingConfiguration.PrepareUniforms(effectCreationOption, this._imageProcessingConfigurationDefines);
  62175. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, this._imageProcessingConfigurationDefines);
  62176. }
  62177. this._effect = this._scene.getEngine().createEffect("particles", attributesNamesOrOptions, effectCreationOption, samplers, join);
  62178. }
  62179. return this._effect;
  62180. };
  62181. /**
  62182. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  62183. * @param preWarmOnly will prevent the system from updating the vertex buffer (default is false)
  62184. */
  62185. ParticleSystem.prototype.animate = function (preWarmOnly) {
  62186. var _this = this;
  62187. if (preWarmOnly === void 0) { preWarmOnly = false; }
  62188. if (!this._started) {
  62189. return;
  62190. }
  62191. if (!preWarmOnly) {
  62192. // Check
  62193. if (!this.isReady()) {
  62194. return;
  62195. }
  62196. if (this._currentRenderId === this._scene.getFrameId()) {
  62197. return;
  62198. }
  62199. this._currentRenderId = this._scene.getFrameId();
  62200. }
  62201. this._scaledUpdateSpeed = this.updateSpeed * (preWarmOnly ? this.preWarmStepOffset : this._scene.getAnimationRatio());
  62202. // Determine the number of particles we need to create
  62203. var newParticles;
  62204. if (this.manualEmitCount > -1) {
  62205. newParticles = this.manualEmitCount;
  62206. this._newPartsExcess = 0;
  62207. this.manualEmitCount = 0;
  62208. }
  62209. else {
  62210. var rate_1 = this.emitRate;
  62211. if (this._emitRateGradients && this._emitRateGradients.length > 0 && this.targetStopDuration) {
  62212. var ratio = this._actualFrame / this.targetStopDuration;
  62213. BABYLON.Tools.GetCurrentGradient(ratio, this._emitRateGradients, function (currentGradient, nextGradient, scale) {
  62214. if (currentGradient !== _this._currentEmitRateGradient) {
  62215. _this._currentEmitRate1 = _this._currentEmitRate2;
  62216. _this._currentEmitRate2 = nextGradient.getFactor();
  62217. _this._currentEmitRateGradient = currentGradient;
  62218. }
  62219. rate_1 = BABYLON.Scalar.Lerp(_this._currentEmitRate1, _this._currentEmitRate2, scale);
  62220. });
  62221. }
  62222. newParticles = ((rate_1 * this._scaledUpdateSpeed) >> 0);
  62223. this._newPartsExcess += rate_1 * this._scaledUpdateSpeed - newParticles;
  62224. }
  62225. if (this._newPartsExcess > 1.0) {
  62226. newParticles += this._newPartsExcess >> 0;
  62227. this._newPartsExcess -= this._newPartsExcess >> 0;
  62228. }
  62229. this._alive = false;
  62230. if (!this._stopped) {
  62231. this._actualFrame += this._scaledUpdateSpeed;
  62232. if (this.targetStopDuration && this._actualFrame >= this.targetStopDuration) {
  62233. this.stop();
  62234. }
  62235. }
  62236. else {
  62237. newParticles = 0;
  62238. }
  62239. this._update(newParticles);
  62240. // Stopped?
  62241. if (this._stopped) {
  62242. if (!this._alive) {
  62243. this._started = false;
  62244. if (this.onAnimationEnd) {
  62245. this.onAnimationEnd();
  62246. }
  62247. if (this.disposeOnStop) {
  62248. this._scene._toBeDisposed.push(this);
  62249. }
  62250. }
  62251. }
  62252. if (!preWarmOnly) {
  62253. // Update VBO
  62254. var offset = 0;
  62255. for (var index = 0; index < this._particles.length; index++) {
  62256. var particle = this._particles[index];
  62257. this._appendParticleVertices(offset, particle);
  62258. offset += this._useInstancing ? 1 : 4;
  62259. }
  62260. if (this._vertexBuffer) {
  62261. this._vertexBuffer.update(this._vertexData);
  62262. }
  62263. }
  62264. if (this.manualEmitCount === 0 && this.disposeOnStop) {
  62265. this.stop();
  62266. }
  62267. };
  62268. ParticleSystem.prototype._appendParticleVertices = function (offset, particle) {
  62269. this._appendParticleVertex(offset++, particle, 0, 0);
  62270. if (!this._useInstancing) {
  62271. this._appendParticleVertex(offset++, particle, 1, 0);
  62272. this._appendParticleVertex(offset++, particle, 1, 1);
  62273. this._appendParticleVertex(offset++, particle, 0, 1);
  62274. }
  62275. };
  62276. /**
  62277. * Rebuilds the particle system.
  62278. */
  62279. ParticleSystem.prototype.rebuild = function () {
  62280. this._createIndexBuffer();
  62281. if (this._vertexBuffer) {
  62282. this._vertexBuffer._rebuild();
  62283. }
  62284. };
  62285. /**
  62286. * Is this system ready to be used/rendered
  62287. * @return true if the system is ready
  62288. */
  62289. ParticleSystem.prototype.isReady = function () {
  62290. if (!this.emitter || !this._imageProcessingConfiguration.isReady() || !this.particleTexture || !this.particleTexture.isReady()) {
  62291. return false;
  62292. }
  62293. if (this.blendMode !== ParticleSystem.BLENDMODE_MULTIPLYADD) {
  62294. if (!this._getEffect(this.blendMode).isReady()) {
  62295. return false;
  62296. }
  62297. }
  62298. else {
  62299. if (!this._getEffect(ParticleSystem.BLENDMODE_MULTIPLY).isReady()) {
  62300. return false;
  62301. }
  62302. if (!this._getEffect(ParticleSystem.BLENDMODE_ADD).isReady()) {
  62303. return false;
  62304. }
  62305. }
  62306. return true;
  62307. };
  62308. ParticleSystem.prototype._render = function (blendMode) {
  62309. var effect = this._getEffect(blendMode);
  62310. var engine = this._scene.getEngine();
  62311. // Render
  62312. engine.enableEffect(effect);
  62313. var viewMatrix = this._scene.getViewMatrix();
  62314. effect.setTexture("diffuseSampler", this.particleTexture);
  62315. effect.setMatrix("view", viewMatrix);
  62316. effect.setMatrix("projection", this._scene.getProjectionMatrix());
  62317. if (this._isAnimationSheetEnabled && this.particleTexture) {
  62318. var baseSize = this.particleTexture.getBaseSize();
  62319. effect.setFloat3("particlesInfos", this.spriteCellWidth / baseSize.width, this.spriteCellHeight / baseSize.height, baseSize.width / this.spriteCellWidth);
  62320. }
  62321. effect.setVector2("translationPivot", this.translationPivot);
  62322. effect.setFloat4("textureMask", this.textureMask.r, this.textureMask.g, this.textureMask.b, this.textureMask.a);
  62323. if (this._isBillboardBased) {
  62324. var camera = this._scene.activeCamera;
  62325. effect.setVector3("eyePosition", camera.globalPosition);
  62326. }
  62327. if (this._rampGradientsTexture) {
  62328. effect.setTexture("rampSampler", this._rampGradientsTexture);
  62329. }
  62330. if (this._scene.clipPlane || this._scene.clipPlane2 || this._scene.clipPlane3 || this._scene.clipPlane4) {
  62331. var invView = viewMatrix.clone();
  62332. invView.invert();
  62333. effect.setMatrix("invView", invView);
  62334. BABYLON.MaterialHelper.BindClipPlane(effect, this._scene);
  62335. }
  62336. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);
  62337. // image processing
  62338. if (this._imageProcessingConfiguration && !this._imageProcessingConfiguration.applyByPostProcess) {
  62339. this._imageProcessingConfiguration.bind(effect);
  62340. }
  62341. // Draw order
  62342. switch (blendMode) {
  62343. case ParticleSystem.BLENDMODE_ADD:
  62344. engine.setAlphaMode(BABYLON.Engine.ALPHA_ADD);
  62345. break;
  62346. case ParticleSystem.BLENDMODE_ONEONE:
  62347. engine.setAlphaMode(BABYLON.Engine.ALPHA_ONEONE);
  62348. break;
  62349. case ParticleSystem.BLENDMODE_STANDARD:
  62350. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  62351. break;
  62352. case ParticleSystem.BLENDMODE_MULTIPLY:
  62353. engine.setAlphaMode(BABYLON.Engine.ALPHA_MULTIPLY);
  62354. break;
  62355. }
  62356. if (this._useInstancing) {
  62357. engine.drawArraysType(BABYLON.Material.TriangleFanDrawMode, 0, 4, this._particles.length);
  62358. }
  62359. else {
  62360. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, this._particles.length * 6);
  62361. }
  62362. return this._particles.length;
  62363. };
  62364. /**
  62365. * Renders the particle system in its current state.
  62366. * @returns the current number of particles
  62367. */
  62368. ParticleSystem.prototype.render = function () {
  62369. // Check
  62370. if (!this.isReady() || !this._particles.length) {
  62371. return 0;
  62372. }
  62373. var engine = this._scene.getEngine();
  62374. engine.setState(false);
  62375. if (this.forceDepthWrite) {
  62376. engine.setDepthWrite(true);
  62377. }
  62378. var outparticles = 0;
  62379. if (this.blendMode === ParticleSystem.BLENDMODE_MULTIPLYADD) {
  62380. outparticles = this._render(ParticleSystem.BLENDMODE_MULTIPLY) + this._render(ParticleSystem.BLENDMODE_ADD);
  62381. }
  62382. outparticles = this._render(this.blendMode);
  62383. engine.unbindInstanceAttributes();
  62384. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  62385. return outparticles;
  62386. };
  62387. /**
  62388. * Disposes the particle system and free the associated resources
  62389. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  62390. */
  62391. ParticleSystem.prototype.dispose = function (disposeTexture) {
  62392. if (disposeTexture === void 0) { disposeTexture = true; }
  62393. if (this._vertexBuffer) {
  62394. this._vertexBuffer.dispose();
  62395. this._vertexBuffer = null;
  62396. }
  62397. if (this._spriteBuffer) {
  62398. this._spriteBuffer.dispose();
  62399. this._spriteBuffer = null;
  62400. }
  62401. if (this._indexBuffer) {
  62402. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  62403. this._indexBuffer = null;
  62404. }
  62405. if (disposeTexture && this.particleTexture) {
  62406. this.particleTexture.dispose();
  62407. this.particleTexture = null;
  62408. }
  62409. if (disposeTexture && this.noiseTexture) {
  62410. this.noiseTexture.dispose();
  62411. this.noiseTexture = null;
  62412. }
  62413. if (this._rampGradientsTexture) {
  62414. this._rampGradientsTexture.dispose();
  62415. this._rampGradientsTexture = null;
  62416. }
  62417. this._removeFromRoot();
  62418. if (this._subEmitters && this._subEmitters.length) {
  62419. for (var index = 0; index < this._subEmitters.length; index++) {
  62420. for (var _i = 0, _a = this._subEmitters[index]; _i < _a.length; _i++) {
  62421. var subEmitter = _a[_i];
  62422. subEmitter.dispose();
  62423. }
  62424. }
  62425. this._subEmitters = [];
  62426. this.subEmitters = [];
  62427. }
  62428. if (this._disposeEmitterOnDispose && this.emitter && this.emitter.dispose) {
  62429. this.emitter.dispose(true);
  62430. }
  62431. // Remove from scene
  62432. var index = this._scene.particleSystems.indexOf(this);
  62433. if (index > -1) {
  62434. this._scene.particleSystems.splice(index, 1);
  62435. }
  62436. this._scene._activeParticleSystems.dispose();
  62437. // Callback
  62438. this.onDisposeObservable.notifyObservers(this);
  62439. this.onDisposeObservable.clear();
  62440. this.reset();
  62441. };
  62442. // Clone
  62443. /**
  62444. * Clones the particle system.
  62445. * @param name The name of the cloned object
  62446. * @param newEmitter The new emitter to use
  62447. * @returns the cloned particle system
  62448. */
  62449. ParticleSystem.prototype.clone = function (name, newEmitter) {
  62450. var custom = null;
  62451. var program = null;
  62452. if (this.customShader != null) {
  62453. program = this.customShader;
  62454. var defines = (program.shaderOptions.defines.length > 0) ? program.shaderOptions.defines.join("\n") : "";
  62455. custom = this._scene.getEngine().createEffectForParticles(program.shaderPath.fragmentElement, program.shaderOptions.uniforms, program.shaderOptions.samplers, defines);
  62456. }
  62457. else if (this._customEffect) {
  62458. custom = this._customEffect;
  62459. }
  62460. var result = new ParticleSystem(name, this._capacity, this._scene, custom);
  62461. result.customShader = program;
  62462. BABYLON.Tools.DeepCopy(this, result, ["particles", "customShader", "noiseTexture"]);
  62463. if (newEmitter === undefined) {
  62464. newEmitter = this.emitter;
  62465. }
  62466. result.noiseTexture = this.noiseTexture;
  62467. result.emitter = newEmitter;
  62468. if (this.particleTexture) {
  62469. result.particleTexture = new BABYLON.Texture(this.particleTexture.url, this._scene);
  62470. }
  62471. // Clone gradients
  62472. if (this._colorGradients) {
  62473. this._colorGradients.forEach(function (v) {
  62474. result.addColorGradient(v.gradient, v.color1, v.color2);
  62475. });
  62476. }
  62477. if (this._dragGradients) {
  62478. this._dragGradients.forEach(function (v) {
  62479. result.addDragGradient(v.gradient, v.factor1, v.factor2);
  62480. });
  62481. }
  62482. if (this._angularSpeedGradients) {
  62483. this._angularSpeedGradients.forEach(function (v) {
  62484. result.addAngularSpeedGradient(v.gradient, v.factor1, v.factor2);
  62485. });
  62486. }
  62487. if (this._emitRateGradients) {
  62488. this._emitRateGradients.forEach(function (v) {
  62489. result.addEmitRateGradient(v.gradient, v.factor1, v.factor2);
  62490. });
  62491. }
  62492. if (this._lifeTimeGradients) {
  62493. this._lifeTimeGradients.forEach(function (v) {
  62494. result.addLifeTimeGradient(v.gradient, v.factor1, v.factor2);
  62495. });
  62496. }
  62497. if (this._limitVelocityGradients) {
  62498. this._limitVelocityGradients.forEach(function (v) {
  62499. result.addLimitVelocityGradient(v.gradient, v.factor1, v.factor2);
  62500. });
  62501. }
  62502. if (this._sizeGradients) {
  62503. this._sizeGradients.forEach(function (v) {
  62504. result.addSizeGradient(v.gradient, v.factor1, v.factor2);
  62505. });
  62506. }
  62507. if (this._startSizeGradients) {
  62508. this._startSizeGradients.forEach(function (v) {
  62509. result.addStartSizeGradient(v.gradient, v.factor1, v.factor2);
  62510. });
  62511. }
  62512. if (this._velocityGradients) {
  62513. this._velocityGradients.forEach(function (v) {
  62514. result.addVelocityGradient(v.gradient, v.factor1, v.factor2);
  62515. });
  62516. }
  62517. if (this._rampGradients) {
  62518. this._rampGradients.forEach(function (v) {
  62519. result.addRampGradient(v.gradient, v.color);
  62520. });
  62521. }
  62522. if (this._colorRemapGradients) {
  62523. this._colorRemapGradients.forEach(function (v) {
  62524. result.addColorRemapGradient(v.gradient, v.factor1, v.factor2);
  62525. });
  62526. }
  62527. if (this._alphaRemapGradients) {
  62528. this._alphaRemapGradients.forEach(function (v) {
  62529. result.addAlphaRemapGradient(v.gradient, v.factor1, v.factor2);
  62530. });
  62531. }
  62532. if (!this.preventAutoStart) {
  62533. result.start();
  62534. }
  62535. return result;
  62536. };
  62537. /**
  62538. * Serializes the particle system to a JSON object.
  62539. * @returns the JSON object
  62540. */
  62541. ParticleSystem.prototype.serialize = function () {
  62542. var serializationObject = {};
  62543. ParticleSystem._Serialize(serializationObject, this);
  62544. serializationObject.textureMask = this.textureMask.asArray();
  62545. serializationObject.customShader = this.customShader;
  62546. serializationObject.preventAutoStart = this.preventAutoStart;
  62547. // SubEmitters
  62548. if (this.subEmitters) {
  62549. serializationObject.subEmitters = [];
  62550. if (!this._subEmitters) {
  62551. this._prepareSubEmitterInternalArray();
  62552. }
  62553. for (var _i = 0, _a = this._subEmitters; _i < _a.length; _i++) {
  62554. var subs = _a[_i];
  62555. var cell = [];
  62556. for (var _b = 0, subs_1 = subs; _b < subs_1.length; _b++) {
  62557. var sub = subs_1[_b];
  62558. cell.push(sub.serialize());
  62559. }
  62560. serializationObject.subEmitters.push(cell);
  62561. }
  62562. }
  62563. return serializationObject;
  62564. };
  62565. /** @hidden */
  62566. ParticleSystem._Serialize = function (serializationObject, particleSystem) {
  62567. serializationObject.name = particleSystem.name;
  62568. serializationObject.id = particleSystem.id;
  62569. serializationObject.capacity = particleSystem.getCapacity();
  62570. // Emitter
  62571. if (particleSystem.emitter.position) {
  62572. var emitterMesh = particleSystem.emitter;
  62573. serializationObject.emitterId = emitterMesh.id;
  62574. }
  62575. else {
  62576. var emitterPosition = particleSystem.emitter;
  62577. serializationObject.emitter = emitterPosition.asArray();
  62578. }
  62579. // Emitter
  62580. if (particleSystem.particleEmitterType) {
  62581. serializationObject.particleEmitterType = particleSystem.particleEmitterType.serialize();
  62582. }
  62583. if (particleSystem.particleTexture) {
  62584. serializationObject.textureName = particleSystem.particleTexture.name;
  62585. serializationObject.invertY = particleSystem.particleTexture._invertY;
  62586. }
  62587. // Animations
  62588. BABYLON.Animation.AppendSerializedAnimations(particleSystem, serializationObject);
  62589. serializationObject.beginAnimationOnStart = particleSystem.beginAnimationOnStart;
  62590. serializationObject.beginAnimationFrom = particleSystem.beginAnimationFrom;
  62591. serializationObject.beginAnimationTo = particleSystem.beginAnimationTo;
  62592. serializationObject.beginAnimationLoop = particleSystem.beginAnimationLoop;
  62593. // Particle system
  62594. serializationObject.startDelay = particleSystem.startDelay;
  62595. serializationObject.renderingGroupId = particleSystem.renderingGroupId;
  62596. serializationObject.isBillboardBased = particleSystem.isBillboardBased;
  62597. serializationObject.billboardMode = particleSystem.billboardMode;
  62598. serializationObject.minAngularSpeed = particleSystem.minAngularSpeed;
  62599. serializationObject.maxAngularSpeed = particleSystem.maxAngularSpeed;
  62600. serializationObject.minSize = particleSystem.minSize;
  62601. serializationObject.maxSize = particleSystem.maxSize;
  62602. serializationObject.minScaleX = particleSystem.minScaleX;
  62603. serializationObject.maxScaleX = particleSystem.maxScaleX;
  62604. serializationObject.minScaleY = particleSystem.minScaleY;
  62605. serializationObject.maxScaleY = particleSystem.maxScaleY;
  62606. serializationObject.minEmitPower = particleSystem.minEmitPower;
  62607. serializationObject.maxEmitPower = particleSystem.maxEmitPower;
  62608. serializationObject.minLifeTime = particleSystem.minLifeTime;
  62609. serializationObject.maxLifeTime = particleSystem.maxLifeTime;
  62610. serializationObject.emitRate = particleSystem.emitRate;
  62611. serializationObject.gravity = particleSystem.gravity.asArray();
  62612. serializationObject.noiseStrength = particleSystem.noiseStrength.asArray();
  62613. serializationObject.color1 = particleSystem.color1.asArray();
  62614. serializationObject.color2 = particleSystem.color2.asArray();
  62615. serializationObject.colorDead = particleSystem.colorDead.asArray();
  62616. serializationObject.updateSpeed = particleSystem.updateSpeed;
  62617. serializationObject.targetStopDuration = particleSystem.targetStopDuration;
  62618. serializationObject.blendMode = particleSystem.blendMode;
  62619. serializationObject.preWarmCycles = particleSystem.preWarmCycles;
  62620. serializationObject.preWarmStepOffset = particleSystem.preWarmStepOffset;
  62621. serializationObject.minInitialRotation = particleSystem.minInitialRotation;
  62622. serializationObject.maxInitialRotation = particleSystem.maxInitialRotation;
  62623. serializationObject.startSpriteCellID = particleSystem.startSpriteCellID;
  62624. serializationObject.endSpriteCellID = particleSystem.endSpriteCellID;
  62625. serializationObject.spriteCellChangeSpeed = particleSystem.spriteCellChangeSpeed;
  62626. serializationObject.spriteCellWidth = particleSystem.spriteCellWidth;
  62627. serializationObject.spriteCellHeight = particleSystem.spriteCellHeight;
  62628. serializationObject.spriteRandomStartCell = particleSystem.spriteRandomStartCell;
  62629. serializationObject.isAnimationSheetEnabled = particleSystem.isAnimationSheetEnabled;
  62630. var colorGradients = particleSystem.getColorGradients();
  62631. if (colorGradients) {
  62632. serializationObject.colorGradients = [];
  62633. for (var _i = 0, colorGradients_1 = colorGradients; _i < colorGradients_1.length; _i++) {
  62634. var colorGradient = colorGradients_1[_i];
  62635. var serializedGradient = {
  62636. gradient: colorGradient.gradient,
  62637. color1: colorGradient.color1.asArray()
  62638. };
  62639. if (colorGradient.color2) {
  62640. serializedGradient.color2 = colorGradient.color2.asArray();
  62641. }
  62642. serializationObject.colorGradients.push(serializedGradient);
  62643. }
  62644. }
  62645. var rampGradients = particleSystem.getRampGradients();
  62646. if (rampGradients) {
  62647. serializationObject.rampGradients = [];
  62648. for (var _a = 0, rampGradients_1 = rampGradients; _a < rampGradients_1.length; _a++) {
  62649. var rampGradient = rampGradients_1[_a];
  62650. var serializedGradient = {
  62651. gradient: rampGradient.gradient,
  62652. color: rampGradient.color.asArray()
  62653. };
  62654. serializationObject.rampGradients.push(serializedGradient);
  62655. }
  62656. serializationObject.useRampGradients = particleSystem.useRampGradients;
  62657. }
  62658. var colorRemapGradients = particleSystem.getColorRemapGradients();
  62659. if (colorRemapGradients) {
  62660. serializationObject.colorRemapGradients = [];
  62661. for (var _b = 0, colorRemapGradients_1 = colorRemapGradients; _b < colorRemapGradients_1.length; _b++) {
  62662. var colorRemapGradient = colorRemapGradients_1[_b];
  62663. var serializedGradient = {
  62664. gradient: colorRemapGradient.gradient,
  62665. factor1: colorRemapGradient.factor1
  62666. };
  62667. if (colorRemapGradient.factor2 !== undefined) {
  62668. serializedGradient.factor2 = colorRemapGradient.factor2;
  62669. }
  62670. serializationObject.colorRemapGradients.push(serializedGradient);
  62671. }
  62672. }
  62673. var alphaRemapGradients = particleSystem.getAlphaRemapGradients();
  62674. if (alphaRemapGradients) {
  62675. serializationObject.alphaRemapGradients = [];
  62676. for (var _c = 0, alphaRemapGradients_1 = alphaRemapGradients; _c < alphaRemapGradients_1.length; _c++) {
  62677. var alphaRemapGradient = alphaRemapGradients_1[_c];
  62678. var serializedGradient = {
  62679. gradient: alphaRemapGradient.gradient,
  62680. factor1: alphaRemapGradient.factor1
  62681. };
  62682. if (alphaRemapGradient.factor2 !== undefined) {
  62683. serializedGradient.factor2 = alphaRemapGradient.factor2;
  62684. }
  62685. serializationObject.alphaRemapGradients.push(serializedGradient);
  62686. }
  62687. }
  62688. var sizeGradients = particleSystem.getSizeGradients();
  62689. if (sizeGradients) {
  62690. serializationObject.sizeGradients = [];
  62691. for (var _d = 0, sizeGradients_1 = sizeGradients; _d < sizeGradients_1.length; _d++) {
  62692. var sizeGradient = sizeGradients_1[_d];
  62693. var serializedGradient = {
  62694. gradient: sizeGradient.gradient,
  62695. factor1: sizeGradient.factor1
  62696. };
  62697. if (sizeGradient.factor2 !== undefined) {
  62698. serializedGradient.factor2 = sizeGradient.factor2;
  62699. }
  62700. serializationObject.sizeGradients.push(serializedGradient);
  62701. }
  62702. }
  62703. var angularSpeedGradients = particleSystem.getAngularSpeedGradients();
  62704. if (angularSpeedGradients) {
  62705. serializationObject.angularSpeedGradients = [];
  62706. for (var _e = 0, angularSpeedGradients_1 = angularSpeedGradients; _e < angularSpeedGradients_1.length; _e++) {
  62707. var angularSpeedGradient = angularSpeedGradients_1[_e];
  62708. var serializedGradient = {
  62709. gradient: angularSpeedGradient.gradient,
  62710. factor1: angularSpeedGradient.factor1
  62711. };
  62712. if (angularSpeedGradient.factor2 !== undefined) {
  62713. serializedGradient.factor2 = angularSpeedGradient.factor2;
  62714. }
  62715. serializationObject.angularSpeedGradients.push(serializedGradient);
  62716. }
  62717. }
  62718. var velocityGradients = particleSystem.getVelocityGradients();
  62719. if (velocityGradients) {
  62720. serializationObject.velocityGradients = [];
  62721. for (var _f = 0, velocityGradients_1 = velocityGradients; _f < velocityGradients_1.length; _f++) {
  62722. var velocityGradient = velocityGradients_1[_f];
  62723. var serializedGradient = {
  62724. gradient: velocityGradient.gradient,
  62725. factor1: velocityGradient.factor1
  62726. };
  62727. if (velocityGradient.factor2 !== undefined) {
  62728. serializedGradient.factor2 = velocityGradient.factor2;
  62729. }
  62730. serializationObject.velocityGradients.push(serializedGradient);
  62731. }
  62732. }
  62733. var dragGradients = particleSystem.getDragGradients();
  62734. if (dragGradients) {
  62735. serializationObject.dragyGradients = [];
  62736. for (var _g = 0, dragGradients_1 = dragGradients; _g < dragGradients_1.length; _g++) {
  62737. var dragGradient = dragGradients_1[_g];
  62738. var serializedGradient = {
  62739. gradient: dragGradient.gradient,
  62740. factor1: dragGradient.factor1
  62741. };
  62742. if (dragGradient.factor2 !== undefined) {
  62743. serializedGradient.factor2 = dragGradient.factor2;
  62744. }
  62745. serializationObject.dragGradients.push(serializedGradient);
  62746. }
  62747. }
  62748. var emitRateGradients = particleSystem.getEmitRateGradients();
  62749. if (emitRateGradients) {
  62750. serializationObject.emitRateGradients = [];
  62751. for (var _h = 0, emitRateGradients_1 = emitRateGradients; _h < emitRateGradients_1.length; _h++) {
  62752. var emitRateGradient = emitRateGradients_1[_h];
  62753. var serializedGradient = {
  62754. gradient: emitRateGradient.gradient,
  62755. factor1: emitRateGradient.factor1
  62756. };
  62757. if (emitRateGradient.factor2 !== undefined) {
  62758. serializedGradient.factor2 = emitRateGradient.factor2;
  62759. }
  62760. serializationObject.emitRateGradients.push(serializedGradient);
  62761. }
  62762. }
  62763. var startSizeGradients = particleSystem.getStartSizeGradients();
  62764. if (startSizeGradients) {
  62765. serializationObject.startSizeGradients = [];
  62766. for (var _j = 0, startSizeGradients_1 = startSizeGradients; _j < startSizeGradients_1.length; _j++) {
  62767. var startSizeGradient = startSizeGradients_1[_j];
  62768. var serializedGradient = {
  62769. gradient: startSizeGradient.gradient,
  62770. factor1: startSizeGradient.factor1
  62771. };
  62772. if (startSizeGradient.factor2 !== undefined) {
  62773. serializedGradient.factor2 = startSizeGradient.factor2;
  62774. }
  62775. serializationObject.startSizeGradients.push(serializedGradient);
  62776. }
  62777. }
  62778. var lifeTimeGradients = particleSystem.getLifeTimeGradients();
  62779. if (lifeTimeGradients) {
  62780. serializationObject.lifeTimeGradients = [];
  62781. for (var _k = 0, lifeTimeGradients_1 = lifeTimeGradients; _k < lifeTimeGradients_1.length; _k++) {
  62782. var lifeTimeGradient = lifeTimeGradients_1[_k];
  62783. var serializedGradient = {
  62784. gradient: lifeTimeGradient.gradient,
  62785. factor1: lifeTimeGradient.factor1
  62786. };
  62787. if (lifeTimeGradient.factor2 !== undefined) {
  62788. serializedGradient.factor2 = lifeTimeGradient.factor2;
  62789. }
  62790. serializationObject.lifeTimeGradients.push(serializedGradient);
  62791. }
  62792. }
  62793. var limitVelocityGradients = particleSystem.getLimitVelocityGradients();
  62794. if (limitVelocityGradients) {
  62795. serializationObject.limitVelocityGradients = [];
  62796. for (var _l = 0, limitVelocityGradients_1 = limitVelocityGradients; _l < limitVelocityGradients_1.length; _l++) {
  62797. var limitVelocityGradient = limitVelocityGradients_1[_l];
  62798. var serializedGradient = {
  62799. gradient: limitVelocityGradient.gradient,
  62800. factor1: limitVelocityGradient.factor1
  62801. };
  62802. if (limitVelocityGradient.factor2 !== undefined) {
  62803. serializedGradient.factor2 = limitVelocityGradient.factor2;
  62804. }
  62805. serializationObject.limitVelocityGradients.push(serializedGradient);
  62806. }
  62807. serializationObject.limitVelocityDamping = particleSystem.limitVelocityDamping;
  62808. }
  62809. if (particleSystem.noiseTexture) {
  62810. serializationObject.noiseTexture = particleSystem.noiseTexture.serialize();
  62811. }
  62812. };
  62813. /** @hidden */
  62814. ParticleSystem._Parse = function (parsedParticleSystem, particleSystem, scene, rootUrl) {
  62815. // Texture
  62816. if (parsedParticleSystem.textureName) {
  62817. particleSystem.particleTexture = new BABYLON.Texture(rootUrl + parsedParticleSystem.textureName, scene, false, parsedParticleSystem.invertY !== undefined ? parsedParticleSystem.invertY : true);
  62818. particleSystem.particleTexture.name = parsedParticleSystem.textureName;
  62819. }
  62820. // Emitter
  62821. if (!parsedParticleSystem.emitterId && parsedParticleSystem.emitterId !== 0 && parsedParticleSystem.emitter === undefined) {
  62822. particleSystem.emitter = BABYLON.Vector3.Zero();
  62823. }
  62824. else if (parsedParticleSystem.emitterId) {
  62825. particleSystem.emitter = scene.getLastMeshByID(parsedParticleSystem.emitterId);
  62826. }
  62827. else {
  62828. particleSystem.emitter = BABYLON.Vector3.FromArray(parsedParticleSystem.emitter);
  62829. }
  62830. // Misc.
  62831. if (parsedParticleSystem.renderingGroupId !== undefined) {
  62832. particleSystem.renderingGroupId = parsedParticleSystem.renderingGroupId;
  62833. }
  62834. if (parsedParticleSystem.isBillboardBased !== undefined) {
  62835. particleSystem.isBillboardBased = parsedParticleSystem.isBillboardBased;
  62836. }
  62837. if (parsedParticleSystem.billboardMode !== undefined) {
  62838. particleSystem.billboardMode = parsedParticleSystem.billboardMode;
  62839. }
  62840. // Animations
  62841. if (parsedParticleSystem.animations) {
  62842. for (var animationIndex = 0; animationIndex < parsedParticleSystem.animations.length; animationIndex++) {
  62843. var parsedAnimation = parsedParticleSystem.animations[animationIndex];
  62844. particleSystem.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  62845. }
  62846. particleSystem.beginAnimationOnStart = parsedParticleSystem.beginAnimationOnStart;
  62847. particleSystem.beginAnimationFrom = parsedParticleSystem.beginAnimationFrom;
  62848. particleSystem.beginAnimationTo = parsedParticleSystem.beginAnimationTo;
  62849. particleSystem.beginAnimationLoop = parsedParticleSystem.beginAnimationLoop;
  62850. }
  62851. if (parsedParticleSystem.autoAnimate) {
  62852. scene.beginAnimation(particleSystem, parsedParticleSystem.autoAnimateFrom, parsedParticleSystem.autoAnimateTo, parsedParticleSystem.autoAnimateLoop, parsedParticleSystem.autoAnimateSpeed || 1.0);
  62853. }
  62854. // Particle system
  62855. particleSystem.startDelay = parsedParticleSystem.startDelay | 0;
  62856. particleSystem.minAngularSpeed = parsedParticleSystem.minAngularSpeed;
  62857. particleSystem.maxAngularSpeed = parsedParticleSystem.maxAngularSpeed;
  62858. particleSystem.minSize = parsedParticleSystem.minSize;
  62859. particleSystem.maxSize = parsedParticleSystem.maxSize;
  62860. if (parsedParticleSystem.minScaleX) {
  62861. particleSystem.minScaleX = parsedParticleSystem.minScaleX;
  62862. particleSystem.maxScaleX = parsedParticleSystem.maxScaleX;
  62863. particleSystem.minScaleY = parsedParticleSystem.minScaleY;
  62864. particleSystem.maxScaleY = parsedParticleSystem.maxScaleY;
  62865. }
  62866. if (parsedParticleSystem.preWarmCycles !== undefined) {
  62867. particleSystem.preWarmCycles = parsedParticleSystem.preWarmCycles;
  62868. particleSystem.preWarmStepOffset = parsedParticleSystem.preWarmStepOffset;
  62869. }
  62870. if (parsedParticleSystem.minInitialRotation !== undefined) {
  62871. particleSystem.minInitialRotation = parsedParticleSystem.minInitialRotation;
  62872. particleSystem.maxInitialRotation = parsedParticleSystem.maxInitialRotation;
  62873. }
  62874. particleSystem.minLifeTime = parsedParticleSystem.minLifeTime;
  62875. particleSystem.maxLifeTime = parsedParticleSystem.maxLifeTime;
  62876. particleSystem.minEmitPower = parsedParticleSystem.minEmitPower;
  62877. particleSystem.maxEmitPower = parsedParticleSystem.maxEmitPower;
  62878. particleSystem.emitRate = parsedParticleSystem.emitRate;
  62879. particleSystem.gravity = BABYLON.Vector3.FromArray(parsedParticleSystem.gravity);
  62880. if (parsedParticleSystem.noiseStrength) {
  62881. particleSystem.noiseStrength = BABYLON.Vector3.FromArray(parsedParticleSystem.noiseStrength);
  62882. }
  62883. particleSystem.color1 = BABYLON.Color4.FromArray(parsedParticleSystem.color1);
  62884. particleSystem.color2 = BABYLON.Color4.FromArray(parsedParticleSystem.color2);
  62885. particleSystem.colorDead = BABYLON.Color4.FromArray(parsedParticleSystem.colorDead);
  62886. particleSystem.updateSpeed = parsedParticleSystem.updateSpeed;
  62887. particleSystem.targetStopDuration = parsedParticleSystem.targetStopDuration;
  62888. particleSystem.blendMode = parsedParticleSystem.blendMode;
  62889. if (parsedParticleSystem.colorGradients) {
  62890. for (var _i = 0, _a = parsedParticleSystem.colorGradients; _i < _a.length; _i++) {
  62891. var colorGradient = _a[_i];
  62892. particleSystem.addColorGradient(colorGradient.gradient, BABYLON.Color4.FromArray(colorGradient.color1), colorGradient.color2 ? BABYLON.Color4.FromArray(colorGradient.color2) : undefined);
  62893. }
  62894. }
  62895. if (parsedParticleSystem.rampGradients) {
  62896. for (var _b = 0, _c = parsedParticleSystem.rampGradients; _b < _c.length; _b++) {
  62897. var rampGradient = _c[_b];
  62898. particleSystem.addRampGradient(rampGradient.gradient, BABYLON.Color3.FromArray(rampGradient.color));
  62899. }
  62900. particleSystem.useRampGradients = parsedParticleSystem.useRampGradients;
  62901. }
  62902. if (parsedParticleSystem.colorRemapGradients) {
  62903. for (var _d = 0, _e = parsedParticleSystem.colorRemapGradients; _d < _e.length; _d++) {
  62904. var colorRemapGradient = _e[_d];
  62905. particleSystem.addColorRemapGradient(colorRemapGradient.gradient, colorRemapGradient.factor1 !== undefined ? colorRemapGradient.factor1 : colorRemapGradient.factor, colorRemapGradient.factor2);
  62906. }
  62907. }
  62908. if (parsedParticleSystem.alphaRemapGradients) {
  62909. for (var _f = 0, _g = parsedParticleSystem.alphaRemapGradients; _f < _g.length; _f++) {
  62910. var alphaRemapGradient = _g[_f];
  62911. particleSystem.addAlphaRemapGradient(alphaRemapGradient.gradient, alphaRemapGradient.factor1 !== undefined ? alphaRemapGradient.factor1 : alphaRemapGradient.factor, alphaRemapGradient.factor2);
  62912. }
  62913. }
  62914. if (parsedParticleSystem.sizeGradients) {
  62915. for (var _h = 0, _j = parsedParticleSystem.sizeGradients; _h < _j.length; _h++) {
  62916. var sizeGradient = _j[_h];
  62917. particleSystem.addSizeGradient(sizeGradient.gradient, sizeGradient.factor1 !== undefined ? sizeGradient.factor1 : sizeGradient.factor, sizeGradient.factor2);
  62918. }
  62919. }
  62920. if (parsedParticleSystem.sizeGradients) {
  62921. for (var _k = 0, _l = parsedParticleSystem.sizeGradients; _k < _l.length; _k++) {
  62922. var sizeGradient = _l[_k];
  62923. particleSystem.addSizeGradient(sizeGradient.gradient, sizeGradient.factor1 !== undefined ? sizeGradient.factor1 : sizeGradient.factor, sizeGradient.factor2);
  62924. }
  62925. }
  62926. if (parsedParticleSystem.angularSpeedGradients) {
  62927. for (var _m = 0, _o = parsedParticleSystem.angularSpeedGradients; _m < _o.length; _m++) {
  62928. var angularSpeedGradient = _o[_m];
  62929. particleSystem.addAngularSpeedGradient(angularSpeedGradient.gradient, angularSpeedGradient.factor1 !== undefined ? angularSpeedGradient.factor1 : angularSpeedGradient.factor, angularSpeedGradient.factor2);
  62930. }
  62931. }
  62932. if (parsedParticleSystem.velocityGradients) {
  62933. for (var _p = 0, _q = parsedParticleSystem.velocityGradients; _p < _q.length; _p++) {
  62934. var velocityGradient = _q[_p];
  62935. particleSystem.addVelocityGradient(velocityGradient.gradient, velocityGradient.factor1 !== undefined ? velocityGradient.factor1 : velocityGradient.factor, velocityGradient.factor2);
  62936. }
  62937. }
  62938. if (parsedParticleSystem.dragGradients) {
  62939. for (var _r = 0, _s = parsedParticleSystem.dragGradients; _r < _s.length; _r++) {
  62940. var dragGradient = _s[_r];
  62941. particleSystem.addDragGradient(dragGradient.gradient, dragGradient.factor1 !== undefined ? dragGradient.factor1 : dragGradient.factor, dragGradient.factor2);
  62942. }
  62943. }
  62944. if (parsedParticleSystem.emitRateGradients) {
  62945. for (var _t = 0, _u = parsedParticleSystem.emitRateGradients; _t < _u.length; _t++) {
  62946. var emitRateGradient = _u[_t];
  62947. particleSystem.addEmitRateGradient(emitRateGradient.gradient, emitRateGradient.factor1 !== undefined ? emitRateGradient.factor1 : emitRateGradient.factor, emitRateGradient.factor2);
  62948. }
  62949. }
  62950. if (parsedParticleSystem.startSizeGradients) {
  62951. for (var _v = 0, _w = parsedParticleSystem.startSizeGradients; _v < _w.length; _v++) {
  62952. var startSizeGradient = _w[_v];
  62953. particleSystem.addStartSizeGradient(startSizeGradient.gradient, startSizeGradient.factor1 !== undefined ? startSizeGradient.factor1 : startSizeGradient.factor, startSizeGradient.factor2);
  62954. }
  62955. }
  62956. if (parsedParticleSystem.lifeTimeGradients) {
  62957. for (var _x = 0, _y = parsedParticleSystem.lifeTimeGradients; _x < _y.length; _x++) {
  62958. var lifeTimeGradient = _y[_x];
  62959. particleSystem.addLifeTimeGradient(lifeTimeGradient.gradient, lifeTimeGradient.factor1 !== undefined ? lifeTimeGradient.factor1 : lifeTimeGradient.factor, lifeTimeGradient.factor2);
  62960. }
  62961. }
  62962. if (parsedParticleSystem.limitVelocityGradients) {
  62963. for (var _z = 0, _0 = parsedParticleSystem.limitVelocityGradients; _z < _0.length; _z++) {
  62964. var limitVelocityGradient = _0[_z];
  62965. particleSystem.addLimitVelocityGradient(limitVelocityGradient.gradient, limitVelocityGradient.factor1 !== undefined ? limitVelocityGradient.factor1 : limitVelocityGradient.factor, limitVelocityGradient.factor2);
  62966. }
  62967. particleSystem.limitVelocityDamping = parsedParticleSystem.limitVelocityDamping;
  62968. }
  62969. if (parsedParticleSystem.noiseTexture) {
  62970. particleSystem.noiseTexture = BABYLON.ProceduralTexture.Parse(parsedParticleSystem.noiseTexture, scene, rootUrl);
  62971. }
  62972. // Emitter
  62973. var emitterType;
  62974. if (parsedParticleSystem.particleEmitterType) {
  62975. switch (parsedParticleSystem.particleEmitterType.type) {
  62976. case "SphereParticleEmitter":
  62977. emitterType = new BABYLON.SphereParticleEmitter();
  62978. break;
  62979. case "SphereDirectedParticleEmitter":
  62980. emitterType = new BABYLON.SphereDirectedParticleEmitter();
  62981. break;
  62982. case "ConeEmitter":
  62983. case "ConeParticleEmitter":
  62984. emitterType = new BABYLON.ConeParticleEmitter();
  62985. break;
  62986. case "CylinderParticleEmitter":
  62987. emitterType = new BABYLON.CylinderParticleEmitter();
  62988. break;
  62989. case "HemisphericParticleEmitter":
  62990. emitterType = new BABYLON.HemisphericParticleEmitter();
  62991. break;
  62992. case "BoxEmitter":
  62993. case "BoxParticleEmitter":
  62994. default:
  62995. emitterType = new BABYLON.BoxParticleEmitter();
  62996. break;
  62997. }
  62998. emitterType.parse(parsedParticleSystem.particleEmitterType);
  62999. }
  63000. else {
  63001. emitterType = new BABYLON.BoxParticleEmitter();
  63002. emitterType.parse(parsedParticleSystem);
  63003. }
  63004. particleSystem.particleEmitterType = emitterType;
  63005. // Animation sheet
  63006. particleSystem.startSpriteCellID = parsedParticleSystem.startSpriteCellID;
  63007. particleSystem.endSpriteCellID = parsedParticleSystem.endSpriteCellID;
  63008. particleSystem.spriteCellWidth = parsedParticleSystem.spriteCellWidth;
  63009. particleSystem.spriteCellHeight = parsedParticleSystem.spriteCellHeight;
  63010. particleSystem.spriteCellChangeSpeed = parsedParticleSystem.spriteCellChangeSpeed;
  63011. particleSystem.spriteRandomStartCell = parsedParticleSystem.spriteRandomStartCell;
  63012. };
  63013. /**
  63014. * Parses a JSON object to create a particle system.
  63015. * @param parsedParticleSystem The JSON object to parse
  63016. * @param scene The scene to create the particle system in
  63017. * @param rootUrl The root url to use to load external dependencies like texture
  63018. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  63019. * @returns the Parsed particle system
  63020. */
  63021. ParticleSystem.Parse = function (parsedParticleSystem, scene, rootUrl, doNotStart) {
  63022. if (doNotStart === void 0) { doNotStart = false; }
  63023. var name = parsedParticleSystem.name;
  63024. var custom = null;
  63025. var program = null;
  63026. if (parsedParticleSystem.customShader) {
  63027. program = parsedParticleSystem.customShader;
  63028. var defines = (program.shaderOptions.defines.length > 0) ? program.shaderOptions.defines.join("\n") : "";
  63029. custom = scene.getEngine().createEffectForParticles(program.shaderPath.fragmentElement, program.shaderOptions.uniforms, program.shaderOptions.samplers, defines);
  63030. }
  63031. var particleSystem = new ParticleSystem(name, parsedParticleSystem.capacity, scene, custom, parsedParticleSystem.isAnimationSheetEnabled);
  63032. particleSystem.customShader = program;
  63033. if (parsedParticleSystem.id) {
  63034. particleSystem.id = parsedParticleSystem.id;
  63035. }
  63036. // SubEmitters
  63037. if (parsedParticleSystem.subEmitters) {
  63038. particleSystem.subEmitters = [];
  63039. for (var _i = 0, _a = parsedParticleSystem.subEmitters; _i < _a.length; _i++) {
  63040. var cell = _a[_i];
  63041. var cellArray = [];
  63042. for (var _b = 0, cell_1 = cell; _b < cell_1.length; _b++) {
  63043. var sub = cell_1[_b];
  63044. cellArray.push(BABYLON.SubEmitter.Parse(sub, scene, rootUrl));
  63045. }
  63046. particleSystem.subEmitters.push(cellArray);
  63047. }
  63048. }
  63049. ParticleSystem._Parse(parsedParticleSystem, particleSystem, scene, rootUrl);
  63050. particleSystem.textureMask = BABYLON.Color4.FromArray(parsedParticleSystem.textureMask);
  63051. // Auto start
  63052. if (parsedParticleSystem.preventAutoStart) {
  63053. particleSystem.preventAutoStart = parsedParticleSystem.preventAutoStart;
  63054. }
  63055. if (!doNotStart && !particleSystem.preventAutoStart) {
  63056. particleSystem.start();
  63057. }
  63058. return particleSystem;
  63059. };
  63060. /**
  63061. * Billboard mode will only apply to Y axis
  63062. */
  63063. ParticleSystem.BILLBOARDMODE_Y = 2;
  63064. /**
  63065. * Billboard mode will apply to all axes
  63066. */
  63067. ParticleSystem.BILLBOARDMODE_ALL = 7;
  63068. /**
  63069. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  63070. */
  63071. ParticleSystem.BILLBOARDMODE_STRETCHED = 8;
  63072. return ParticleSystem;
  63073. }(BABYLON.BaseParticleSystem));
  63074. BABYLON.ParticleSystem = ParticleSystem;
  63075. })(BABYLON || (BABYLON = {}));
  63076. //# sourceMappingURL=babylon.particleSystem.js.map
  63077. var BABYLON;
  63078. (function (BABYLON) {
  63079. /**
  63080. * Particle emitter emitting particles from the inside of a box.
  63081. * It emits the particles randomly between 2 given directions.
  63082. */
  63083. var BoxParticleEmitter = /** @class */ (function () {
  63084. /**
  63085. * Creates a new instance BoxParticleEmitter
  63086. */
  63087. function BoxParticleEmitter() {
  63088. /**
  63089. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  63090. */
  63091. this.direction1 = new BABYLON.Vector3(0, 1.0, 0);
  63092. /**
  63093. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  63094. */
  63095. this.direction2 = new BABYLON.Vector3(0, 1.0, 0);
  63096. /**
  63097. * 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.
  63098. */
  63099. this.minEmitBox = new BABYLON.Vector3(-0.5, -0.5, -0.5);
  63100. /**
  63101. * 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.
  63102. */
  63103. this.maxEmitBox = new BABYLON.Vector3(0.5, 0.5, 0.5);
  63104. }
  63105. /**
  63106. * Called by the particle System when the direction is computed for the created particle.
  63107. * @param worldMatrix is the world matrix of the particle system
  63108. * @param directionToUpdate is the direction vector to update with the result
  63109. * @param particle is the particle we are computed the direction for
  63110. */
  63111. BoxParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63112. var randX = BABYLON.Scalar.RandomRange(this.direction1.x, this.direction2.x);
  63113. var randY = BABYLON.Scalar.RandomRange(this.direction1.y, this.direction2.y);
  63114. var randZ = BABYLON.Scalar.RandomRange(this.direction1.z, this.direction2.z);
  63115. BABYLON.Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, worldMatrix, directionToUpdate);
  63116. };
  63117. /**
  63118. * Called by the particle System when the position is computed for the created particle.
  63119. * @param worldMatrix is the world matrix of the particle system
  63120. * @param positionToUpdate is the position vector to update with the result
  63121. * @param particle is the particle we are computed the position for
  63122. */
  63123. BoxParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  63124. var randX = BABYLON.Scalar.RandomRange(this.minEmitBox.x, this.maxEmitBox.x);
  63125. var randY = BABYLON.Scalar.RandomRange(this.minEmitBox.y, this.maxEmitBox.y);
  63126. var randZ = BABYLON.Scalar.RandomRange(this.minEmitBox.z, this.maxEmitBox.z);
  63127. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(randX, randY, randZ, worldMatrix, positionToUpdate);
  63128. };
  63129. /**
  63130. * Clones the current emitter and returns a copy of it
  63131. * @returns the new emitter
  63132. */
  63133. BoxParticleEmitter.prototype.clone = function () {
  63134. var newOne = new BoxParticleEmitter();
  63135. BABYLON.Tools.DeepCopy(this, newOne);
  63136. return newOne;
  63137. };
  63138. /**
  63139. * Called by the GPUParticleSystem to setup the update shader
  63140. * @param effect defines the update shader
  63141. */
  63142. BoxParticleEmitter.prototype.applyToShader = function (effect) {
  63143. effect.setVector3("direction1", this.direction1);
  63144. effect.setVector3("direction2", this.direction2);
  63145. effect.setVector3("minEmitBox", this.minEmitBox);
  63146. effect.setVector3("maxEmitBox", this.maxEmitBox);
  63147. };
  63148. /**
  63149. * Returns a string to use to update the GPU particles update shader
  63150. * @returns a string containng the defines string
  63151. */
  63152. BoxParticleEmitter.prototype.getEffectDefines = function () {
  63153. return "#define BOXEMITTER";
  63154. };
  63155. /**
  63156. * Returns the string "BoxParticleEmitter"
  63157. * @returns a string containing the class name
  63158. */
  63159. BoxParticleEmitter.prototype.getClassName = function () {
  63160. return "BoxParticleEmitter";
  63161. };
  63162. /**
  63163. * Serializes the particle system to a JSON object.
  63164. * @returns the JSON object
  63165. */
  63166. BoxParticleEmitter.prototype.serialize = function () {
  63167. var serializationObject = {};
  63168. serializationObject.type = this.getClassName();
  63169. serializationObject.direction1 = this.direction1.asArray();
  63170. serializationObject.direction2 = this.direction2.asArray();
  63171. serializationObject.minEmitBox = this.minEmitBox.asArray();
  63172. serializationObject.maxEmitBox = this.maxEmitBox.asArray();
  63173. return serializationObject;
  63174. };
  63175. /**
  63176. * Parse properties from a JSON object
  63177. * @param serializationObject defines the JSON object
  63178. */
  63179. BoxParticleEmitter.prototype.parse = function (serializationObject) {
  63180. BABYLON.Vector3.FromArrayToRef(serializationObject.direction1, 0, this.direction1);
  63181. BABYLON.Vector3.FromArrayToRef(serializationObject.direction2, 0, this.direction2);
  63182. BABYLON.Vector3.FromArrayToRef(serializationObject.minEmitBox, 0, this.minEmitBox);
  63183. BABYLON.Vector3.FromArrayToRef(serializationObject.maxEmitBox, 0, this.maxEmitBox);
  63184. };
  63185. return BoxParticleEmitter;
  63186. }());
  63187. BABYLON.BoxParticleEmitter = BoxParticleEmitter;
  63188. })(BABYLON || (BABYLON = {}));
  63189. //# sourceMappingURL=babylon.boxParticleEmitter.js.map
  63190. var BABYLON;
  63191. (function (BABYLON) {
  63192. /**
  63193. * Particle emitter emitting particles from the inside of a cylinder.
  63194. * It emits the particles alongside the cylinder radius. The emission direction might be randomized.
  63195. */
  63196. var CylinderParticleEmitter = /** @class */ (function () {
  63197. /**
  63198. * Creates a new instance CylinderParticleEmitter
  63199. * @param radius the radius of the emission cylinder (1 by default)
  63200. * @param height the height of the emission cylinder (1 by default)
  63201. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  63202. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  63203. */
  63204. function CylinderParticleEmitter(
  63205. /**
  63206. * The radius of the emission cylinder.
  63207. */
  63208. radius,
  63209. /**
  63210. * The height of the emission cylinder.
  63211. */
  63212. height,
  63213. /**
  63214. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  63215. */
  63216. radiusRange,
  63217. /**
  63218. * How much to randomize the particle direction [0-1].
  63219. */
  63220. directionRandomizer) {
  63221. if (radius === void 0) { radius = 1; }
  63222. if (height === void 0) { height = 1; }
  63223. if (radiusRange === void 0) { radiusRange = 1; }
  63224. if (directionRandomizer === void 0) { directionRandomizer = 0; }
  63225. this.radius = radius;
  63226. this.height = height;
  63227. this.radiusRange = radiusRange;
  63228. this.directionRandomizer = directionRandomizer;
  63229. }
  63230. /**
  63231. * Called by the particle System when the direction is computed for the created particle.
  63232. * @param worldMatrix is the world matrix of the particle system
  63233. * @param directionToUpdate is the direction vector to update with the result
  63234. * @param particle is the particle we are computed the direction for
  63235. */
  63236. CylinderParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63237. var direction = particle.position.subtract(worldMatrix.getTranslation()).normalize();
  63238. var randY = BABYLON.Scalar.RandomRange(-this.directionRandomizer / 2, this.directionRandomizer / 2);
  63239. var angle = Math.atan2(direction.x, direction.z);
  63240. angle += BABYLON.Scalar.RandomRange(-Math.PI / 2, Math.PI / 2) * this.directionRandomizer;
  63241. direction.y = randY; // set direction y to rand y to mirror normal of cylinder surface
  63242. direction.x = Math.sin(angle);
  63243. direction.z = Math.cos(angle);
  63244. direction.normalize();
  63245. BABYLON.Vector3.TransformNormalFromFloatsToRef(direction.x, direction.y, direction.z, worldMatrix, directionToUpdate);
  63246. };
  63247. /**
  63248. * Called by the particle System when the position is computed for the created particle.
  63249. * @param worldMatrix is the world matrix of the particle system
  63250. * @param positionToUpdate is the position vector to update with the result
  63251. * @param particle is the particle we are computed the position for
  63252. */
  63253. CylinderParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  63254. var yPos = BABYLON.Scalar.RandomRange(-this.height / 2, this.height / 2);
  63255. var angle = BABYLON.Scalar.RandomRange(0, 2 * Math.PI);
  63256. // Pick a properly distributed point within the circle https://programming.guide/random-point-within-circle.html
  63257. var radiusDistribution = BABYLON.Scalar.RandomRange((1 - this.radiusRange) * (1 - this.radiusRange), 1);
  63258. var positionRadius = Math.sqrt(radiusDistribution) * this.radius;
  63259. var xPos = positionRadius * Math.cos(angle);
  63260. var zPos = positionRadius * Math.sin(angle);
  63261. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(xPos, yPos, zPos, worldMatrix, positionToUpdate);
  63262. };
  63263. /**
  63264. * Clones the current emitter and returns a copy of it
  63265. * @returns the new emitter
  63266. */
  63267. CylinderParticleEmitter.prototype.clone = function () {
  63268. var newOne = new CylinderParticleEmitter(this.radius, this.directionRandomizer);
  63269. BABYLON.Tools.DeepCopy(this, newOne);
  63270. return newOne;
  63271. };
  63272. /**
  63273. * Called by the GPUParticleSystem to setup the update shader
  63274. * @param effect defines the update shader
  63275. */
  63276. CylinderParticleEmitter.prototype.applyToShader = function (effect) {
  63277. effect.setFloat("radius", this.radius);
  63278. effect.setFloat("height", this.height);
  63279. effect.setFloat("radiusRange", this.radiusRange);
  63280. effect.setFloat("directionRandomizer", this.directionRandomizer);
  63281. };
  63282. /**
  63283. * Returns a string to use to update the GPU particles update shader
  63284. * @returns a string containng the defines string
  63285. */
  63286. CylinderParticleEmitter.prototype.getEffectDefines = function () {
  63287. return "#define CYLINDEREMITTER";
  63288. };
  63289. /**
  63290. * Returns the string "CylinderParticleEmitter"
  63291. * @returns a string containing the class name
  63292. */
  63293. CylinderParticleEmitter.prototype.getClassName = function () {
  63294. return "CylinderParticleEmitter";
  63295. };
  63296. /**
  63297. * Serializes the particle system to a JSON object.
  63298. * @returns the JSON object
  63299. */
  63300. CylinderParticleEmitter.prototype.serialize = function () {
  63301. var serializationObject = {};
  63302. serializationObject.type = this.getClassName();
  63303. serializationObject.radius = this.radius;
  63304. serializationObject.height = this.height;
  63305. serializationObject.radiusRange = this.radiusRange;
  63306. serializationObject.directionRandomizer = this.directionRandomizer;
  63307. return serializationObject;
  63308. };
  63309. /**
  63310. * Parse properties from a JSON object
  63311. * @param serializationObject defines the JSON object
  63312. */
  63313. CylinderParticleEmitter.prototype.parse = function (serializationObject) {
  63314. this.radius = serializationObject.radius;
  63315. this.height = serializationObject.height;
  63316. this.radiusRange = serializationObject.radiusRange;
  63317. this.directionRandomizer = serializationObject.directionRandomizer;
  63318. };
  63319. return CylinderParticleEmitter;
  63320. }());
  63321. BABYLON.CylinderParticleEmitter = CylinderParticleEmitter;
  63322. /**
  63323. * Particle emitter emitting particles from the inside of a cylinder.
  63324. * It emits the particles randomly between two vectors.
  63325. */
  63326. var CylinderDirectedParticleEmitter = /** @class */ (function (_super) {
  63327. __extends(CylinderDirectedParticleEmitter, _super);
  63328. /**
  63329. * Creates a new instance CylinderDirectedParticleEmitter
  63330. * @param radius the radius of the emission cylinder (1 by default)
  63331. * @param height the height of the emission cylinder (1 by default)
  63332. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  63333. * @param direction1 the min limit of the emission direction (up vector by default)
  63334. * @param direction2 the max limit of the emission direction (up vector by default)
  63335. */
  63336. function CylinderDirectedParticleEmitter(radius, height, radiusRange,
  63337. /**
  63338. * The min limit of the emission direction.
  63339. */
  63340. direction1,
  63341. /**
  63342. * The max limit of the emission direction.
  63343. */
  63344. direction2) {
  63345. if (radius === void 0) { radius = 1; }
  63346. if (height === void 0) { height = 1; }
  63347. if (radiusRange === void 0) { radiusRange = 1; }
  63348. if (direction1 === void 0) { direction1 = new BABYLON.Vector3(0, 1, 0); }
  63349. if (direction2 === void 0) { direction2 = new BABYLON.Vector3(0, 1, 0); }
  63350. var _this = _super.call(this, radius, height, radiusRange) || this;
  63351. _this.direction1 = direction1;
  63352. _this.direction2 = direction2;
  63353. return _this;
  63354. }
  63355. /**
  63356. * Called by the particle System when the direction is computed for the created particle.
  63357. * @param worldMatrix is the world matrix of the particle system
  63358. * @param directionToUpdate is the direction vector to update with the result
  63359. * @param particle is the particle we are computed the direction for
  63360. */
  63361. CylinderDirectedParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63362. var randX = BABYLON.Scalar.RandomRange(this.direction1.x, this.direction2.x);
  63363. var randY = BABYLON.Scalar.RandomRange(this.direction1.y, this.direction2.y);
  63364. var randZ = BABYLON.Scalar.RandomRange(this.direction1.z, this.direction2.z);
  63365. BABYLON.Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, worldMatrix, directionToUpdate);
  63366. };
  63367. /**
  63368. * Clones the current emitter and returns a copy of it
  63369. * @returns the new emitter
  63370. */
  63371. CylinderDirectedParticleEmitter.prototype.clone = function () {
  63372. var newOne = new CylinderDirectedParticleEmitter(this.radius, this.height, this.radiusRange, this.direction1, this.direction2);
  63373. BABYLON.Tools.DeepCopy(this, newOne);
  63374. return newOne;
  63375. };
  63376. /**
  63377. * Called by the GPUParticleSystem to setup the update shader
  63378. * @param effect defines the update shader
  63379. */
  63380. CylinderDirectedParticleEmitter.prototype.applyToShader = function (effect) {
  63381. effect.setFloat("radius", this.radius);
  63382. effect.setFloat("height", this.height);
  63383. effect.setFloat("radiusRange", this.radiusRange);
  63384. effect.setVector3("direction1", this.direction1);
  63385. effect.setVector3("direction2", this.direction2);
  63386. };
  63387. /**
  63388. * Returns a string to use to update the GPU particles update shader
  63389. * @returns a string containng the defines string
  63390. */
  63391. CylinderDirectedParticleEmitter.prototype.getEffectDefines = function () {
  63392. return "#define CYLINDEREMITTER\n#define DIRECTEDCYLINDEREMITTER";
  63393. };
  63394. /**
  63395. * Returns the string "CylinderDirectedParticleEmitter"
  63396. * @returns a string containing the class name
  63397. */
  63398. CylinderDirectedParticleEmitter.prototype.getClassName = function () {
  63399. return "CylinderDirectedParticleEmitter";
  63400. };
  63401. /**
  63402. * Serializes the particle system to a JSON object.
  63403. * @returns the JSON object
  63404. */
  63405. CylinderDirectedParticleEmitter.prototype.serialize = function () {
  63406. var serializationObject = _super.prototype.serialize.call(this);
  63407. serializationObject.direction1 = this.direction1.asArray();
  63408. serializationObject.direction2 = this.direction2.asArray();
  63409. return serializationObject;
  63410. };
  63411. /**
  63412. * Parse properties from a JSON object
  63413. * @param serializationObject defines the JSON object
  63414. */
  63415. CylinderDirectedParticleEmitter.prototype.parse = function (serializationObject) {
  63416. _super.prototype.parse.call(this, serializationObject);
  63417. this.direction1.copyFrom(serializationObject.direction1);
  63418. this.direction2.copyFrom(serializationObject.direction2);
  63419. };
  63420. return CylinderDirectedParticleEmitter;
  63421. }(CylinderParticleEmitter));
  63422. BABYLON.CylinderDirectedParticleEmitter = CylinderDirectedParticleEmitter;
  63423. })(BABYLON || (BABYLON = {}));
  63424. //# sourceMappingURL=babylon.cylinderParticleEmitter.js.map
  63425. var BABYLON;
  63426. (function (BABYLON) {
  63427. /**
  63428. * Particle emitter emitting particles from the inside of a cone.
  63429. * It emits the particles alongside the cone volume from the base to the particle.
  63430. * The emission direction might be randomized.
  63431. */
  63432. var ConeParticleEmitter = /** @class */ (function () {
  63433. /**
  63434. * Creates a new instance ConeParticleEmitter
  63435. * @param radius the radius of the emission cone (1 by default)
  63436. * @param angles the cone base angle (PI by default)
  63437. * @param directionRandomizer defines how much to randomize the particle direction [0-1] (default is 0)
  63438. */
  63439. function ConeParticleEmitter(radius, angle,
  63440. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  63441. directionRandomizer) {
  63442. if (radius === void 0) { radius = 1; }
  63443. if (angle === void 0) { angle = Math.PI; }
  63444. if (directionRandomizer === void 0) { directionRandomizer = 0; }
  63445. this.directionRandomizer = directionRandomizer;
  63446. /**
  63447. * Gets or sets a value indicating where on the radius the start position should be picked (1 = everywhere, 0 = only surface)
  63448. */
  63449. this.radiusRange = 1;
  63450. /**
  63451. * Gets or sets a value indicating where on the height the start position should be picked (1 = everywhere, 0 = only surface)
  63452. */
  63453. this.heightRange = 1;
  63454. /**
  63455. * Gets or sets a value indicating if all the particles should be emitted from the spawn point only (the base of the cone)
  63456. */
  63457. this.emitFromSpawnPointOnly = false;
  63458. this.angle = angle;
  63459. this.radius = radius;
  63460. }
  63461. Object.defineProperty(ConeParticleEmitter.prototype, "radius", {
  63462. /**
  63463. * Gets or sets the radius of the emission cone
  63464. */
  63465. get: function () {
  63466. return this._radius;
  63467. },
  63468. set: function (value) {
  63469. this._radius = value;
  63470. this._buildHeight();
  63471. },
  63472. enumerable: true,
  63473. configurable: true
  63474. });
  63475. Object.defineProperty(ConeParticleEmitter.prototype, "angle", {
  63476. /**
  63477. * Gets or sets the angle of the emission cone
  63478. */
  63479. get: function () {
  63480. return this._angle;
  63481. },
  63482. set: function (value) {
  63483. this._angle = value;
  63484. this._buildHeight();
  63485. },
  63486. enumerable: true,
  63487. configurable: true
  63488. });
  63489. ConeParticleEmitter.prototype._buildHeight = function () {
  63490. if (this._angle !== 0) {
  63491. this._height = this._radius / Math.tan(this._angle / 2);
  63492. }
  63493. else {
  63494. this._height = 1;
  63495. }
  63496. };
  63497. /**
  63498. * Called by the particle System when the direction is computed for the created particle.
  63499. * @param worldMatrix is the world matrix of the particle system
  63500. * @param directionToUpdate is the direction vector to update with the result
  63501. * @param particle is the particle we are computed the direction for
  63502. */
  63503. ConeParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63504. if (Math.abs(Math.cos(this._angle)) === 1.0) {
  63505. BABYLON.Vector3.TransformNormalFromFloatsToRef(0, 1.0, 0, worldMatrix, directionToUpdate);
  63506. }
  63507. else {
  63508. // measure the direction Vector from the emitter to the particle.
  63509. var direction = particle.position.subtract(worldMatrix.getTranslation()).normalize();
  63510. var randX = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63511. var randY = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63512. var randZ = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63513. direction.x += randX;
  63514. direction.y += randY;
  63515. direction.z += randZ;
  63516. direction.normalize();
  63517. BABYLON.Vector3.TransformNormalFromFloatsToRef(direction.x, direction.y, direction.z, worldMatrix, directionToUpdate);
  63518. }
  63519. };
  63520. /**
  63521. * Called by the particle System when the position is computed for the created particle.
  63522. * @param worldMatrix is the world matrix of the particle system
  63523. * @param positionToUpdate is the position vector to update with the result
  63524. * @param particle is the particle we are computed the position for
  63525. */
  63526. ConeParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  63527. var s = BABYLON.Scalar.RandomRange(0, Math.PI * 2);
  63528. var h;
  63529. if (!this.emitFromSpawnPointOnly) {
  63530. h = BABYLON.Scalar.RandomRange(0, this.heightRange);
  63531. // Better distribution in a cone at normal angles.
  63532. h = 1 - h * h;
  63533. }
  63534. else {
  63535. h = 0.0001;
  63536. }
  63537. var radius = this._radius - BABYLON.Scalar.RandomRange(0, this._radius * this.radiusRange);
  63538. radius = radius * h;
  63539. var randX = radius * Math.sin(s);
  63540. var randZ = radius * Math.cos(s);
  63541. var randY = h * this._height;
  63542. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(randX, randY, randZ, worldMatrix, positionToUpdate);
  63543. };
  63544. /**
  63545. * Clones the current emitter and returns a copy of it
  63546. * @returns the new emitter
  63547. */
  63548. ConeParticleEmitter.prototype.clone = function () {
  63549. var newOne = new ConeParticleEmitter(this._radius, this._angle, this.directionRandomizer);
  63550. BABYLON.Tools.DeepCopy(this, newOne);
  63551. return newOne;
  63552. };
  63553. /**
  63554. * Called by the GPUParticleSystem to setup the update shader
  63555. * @param effect defines the update shader
  63556. */
  63557. ConeParticleEmitter.prototype.applyToShader = function (effect) {
  63558. effect.setFloat2("radius", this._radius, this.radiusRange);
  63559. effect.setFloat("coneAngle", this._angle);
  63560. effect.setFloat2("height", this._height, this.heightRange);
  63561. effect.setFloat("directionRandomizer", this.directionRandomizer);
  63562. };
  63563. /**
  63564. * Returns a string to use to update the GPU particles update shader
  63565. * @returns a string containng the defines string
  63566. */
  63567. ConeParticleEmitter.prototype.getEffectDefines = function () {
  63568. var defines = "#define CONEEMITTER";
  63569. if (this.emitFromSpawnPointOnly) {
  63570. defines += "\n#define CONEEMITTERSPAWNPOINT";
  63571. }
  63572. return defines;
  63573. };
  63574. /**
  63575. * Returns the string "ConeParticleEmitter"
  63576. * @returns a string containing the class name
  63577. */
  63578. ConeParticleEmitter.prototype.getClassName = function () {
  63579. return "ConeParticleEmitter";
  63580. };
  63581. /**
  63582. * Serializes the particle system to a JSON object.
  63583. * @returns the JSON object
  63584. */
  63585. ConeParticleEmitter.prototype.serialize = function () {
  63586. var serializationObject = {};
  63587. serializationObject.type = this.getClassName();
  63588. serializationObject.radius = this._radius;
  63589. serializationObject.angle = this._angle;
  63590. serializationObject.directionRandomizer = this.directionRandomizer;
  63591. return serializationObject;
  63592. };
  63593. /**
  63594. * Parse properties from a JSON object
  63595. * @param serializationObject defines the JSON object
  63596. */
  63597. ConeParticleEmitter.prototype.parse = function (serializationObject) {
  63598. this.radius = serializationObject.radius;
  63599. this.angle = serializationObject.angle;
  63600. this.directionRandomizer = serializationObject.directionRandomizer;
  63601. };
  63602. return ConeParticleEmitter;
  63603. }());
  63604. BABYLON.ConeParticleEmitter = ConeParticleEmitter;
  63605. })(BABYLON || (BABYLON = {}));
  63606. //# sourceMappingURL=babylon.coneParticleEmitter.js.map
  63607. var BABYLON;
  63608. (function (BABYLON) {
  63609. /**
  63610. * Particle emitter emitting particles from the inside of a sphere.
  63611. * It emits the particles alongside the sphere radius. The emission direction might be randomized.
  63612. */
  63613. var SphereParticleEmitter = /** @class */ (function () {
  63614. /**
  63615. * Creates a new instance SphereParticleEmitter
  63616. * @param radius the radius of the emission sphere (1 by default)
  63617. * @param radiusRange the range of the emission sphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  63618. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  63619. */
  63620. function SphereParticleEmitter(
  63621. /**
  63622. * The radius of the emission sphere.
  63623. */
  63624. radius,
  63625. /**
  63626. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  63627. */
  63628. radiusRange,
  63629. /**
  63630. * How much to randomize the particle direction [0-1].
  63631. */
  63632. directionRandomizer) {
  63633. if (radius === void 0) { radius = 1; }
  63634. if (radiusRange === void 0) { radiusRange = 1; }
  63635. if (directionRandomizer === void 0) { directionRandomizer = 0; }
  63636. this.radius = radius;
  63637. this.radiusRange = radiusRange;
  63638. this.directionRandomizer = directionRandomizer;
  63639. }
  63640. /**
  63641. * Called by the particle System when the direction is computed for the created particle.
  63642. * @param worldMatrix is the world matrix of the particle system
  63643. * @param directionToUpdate is the direction vector to update with the result
  63644. * @param particle is the particle we are computed the direction for
  63645. */
  63646. SphereParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63647. var direction = particle.position.subtract(worldMatrix.getTranslation()).normalize();
  63648. var randX = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63649. var randY = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63650. var randZ = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63651. direction.x += randX;
  63652. direction.y += randY;
  63653. direction.z += randZ;
  63654. direction.normalize();
  63655. BABYLON.Vector3.TransformNormalFromFloatsToRef(direction.x, direction.y, direction.z, worldMatrix, directionToUpdate);
  63656. };
  63657. /**
  63658. * Called by the particle System when the position is computed for the created particle.
  63659. * @param worldMatrix is the world matrix of the particle system
  63660. * @param positionToUpdate is the position vector to update with the result
  63661. * @param particle is the particle we are computed the position for
  63662. */
  63663. SphereParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  63664. var randRadius = this.radius - BABYLON.Scalar.RandomRange(0, this.radius * this.radiusRange);
  63665. var v = BABYLON.Scalar.RandomRange(0, 1.0);
  63666. var phi = BABYLON.Scalar.RandomRange(0, 2 * Math.PI);
  63667. var theta = Math.acos(2 * v - 1);
  63668. var randX = randRadius * Math.cos(phi) * Math.sin(theta);
  63669. var randY = randRadius * Math.cos(theta);
  63670. var randZ = randRadius * Math.sin(phi) * Math.sin(theta);
  63671. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(randX, randY, randZ, worldMatrix, positionToUpdate);
  63672. };
  63673. /**
  63674. * Clones the current emitter and returns a copy of it
  63675. * @returns the new emitter
  63676. */
  63677. SphereParticleEmitter.prototype.clone = function () {
  63678. var newOne = new SphereParticleEmitter(this.radius, this.directionRandomizer);
  63679. BABYLON.Tools.DeepCopy(this, newOne);
  63680. return newOne;
  63681. };
  63682. /**
  63683. * Called by the GPUParticleSystem to setup the update shader
  63684. * @param effect defines the update shader
  63685. */
  63686. SphereParticleEmitter.prototype.applyToShader = function (effect) {
  63687. effect.setFloat("radius", this.radius);
  63688. effect.setFloat("radiusRange", this.radiusRange);
  63689. effect.setFloat("directionRandomizer", this.directionRandomizer);
  63690. };
  63691. /**
  63692. * Returns a string to use to update the GPU particles update shader
  63693. * @returns a string containng the defines string
  63694. */
  63695. SphereParticleEmitter.prototype.getEffectDefines = function () {
  63696. return "#define SPHEREEMITTER";
  63697. };
  63698. /**
  63699. * Returns the string "SphereParticleEmitter"
  63700. * @returns a string containing the class name
  63701. */
  63702. SphereParticleEmitter.prototype.getClassName = function () {
  63703. return "SphereParticleEmitter";
  63704. };
  63705. /**
  63706. * Serializes the particle system to a JSON object.
  63707. * @returns the JSON object
  63708. */
  63709. SphereParticleEmitter.prototype.serialize = function () {
  63710. var serializationObject = {};
  63711. serializationObject.type = this.getClassName();
  63712. serializationObject.radius = this.radius;
  63713. serializationObject.radiusRange = this.radiusRange;
  63714. serializationObject.directionRandomizer = this.directionRandomizer;
  63715. return serializationObject;
  63716. };
  63717. /**
  63718. * Parse properties from a JSON object
  63719. * @param serializationObject defines the JSON object
  63720. */
  63721. SphereParticleEmitter.prototype.parse = function (serializationObject) {
  63722. this.radius = serializationObject.radius;
  63723. this.radiusRange = serializationObject.radiusRange;
  63724. this.directionRandomizer = serializationObject.directionRandomizer;
  63725. };
  63726. return SphereParticleEmitter;
  63727. }());
  63728. BABYLON.SphereParticleEmitter = SphereParticleEmitter;
  63729. /**
  63730. * Particle emitter emitting particles from the inside of a sphere.
  63731. * It emits the particles randomly between two vectors.
  63732. */
  63733. var SphereDirectedParticleEmitter = /** @class */ (function (_super) {
  63734. __extends(SphereDirectedParticleEmitter, _super);
  63735. /**
  63736. * Creates a new instance SphereDirectedParticleEmitter
  63737. * @param radius the radius of the emission sphere (1 by default)
  63738. * @param direction1 the min limit of the emission direction (up vector by default)
  63739. * @param direction2 the max limit of the emission direction (up vector by default)
  63740. */
  63741. function SphereDirectedParticleEmitter(radius,
  63742. /**
  63743. * The min limit of the emission direction.
  63744. */
  63745. direction1,
  63746. /**
  63747. * The max limit of the emission direction.
  63748. */
  63749. direction2) {
  63750. if (radius === void 0) { radius = 1; }
  63751. if (direction1 === void 0) { direction1 = new BABYLON.Vector3(0, 1, 0); }
  63752. if (direction2 === void 0) { direction2 = new BABYLON.Vector3(0, 1, 0); }
  63753. var _this = _super.call(this, radius) || this;
  63754. _this.direction1 = direction1;
  63755. _this.direction2 = direction2;
  63756. return _this;
  63757. }
  63758. /**
  63759. * Called by the particle System when the direction is computed for the created particle.
  63760. * @param worldMatrix is the world matrix of the particle system
  63761. * @param directionToUpdate is the direction vector to update with the result
  63762. * @param particle is the particle we are computed the direction for
  63763. */
  63764. SphereDirectedParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63765. var randX = BABYLON.Scalar.RandomRange(this.direction1.x, this.direction2.x);
  63766. var randY = BABYLON.Scalar.RandomRange(this.direction1.y, this.direction2.y);
  63767. var randZ = BABYLON.Scalar.RandomRange(this.direction1.z, this.direction2.z);
  63768. BABYLON.Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, worldMatrix, directionToUpdate);
  63769. };
  63770. /**
  63771. * Clones the current emitter and returns a copy of it
  63772. * @returns the new emitter
  63773. */
  63774. SphereDirectedParticleEmitter.prototype.clone = function () {
  63775. var newOne = new SphereDirectedParticleEmitter(this.radius, this.direction1, this.direction2);
  63776. BABYLON.Tools.DeepCopy(this, newOne);
  63777. return newOne;
  63778. };
  63779. /**
  63780. * Called by the GPUParticleSystem to setup the update shader
  63781. * @param effect defines the update shader
  63782. */
  63783. SphereDirectedParticleEmitter.prototype.applyToShader = function (effect) {
  63784. effect.setFloat("radius", this.radius);
  63785. effect.setFloat("radiusRange", this.radiusRange);
  63786. effect.setVector3("direction1", this.direction1);
  63787. effect.setVector3("direction2", this.direction2);
  63788. };
  63789. /**
  63790. * Returns a string to use to update the GPU particles update shader
  63791. * @returns a string containng the defines string
  63792. */
  63793. SphereDirectedParticleEmitter.prototype.getEffectDefines = function () {
  63794. return "#define SPHEREEMITTER\n#define DIRECTEDSPHEREEMITTER";
  63795. };
  63796. /**
  63797. * Returns the string "SphereDirectedParticleEmitter"
  63798. * @returns a string containing the class name
  63799. */
  63800. SphereDirectedParticleEmitter.prototype.getClassName = function () {
  63801. return "SphereDirectedParticleEmitter";
  63802. };
  63803. /**
  63804. * Serializes the particle system to a JSON object.
  63805. * @returns the JSON object
  63806. */
  63807. SphereDirectedParticleEmitter.prototype.serialize = function () {
  63808. var serializationObject = _super.prototype.serialize.call(this);
  63809. serializationObject.direction1 = this.direction1.asArray();
  63810. serializationObject.direction2 = this.direction2.asArray();
  63811. return serializationObject;
  63812. };
  63813. /**
  63814. * Parse properties from a JSON object
  63815. * @param serializationObject defines the JSON object
  63816. */
  63817. SphereDirectedParticleEmitter.prototype.parse = function (serializationObject) {
  63818. _super.prototype.parse.call(this, serializationObject);
  63819. this.direction1.copyFrom(serializationObject.direction1);
  63820. this.direction2.copyFrom(serializationObject.direction2);
  63821. };
  63822. return SphereDirectedParticleEmitter;
  63823. }(SphereParticleEmitter));
  63824. BABYLON.SphereDirectedParticleEmitter = SphereDirectedParticleEmitter;
  63825. })(BABYLON || (BABYLON = {}));
  63826. //# sourceMappingURL=babylon.sphereParticleEmitter.js.map
  63827. var BABYLON;
  63828. (function (BABYLON) {
  63829. /**
  63830. * Particle emitter emitting particles from the inside of a hemisphere.
  63831. * It emits the particles alongside the hemisphere radius. The emission direction might be randomized.
  63832. */
  63833. var HemisphericParticleEmitter = /** @class */ (function () {
  63834. /**
  63835. * Creates a new instance HemisphericParticleEmitter
  63836. * @param radius the radius of the emission hemisphere (1 by default)
  63837. * @param radiusRange the range of the emission hemisphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  63838. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  63839. */
  63840. function HemisphericParticleEmitter(
  63841. /**
  63842. * The radius of the emission hemisphere.
  63843. */
  63844. radius,
  63845. /**
  63846. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  63847. */
  63848. radiusRange,
  63849. /**
  63850. * How much to randomize the particle direction [0-1].
  63851. */
  63852. directionRandomizer) {
  63853. if (radius === void 0) { radius = 1; }
  63854. if (radiusRange === void 0) { radiusRange = 1; }
  63855. if (directionRandomizer === void 0) { directionRandomizer = 0; }
  63856. this.radius = radius;
  63857. this.radiusRange = radiusRange;
  63858. this.directionRandomizer = directionRandomizer;
  63859. }
  63860. /**
  63861. * Called by the particle System when the direction is computed for the created particle.
  63862. * @param worldMatrix is the world matrix of the particle system
  63863. * @param directionToUpdate is the direction vector to update with the result
  63864. * @param particle is the particle we are computed the direction for
  63865. */
  63866. HemisphericParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63867. var direction = particle.position.subtract(worldMatrix.getTranslation()).normalize();
  63868. var randX = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63869. var randY = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63870. var randZ = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63871. direction.x += randX;
  63872. direction.y += randY;
  63873. direction.z += randZ;
  63874. direction.normalize();
  63875. BABYLON.Vector3.TransformNormalFromFloatsToRef(direction.x, direction.y, direction.z, worldMatrix, directionToUpdate);
  63876. };
  63877. /**
  63878. * Called by the particle System when the position is computed for the created particle.
  63879. * @param worldMatrix is the world matrix of the particle system
  63880. * @param positionToUpdate is the position vector to update with the result
  63881. * @param particle is the particle we are computed the position for
  63882. */
  63883. HemisphericParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  63884. var randRadius = this.radius - BABYLON.Scalar.RandomRange(0, this.radius * this.radiusRange);
  63885. var v = BABYLON.Scalar.RandomRange(0, 1.0);
  63886. var phi = BABYLON.Scalar.RandomRange(0, 2 * Math.PI);
  63887. var theta = Math.acos(2 * v - 1);
  63888. var randX = randRadius * Math.cos(phi) * Math.sin(theta);
  63889. var randY = randRadius * Math.cos(theta);
  63890. var randZ = randRadius * Math.sin(phi) * Math.sin(theta);
  63891. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(randX, Math.abs(randY), randZ, worldMatrix, positionToUpdate);
  63892. };
  63893. /**
  63894. * Clones the current emitter and returns a copy of it
  63895. * @returns the new emitter
  63896. */
  63897. HemisphericParticleEmitter.prototype.clone = function () {
  63898. var newOne = new HemisphericParticleEmitter(this.radius, this.directionRandomizer);
  63899. BABYLON.Tools.DeepCopy(this, newOne);
  63900. return newOne;
  63901. };
  63902. /**
  63903. * Called by the GPUParticleSystem to setup the update shader
  63904. * @param effect defines the update shader
  63905. */
  63906. HemisphericParticleEmitter.prototype.applyToShader = function (effect) {
  63907. effect.setFloat("radius", this.radius);
  63908. effect.setFloat("radiusRange", this.radiusRange);
  63909. effect.setFloat("directionRandomizer", this.directionRandomizer);
  63910. };
  63911. /**
  63912. * Returns a string to use to update the GPU particles update shader
  63913. * @returns a string containng the defines string
  63914. */
  63915. HemisphericParticleEmitter.prototype.getEffectDefines = function () {
  63916. return "#define HEMISPHERICEMITTER";
  63917. };
  63918. /**
  63919. * Returns the string "HemisphericParticleEmitter"
  63920. * @returns a string containing the class name
  63921. */
  63922. HemisphericParticleEmitter.prototype.getClassName = function () {
  63923. return "HemisphericParticleEmitter";
  63924. };
  63925. /**
  63926. * Serializes the particle system to a JSON object.
  63927. * @returns the JSON object
  63928. */
  63929. HemisphericParticleEmitter.prototype.serialize = function () {
  63930. var serializationObject = {};
  63931. serializationObject.type = this.getClassName();
  63932. serializationObject.radius = this.radius;
  63933. serializationObject.radiusRange = this.radiusRange;
  63934. serializationObject.directionRandomizer = this.directionRandomizer;
  63935. return serializationObject;
  63936. };
  63937. /**
  63938. * Parse properties from a JSON object
  63939. * @param serializationObject defines the JSON object
  63940. */
  63941. HemisphericParticleEmitter.prototype.parse = function (serializationObject) {
  63942. this.radius = serializationObject.radius;
  63943. this.radiusRange = serializationObject.radiusRange;
  63944. this.directionRandomizer = serializationObject.directionRandomizer;
  63945. };
  63946. return HemisphericParticleEmitter;
  63947. }());
  63948. BABYLON.HemisphericParticleEmitter = HemisphericParticleEmitter;
  63949. })(BABYLON || (BABYLON = {}));
  63950. //# sourceMappingURL=babylon.hemisphericParticleEmitter.js.map
  63951. var BABYLON;
  63952. (function (BABYLON) {
  63953. /**
  63954. * Particle emitter emitting particles from a point.
  63955. * It emits the particles randomly between 2 given directions.
  63956. */
  63957. var PointParticleEmitter = /** @class */ (function () {
  63958. /**
  63959. * Creates a new instance PointParticleEmitter
  63960. */
  63961. function PointParticleEmitter() {
  63962. /**
  63963. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  63964. */
  63965. this.direction1 = new BABYLON.Vector3(0, 1.0, 0);
  63966. /**
  63967. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  63968. */
  63969. this.direction2 = new BABYLON.Vector3(0, 1.0, 0);
  63970. }
  63971. /**
  63972. * Called by the particle System when the direction is computed for the created particle.
  63973. * @param worldMatrix is the world matrix of the particle system
  63974. * @param directionToUpdate is the direction vector to update with the result
  63975. * @param particle is the particle we are computed the direction for
  63976. */
  63977. PointParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63978. var randX = BABYLON.Scalar.RandomRange(this.direction1.x, this.direction2.x);
  63979. var randY = BABYLON.Scalar.RandomRange(this.direction1.y, this.direction2.y);
  63980. var randZ = BABYLON.Scalar.RandomRange(this.direction1.z, this.direction2.z);
  63981. BABYLON.Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, worldMatrix, directionToUpdate);
  63982. };
  63983. /**
  63984. * Called by the particle System when the position is computed for the created particle.
  63985. * @param worldMatrix is the world matrix of the particle system
  63986. * @param positionToUpdate is the position vector to update with the result
  63987. * @param particle is the particle we are computed the position for
  63988. */
  63989. PointParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  63990. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(0, 0, 0, worldMatrix, positionToUpdate);
  63991. };
  63992. /**
  63993. * Clones the current emitter and returns a copy of it
  63994. * @returns the new emitter
  63995. */
  63996. PointParticleEmitter.prototype.clone = function () {
  63997. var newOne = new PointParticleEmitter();
  63998. BABYLON.Tools.DeepCopy(this, newOne);
  63999. return newOne;
  64000. };
  64001. /**
  64002. * Called by the GPUParticleSystem to setup the update shader
  64003. * @param effect defines the update shader
  64004. */
  64005. PointParticleEmitter.prototype.applyToShader = function (effect) {
  64006. effect.setVector3("direction1", this.direction1);
  64007. effect.setVector3("direction2", this.direction2);
  64008. };
  64009. /**
  64010. * Returns a string to use to update the GPU particles update shader
  64011. * @returns a string containng the defines string
  64012. */
  64013. PointParticleEmitter.prototype.getEffectDefines = function () {
  64014. return "#define POINTEMITTER";
  64015. };
  64016. /**
  64017. * Returns the string "PointParticleEmitter"
  64018. * @returns a string containing the class name
  64019. */
  64020. PointParticleEmitter.prototype.getClassName = function () {
  64021. return "PointParticleEmitter";
  64022. };
  64023. /**
  64024. * Serializes the particle system to a JSON object.
  64025. * @returns the JSON object
  64026. */
  64027. PointParticleEmitter.prototype.serialize = function () {
  64028. var serializationObject = {};
  64029. serializationObject.type = this.getClassName();
  64030. serializationObject.direction1 = this.direction1.asArray();
  64031. serializationObject.direction2 = this.direction2.asArray();
  64032. return serializationObject;
  64033. };
  64034. /**
  64035. * Parse properties from a JSON object
  64036. * @param serializationObject defines the JSON object
  64037. */
  64038. PointParticleEmitter.prototype.parse = function (serializationObject) {
  64039. BABYLON.Vector3.FromArrayToRef(serializationObject.direction1, 0, this.direction1);
  64040. BABYLON.Vector3.FromArrayToRef(serializationObject.direction2, 0, this.direction2);
  64041. };
  64042. return PointParticleEmitter;
  64043. }());
  64044. BABYLON.PointParticleEmitter = PointParticleEmitter;
  64045. })(BABYLON || (BABYLON = {}));
  64046. //# sourceMappingURL=babylon.pointParticleEmitter.js.map
  64047. var BABYLON;
  64048. (function (BABYLON) {
  64049. // Adds the parsers to the scene parsers.
  64050. BABYLON.AbstractScene.AddParser(BABYLON.SceneComponentConstants.NAME_PARTICLESYSTEM, function (parsedData, scene, container, rootUrl) {
  64051. var individualParser = BABYLON.AbstractScene.GetIndividualParser(BABYLON.SceneComponentConstants.NAME_PARTICLESYSTEM);
  64052. if (!individualParser) {
  64053. return;
  64054. }
  64055. // Particles Systems
  64056. if (parsedData.particleSystems !== undefined && parsedData.particleSystems !== null) {
  64057. for (var index = 0, cache = parsedData.particleSystems.length; index < cache; index++) {
  64058. var parsedParticleSystem = parsedData.particleSystems[index];
  64059. container.particleSystems.push(individualParser(parsedParticleSystem, scene, rootUrl));
  64060. }
  64061. }
  64062. });
  64063. BABYLON.AbstractScene.AddIndividualParser(BABYLON.SceneComponentConstants.NAME_PARTICLESYSTEM, function (parsedParticleSystem, scene, rootUrl) {
  64064. if (parsedParticleSystem.activeParticleCount) {
  64065. var ps = BABYLON.GPUParticleSystem.Parse(parsedParticleSystem, scene, rootUrl);
  64066. return ps;
  64067. }
  64068. else {
  64069. var ps = BABYLON.ParticleSystem.Parse(parsedParticleSystem, scene, rootUrl);
  64070. return ps;
  64071. }
  64072. });
  64073. BABYLON.Engine.prototype.createEffectForParticles = function (fragmentName, uniformsNames, samplers, defines, fallbacks, onCompiled, onError) {
  64074. if (uniformsNames === void 0) { uniformsNames = []; }
  64075. if (samplers === void 0) { samplers = []; }
  64076. if (defines === void 0) { defines = ""; }
  64077. var attributesNamesOrOptions = BABYLON.ParticleSystem._GetAttributeNamesOrOptions();
  64078. var effectCreationOption = BABYLON.ParticleSystem._GetEffectCreationOptions();
  64079. if (defines.indexOf(" BILLBOARD") === -1) {
  64080. defines += "\n#define BILLBOARD\n";
  64081. }
  64082. if (samplers.indexOf("diffuseSampler") === -1) {
  64083. samplers.push("diffuseSampler");
  64084. }
  64085. return this.createEffect({
  64086. vertex: "particles",
  64087. fragmentElement: fragmentName
  64088. }, attributesNamesOrOptions, effectCreationOption.concat(uniformsNames), samplers, defines, fallbacks, onCompiled, onError);
  64089. };
  64090. BABYLON.Mesh.prototype.getEmittedParticleSystems = function () {
  64091. var results = new Array();
  64092. for (var index = 0; index < this.getScene().particleSystems.length; index++) {
  64093. var particleSystem = this.getScene().particleSystems[index];
  64094. if (particleSystem.emitter === this) {
  64095. results.push(particleSystem);
  64096. }
  64097. }
  64098. return results;
  64099. };
  64100. BABYLON.Mesh.prototype.getHierarchyEmittedParticleSystems = function () {
  64101. var results = new Array();
  64102. var descendants = this.getDescendants();
  64103. descendants.push(this);
  64104. for (var index = 0; index < this.getScene().particleSystems.length; index++) {
  64105. var particleSystem = this.getScene().particleSystems[index];
  64106. var emitter = particleSystem.emitter;
  64107. if (emitter.position && descendants.indexOf(emitter) !== -1) {
  64108. results.push(particleSystem);
  64109. }
  64110. }
  64111. return results;
  64112. };
  64113. })(BABYLON || (BABYLON = {}));
  64114. //# sourceMappingURL=babylon.particleSystemComponent.js.map
  64115. var BABYLON;
  64116. (function (BABYLON) {
  64117. /**
  64118. * Type of sub emitter
  64119. */
  64120. var SubEmitterType;
  64121. (function (SubEmitterType) {
  64122. /**
  64123. * Attached to the particle over it's lifetime
  64124. */
  64125. SubEmitterType[SubEmitterType["ATTACHED"] = 0] = "ATTACHED";
  64126. /**
  64127. * Created when the particle dies
  64128. */
  64129. SubEmitterType[SubEmitterType["END"] = 1] = "END";
  64130. })(SubEmitterType = BABYLON.SubEmitterType || (BABYLON.SubEmitterType = {}));
  64131. /**
  64132. * Sub emitter class used to emit particles from an existing particle
  64133. */
  64134. var SubEmitter = /** @class */ (function () {
  64135. /**
  64136. * Creates a sub emitter
  64137. * @param particleSystem the particle system to be used by the sub emitter
  64138. */
  64139. function SubEmitter(
  64140. /**
  64141. * the particle system to be used by the sub emitter
  64142. */
  64143. particleSystem) {
  64144. this.particleSystem = particleSystem;
  64145. /**
  64146. * Type of the submitter (Default: END)
  64147. */
  64148. this.type = SubEmitterType.END;
  64149. /**
  64150. * 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)
  64151. * Note: This only is supported when using an emitter of type Mesh
  64152. */
  64153. this.inheritDirection = false;
  64154. /**
  64155. * How much of the attached particles speed should be added to the sub emitted particle (default: 0)
  64156. */
  64157. this.inheritedVelocityAmount = 0;
  64158. // Create mesh as emitter to support rotation
  64159. if (!particleSystem.emitter || !particleSystem.emitter.dispose) {
  64160. particleSystem.emitter = new BABYLON.AbstractMesh("SubemitterSystemEmitter", particleSystem.getScene());
  64161. }
  64162. // Automatically dispose of subemitter when system is disposed
  64163. particleSystem.onDisposeObservable.add(function () {
  64164. if (particleSystem.emitter && particleSystem.emitter.dispose) {
  64165. particleSystem.emitter.dispose();
  64166. }
  64167. });
  64168. }
  64169. /**
  64170. * Clones the sub emitter
  64171. * @returns the cloned sub emitter
  64172. */
  64173. SubEmitter.prototype.clone = function () {
  64174. // Clone particle system
  64175. var emitter = this.particleSystem.emitter;
  64176. if (!emitter) {
  64177. emitter = new BABYLON.Vector3();
  64178. }
  64179. else if (emitter instanceof BABYLON.Vector3) {
  64180. emitter = emitter.clone();
  64181. }
  64182. else if (emitter instanceof BABYLON.AbstractMesh) {
  64183. emitter = new BABYLON.Mesh("", emitter.getScene());
  64184. emitter.isVisible = false;
  64185. }
  64186. var clone = new SubEmitter(this.particleSystem.clone("", emitter));
  64187. // Clone properties
  64188. clone.type = this.type;
  64189. clone.inheritDirection = this.inheritDirection;
  64190. clone.inheritedVelocityAmount = this.inheritedVelocityAmount;
  64191. clone.particleSystem._disposeEmitterOnDispose = true;
  64192. clone.particleSystem.disposeOnStop = true;
  64193. return clone;
  64194. };
  64195. /**
  64196. * Serialize current object to a JSON object
  64197. * @returns the serialized object
  64198. */
  64199. SubEmitter.prototype.serialize = function () {
  64200. var serializationObject = {};
  64201. serializationObject.type = this.type;
  64202. serializationObject.inheritDirection = this.inheritDirection;
  64203. serializationObject.inheritedVelocityAmount = this.inheritedVelocityAmount;
  64204. serializationObject.particleSystem = this.particleSystem.serialize();
  64205. return serializationObject;
  64206. };
  64207. /**
  64208. * Creates a new SubEmitter from a serialized JSON version
  64209. * @param serializationObject defines the JSON object to read from
  64210. * @param scene defines the hosting scene
  64211. * @param rootUrl defines the rootUrl for data loading
  64212. * @returns a new SubEmitter
  64213. */
  64214. SubEmitter.Parse = function (serializationObject, scene, rootUrl) {
  64215. var system = serializationObject.particleSystem;
  64216. var subEmitter = new SubEmitter(BABYLON.ParticleSystem.Parse(system, scene, rootUrl));
  64217. subEmitter.type = serializationObject.type;
  64218. subEmitter.inheritDirection = serializationObject.inheritDirection;
  64219. subEmitter.inheritedVelocityAmount = serializationObject.inheritedVelocityAmount;
  64220. subEmitter.particleSystem._isSubEmitter = true;
  64221. return subEmitter;
  64222. };
  64223. /** Release associated resources */
  64224. SubEmitter.prototype.dispose = function () {
  64225. this.particleSystem.dispose();
  64226. };
  64227. return SubEmitter;
  64228. }());
  64229. BABYLON.SubEmitter = SubEmitter;
  64230. })(BABYLON || (BABYLON = {}));
  64231. //# sourceMappingURL=babylon.subEmitter.js.map
  64232. var BABYLON;
  64233. (function (BABYLON) {
  64234. /**
  64235. * 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.
  64236. *
  64237. * This returned material effects how the mesh will look based on the code in the shaders.
  64238. *
  64239. * @see http://doc.babylonjs.com/how_to/shader_material
  64240. */
  64241. var ShaderMaterial = /** @class */ (function (_super) {
  64242. __extends(ShaderMaterial, _super);
  64243. /**
  64244. * Instantiate a new shader material.
  64245. * 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.
  64246. * This returned material effects how the mesh will look based on the code in the shaders.
  64247. * @see http://doc.babylonjs.com/how_to/shader_material
  64248. * @param name Define the name of the material in the scene
  64249. * @param scene Define the scene the material belongs to
  64250. * @param shaderPath Defines the route to the shader code in one of three ways:
  64251. * - object - { vertex: "custom", fragment: "custom" }, used with BABYLON.Effect.ShadersStore["customVertexShader"] and BABYLON.Effect.ShadersStore["customFragmentShader"]
  64252. * - object - { vertexElement: "vertexShaderCode", fragmentElement: "fragmentShaderCode" }, used with shader code in <script> tags
  64253. * - string - "./COMMON_NAME", used with external files COMMON_NAME.vertex.fx and COMMON_NAME.fragment.fx in index.html folder.
  64254. * @param options Define the options used to create the shader
  64255. */
  64256. function ShaderMaterial(name, scene, shaderPath, options) {
  64257. if (options === void 0) { options = {}; }
  64258. var _this = _super.call(this, name, scene) || this;
  64259. _this._textures = {};
  64260. _this._textureArrays = {};
  64261. _this._floats = {};
  64262. _this._ints = {};
  64263. _this._floatsArrays = {};
  64264. _this._colors3 = {};
  64265. _this._colors3Arrays = {};
  64266. _this._colors4 = {};
  64267. _this._vectors2 = {};
  64268. _this._vectors3 = {};
  64269. _this._vectors4 = {};
  64270. _this._matrices = {};
  64271. _this._matrices3x3 = {};
  64272. _this._matrices2x2 = {};
  64273. _this._vectors2Arrays = {};
  64274. _this._vectors3Arrays = {};
  64275. _this._cachedWorldViewMatrix = new BABYLON.Matrix();
  64276. _this._shaderPath = shaderPath;
  64277. _this._options = __assign({ needAlphaBlending: false, needAlphaTesting: false, attributes: ["position", "normal", "uv"], uniforms: ["worldViewProjection"], uniformBuffers: [], samplers: [], defines: [] }, options);
  64278. return _this;
  64279. }
  64280. /**
  64281. * Gets the current class name of the material e.g. "ShaderMaterial"
  64282. * Mainly use in serialization.
  64283. * @returns the class name
  64284. */
  64285. ShaderMaterial.prototype.getClassName = function () {
  64286. return "ShaderMaterial";
  64287. };
  64288. /**
  64289. * Specifies if the material will require alpha blending
  64290. * @returns a boolean specifying if alpha blending is needed
  64291. */
  64292. ShaderMaterial.prototype.needAlphaBlending = function () {
  64293. return (this.alpha < 1.0) || this._options.needAlphaBlending;
  64294. };
  64295. /**
  64296. * Specifies if this material should be rendered in alpha test mode
  64297. * @returns a boolean specifying if an alpha test is needed.
  64298. */
  64299. ShaderMaterial.prototype.needAlphaTesting = function () {
  64300. return this._options.needAlphaTesting;
  64301. };
  64302. ShaderMaterial.prototype._checkUniform = function (uniformName) {
  64303. if (this._options.uniforms.indexOf(uniformName) === -1) {
  64304. this._options.uniforms.push(uniformName);
  64305. }
  64306. };
  64307. /**
  64308. * Set a texture in the shader.
  64309. * @param name Define the name of the uniform samplers as defined in the shader
  64310. * @param texture Define the texture to bind to this sampler
  64311. * @return the material itself allowing "fluent" like uniform updates
  64312. */
  64313. ShaderMaterial.prototype.setTexture = function (name, texture) {
  64314. if (this._options.samplers.indexOf(name) === -1) {
  64315. this._options.samplers.push(name);
  64316. }
  64317. this._textures[name] = texture;
  64318. return this;
  64319. };
  64320. /**
  64321. * Set a texture array in the shader.
  64322. * @param name Define the name of the uniform sampler array as defined in the shader
  64323. * @param textures Define the list of textures to bind to this sampler
  64324. * @return the material itself allowing "fluent" like uniform updates
  64325. */
  64326. ShaderMaterial.prototype.setTextureArray = function (name, textures) {
  64327. if (this._options.samplers.indexOf(name) === -1) {
  64328. this._options.samplers.push(name);
  64329. }
  64330. this._checkUniform(name);
  64331. this._textureArrays[name] = textures;
  64332. return this;
  64333. };
  64334. /**
  64335. * Set a float in the shader.
  64336. * @param name Define the name of the uniform as defined in the shader
  64337. * @param value Define the value to give to the uniform
  64338. * @return the material itself allowing "fluent" like uniform updates
  64339. */
  64340. ShaderMaterial.prototype.setFloat = function (name, value) {
  64341. this._checkUniform(name);
  64342. this._floats[name] = value;
  64343. return this;
  64344. };
  64345. /**
  64346. * Set a int in the shader.
  64347. * @param name Define the name of the uniform as defined in the shader
  64348. * @param value Define the value to give to the uniform
  64349. * @return the material itself allowing "fluent" like uniform updates
  64350. */
  64351. ShaderMaterial.prototype.setInt = function (name, value) {
  64352. this._checkUniform(name);
  64353. this._ints[name] = value;
  64354. return this;
  64355. };
  64356. /**
  64357. * Set an array of floats in the shader.
  64358. * @param name Define the name of the uniform as defined in the shader
  64359. * @param value Define the value to give to the uniform
  64360. * @return the material itself allowing "fluent" like uniform updates
  64361. */
  64362. ShaderMaterial.prototype.setFloats = function (name, value) {
  64363. this._checkUniform(name);
  64364. this._floatsArrays[name] = value;
  64365. return this;
  64366. };
  64367. /**
  64368. * Set a vec3 in the shader from a Color3.
  64369. * @param name Define the name of the uniform as defined in the shader
  64370. * @param value Define the value to give to the uniform
  64371. * @return the material itself allowing "fluent" like uniform updates
  64372. */
  64373. ShaderMaterial.prototype.setColor3 = function (name, value) {
  64374. this._checkUniform(name);
  64375. this._colors3[name] = value;
  64376. return this;
  64377. };
  64378. /**
  64379. * Set a vec3 array in the shader from a Color3 array.
  64380. * @param name Define the name of the uniform as defined in the shader
  64381. * @param value Define the value to give to the uniform
  64382. * @return the material itself allowing "fluent" like uniform updates
  64383. */
  64384. ShaderMaterial.prototype.setColor3Array = function (name, value) {
  64385. this._checkUniform(name);
  64386. this._colors3Arrays[name] = value.reduce(function (arr, color) {
  64387. color.toArray(arr, arr.length);
  64388. return arr;
  64389. }, []);
  64390. return this;
  64391. };
  64392. /**
  64393. * Set a vec4 in the shader from a Color4.
  64394. * @param name Define the name of the uniform as defined in the shader
  64395. * @param value Define the value to give to the uniform
  64396. * @return the material itself allowing "fluent" like uniform updates
  64397. */
  64398. ShaderMaterial.prototype.setColor4 = function (name, value) {
  64399. this._checkUniform(name);
  64400. this._colors4[name] = value;
  64401. return this;
  64402. };
  64403. /**
  64404. * Set a vec2 in the shader from a Vector2.
  64405. * @param name Define the name of the uniform as defined in the shader
  64406. * @param value Define the value to give to the uniform
  64407. * @return the material itself allowing "fluent" like uniform updates
  64408. */
  64409. ShaderMaterial.prototype.setVector2 = function (name, value) {
  64410. this._checkUniform(name);
  64411. this._vectors2[name] = value;
  64412. return this;
  64413. };
  64414. /**
  64415. * Set a vec3 in the shader from a Vector3.
  64416. * @param name Define the name of the uniform as defined in the shader
  64417. * @param value Define the value to give to the uniform
  64418. * @return the material itself allowing "fluent" like uniform updates
  64419. */
  64420. ShaderMaterial.prototype.setVector3 = function (name, value) {
  64421. this._checkUniform(name);
  64422. this._vectors3[name] = value;
  64423. return this;
  64424. };
  64425. /**
  64426. * Set a vec4 in the shader from a Vector4.
  64427. * @param name Define the name of the uniform as defined in the shader
  64428. * @param value Define the value to give to the uniform
  64429. * @return the material itself allowing "fluent" like uniform updates
  64430. */
  64431. ShaderMaterial.prototype.setVector4 = function (name, value) {
  64432. this._checkUniform(name);
  64433. this._vectors4[name] = value;
  64434. return this;
  64435. };
  64436. /**
  64437. * Set a mat4 in the shader from a Matrix.
  64438. * @param name Define the name of the uniform as defined in the shader
  64439. * @param value Define the value to give to the uniform
  64440. * @return the material itself allowing "fluent" like uniform updates
  64441. */
  64442. ShaderMaterial.prototype.setMatrix = function (name, value) {
  64443. this._checkUniform(name);
  64444. this._matrices[name] = value;
  64445. return this;
  64446. };
  64447. /**
  64448. * Set a mat3 in the shader from a Float32Array.
  64449. * @param name Define the name of the uniform as defined in the shader
  64450. * @param value Define the value to give to the uniform
  64451. * @return the material itself allowing "fluent" like uniform updates
  64452. */
  64453. ShaderMaterial.prototype.setMatrix3x3 = function (name, value) {
  64454. this._checkUniform(name);
  64455. this._matrices3x3[name] = value;
  64456. return this;
  64457. };
  64458. /**
  64459. * Set a mat2 in the shader from a Float32Array.
  64460. * @param name Define the name of the uniform as defined in the shader
  64461. * @param value Define the value to give to the uniform
  64462. * @return the material itself allowing "fluent" like uniform updates
  64463. */
  64464. ShaderMaterial.prototype.setMatrix2x2 = function (name, value) {
  64465. this._checkUniform(name);
  64466. this._matrices2x2[name] = value;
  64467. return this;
  64468. };
  64469. /**
  64470. * Set a vec2 array in the shader from a number array.
  64471. * @param name Define the name of the uniform as defined in the shader
  64472. * @param value Define the value to give to the uniform
  64473. * @return the material itself allowing "fluent" like uniform updates
  64474. */
  64475. ShaderMaterial.prototype.setArray2 = function (name, value) {
  64476. this._checkUniform(name);
  64477. this._vectors2Arrays[name] = value;
  64478. return this;
  64479. };
  64480. /**
  64481. * Set a vec3 array in the shader from a number array.
  64482. * @param name Define the name of the uniform as defined in the shader
  64483. * @param value Define the value to give to the uniform
  64484. * @return the material itself allowing "fluent" like uniform updates
  64485. */
  64486. ShaderMaterial.prototype.setArray3 = function (name, value) {
  64487. this._checkUniform(name);
  64488. this._vectors3Arrays[name] = value;
  64489. return this;
  64490. };
  64491. ShaderMaterial.prototype._checkCache = function (scene, mesh, useInstances) {
  64492. if (!mesh) {
  64493. return true;
  64494. }
  64495. if (this._effect && (this._effect.defines.indexOf("#define INSTANCES") !== -1) !== useInstances) {
  64496. return false;
  64497. }
  64498. return false;
  64499. };
  64500. /**
  64501. * Checks if the material is ready to render the requested mesh
  64502. * @param mesh Define the mesh to render
  64503. * @param useInstances Define whether or not the material is used with instances
  64504. * @returns true if ready, otherwise false
  64505. */
  64506. ShaderMaterial.prototype.isReady = function (mesh, useInstances) {
  64507. var scene = this.getScene();
  64508. var engine = scene.getEngine();
  64509. if (!this.checkReadyOnEveryCall) {
  64510. if (this._renderId === scene.getRenderId()) {
  64511. if (this._checkCache(scene, mesh, useInstances)) {
  64512. return true;
  64513. }
  64514. }
  64515. }
  64516. // Instances
  64517. var defines = [];
  64518. var attribs = [];
  64519. var fallbacks = new BABYLON.EffectFallbacks();
  64520. for (var index = 0; index < this._options.defines.length; index++) {
  64521. defines.push(this._options.defines[index]);
  64522. }
  64523. for (var index = 0; index < this._options.attributes.length; index++) {
  64524. attribs.push(this._options.attributes[index]);
  64525. }
  64526. if (mesh && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  64527. attribs.push(BABYLON.VertexBuffer.ColorKind);
  64528. defines.push("#define VERTEXCOLOR");
  64529. }
  64530. if (useInstances) {
  64531. defines.push("#define INSTANCES");
  64532. BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, defines);
  64533. }
  64534. // Bones
  64535. if (mesh && mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  64536. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  64537. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  64538. if (mesh.numBoneInfluencers > 4) {
  64539. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  64540. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  64541. }
  64542. var skeleton = mesh.skeleton;
  64543. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  64544. fallbacks.addCPUSkinningFallback(0, mesh);
  64545. if (skeleton.isUsingTextureForMatrices) {
  64546. defines.push("#define BONETEXTURE");
  64547. if (this._options.uniforms.indexOf("boneTextureWidth") === -1) {
  64548. this._options.uniforms.push("boneTextureWidth");
  64549. }
  64550. if (this._options.samplers.indexOf("boneSampler") === -1) {
  64551. this._options.samplers.push("boneSampler");
  64552. }
  64553. }
  64554. else {
  64555. defines.push("#define BonesPerMesh " + (skeleton.bones.length + 1));
  64556. if (this._options.uniforms.indexOf("mBones") === -1) {
  64557. this._options.uniforms.push("mBones");
  64558. }
  64559. }
  64560. }
  64561. else {
  64562. defines.push("#define NUM_BONE_INFLUENCERS 0");
  64563. }
  64564. // Textures
  64565. for (var name in this._textures) {
  64566. if (!this._textures[name].isReady()) {
  64567. return false;
  64568. }
  64569. }
  64570. // Alpha test
  64571. if (mesh && this._shouldTurnAlphaTestOn(mesh)) {
  64572. defines.push("#define ALPHATEST");
  64573. }
  64574. var previousEffect = this._effect;
  64575. var join = defines.join("\n");
  64576. this._effect = engine.createEffect(this._shaderPath, {
  64577. attributes: attribs,
  64578. uniformsNames: this._options.uniforms,
  64579. uniformBuffersNames: this._options.uniformBuffers,
  64580. samplers: this._options.samplers,
  64581. defines: join,
  64582. fallbacks: fallbacks,
  64583. onCompiled: this.onCompiled,
  64584. onError: this.onError
  64585. }, engine);
  64586. if (!this._effect.isReady()) {
  64587. return false;
  64588. }
  64589. if (previousEffect !== this._effect) {
  64590. scene.resetCachedMaterial();
  64591. }
  64592. this._renderId = scene.getRenderId();
  64593. return true;
  64594. };
  64595. /**
  64596. * Binds the world matrix to the material
  64597. * @param world defines the world transformation matrix
  64598. */
  64599. ShaderMaterial.prototype.bindOnlyWorldMatrix = function (world) {
  64600. var scene = this.getScene();
  64601. if (!this._effect) {
  64602. return;
  64603. }
  64604. if (this._options.uniforms.indexOf("world") !== -1) {
  64605. this._effect.setMatrix("world", world);
  64606. }
  64607. if (this._options.uniforms.indexOf("worldView") !== -1) {
  64608. world.multiplyToRef(scene.getViewMatrix(), this._cachedWorldViewMatrix);
  64609. this._effect.setMatrix("worldView", this._cachedWorldViewMatrix);
  64610. }
  64611. if (this._options.uniforms.indexOf("worldViewProjection") !== -1) {
  64612. this._effect.setMatrix("worldViewProjection", world.multiply(scene.getTransformMatrix()));
  64613. }
  64614. };
  64615. /**
  64616. * Binds the material to the mesh
  64617. * @param world defines the world transformation matrix
  64618. * @param mesh defines the mesh to bind the material to
  64619. */
  64620. ShaderMaterial.prototype.bind = function (world, mesh) {
  64621. // Std values
  64622. this.bindOnlyWorldMatrix(world);
  64623. if (this._effect && this.getScene().getCachedMaterial() !== this) {
  64624. if (this._options.uniforms.indexOf("view") !== -1) {
  64625. this._effect.setMatrix("view", this.getScene().getViewMatrix());
  64626. }
  64627. if (this._options.uniforms.indexOf("projection") !== -1) {
  64628. this._effect.setMatrix("projection", this.getScene().getProjectionMatrix());
  64629. }
  64630. if (this._options.uniforms.indexOf("viewProjection") !== -1) {
  64631. this._effect.setMatrix("viewProjection", this.getScene().getTransformMatrix());
  64632. }
  64633. // Bones
  64634. BABYLON.MaterialHelper.BindBonesParameters(mesh, this._effect);
  64635. var name;
  64636. // Texture
  64637. for (name in this._textures) {
  64638. this._effect.setTexture(name, this._textures[name]);
  64639. }
  64640. // Texture arrays
  64641. for (name in this._textureArrays) {
  64642. this._effect.setTextureArray(name, this._textureArrays[name]);
  64643. }
  64644. // Int
  64645. for (name in this._ints) {
  64646. this._effect.setInt(name, this._ints[name]);
  64647. }
  64648. // Float
  64649. for (name in this._floats) {
  64650. this._effect.setFloat(name, this._floats[name]);
  64651. }
  64652. // Floats
  64653. for (name in this._floatsArrays) {
  64654. this._effect.setArray(name, this._floatsArrays[name]);
  64655. }
  64656. // Color3
  64657. for (name in this._colors3) {
  64658. this._effect.setColor3(name, this._colors3[name]);
  64659. }
  64660. for (name in this._colors3Arrays) {
  64661. this._effect.setArray3(name, this._colors3Arrays[name]);
  64662. }
  64663. // Color4
  64664. for (name in this._colors4) {
  64665. var color = this._colors4[name];
  64666. this._effect.setFloat4(name, color.r, color.g, color.b, color.a);
  64667. }
  64668. // Vector2
  64669. for (name in this._vectors2) {
  64670. this._effect.setVector2(name, this._vectors2[name]);
  64671. }
  64672. // Vector3
  64673. for (name in this._vectors3) {
  64674. this._effect.setVector3(name, this._vectors3[name]);
  64675. }
  64676. // Vector4
  64677. for (name in this._vectors4) {
  64678. this._effect.setVector4(name, this._vectors4[name]);
  64679. }
  64680. // Matrix
  64681. for (name in this._matrices) {
  64682. this._effect.setMatrix(name, this._matrices[name]);
  64683. }
  64684. // Matrix 3x3
  64685. for (name in this._matrices3x3) {
  64686. this._effect.setMatrix3x3(name, this._matrices3x3[name]);
  64687. }
  64688. // Matrix 2x2
  64689. for (name in this._matrices2x2) {
  64690. this._effect.setMatrix2x2(name, this._matrices2x2[name]);
  64691. }
  64692. // Vector2Array
  64693. for (name in this._vectors2Arrays) {
  64694. this._effect.setArray2(name, this._vectors2Arrays[name]);
  64695. }
  64696. // Vector3Array
  64697. for (name in this._vectors3Arrays) {
  64698. this._effect.setArray3(name, this._vectors3Arrays[name]);
  64699. }
  64700. }
  64701. this._afterBind(mesh);
  64702. };
  64703. /**
  64704. * Gets the active textures from the material
  64705. * @returns an array of textures
  64706. */
  64707. ShaderMaterial.prototype.getActiveTextures = function () {
  64708. var activeTextures = _super.prototype.getActiveTextures.call(this);
  64709. for (var name in this._textures) {
  64710. activeTextures.push(this._textures[name]);
  64711. }
  64712. for (var name in this._textureArrays) {
  64713. var array = this._textureArrays[name];
  64714. for (var index = 0; index < array.length; index++) {
  64715. activeTextures.push(array[index]);
  64716. }
  64717. }
  64718. return activeTextures;
  64719. };
  64720. /**
  64721. * Specifies if the material uses a texture
  64722. * @param texture defines the texture to check against the material
  64723. * @returns a boolean specifying if the material uses the texture
  64724. */
  64725. ShaderMaterial.prototype.hasTexture = function (texture) {
  64726. if (_super.prototype.hasTexture.call(this, texture)) {
  64727. return true;
  64728. }
  64729. for (var name in this._textures) {
  64730. if (this._textures[name] === texture) {
  64731. return true;
  64732. }
  64733. }
  64734. for (var name in this._textureArrays) {
  64735. var array = this._textureArrays[name];
  64736. for (var index = 0; index < array.length; index++) {
  64737. if (array[index] === texture) {
  64738. return true;
  64739. }
  64740. }
  64741. }
  64742. return false;
  64743. };
  64744. /**
  64745. * Makes a duplicate of the material, and gives it a new name
  64746. * @param name defines the new name for the duplicated material
  64747. * @returns the cloned material
  64748. */
  64749. ShaderMaterial.prototype.clone = function (name) {
  64750. var newShaderMaterial = new ShaderMaterial(name, this.getScene(), this._shaderPath, this._options);
  64751. return newShaderMaterial;
  64752. };
  64753. /**
  64754. * Disposes the material
  64755. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  64756. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  64757. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  64758. */
  64759. ShaderMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures, notBoundToMesh) {
  64760. if (forceDisposeTextures) {
  64761. var name;
  64762. for (name in this._textures) {
  64763. this._textures[name].dispose();
  64764. }
  64765. for (name in this._textureArrays) {
  64766. var array = this._textureArrays[name];
  64767. for (var index = 0; index < array.length; index++) {
  64768. array[index].dispose();
  64769. }
  64770. }
  64771. }
  64772. this._textures = {};
  64773. _super.prototype.dispose.call(this, forceDisposeEffect, forceDisposeTextures, notBoundToMesh);
  64774. };
  64775. /**
  64776. * Serializes this material in a JSON representation
  64777. * @returns the serialized material object
  64778. */
  64779. ShaderMaterial.prototype.serialize = function () {
  64780. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  64781. serializationObject.customType = "BABYLON.ShaderMaterial";
  64782. serializationObject.options = this._options;
  64783. serializationObject.shaderPath = this._shaderPath;
  64784. var name;
  64785. // Texture
  64786. serializationObject.textures = {};
  64787. for (name in this._textures) {
  64788. serializationObject.textures[name] = this._textures[name].serialize();
  64789. }
  64790. // Texture arrays
  64791. serializationObject.textureArrays = {};
  64792. for (name in this._textureArrays) {
  64793. serializationObject.textureArrays[name] = [];
  64794. var array = this._textureArrays[name];
  64795. for (var index = 0; index < array.length; index++) {
  64796. serializationObject.textureArrays[name].push(array[index].serialize());
  64797. }
  64798. }
  64799. // Float
  64800. serializationObject.floats = {};
  64801. for (name in this._floats) {
  64802. serializationObject.floats[name] = this._floats[name];
  64803. }
  64804. // Float s
  64805. serializationObject.FloatArrays = {};
  64806. for (name in this._floatsArrays) {
  64807. serializationObject.FloatArrays[name] = this._floatsArrays[name];
  64808. }
  64809. // Color3
  64810. serializationObject.colors3 = {};
  64811. for (name in this._colors3) {
  64812. serializationObject.colors3[name] = this._colors3[name].asArray();
  64813. }
  64814. // Color3 array
  64815. serializationObject.colors3Arrays = {};
  64816. for (name in this._colors3Arrays) {
  64817. serializationObject.colors3Arrays[name] = this._colors3Arrays[name];
  64818. }
  64819. // Color4
  64820. serializationObject.colors4 = {};
  64821. for (name in this._colors4) {
  64822. serializationObject.colors4[name] = this._colors4[name].asArray();
  64823. }
  64824. // Vector2
  64825. serializationObject.vectors2 = {};
  64826. for (name in this._vectors2) {
  64827. serializationObject.vectors2[name] = this._vectors2[name].asArray();
  64828. }
  64829. // Vector3
  64830. serializationObject.vectors3 = {};
  64831. for (name in this._vectors3) {
  64832. serializationObject.vectors3[name] = this._vectors3[name].asArray();
  64833. }
  64834. // Vector4
  64835. serializationObject.vectors4 = {};
  64836. for (name in this._vectors4) {
  64837. serializationObject.vectors4[name] = this._vectors4[name].asArray();
  64838. }
  64839. // Matrix
  64840. serializationObject.matrices = {};
  64841. for (name in this._matrices) {
  64842. serializationObject.matrices[name] = this._matrices[name].asArray();
  64843. }
  64844. // Matrix 3x3
  64845. serializationObject.matrices3x3 = {};
  64846. for (name in this._matrices3x3) {
  64847. serializationObject.matrices3x3[name] = this._matrices3x3[name];
  64848. }
  64849. // Matrix 2x2
  64850. serializationObject.matrices2x2 = {};
  64851. for (name in this._matrices2x2) {
  64852. serializationObject.matrices2x2[name] = this._matrices2x2[name];
  64853. }
  64854. // Vector2Array
  64855. serializationObject.vectors2Arrays = {};
  64856. for (name in this._vectors2Arrays) {
  64857. serializationObject.vectors2Arrays[name] = this._vectors2Arrays[name];
  64858. }
  64859. // Vector3Array
  64860. serializationObject.vectors3Arrays = {};
  64861. for (name in this._vectors3Arrays) {
  64862. serializationObject.vectors3Arrays[name] = this._vectors3Arrays[name];
  64863. }
  64864. return serializationObject;
  64865. };
  64866. /**
  64867. * Creates a shader material from parsed shader material data
  64868. * @param source defines the JSON represnetation of the material
  64869. * @param scene defines the hosting scene
  64870. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  64871. * @returns a new material
  64872. */
  64873. ShaderMaterial.Parse = function (source, scene, rootUrl) {
  64874. var material = BABYLON.SerializationHelper.Parse(function () { return new ShaderMaterial(source.name, scene, source.shaderPath, source.options); }, source, scene, rootUrl);
  64875. var name;
  64876. // Texture
  64877. for (name in source.textures) {
  64878. material.setTexture(name, BABYLON.Texture.Parse(source.textures[name], scene, rootUrl));
  64879. }
  64880. // Texture arrays
  64881. for (name in source.textureArrays) {
  64882. var array = source.textureArrays[name];
  64883. var textureArray = new Array();
  64884. for (var index = 0; index < array.length; index++) {
  64885. textureArray.push(BABYLON.Texture.Parse(array[index], scene, rootUrl));
  64886. }
  64887. material.setTextureArray(name, textureArray);
  64888. }
  64889. // Float
  64890. for (name in source.floats) {
  64891. material.setFloat(name, source.floats[name]);
  64892. }
  64893. // Float s
  64894. for (name in source.floatsArrays) {
  64895. material.setFloats(name, source.floatsArrays[name]);
  64896. }
  64897. // Color3
  64898. for (name in source.colors3) {
  64899. material.setColor3(name, BABYLON.Color3.FromArray(source.colors3[name]));
  64900. }
  64901. // Color3 arrays
  64902. for (name in source.colors3Arrays) {
  64903. var colors = source.colors3Arrays[name].reduce(function (arr, num, i) {
  64904. if (i % 3 === 0) {
  64905. arr.push([num]);
  64906. }
  64907. else {
  64908. arr[arr.length - 1].push(num);
  64909. }
  64910. return arr;
  64911. }, []).map(function (color) { return BABYLON.Color3.FromArray(color); });
  64912. material.setColor3Array(name, colors);
  64913. }
  64914. // Color4
  64915. for (name in source.colors4) {
  64916. material.setColor4(name, BABYLON.Color4.FromArray(source.colors4[name]));
  64917. }
  64918. // Vector2
  64919. for (name in source.vectors2) {
  64920. material.setVector2(name, BABYLON.Vector2.FromArray(source.vectors2[name]));
  64921. }
  64922. // Vector3
  64923. for (name in source.vectors3) {
  64924. material.setVector3(name, BABYLON.Vector3.FromArray(source.vectors3[name]));
  64925. }
  64926. // Vector4
  64927. for (name in source.vectors4) {
  64928. material.setVector4(name, BABYLON.Vector4.FromArray(source.vectors4[name]));
  64929. }
  64930. // Matrix
  64931. for (name in source.matrices) {
  64932. material.setMatrix(name, BABYLON.Matrix.FromArray(source.matrices[name]));
  64933. }
  64934. // Matrix 3x3
  64935. for (name in source.matrices3x3) {
  64936. material.setMatrix3x3(name, source.matrices3x3[name]);
  64937. }
  64938. // Matrix 2x2
  64939. for (name in source.matrices2x2) {
  64940. material.setMatrix2x2(name, source.matrices2x2[name]);
  64941. }
  64942. // Vector2Array
  64943. for (name in source.vectors2Arrays) {
  64944. material.setArray2(name, source.vectors2Arrays[name]);
  64945. }
  64946. // Vector3Array
  64947. for (name in source.vectors3Arrays) {
  64948. material.setArray3(name, source.vectors3Arrays[name]);
  64949. }
  64950. return material;
  64951. };
  64952. return ShaderMaterial;
  64953. }(BABYLON.Material));
  64954. BABYLON.ShaderMaterial = ShaderMaterial;
  64955. })(BABYLON || (BABYLON = {}));
  64956. //# sourceMappingURL=babylon.shaderMaterial.js.map
  64957. var BABYLON;
  64958. (function (BABYLON) {
  64959. /**
  64960. * Mesh representing the gorund
  64961. */
  64962. var GroundMesh = /** @class */ (function (_super) {
  64963. __extends(GroundMesh, _super);
  64964. function GroundMesh(name, scene) {
  64965. var _this = _super.call(this, name, scene) || this;
  64966. /** If octree should be generated */
  64967. _this.generateOctree = false;
  64968. return _this;
  64969. }
  64970. /**
  64971. * "GroundMesh"
  64972. * @returns "GroundMesh"
  64973. */
  64974. GroundMesh.prototype.getClassName = function () {
  64975. return "GroundMesh";
  64976. };
  64977. Object.defineProperty(GroundMesh.prototype, "subdivisions", {
  64978. /**
  64979. * The minimum of x and y subdivisions
  64980. */
  64981. get: function () {
  64982. return Math.min(this._subdivisionsX, this._subdivisionsY);
  64983. },
  64984. enumerable: true,
  64985. configurable: true
  64986. });
  64987. Object.defineProperty(GroundMesh.prototype, "subdivisionsX", {
  64988. /**
  64989. * X subdivisions
  64990. */
  64991. get: function () {
  64992. return this._subdivisionsX;
  64993. },
  64994. enumerable: true,
  64995. configurable: true
  64996. });
  64997. Object.defineProperty(GroundMesh.prototype, "subdivisionsY", {
  64998. /**
  64999. * Y subdivisions
  65000. */
  65001. get: function () {
  65002. return this._subdivisionsY;
  65003. },
  65004. enumerable: true,
  65005. configurable: true
  65006. });
  65007. /**
  65008. * This function will update an octree to help to select the right submeshes for rendering, picking and collision computations.
  65009. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  65010. * @param chunksCount the number of subdivisions for x and y
  65011. * @param octreeBlocksSize (Default: 32)
  65012. */
  65013. GroundMesh.prototype.optimize = function (chunksCount, octreeBlocksSize) {
  65014. if (octreeBlocksSize === void 0) { octreeBlocksSize = 32; }
  65015. this._subdivisionsX = chunksCount;
  65016. this._subdivisionsY = chunksCount;
  65017. this.subdivide(chunksCount);
  65018. // Call the octree system optimization if it is defined.
  65019. var thisAsAny = this;
  65020. if (thisAsAny.createOrUpdateSubmeshesOctree) {
  65021. thisAsAny.createOrUpdateSubmeshesOctree(octreeBlocksSize);
  65022. }
  65023. };
  65024. /**
  65025. * Returns a height (y) value in the Worl system :
  65026. * the ground altitude at the coordinates (x, z) expressed in the World system.
  65027. * @param x x coordinate
  65028. * @param z z coordinate
  65029. * @returns the ground y position if (x, z) are outside the ground surface.
  65030. */
  65031. GroundMesh.prototype.getHeightAtCoordinates = function (x, z) {
  65032. var world = this.getWorldMatrix();
  65033. var invMat = BABYLON.Tmp.Matrix[5];
  65034. world.invertToRef(invMat);
  65035. var tmpVect = BABYLON.Tmp.Vector3[8];
  65036. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(x, 0.0, z, invMat, tmpVect); // transform x,z in the mesh local space
  65037. x = tmpVect.x;
  65038. z = tmpVect.z;
  65039. if (x < this._minX || x > this._maxX || z < this._minZ || z > this._maxZ) {
  65040. return this.position.y;
  65041. }
  65042. if (!this._heightQuads || this._heightQuads.length == 0) {
  65043. this._initHeightQuads();
  65044. this._computeHeightQuads();
  65045. }
  65046. var facet = this._getFacetAt(x, z);
  65047. var y = -(facet.x * x + facet.z * z + facet.w) / facet.y;
  65048. // return y in the World system
  65049. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(0.0, y, 0.0, world, tmpVect);
  65050. return tmpVect.y;
  65051. };
  65052. /**
  65053. * Returns a normalized vector (Vector3) orthogonal to the ground
  65054. * at the ground coordinates (x, z) expressed in the World system.
  65055. * @param x x coordinate
  65056. * @param z z coordinate
  65057. * @returns Vector3(0.0, 1.0, 0.0) if (x, z) are outside the ground surface.
  65058. */
  65059. GroundMesh.prototype.getNormalAtCoordinates = function (x, z) {
  65060. var normal = new BABYLON.Vector3(0.0, 1.0, 0.0);
  65061. this.getNormalAtCoordinatesToRef(x, z, normal);
  65062. return normal;
  65063. };
  65064. /**
  65065. * Updates the Vector3 passed a reference with a normalized vector orthogonal to the ground
  65066. * at the ground coordinates (x, z) expressed in the World system.
  65067. * Doesn't uptade the reference Vector3 if (x, z) are outside the ground surface.
  65068. * @param x x coordinate
  65069. * @param z z coordinate
  65070. * @param ref vector to store the result
  65071. * @returns the GroundMesh.
  65072. */
  65073. GroundMesh.prototype.getNormalAtCoordinatesToRef = function (x, z, ref) {
  65074. var world = this.getWorldMatrix();
  65075. var tmpMat = BABYLON.Tmp.Matrix[5];
  65076. world.invertToRef(tmpMat);
  65077. var tmpVect = BABYLON.Tmp.Vector3[8];
  65078. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(x, 0.0, z, tmpMat, tmpVect); // transform x,z in the mesh local space
  65079. x = tmpVect.x;
  65080. z = tmpVect.z;
  65081. if (x < this._minX || x > this._maxX || z < this._minZ || z > this._maxZ) {
  65082. return this;
  65083. }
  65084. if (!this._heightQuads || this._heightQuads.length == 0) {
  65085. this._initHeightQuads();
  65086. this._computeHeightQuads();
  65087. }
  65088. var facet = this._getFacetAt(x, z);
  65089. BABYLON.Vector3.TransformNormalFromFloatsToRef(facet.x, facet.y, facet.z, world, ref);
  65090. return this;
  65091. };
  65092. /**
  65093. * Force the heights to be recomputed for getHeightAtCoordinates() or getNormalAtCoordinates()
  65094. * if the ground has been updated.
  65095. * This can be used in the render loop.
  65096. * @returns the GroundMesh.
  65097. */
  65098. GroundMesh.prototype.updateCoordinateHeights = function () {
  65099. if (!this._heightQuads || this._heightQuads.length == 0) {
  65100. this._initHeightQuads();
  65101. }
  65102. this._computeHeightQuads();
  65103. return this;
  65104. };
  65105. // Returns the element "facet" from the heightQuads array relative to (x, z) local coordinates
  65106. GroundMesh.prototype._getFacetAt = function (x, z) {
  65107. // retrieve col and row from x, z coordinates in the ground local system
  65108. var col = Math.floor((x + this._maxX) * this._subdivisionsX / this._width);
  65109. var row = Math.floor(-(z + this._maxZ) * this._subdivisionsY / this._height + this._subdivisionsY);
  65110. var quad = this._heightQuads[row * this._subdivisionsX + col];
  65111. var facet;
  65112. if (z < quad.slope.x * x + quad.slope.y) {
  65113. facet = quad.facet1;
  65114. }
  65115. else {
  65116. facet = quad.facet2;
  65117. }
  65118. return facet;
  65119. };
  65120. // Creates and populates the heightMap array with "facet" elements :
  65121. // a quad is two triangular facets separated by a slope, so a "facet" element is 1 slope + 2 facets
  65122. // slope : Vector2(c, h) = 2D diagonal line equation setting appart two triangular facets in a quad : z = cx + h
  65123. // facet1 : Vector4(a, b, c, d) = first facet 3D plane equation : ax + by + cz + d = 0
  65124. // facet2 : Vector4(a, b, c, d) = second facet 3D plane equation : ax + by + cz + d = 0
  65125. // Returns the GroundMesh.
  65126. GroundMesh.prototype._initHeightQuads = function () {
  65127. var subdivisionsX = this._subdivisionsX;
  65128. var subdivisionsY = this._subdivisionsY;
  65129. this._heightQuads = new Array();
  65130. for (var row = 0; row < subdivisionsY; row++) {
  65131. for (var col = 0; col < subdivisionsX; col++) {
  65132. 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) };
  65133. this._heightQuads[row * subdivisionsX + col] = quad;
  65134. }
  65135. }
  65136. return this;
  65137. };
  65138. // Compute each quad element values and update the the heightMap array :
  65139. // slope : Vector2(c, h) = 2D diagonal line equation setting appart two triangular facets in a quad : z = cx + h
  65140. // facet1 : Vector4(a, b, c, d) = first facet 3D plane equation : ax + by + cz + d = 0
  65141. // facet2 : Vector4(a, b, c, d) = second facet 3D plane equation : ax + by + cz + d = 0
  65142. // Returns the GroundMesh.
  65143. GroundMesh.prototype._computeHeightQuads = function () {
  65144. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  65145. if (!positions) {
  65146. return this;
  65147. }
  65148. var v1 = BABYLON.Tmp.Vector3[3];
  65149. var v2 = BABYLON.Tmp.Vector3[2];
  65150. var v3 = BABYLON.Tmp.Vector3[1];
  65151. var v4 = BABYLON.Tmp.Vector3[0];
  65152. var v1v2 = BABYLON.Tmp.Vector3[4];
  65153. var v1v3 = BABYLON.Tmp.Vector3[5];
  65154. var v1v4 = BABYLON.Tmp.Vector3[6];
  65155. var norm1 = BABYLON.Tmp.Vector3[7];
  65156. var norm2 = BABYLON.Tmp.Vector3[8];
  65157. var i = 0;
  65158. var j = 0;
  65159. var k = 0;
  65160. var cd = 0; // 2D slope coefficient : z = cd * x + h
  65161. var h = 0;
  65162. var d1 = 0; // facet plane equation : ax + by + cz + d = 0
  65163. var d2 = 0;
  65164. var subdivisionsX = this._subdivisionsX;
  65165. var subdivisionsY = this._subdivisionsY;
  65166. for (var row = 0; row < subdivisionsY; row++) {
  65167. for (var col = 0; col < subdivisionsX; col++) {
  65168. i = col * 3;
  65169. j = row * (subdivisionsX + 1) * 3;
  65170. k = (row + 1) * (subdivisionsX + 1) * 3;
  65171. v1.x = positions[j + i];
  65172. v1.y = positions[j + i + 1];
  65173. v1.z = positions[j + i + 2];
  65174. v2.x = positions[j + i + 3];
  65175. v2.y = positions[j + i + 4];
  65176. v2.z = positions[j + i + 5];
  65177. v3.x = positions[k + i];
  65178. v3.y = positions[k + i + 1];
  65179. v3.z = positions[k + i + 2];
  65180. v4.x = positions[k + i + 3];
  65181. v4.y = positions[k + i + 4];
  65182. v4.z = positions[k + i + 5];
  65183. // 2D slope V1V4
  65184. cd = (v4.z - v1.z) / (v4.x - v1.x);
  65185. h = v1.z - cd * v1.x; // v1 belongs to the slope
  65186. // facet equations :
  65187. // we compute each facet normal vector
  65188. // the equation of the facet plane is : norm.x * x + norm.y * y + norm.z * z + d = 0
  65189. // we compute the value d by applying the equation to v1 which belongs to the plane
  65190. // then we store the facet equation in a Vector4
  65191. v2.subtractToRef(v1, v1v2);
  65192. v3.subtractToRef(v1, v1v3);
  65193. v4.subtractToRef(v1, v1v4);
  65194. BABYLON.Vector3.CrossToRef(v1v4, v1v3, norm1); // caution : CrossToRef uses the Tmp class
  65195. BABYLON.Vector3.CrossToRef(v1v2, v1v4, norm2);
  65196. norm1.normalize();
  65197. norm2.normalize();
  65198. d1 = -(norm1.x * v1.x + norm1.y * v1.y + norm1.z * v1.z);
  65199. d2 = -(norm2.x * v2.x + norm2.y * v2.y + norm2.z * v2.z);
  65200. var quad = this._heightQuads[row * subdivisionsX + col];
  65201. quad.slope.copyFromFloats(cd, h);
  65202. quad.facet1.copyFromFloats(norm1.x, norm1.y, norm1.z, d1);
  65203. quad.facet2.copyFromFloats(norm2.x, norm2.y, norm2.z, d2);
  65204. }
  65205. }
  65206. return this;
  65207. };
  65208. /**
  65209. * Serializes this ground mesh
  65210. * @param serializationObject object to write serialization to
  65211. */
  65212. GroundMesh.prototype.serialize = function (serializationObject) {
  65213. _super.prototype.serialize.call(this, serializationObject);
  65214. serializationObject.subdivisionsX = this._subdivisionsX;
  65215. serializationObject.subdivisionsY = this._subdivisionsY;
  65216. serializationObject.minX = this._minX;
  65217. serializationObject.maxX = this._maxX;
  65218. serializationObject.minZ = this._minZ;
  65219. serializationObject.maxZ = this._maxZ;
  65220. serializationObject.width = this._width;
  65221. serializationObject.height = this._height;
  65222. };
  65223. /**
  65224. * Parses a serialized ground mesh
  65225. * @param parsedMesh the serialized mesh
  65226. * @param scene the scene to create the ground mesh in
  65227. * @returns the created ground mesh
  65228. */
  65229. GroundMesh.Parse = function (parsedMesh, scene) {
  65230. var result = new GroundMesh(parsedMesh.name, scene);
  65231. result._subdivisionsX = parsedMesh.subdivisionsX || 1;
  65232. result._subdivisionsY = parsedMesh.subdivisionsY || 1;
  65233. result._minX = parsedMesh.minX;
  65234. result._maxX = parsedMesh.maxX;
  65235. result._minZ = parsedMesh.minZ;
  65236. result._maxZ = parsedMesh.maxZ;
  65237. result._width = parsedMesh.width;
  65238. result._height = parsedMesh.height;
  65239. return result;
  65240. };
  65241. return GroundMesh;
  65242. }(BABYLON.Mesh));
  65243. BABYLON.GroundMesh = GroundMesh;
  65244. })(BABYLON || (BABYLON = {}));
  65245. //# sourceMappingURL=babylon.groundMesh.js.map
  65246. var BABYLON;
  65247. (function (BABYLON) {
  65248. /**
  65249. * Creates an instance based on a source mesh.
  65250. */
  65251. var InstancedMesh = /** @class */ (function (_super) {
  65252. __extends(InstancedMesh, _super);
  65253. function InstancedMesh(name, source) {
  65254. var _this = _super.call(this, name, source.getScene()) || this;
  65255. /** @hidden */
  65256. _this._indexInSourceMeshInstanceArray = -1;
  65257. source.addInstance(_this);
  65258. _this._sourceMesh = source;
  65259. _this.position.copyFrom(source.position);
  65260. _this.rotation.copyFrom(source.rotation);
  65261. _this.scaling.copyFrom(source.scaling);
  65262. if (source.rotationQuaternion) {
  65263. _this.rotationQuaternion = source.rotationQuaternion.clone();
  65264. }
  65265. _this.infiniteDistance = source.infiniteDistance;
  65266. _this.setPivotMatrix(source.getPivotMatrix());
  65267. _this.refreshBoundingInfo();
  65268. _this._syncSubMeshes();
  65269. return _this;
  65270. }
  65271. /**
  65272. * Returns the string "InstancedMesh".
  65273. */
  65274. InstancedMesh.prototype.getClassName = function () {
  65275. return "InstancedMesh";
  65276. };
  65277. Object.defineProperty(InstancedMesh.prototype, "receiveShadows", {
  65278. // Methods
  65279. /**
  65280. * If the source mesh receives shadows
  65281. */
  65282. get: function () {
  65283. return this._sourceMesh.receiveShadows;
  65284. },
  65285. enumerable: true,
  65286. configurable: true
  65287. });
  65288. Object.defineProperty(InstancedMesh.prototype, "material", {
  65289. /**
  65290. * The material of the source mesh
  65291. */
  65292. get: function () {
  65293. return this._sourceMesh.material;
  65294. },
  65295. enumerable: true,
  65296. configurable: true
  65297. });
  65298. Object.defineProperty(InstancedMesh.prototype, "visibility", {
  65299. /**
  65300. * Visibility of the source mesh
  65301. */
  65302. get: function () {
  65303. return this._sourceMesh.visibility;
  65304. },
  65305. enumerable: true,
  65306. configurable: true
  65307. });
  65308. Object.defineProperty(InstancedMesh.prototype, "skeleton", {
  65309. /**
  65310. * Skeleton of the source mesh
  65311. */
  65312. get: function () {
  65313. return this._sourceMesh.skeleton;
  65314. },
  65315. enumerable: true,
  65316. configurable: true
  65317. });
  65318. Object.defineProperty(InstancedMesh.prototype, "renderingGroupId", {
  65319. /**
  65320. * Rendering ground id of the source mesh
  65321. */
  65322. get: function () {
  65323. return this._sourceMesh.renderingGroupId;
  65324. },
  65325. set: function (value) {
  65326. if (!this._sourceMesh || value === this._sourceMesh.renderingGroupId) {
  65327. return;
  65328. }
  65329. //no-op with warning
  65330. BABYLON.Tools.Warn("Note - setting renderingGroupId of an instanced mesh has no effect on the scene");
  65331. },
  65332. enumerable: true,
  65333. configurable: true
  65334. });
  65335. /**
  65336. * Returns the total number of vertices (integer).
  65337. */
  65338. InstancedMesh.prototype.getTotalVertices = function () {
  65339. return this._sourceMesh.getTotalVertices();
  65340. };
  65341. /**
  65342. * Returns a positive integer : the total number of indices in this mesh geometry.
  65343. * @returns the numner of indices or zero if the mesh has no geometry.
  65344. */
  65345. InstancedMesh.prototype.getTotalIndices = function () {
  65346. return this._sourceMesh.getTotalIndices();
  65347. };
  65348. Object.defineProperty(InstancedMesh.prototype, "sourceMesh", {
  65349. /**
  65350. * The source mesh of the instance
  65351. */
  65352. get: function () {
  65353. return this._sourceMesh;
  65354. },
  65355. enumerable: true,
  65356. configurable: true
  65357. });
  65358. /**
  65359. * Is this node ready to be used/rendered
  65360. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  65361. * @return {boolean} is it ready
  65362. */
  65363. InstancedMesh.prototype.isReady = function (completeCheck) {
  65364. if (completeCheck === void 0) { completeCheck = false; }
  65365. return this._sourceMesh.isReady(completeCheck, true);
  65366. };
  65367. /**
  65368. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  65369. * @param kind kind of verticies to retreive (eg. positons, normals, uvs, etc.)
  65370. * @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.
  65371. * @returns a float array or a Float32Array of the requested kind of data : positons, normals, uvs, etc.
  65372. */
  65373. InstancedMesh.prototype.getVerticesData = function (kind, copyWhenShared) {
  65374. return this._sourceMesh.getVerticesData(kind, copyWhenShared);
  65375. };
  65376. /**
  65377. * Sets the vertex data of the mesh geometry for the requested `kind`.
  65378. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  65379. * The `data` are either a numeric array either a Float32Array.
  65380. * The parameter `updatable` is passed as is to the underlying Geometry object constructor (if initianilly none) or updater.
  65381. * 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).
  65382. * Note that a new underlying VertexBuffer object is created each call.
  65383. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  65384. *
  65385. * Possible `kind` values :
  65386. * - BABYLON.VertexBuffer.PositionKind
  65387. * - BABYLON.VertexBuffer.UVKind
  65388. * - BABYLON.VertexBuffer.UV2Kind
  65389. * - BABYLON.VertexBuffer.UV3Kind
  65390. * - BABYLON.VertexBuffer.UV4Kind
  65391. * - BABYLON.VertexBuffer.UV5Kind
  65392. * - BABYLON.VertexBuffer.UV6Kind
  65393. * - BABYLON.VertexBuffer.ColorKind
  65394. * - BABYLON.VertexBuffer.MatricesIndicesKind
  65395. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  65396. * - BABYLON.VertexBuffer.MatricesWeightsKind
  65397. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  65398. *
  65399. * Returns the Mesh.
  65400. */
  65401. InstancedMesh.prototype.setVerticesData = function (kind, data, updatable, stride) {
  65402. if (this.sourceMesh) {
  65403. this.sourceMesh.setVerticesData(kind, data, updatable, stride);
  65404. }
  65405. return this.sourceMesh;
  65406. };
  65407. /**
  65408. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  65409. * If the mesh has no geometry, it is simply returned as it is.
  65410. * The `data` are either a numeric array either a Float32Array.
  65411. * No new underlying VertexBuffer object is created.
  65412. * 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.
  65413. * If the parameter `makeItUnique` is true, a new global geometry is created from this positions and is set to the mesh.
  65414. *
  65415. * Possible `kind` values :
  65416. * - BABYLON.VertexBuffer.PositionKind
  65417. * - BABYLON.VertexBuffer.UVKind
  65418. * - BABYLON.VertexBuffer.UV2Kind
  65419. * - BABYLON.VertexBuffer.UV3Kind
  65420. * - BABYLON.VertexBuffer.UV4Kind
  65421. * - BABYLON.VertexBuffer.UV5Kind
  65422. * - BABYLON.VertexBuffer.UV6Kind
  65423. * - BABYLON.VertexBuffer.ColorKind
  65424. * - BABYLON.VertexBuffer.MatricesIndicesKind
  65425. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  65426. * - BABYLON.VertexBuffer.MatricesWeightsKind
  65427. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  65428. *
  65429. * Returns the Mesh.
  65430. */
  65431. InstancedMesh.prototype.updateVerticesData = function (kind, data, updateExtends, makeItUnique) {
  65432. if (this.sourceMesh) {
  65433. this.sourceMesh.updateVerticesData(kind, data, updateExtends, makeItUnique);
  65434. }
  65435. return this.sourceMesh;
  65436. };
  65437. /**
  65438. * Sets the mesh indices.
  65439. * Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array).
  65440. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  65441. * This method creates a new index buffer each call.
  65442. * Returns the Mesh.
  65443. */
  65444. InstancedMesh.prototype.setIndices = function (indices, totalVertices) {
  65445. if (totalVertices === void 0) { totalVertices = null; }
  65446. if (this.sourceMesh) {
  65447. this.sourceMesh.setIndices(indices, totalVertices);
  65448. }
  65449. return this.sourceMesh;
  65450. };
  65451. /**
  65452. * Boolean : True if the mesh owns the requested kind of data.
  65453. */
  65454. InstancedMesh.prototype.isVerticesDataPresent = function (kind) {
  65455. return this._sourceMesh.isVerticesDataPresent(kind);
  65456. };
  65457. /**
  65458. * Returns an array of indices (IndicesArray).
  65459. */
  65460. InstancedMesh.prototype.getIndices = function () {
  65461. return this._sourceMesh.getIndices();
  65462. };
  65463. Object.defineProperty(InstancedMesh.prototype, "_positions", {
  65464. get: function () {
  65465. return this._sourceMesh._positions;
  65466. },
  65467. enumerable: true,
  65468. configurable: true
  65469. });
  65470. /**
  65471. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  65472. * This means the mesh underlying bounding box and sphere are recomputed.
  65473. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  65474. * @returns the current mesh
  65475. */
  65476. InstancedMesh.prototype.refreshBoundingInfo = function (applySkeleton) {
  65477. if (applySkeleton === void 0) { applySkeleton = false; }
  65478. if (this._boundingInfo && this._boundingInfo.isLocked) {
  65479. return this;
  65480. }
  65481. var bias = this._sourceMesh.geometry ? this._sourceMesh.geometry.boundingBias : null;
  65482. this._refreshBoundingInfo(this._sourceMesh._getPositionData(applySkeleton), bias);
  65483. return this;
  65484. };
  65485. /** @hidden */
  65486. InstancedMesh.prototype._preActivate = function () {
  65487. if (this._currentLOD) {
  65488. this._currentLOD._preActivate();
  65489. }
  65490. return this;
  65491. };
  65492. /** @hidden */
  65493. InstancedMesh.prototype._activate = function (renderId) {
  65494. if (this._currentLOD) {
  65495. this._currentLOD._registerInstanceForRenderId(this, renderId);
  65496. }
  65497. return this;
  65498. };
  65499. /**
  65500. * Returns the current associated LOD AbstractMesh.
  65501. */
  65502. InstancedMesh.prototype.getLOD = function (camera) {
  65503. if (!camera) {
  65504. return this;
  65505. }
  65506. var boundingInfo = this.getBoundingInfo();
  65507. this._currentLOD = this.sourceMesh.getLOD(camera, boundingInfo.boundingSphere);
  65508. if (this._currentLOD === this.sourceMesh) {
  65509. return this;
  65510. }
  65511. return this._currentLOD;
  65512. };
  65513. /** @hidden */
  65514. InstancedMesh.prototype._syncSubMeshes = function () {
  65515. this.releaseSubMeshes();
  65516. if (this._sourceMesh.subMeshes) {
  65517. for (var index = 0; index < this._sourceMesh.subMeshes.length; index++) {
  65518. this._sourceMesh.subMeshes[index].clone(this, this._sourceMesh);
  65519. }
  65520. }
  65521. return this;
  65522. };
  65523. /** @hidden */
  65524. InstancedMesh.prototype._generatePointsArray = function () {
  65525. return this._sourceMesh._generatePointsArray();
  65526. };
  65527. /**
  65528. * Creates a new InstancedMesh from the current mesh.
  65529. * - name (string) : the cloned mesh name
  65530. * - newParent (optional Node) : the optional Node to parent the clone to.
  65531. * - doNotCloneChildren (optional boolean, default `false`) : if `true` the model children aren't cloned.
  65532. *
  65533. * Returns the clone.
  65534. */
  65535. InstancedMesh.prototype.clone = function (name, newParent, doNotCloneChildren) {
  65536. var result = this._sourceMesh.createInstance(name);
  65537. // Deep copy
  65538. BABYLON.Tools.DeepCopy(this, result, ["name", "subMeshes", "uniqueId"], []);
  65539. // Bounding info
  65540. this.refreshBoundingInfo();
  65541. // Parent
  65542. if (newParent) {
  65543. result.parent = newParent;
  65544. }
  65545. if (!doNotCloneChildren) {
  65546. // Children
  65547. for (var index = 0; index < this.getScene().meshes.length; index++) {
  65548. var mesh = this.getScene().meshes[index];
  65549. if (mesh.parent === this) {
  65550. mesh.clone(mesh.name, result);
  65551. }
  65552. }
  65553. }
  65554. result.computeWorldMatrix(true);
  65555. return result;
  65556. };
  65557. /**
  65558. * Disposes the InstancedMesh.
  65559. * Returns nothing.
  65560. */
  65561. InstancedMesh.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  65562. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  65563. // Remove from mesh
  65564. this._sourceMesh.removeInstance(this);
  65565. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  65566. };
  65567. return InstancedMesh;
  65568. }(BABYLON.AbstractMesh));
  65569. BABYLON.InstancedMesh = InstancedMesh;
  65570. })(BABYLON || (BABYLON = {}));
  65571. //# sourceMappingURL=babylon.instancedMesh.js.map
  65572. var BABYLON;
  65573. (function (BABYLON) {
  65574. /**
  65575. * Line mesh
  65576. * @see https://doc.babylonjs.com/babylon101/parametric_shapes
  65577. */
  65578. var LinesMesh = /** @class */ (function (_super) {
  65579. __extends(LinesMesh, _super);
  65580. /**
  65581. * Creates a new LinesMesh
  65582. * @param name defines the name
  65583. * @param scene defines the hosting scene
  65584. * @param parent defines the parent mesh if any
  65585. * @param source defines the optional source LinesMesh used to clone data from
  65586. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  65587. * When false, achieved by calling a clone(), also passing False.
  65588. * This will make creation of children, recursive.
  65589. * @param useVertexColor defines if this LinesMesh supports vertex color
  65590. * @param useVertexAlpha defines if this LinesMesh supports vertex alpha
  65591. */
  65592. function LinesMesh(name, scene, parent, source, doNotCloneChildren,
  65593. /**
  65594. * If vertex color should be applied to the mesh
  65595. */
  65596. useVertexColor,
  65597. /**
  65598. * If vertex alpha should be applied to the mesh
  65599. */
  65600. useVertexAlpha) {
  65601. if (scene === void 0) { scene = null; }
  65602. if (parent === void 0) { parent = null; }
  65603. var _this = _super.call(this, name, scene, parent, source, doNotCloneChildren) || this;
  65604. _this.useVertexColor = useVertexColor;
  65605. _this.useVertexAlpha = useVertexAlpha;
  65606. /**
  65607. * Color of the line (Default: White)
  65608. */
  65609. _this.color = new BABYLON.Color3(1, 1, 1);
  65610. /**
  65611. * Alpha of the line (Default: 1)
  65612. */
  65613. _this.alpha = 1;
  65614. if (source) {
  65615. _this.color = source.color.clone();
  65616. _this.alpha = source.alpha;
  65617. _this.useVertexColor = source.useVertexColor;
  65618. _this.useVertexAlpha = source.useVertexAlpha;
  65619. }
  65620. _this.intersectionThreshold = 0.1;
  65621. var defines = [];
  65622. var options = {
  65623. attributes: [BABYLON.VertexBuffer.PositionKind, "world0", "world1", "world2", "world3"],
  65624. uniforms: ["world", "viewProjection"],
  65625. needAlphaBlending: true,
  65626. defines: defines
  65627. };
  65628. if (useVertexAlpha === false) {
  65629. options.needAlphaBlending = false;
  65630. }
  65631. if (!useVertexColor) {
  65632. options.uniforms.push("color");
  65633. }
  65634. else {
  65635. options.defines.push("#define VERTEXCOLOR");
  65636. options.attributes.push(BABYLON.VertexBuffer.ColorKind);
  65637. }
  65638. _this._colorShader = new BABYLON.ShaderMaterial("colorShader", _this.getScene(), "color", options);
  65639. return _this;
  65640. }
  65641. /**
  65642. * Returns the string "LineMesh"
  65643. */
  65644. LinesMesh.prototype.getClassName = function () {
  65645. return "LinesMesh";
  65646. };
  65647. Object.defineProperty(LinesMesh.prototype, "material", {
  65648. /**
  65649. * @hidden
  65650. */
  65651. get: function () {
  65652. return this._colorShader;
  65653. },
  65654. /**
  65655. * @hidden
  65656. */
  65657. set: function (value) {
  65658. // Do nothing
  65659. },
  65660. enumerable: true,
  65661. configurable: true
  65662. });
  65663. Object.defineProperty(LinesMesh.prototype, "checkCollisions", {
  65664. /**
  65665. * @hidden
  65666. */
  65667. get: function () {
  65668. return false;
  65669. },
  65670. enumerable: true,
  65671. configurable: true
  65672. });
  65673. /** @hidden */
  65674. LinesMesh.prototype._bind = function (subMesh, effect, fillMode) {
  65675. if (!this._geometry) {
  65676. return this;
  65677. }
  65678. // VBOs
  65679. this._geometry._bind(this._colorShader.getEffect());
  65680. // Color
  65681. if (!this.useVertexColor) {
  65682. this._colorShader.setColor4("color", this.color.toColor4(this.alpha));
  65683. }
  65684. return this;
  65685. };
  65686. /** @hidden */
  65687. LinesMesh.prototype._draw = function (subMesh, fillMode, instancesCount) {
  65688. if (!this._geometry || !this._geometry.getVertexBuffers() || (!this._unIndexed && !this._geometry.getIndexBuffer())) {
  65689. return this;
  65690. }
  65691. var engine = this.getScene().getEngine();
  65692. // Draw order
  65693. engine.drawElementsType(BABYLON.Material.LineListDrawMode, subMesh.indexStart, subMesh.indexCount, instancesCount);
  65694. return this;
  65695. };
  65696. /**
  65697. * Disposes of the line mesh
  65698. * @param doNotRecurse If children should be disposed
  65699. */
  65700. LinesMesh.prototype.dispose = function (doNotRecurse) {
  65701. this._colorShader.dispose(false, false, true);
  65702. _super.prototype.dispose.call(this, doNotRecurse);
  65703. };
  65704. /**
  65705. * Returns a new LineMesh object cloned from the current one.
  65706. */
  65707. LinesMesh.prototype.clone = function (name, newParent, doNotCloneChildren) {
  65708. return new LinesMesh(name, this.getScene(), newParent, this, doNotCloneChildren);
  65709. };
  65710. /**
  65711. * Creates a new InstancedLinesMesh object from the mesh model.
  65712. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  65713. * @param name defines the name of the new instance
  65714. * @returns a new InstancedLinesMesh
  65715. */
  65716. LinesMesh.prototype.createInstance = function (name) {
  65717. return new InstancedLinesMesh(name, this);
  65718. };
  65719. return LinesMesh;
  65720. }(BABYLON.Mesh));
  65721. BABYLON.LinesMesh = LinesMesh;
  65722. /**
  65723. * Creates an instance based on a source LinesMesh
  65724. */
  65725. var InstancedLinesMesh = /** @class */ (function (_super) {
  65726. __extends(InstancedLinesMesh, _super);
  65727. function InstancedLinesMesh(name, source) {
  65728. var _this = _super.call(this, name, source) || this;
  65729. _this.intersectionThreshold = source.intersectionThreshold;
  65730. return _this;
  65731. }
  65732. /**
  65733. * Returns the string "InstancedLinesMesh".
  65734. */
  65735. InstancedLinesMesh.prototype.getClassName = function () {
  65736. return "InstancedLinesMesh";
  65737. };
  65738. return InstancedLinesMesh;
  65739. }(BABYLON.InstancedMesh));
  65740. BABYLON.InstancedLinesMesh = InstancedLinesMesh;
  65741. })(BABYLON || (BABYLON = {}));
  65742. //# sourceMappingURL=babylon.linesMesh.js.map
  65743. var BABYLON;
  65744. (function (BABYLON) {
  65745. /**
  65746. * This class implement a typical dictionary using a string as key and the generic type T as value.
  65747. * The underlying implementation relies on an associative array to ensure the best performances.
  65748. * The value can be anything including 'null' but except 'undefined'
  65749. */
  65750. var StringDictionary = /** @class */ (function () {
  65751. function StringDictionary() {
  65752. this._count = 0;
  65753. this._data = {};
  65754. }
  65755. /**
  65756. * This will clear this dictionary and copy the content from the 'source' one.
  65757. * If the T value is a custom object, it won't be copied/cloned, the same object will be used
  65758. * @param source the dictionary to take the content from and copy to this dictionary
  65759. */
  65760. StringDictionary.prototype.copyFrom = function (source) {
  65761. var _this = this;
  65762. this.clear();
  65763. source.forEach(function (t, v) { return _this.add(t, v); });
  65764. };
  65765. /**
  65766. * Get a value based from its key
  65767. * @param key the given key to get the matching value from
  65768. * @return the value if found, otherwise undefined is returned
  65769. */
  65770. StringDictionary.prototype.get = function (key) {
  65771. var val = this._data[key];
  65772. if (val !== undefined) {
  65773. return val;
  65774. }
  65775. return undefined;
  65776. };
  65777. /**
  65778. * Get a value from its key or add it if it doesn't exist.
  65779. * This method will ensure you that a given key/data will be present in the dictionary.
  65780. * @param key the given key to get the matching value from
  65781. * @param factory the factory that will create the value if the key is not present in the dictionary.
  65782. * The factory will only be invoked if there's no data for the given key.
  65783. * @return the value corresponding to the key.
  65784. */
  65785. StringDictionary.prototype.getOrAddWithFactory = function (key, factory) {
  65786. var val = this.get(key);
  65787. if (val !== undefined) {
  65788. return val;
  65789. }
  65790. val = factory(key);
  65791. if (val) {
  65792. this.add(key, val);
  65793. }
  65794. return val;
  65795. };
  65796. /**
  65797. * Get a value from its key if present in the dictionary otherwise add it
  65798. * @param key the key to get the value from
  65799. * @param val if there's no such key/value pair in the dictionary add it with this value
  65800. * @return the value corresponding to the key
  65801. */
  65802. StringDictionary.prototype.getOrAdd = function (key, val) {
  65803. var curVal = this.get(key);
  65804. if (curVal !== undefined) {
  65805. return curVal;
  65806. }
  65807. this.add(key, val);
  65808. return val;
  65809. };
  65810. /**
  65811. * Check if there's a given key in the dictionary
  65812. * @param key the key to check for
  65813. * @return true if the key is present, false otherwise
  65814. */
  65815. StringDictionary.prototype.contains = function (key) {
  65816. return this._data[key] !== undefined;
  65817. };
  65818. /**
  65819. * Add a new key and its corresponding value
  65820. * @param key the key to add
  65821. * @param value the value corresponding to the key
  65822. * @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
  65823. */
  65824. StringDictionary.prototype.add = function (key, value) {
  65825. if (this._data[key] !== undefined) {
  65826. return false;
  65827. }
  65828. this._data[key] = value;
  65829. ++this._count;
  65830. return true;
  65831. };
  65832. /**
  65833. * Update a specific value associated to a key
  65834. * @param key defines the key to use
  65835. * @param value defines the value to store
  65836. * @returns true if the value was updated (or false if the key was not found)
  65837. */
  65838. StringDictionary.prototype.set = function (key, value) {
  65839. if (this._data[key] === undefined) {
  65840. return false;
  65841. }
  65842. this._data[key] = value;
  65843. return true;
  65844. };
  65845. /**
  65846. * Get the element of the given key and remove it from the dictionary
  65847. * @param key defines the key to search
  65848. * @returns the value associated with the key or null if not found
  65849. */
  65850. StringDictionary.prototype.getAndRemove = function (key) {
  65851. var val = this.get(key);
  65852. if (val !== undefined) {
  65853. delete this._data[key];
  65854. --this._count;
  65855. return val;
  65856. }
  65857. return null;
  65858. };
  65859. /**
  65860. * Remove a key/value from the dictionary.
  65861. * @param key the key to remove
  65862. * @return true if the item was successfully deleted, false if no item with such key exist in the dictionary
  65863. */
  65864. StringDictionary.prototype.remove = function (key) {
  65865. if (this.contains(key)) {
  65866. delete this._data[key];
  65867. --this._count;
  65868. return true;
  65869. }
  65870. return false;
  65871. };
  65872. /**
  65873. * Clear the whole content of the dictionary
  65874. */
  65875. StringDictionary.prototype.clear = function () {
  65876. this._data = {};
  65877. this._count = 0;
  65878. };
  65879. Object.defineProperty(StringDictionary.prototype, "count", {
  65880. /**
  65881. * Gets the current count
  65882. */
  65883. get: function () {
  65884. return this._count;
  65885. },
  65886. enumerable: true,
  65887. configurable: true
  65888. });
  65889. /**
  65890. * Execute a callback on each key/val of the dictionary.
  65891. * Note that you can remove any element in this dictionary in the callback implementation
  65892. * @param callback the callback to execute on a given key/value pair
  65893. */
  65894. StringDictionary.prototype.forEach = function (callback) {
  65895. for (var cur in this._data) {
  65896. var val = this._data[cur];
  65897. callback(cur, val);
  65898. }
  65899. };
  65900. /**
  65901. * Execute a callback on every occurrence of the dictionary until it returns a valid TRes object.
  65902. * If the callback returns null or undefined the method will iterate to the next key/value pair
  65903. * Note that you can remove any element in this dictionary in the callback implementation
  65904. * @param callback the callback to execute, if it return a valid T instanced object the enumeration will stop and the object will be returned
  65905. * @returns the first item
  65906. */
  65907. StringDictionary.prototype.first = function (callback) {
  65908. for (var cur in this._data) {
  65909. var val = this._data[cur];
  65910. var res = callback(cur, val);
  65911. if (res) {
  65912. return res;
  65913. }
  65914. }
  65915. return null;
  65916. };
  65917. return StringDictionary;
  65918. }());
  65919. BABYLON.StringDictionary = StringDictionary;
  65920. })(BABYLON || (BABYLON = {}));
  65921. //# sourceMappingURL=babylon.stringDictionary.js.map
  65922. var BABYLON;
  65923. (function (BABYLON) {
  65924. var Debug;
  65925. (function (Debug) {
  65926. /**
  65927. * Class used to render a debug view of a given skeleton
  65928. * @see http://www.babylonjs-playground.com/#1BZJVJ#8
  65929. */
  65930. var SkeletonViewer = /** @class */ (function () {
  65931. /**
  65932. * Creates a new SkeletonViewer
  65933. * @param skeleton defines the skeleton to render
  65934. * @param mesh defines the mesh attached to the skeleton
  65935. * @param scene defines the hosting scene
  65936. * @param autoUpdateBonesMatrices defines a boolean indicating if bones matrices must be forced to update before rendering (true by default)
  65937. * @param renderingGroupId defines the rendering group id to use with the viewer
  65938. * @param utilityLayerRenderer defines an optional utility layer to render the helper on
  65939. */
  65940. function SkeletonViewer(
  65941. /** defines the skeleton to render */
  65942. skeleton,
  65943. /** defines the mesh attached to the skeleton */
  65944. mesh, scene,
  65945. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  65946. autoUpdateBonesMatrices,
  65947. /** defines the rendering group id to use with the viewer */
  65948. renderingGroupId,
  65949. /** defines an optional utility layer to render the helper on */
  65950. utilityLayerRenderer) {
  65951. if (autoUpdateBonesMatrices === void 0) { autoUpdateBonesMatrices = true; }
  65952. if (renderingGroupId === void 0) { renderingGroupId = 1; }
  65953. this.skeleton = skeleton;
  65954. this.mesh = mesh;
  65955. this.autoUpdateBonesMatrices = autoUpdateBonesMatrices;
  65956. this.renderingGroupId = renderingGroupId;
  65957. this.utilityLayerRenderer = utilityLayerRenderer;
  65958. /** Gets or sets the color used to render the skeleton */
  65959. this.color = BABYLON.Color3.White();
  65960. this._debugLines = new Array();
  65961. this._isEnabled = false;
  65962. this._scene = scene;
  65963. this.update();
  65964. this._renderFunction = this.update.bind(this);
  65965. }
  65966. Object.defineProperty(SkeletonViewer.prototype, "debugMesh", {
  65967. /**
  65968. * Returns the mesh used to render the bones
  65969. */
  65970. get: function () {
  65971. return this._debugMesh;
  65972. },
  65973. enumerable: true,
  65974. configurable: true
  65975. });
  65976. Object.defineProperty(SkeletonViewer.prototype, "isEnabled", {
  65977. get: function () {
  65978. return this._isEnabled;
  65979. },
  65980. /** Gets or sets a boolean indicating if the viewer is enabled */
  65981. set: function (value) {
  65982. if (this._isEnabled === value) {
  65983. return;
  65984. }
  65985. this._isEnabled = value;
  65986. if (value) {
  65987. this._scene.registerBeforeRender(this._renderFunction);
  65988. }
  65989. else {
  65990. this._scene.unregisterBeforeRender(this._renderFunction);
  65991. }
  65992. },
  65993. enumerable: true,
  65994. configurable: true
  65995. });
  65996. SkeletonViewer.prototype._getBonePosition = function (position, bone, meshMat, x, y, z) {
  65997. if (x === void 0) { x = 0; }
  65998. if (y === void 0) { y = 0; }
  65999. if (z === void 0) { z = 0; }
  66000. var tmat = BABYLON.Tmp.Matrix[0];
  66001. var parentBone = bone.getParent();
  66002. tmat.copyFrom(bone.getLocalMatrix());
  66003. if (x !== 0 || y !== 0 || z !== 0) {
  66004. var tmat2 = BABYLON.Tmp.Matrix[1];
  66005. BABYLON.Matrix.IdentityToRef(tmat2);
  66006. tmat2.setTranslationFromFloats(x, y, z);
  66007. tmat2.multiplyToRef(tmat, tmat);
  66008. }
  66009. if (parentBone) {
  66010. tmat.multiplyToRef(parentBone.getAbsoluteTransform(), tmat);
  66011. }
  66012. tmat.multiplyToRef(meshMat, tmat);
  66013. position.x = tmat.m[12];
  66014. position.y = tmat.m[13];
  66015. position.z = tmat.m[14];
  66016. };
  66017. SkeletonViewer.prototype._getLinesForBonesWithLength = function (bones, meshMat) {
  66018. var len = bones.length;
  66019. var meshPos = this.mesh.position;
  66020. for (var i = 0; i < len; i++) {
  66021. var bone = bones[i];
  66022. var points = this._debugLines[i];
  66023. if (!points) {
  66024. points = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  66025. this._debugLines[i] = points;
  66026. }
  66027. this._getBonePosition(points[0], bone, meshMat);
  66028. this._getBonePosition(points[1], bone, meshMat, 0, bone.length, 0);
  66029. points[0].subtractInPlace(meshPos);
  66030. points[1].subtractInPlace(meshPos);
  66031. }
  66032. };
  66033. SkeletonViewer.prototype._getLinesForBonesNoLength = function (bones, meshMat) {
  66034. var len = bones.length;
  66035. var boneNum = 0;
  66036. var meshPos = this.mesh.position;
  66037. for (var i = len - 1; i >= 0; i--) {
  66038. var childBone = bones[i];
  66039. var parentBone = childBone.getParent();
  66040. if (!parentBone) {
  66041. continue;
  66042. }
  66043. var points = this._debugLines[boneNum];
  66044. if (!points) {
  66045. points = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  66046. this._debugLines[boneNum] = points;
  66047. }
  66048. childBone.getAbsolutePositionToRef(this.mesh, points[0]);
  66049. parentBone.getAbsolutePositionToRef(this.mesh, points[1]);
  66050. points[0].subtractInPlace(meshPos);
  66051. points[1].subtractInPlace(meshPos);
  66052. boneNum++;
  66053. }
  66054. };
  66055. /** Update the viewer to sync with current skeleton state */
  66056. SkeletonViewer.prototype.update = function () {
  66057. if (this.autoUpdateBonesMatrices) {
  66058. this.skeleton.computeAbsoluteTransforms();
  66059. }
  66060. if (this.skeleton.bones[0].length === undefined) {
  66061. this._getLinesForBonesNoLength(this.skeleton.bones, this.mesh.getWorldMatrix());
  66062. }
  66063. else {
  66064. this._getLinesForBonesWithLength(this.skeleton.bones, this.mesh.getWorldMatrix());
  66065. }
  66066. var targetScene = this.utilityLayerRenderer ? this.utilityLayerRenderer.utilityLayerScene : this._scene;
  66067. if (!this._debugMesh) {
  66068. this._debugMesh = BABYLON.MeshBuilder.CreateLineSystem("", { lines: this._debugLines, updatable: true, instance: null }, targetScene);
  66069. this._debugMesh.renderingGroupId = this.renderingGroupId;
  66070. }
  66071. else {
  66072. BABYLON.MeshBuilder.CreateLineSystem("", { lines: this._debugLines, updatable: true, instance: this._debugMesh }, targetScene);
  66073. }
  66074. this._debugMesh.position.copyFrom(this.mesh.position);
  66075. this._debugMesh.color = this.color;
  66076. };
  66077. /** Release associated resources */
  66078. SkeletonViewer.prototype.dispose = function () {
  66079. if (this._debugMesh) {
  66080. this.isEnabled = false;
  66081. this._debugMesh.dispose();
  66082. this._debugMesh = null;
  66083. }
  66084. };
  66085. return SkeletonViewer;
  66086. }());
  66087. Debug.SkeletonViewer = SkeletonViewer;
  66088. })(Debug = BABYLON.Debug || (BABYLON.Debug = {}));
  66089. })(BABYLON || (BABYLON = {}));
  66090. //# sourceMappingURL=babylon.skeletonViewer.js.map
  66091. /**
  66092. * Module Debug contains the (visual) components to debug a scene correctly
  66093. */
  66094. var BABYLON;
  66095. (function (BABYLON) {
  66096. var Debug;
  66097. (function (Debug) {
  66098. /**
  66099. * The Axes viewer will show 3 axes in a specific point in space
  66100. */
  66101. var AxesViewer = /** @class */ (function () {
  66102. /**
  66103. * Creates a new AxesViewer
  66104. * @param scene defines the hosting scene
  66105. * @param scaleLines defines a number used to scale line length (1 by default)
  66106. */
  66107. function AxesViewer(scene, scaleLines) {
  66108. if (scaleLines === void 0) { scaleLines = 1; }
  66109. this._xline = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  66110. this._yline = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  66111. this._zline = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  66112. /**
  66113. * Gets or sets a number used to scale line length
  66114. */
  66115. this.scaleLines = 1;
  66116. this.scaleLines = scaleLines;
  66117. this._xmesh = BABYLON.Mesh.CreateLines("xline", this._xline, scene, true);
  66118. this._ymesh = BABYLON.Mesh.CreateLines("yline", this._yline, scene, true);
  66119. this._zmesh = BABYLON.Mesh.CreateLines("zline", this._zline, scene, true);
  66120. this._xmesh.renderingGroupId = 2;
  66121. this._ymesh.renderingGroupId = 2;
  66122. this._zmesh.renderingGroupId = 2;
  66123. this._xmesh.material.checkReadyOnlyOnce = true;
  66124. this._xmesh.color = new BABYLON.Color3(1, 0, 0);
  66125. this._ymesh.material.checkReadyOnlyOnce = true;
  66126. this._ymesh.color = new BABYLON.Color3(0, 1, 0);
  66127. this._zmesh.material.checkReadyOnlyOnce = true;
  66128. this._zmesh.color = new BABYLON.Color3(0, 0, 1);
  66129. this.scene = scene;
  66130. }
  66131. /**
  66132. * Force the viewer to update
  66133. * @param position defines the position of the viewer
  66134. * @param xaxis defines the x axis of the viewer
  66135. * @param yaxis defines the y axis of the viewer
  66136. * @param zaxis defines the z axis of the viewer
  66137. */
  66138. AxesViewer.prototype.update = function (position, xaxis, yaxis, zaxis) {
  66139. var scaleLines = this.scaleLines;
  66140. if (this._xmesh) {
  66141. this._xmesh.position.copyFrom(position);
  66142. }
  66143. if (this._ymesh) {
  66144. this._ymesh.position.copyFrom(position);
  66145. }
  66146. if (this._zmesh) {
  66147. this._zmesh.position.copyFrom(position);
  66148. }
  66149. var point2 = this._xline[1];
  66150. point2.x = xaxis.x * scaleLines;
  66151. point2.y = xaxis.y * scaleLines;
  66152. point2.z = xaxis.z * scaleLines;
  66153. BABYLON.Mesh.CreateLines("", this._xline, null, false, this._xmesh);
  66154. point2 = this._yline[1];
  66155. point2.x = yaxis.x * scaleLines;
  66156. point2.y = yaxis.y * scaleLines;
  66157. point2.z = yaxis.z * scaleLines;
  66158. BABYLON.Mesh.CreateLines("", this._yline, null, false, this._ymesh);
  66159. point2 = this._zline[1];
  66160. point2.x = zaxis.x * scaleLines;
  66161. point2.y = zaxis.y * scaleLines;
  66162. point2.z = zaxis.z * scaleLines;
  66163. BABYLON.Mesh.CreateLines("", this._zline, null, false, this._zmesh);
  66164. };
  66165. /** Releases resources */
  66166. AxesViewer.prototype.dispose = function () {
  66167. if (this._xmesh) {
  66168. this._xmesh.dispose();
  66169. }
  66170. if (this._ymesh) {
  66171. this._ymesh.dispose();
  66172. }
  66173. if (this._zmesh) {
  66174. this._zmesh.dispose();
  66175. }
  66176. this._xmesh = null;
  66177. this._ymesh = null;
  66178. this._zmesh = null;
  66179. this.scene = null;
  66180. };
  66181. return AxesViewer;
  66182. }());
  66183. Debug.AxesViewer = AxesViewer;
  66184. })(Debug = BABYLON.Debug || (BABYLON.Debug = {}));
  66185. })(BABYLON || (BABYLON = {}));
  66186. //# sourceMappingURL=babylon.axesViewer.js.map
  66187. var BABYLON;
  66188. (function (BABYLON) {
  66189. var Debug;
  66190. (function (Debug) {
  66191. /**
  66192. * The BoneAxesViewer will attach 3 axes to a specific bone of a specific mesh
  66193. * @see demo here: https://www.babylonjs-playground.com/#0DE8F4#8
  66194. */
  66195. var BoneAxesViewer = /** @class */ (function (_super) {
  66196. __extends(BoneAxesViewer, _super);
  66197. /**
  66198. * Creates a new BoneAxesViewer
  66199. * @param scene defines the hosting scene
  66200. * @param bone defines the target bone
  66201. * @param mesh defines the target mesh
  66202. * @param scaleLines defines a scaling factor for line length (1 by default)
  66203. */
  66204. function BoneAxesViewer(scene, bone, mesh, scaleLines) {
  66205. if (scaleLines === void 0) { scaleLines = 1; }
  66206. var _this = _super.call(this, scene, scaleLines) || this;
  66207. /** Gets current position */
  66208. _this.pos = BABYLON.Vector3.Zero();
  66209. /** Gets direction of X axis */
  66210. _this.xaxis = BABYLON.Vector3.Zero();
  66211. /** Gets direction of Y axis */
  66212. _this.yaxis = BABYLON.Vector3.Zero();
  66213. /** Gets direction of Z axis */
  66214. _this.zaxis = BABYLON.Vector3.Zero();
  66215. _this.mesh = mesh;
  66216. _this.bone = bone;
  66217. return _this;
  66218. }
  66219. /**
  66220. * Force the viewer to update
  66221. */
  66222. BoneAxesViewer.prototype.update = function () {
  66223. if (!this.mesh || !this.bone) {
  66224. return;
  66225. }
  66226. var bone = this.bone;
  66227. bone.getAbsolutePositionToRef(this.mesh, this.pos);
  66228. bone.getDirectionToRef(BABYLON.Axis.X, this.mesh, this.xaxis);
  66229. bone.getDirectionToRef(BABYLON.Axis.Y, this.mesh, this.yaxis);
  66230. bone.getDirectionToRef(BABYLON.Axis.Z, this.mesh, this.zaxis);
  66231. _super.prototype.update.call(this, this.pos, this.xaxis, this.yaxis, this.zaxis);
  66232. };
  66233. /** Releases resources */
  66234. BoneAxesViewer.prototype.dispose = function () {
  66235. if (this.mesh) {
  66236. this.mesh = null;
  66237. this.bone = null;
  66238. _super.prototype.dispose.call(this);
  66239. }
  66240. };
  66241. return BoneAxesViewer;
  66242. }(Debug.AxesViewer));
  66243. Debug.BoneAxesViewer = BoneAxesViewer;
  66244. })(Debug = BABYLON.Debug || (BABYLON.Debug = {}));
  66245. })(BABYLON || (BABYLON = {}));
  66246. //# sourceMappingURL=babylon.boneAxesViewer.js.map
  66247. var BABYLON;
  66248. (function (BABYLON) {
  66249. /**
  66250. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  66251. * in order to better appreciate the issue one might have.
  66252. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  66253. */
  66254. var RayHelper = /** @class */ (function () {
  66255. /**
  66256. * Instantiate a new ray helper.
  66257. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  66258. * in order to better appreciate the issue one might have.
  66259. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  66260. * @param ray Defines the ray we are currently tryin to visualize
  66261. */
  66262. function RayHelper(ray) {
  66263. this.ray = ray;
  66264. }
  66265. /**
  66266. * Helper function to create a colored helper in a scene in one line.
  66267. * @param ray Defines the ray we are currently tryin to visualize
  66268. * @param scene Defines the scene the ray is used in
  66269. * @param color Defines the color we want to see the ray in
  66270. * @returns The newly created ray helper.
  66271. */
  66272. RayHelper.CreateAndShow = function (ray, scene, color) {
  66273. var helper = new RayHelper(ray);
  66274. helper.show(scene, color);
  66275. return helper;
  66276. };
  66277. /**
  66278. * Shows the ray we are willing to debug.
  66279. * @param scene Defines the scene the ray needs to be rendered in
  66280. * @param color Defines the color the ray needs to be rendered in
  66281. */
  66282. RayHelper.prototype.show = function (scene, color) {
  66283. if (!this._renderFunction && this.ray) {
  66284. var ray = this.ray;
  66285. this._renderFunction = this._render.bind(this);
  66286. this._scene = scene;
  66287. this._renderPoints = [ray.origin, ray.origin.add(ray.direction.scale(ray.length))];
  66288. this._renderLine = BABYLON.Mesh.CreateLines("ray", this._renderPoints, scene, true);
  66289. if (this._renderFunction) {
  66290. this._scene.registerBeforeRender(this._renderFunction);
  66291. }
  66292. }
  66293. if (color && this._renderLine) {
  66294. this._renderLine.color.copyFrom(color);
  66295. }
  66296. };
  66297. /**
  66298. * Hides the ray we are debugging.
  66299. */
  66300. RayHelper.prototype.hide = function () {
  66301. if (this._renderFunction && this._scene) {
  66302. this._scene.unregisterBeforeRender(this._renderFunction);
  66303. this._scene = null;
  66304. this._renderFunction = null;
  66305. if (this._renderLine) {
  66306. this._renderLine.dispose();
  66307. this._renderLine = null;
  66308. }
  66309. this._renderPoints = [];
  66310. }
  66311. };
  66312. RayHelper.prototype._render = function () {
  66313. var ray = this.ray;
  66314. if (!ray) {
  66315. return;
  66316. }
  66317. var point = this._renderPoints[1];
  66318. var len = Math.min(ray.length, 1000000);
  66319. point.copyFrom(ray.direction);
  66320. point.scaleInPlace(len);
  66321. point.addInPlace(ray.origin);
  66322. BABYLON.Mesh.CreateLines("ray", this._renderPoints, this._scene, true, this._renderLine);
  66323. };
  66324. /**
  66325. * Attach a ray helper to a mesh so that we can easily see its orientation for instance or information like its normals.
  66326. * @param mesh Defines the mesh we want the helper attached to
  66327. * @param meshSpaceDirection Defines the direction of the Ray in mesh space (local space of the mesh node)
  66328. * @param meshSpaceOrigin Defines the origin of the Ray in mesh space (local space of the mesh node)
  66329. * @param length Defines the length of the ray
  66330. */
  66331. RayHelper.prototype.attachToMesh = function (mesh, meshSpaceDirection, meshSpaceOrigin, length) {
  66332. this._attachedToMesh = mesh;
  66333. var ray = this.ray;
  66334. if (!ray) {
  66335. return;
  66336. }
  66337. if (!ray.direction) {
  66338. ray.direction = BABYLON.Vector3.Zero();
  66339. }
  66340. if (!ray.origin) {
  66341. ray.origin = BABYLON.Vector3.Zero();
  66342. }
  66343. if (length) {
  66344. ray.length = length;
  66345. }
  66346. if (!meshSpaceOrigin) {
  66347. meshSpaceOrigin = BABYLON.Vector3.Zero();
  66348. }
  66349. if (!meshSpaceDirection) {
  66350. // -1 so that this will work with Mesh.lookAt
  66351. meshSpaceDirection = new BABYLON.Vector3(0, 0, -1);
  66352. }
  66353. if (!this._meshSpaceDirection) {
  66354. this._meshSpaceDirection = meshSpaceDirection.clone();
  66355. this._meshSpaceOrigin = meshSpaceOrigin.clone();
  66356. }
  66357. else {
  66358. this._meshSpaceDirection.copyFrom(meshSpaceDirection);
  66359. this._meshSpaceOrigin.copyFrom(meshSpaceOrigin);
  66360. }
  66361. if (!this._updateToMeshFunction) {
  66362. this._updateToMeshFunction = this._updateToMesh.bind(this);
  66363. this._attachedToMesh.getScene().registerBeforeRender(this._updateToMeshFunction);
  66364. }
  66365. this._updateToMesh();
  66366. };
  66367. /**
  66368. * Detach the ray helper from the mesh it has previously been attached to.
  66369. */
  66370. RayHelper.prototype.detachFromMesh = function () {
  66371. if (this._attachedToMesh) {
  66372. if (this._updateToMeshFunction) {
  66373. this._attachedToMesh.getScene().unregisterBeforeRender(this._updateToMeshFunction);
  66374. }
  66375. this._attachedToMesh = null;
  66376. this._updateToMeshFunction = null;
  66377. }
  66378. };
  66379. RayHelper.prototype._updateToMesh = function () {
  66380. var ray = this.ray;
  66381. if (!this._attachedToMesh || !ray) {
  66382. return;
  66383. }
  66384. if (this._attachedToMesh._isDisposed) {
  66385. this.detachFromMesh();
  66386. return;
  66387. }
  66388. this._attachedToMesh.getDirectionToRef(this._meshSpaceDirection, ray.direction);
  66389. BABYLON.Vector3.TransformCoordinatesToRef(this._meshSpaceOrigin, this._attachedToMesh.getWorldMatrix(), ray.origin);
  66390. };
  66391. /**
  66392. * Dispose the helper and release its associated resources.
  66393. */
  66394. RayHelper.prototype.dispose = function () {
  66395. this.hide();
  66396. this.detachFromMesh();
  66397. this.ray = null;
  66398. };
  66399. return RayHelper;
  66400. }());
  66401. BABYLON.RayHelper = RayHelper;
  66402. })(BABYLON || (BABYLON = {}));
  66403. //# sourceMappingURL=babylon.rayHelper.js.map
  66404. var __assign = (this && this.__assign) || function () {
  66405. __assign = Object.assign || function(t) {
  66406. for (var s, i = 1, n = arguments.length; i < n; i++) {
  66407. s = arguments[i];
  66408. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  66409. t[p] = s[p];
  66410. }
  66411. return t;
  66412. };
  66413. return __assign.apply(this, arguments);
  66414. };
  66415. var BABYLON;
  66416. (function (BABYLON) {
  66417. Object.defineProperty(BABYLON.Scene.prototype, "debugLayer", {
  66418. get: function () {
  66419. if (!this._debugLayer) {
  66420. this._debugLayer = new DebugLayer(this);
  66421. }
  66422. return this._debugLayer;
  66423. },
  66424. enumerable: true,
  66425. configurable: true
  66426. });
  66427. /**
  66428. * The debug layer (aka Inspector) is the go to tool in order to better understand
  66429. * what is happening in your scene
  66430. * @see http://doc.babylonjs.com/features/playground_debuglayer
  66431. */
  66432. var DebugLayer = /** @class */ (function () {
  66433. /**
  66434. * Instantiates a new debug layer.
  66435. * The debug layer (aka Inspector) is the go to tool in order to better understand
  66436. * what is happening in your scene
  66437. * @see http://doc.babylonjs.com/features/playground_debuglayer
  66438. * @param scene Defines the scene to inspect
  66439. */
  66440. function DebugLayer(scene) {
  66441. var _this = this;
  66442. this.BJSINSPECTOR = typeof INSPECTOR !== 'undefined' ? INSPECTOR : undefined;
  66443. /**
  66444. * Observable triggered when a property is changed through the inspector.
  66445. */
  66446. this.onPropertyChangedObservable = new BABYLON.Observable();
  66447. this._scene = scene;
  66448. this._scene.onDisposeObservable.add(function () {
  66449. // Debug layer
  66450. if (_this._scene._debugLayer) {
  66451. _this._scene._debugLayer.hide();
  66452. }
  66453. });
  66454. }
  66455. /** Creates the inspector window. */
  66456. DebugLayer.prototype._createInspector = function (config) {
  66457. if (this.isVisible()) {
  66458. return;
  66459. }
  66460. var userOptions = __assign({ overlay: false, showExplorer: true, showInspector: true, embedMode: false, handleResize: true, enablePopup: true }, config);
  66461. this.BJSINSPECTOR = this.BJSINSPECTOR || typeof INSPECTOR !== 'undefined' ? INSPECTOR : undefined;
  66462. this.BJSINSPECTOR.Inspector.Show(this._scene, userOptions);
  66463. };
  66464. /**
  66465. * Get if the inspector is visible or not.
  66466. * @returns true if visible otherwise, false
  66467. */
  66468. DebugLayer.prototype.isVisible = function () {
  66469. return this.BJSINSPECTOR.Inspector.IsVisible;
  66470. };
  66471. /**
  66472. * Hide the inspector and close its window.
  66473. */
  66474. DebugLayer.prototype.hide = function () {
  66475. this.BJSINSPECTOR.Inspector.Hide();
  66476. };
  66477. /**
  66478. * Launch the debugLayer.
  66479. * @param config Define the configuration of the inspector
  66480. */
  66481. DebugLayer.prototype.show = function (config) {
  66482. if (typeof this.BJSINSPECTOR == 'undefined') {
  66483. // Load inspector and add it to the DOM
  66484. BABYLON.Tools.LoadScript(DebugLayer.InspectorURL, this._createInspector.bind(this, config));
  66485. }
  66486. else {
  66487. // Otherwise creates the inspector
  66488. this._createInspector(config);
  66489. }
  66490. };
  66491. /**
  66492. * Define the url to get the inspector script from.
  66493. * By default it uses the babylonjs CDN.
  66494. * @ignoreNaming
  66495. */
  66496. DebugLayer.InspectorURL = 'https://preview.babylonjs.com/inspector/babylon.inspector.bundle.js';
  66497. return DebugLayer;
  66498. }());
  66499. BABYLON.DebugLayer = DebugLayer;
  66500. })(BABYLON || (BABYLON = {}));
  66501. //# sourceMappingURL=babylon.debugLayer.js.map
  66502. var BABYLON;
  66503. (function (BABYLON) {
  66504. var Debug;
  66505. (function (Debug) {
  66506. /**
  66507. * Used to show the physics impostor around the specific mesh
  66508. */
  66509. var PhysicsViewer = /** @class */ (function () {
  66510. /**
  66511. * Creates a new PhysicsViewer
  66512. * @param scene defines the hosting scene
  66513. */
  66514. function PhysicsViewer(scene) {
  66515. /** @hidden */
  66516. this._impostors = [];
  66517. /** @hidden */
  66518. this._meshes = [];
  66519. /** @hidden */
  66520. this._numMeshes = 0;
  66521. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  66522. var physicEngine = this._scene.getPhysicsEngine();
  66523. if (physicEngine) {
  66524. this._physicsEnginePlugin = physicEngine.getPhysicsPlugin();
  66525. }
  66526. }
  66527. /** @hidden */
  66528. PhysicsViewer.prototype._updateDebugMeshes = function () {
  66529. var plugin = this._physicsEnginePlugin;
  66530. for (var i = 0; i < this._numMeshes; i++) {
  66531. var impostor = this._impostors[i];
  66532. if (!impostor) {
  66533. continue;
  66534. }
  66535. if (impostor.isDisposed) {
  66536. this.hideImpostor(this._impostors[i--]);
  66537. }
  66538. else {
  66539. var mesh = this._meshes[i];
  66540. if (mesh && plugin) {
  66541. plugin.syncMeshWithImpostor(mesh, impostor);
  66542. }
  66543. }
  66544. }
  66545. };
  66546. /**
  66547. * Renders a specified physic impostor
  66548. * @param impostor defines the impostor to render
  66549. */
  66550. PhysicsViewer.prototype.showImpostor = function (impostor) {
  66551. if (!this._scene) {
  66552. return;
  66553. }
  66554. for (var i = 0; i < this._numMeshes; i++) {
  66555. if (this._impostors[i] == impostor) {
  66556. return;
  66557. }
  66558. }
  66559. var debugMesh = this._getDebugMesh(impostor, this._scene);
  66560. if (debugMesh) {
  66561. this._impostors[this._numMeshes] = impostor;
  66562. this._meshes[this._numMeshes] = debugMesh;
  66563. if (this._numMeshes === 0) {
  66564. this._renderFunction = this._updateDebugMeshes.bind(this);
  66565. this._scene.registerBeforeRender(this._renderFunction);
  66566. }
  66567. this._numMeshes++;
  66568. }
  66569. };
  66570. /**
  66571. * Hides a specified physic impostor
  66572. * @param impostor defines the impostor to hide
  66573. */
  66574. PhysicsViewer.prototype.hideImpostor = function (impostor) {
  66575. if (!impostor || !this._scene) {
  66576. return;
  66577. }
  66578. var removed = false;
  66579. for (var i = 0; i < this._numMeshes; i++) {
  66580. if (this._impostors[i] == impostor) {
  66581. var mesh = this._meshes[i];
  66582. if (!mesh) {
  66583. continue;
  66584. }
  66585. this._scene.removeMesh(mesh);
  66586. mesh.dispose();
  66587. this._numMeshes--;
  66588. if (this._numMeshes > 0) {
  66589. this._meshes[i] = this._meshes[this._numMeshes];
  66590. this._impostors[i] = this._impostors[this._numMeshes];
  66591. this._meshes[this._numMeshes] = null;
  66592. this._impostors[this._numMeshes] = null;
  66593. }
  66594. else {
  66595. this._meshes[0] = null;
  66596. this._impostors[0] = null;
  66597. }
  66598. removed = true;
  66599. break;
  66600. }
  66601. }
  66602. if (removed && this._numMeshes === 0) {
  66603. this._scene.unregisterBeforeRender(this._renderFunction);
  66604. }
  66605. };
  66606. PhysicsViewer.prototype._getDebugMaterial = function (scene) {
  66607. if (!this._debugMaterial) {
  66608. this._debugMaterial = new BABYLON.StandardMaterial('', scene);
  66609. this._debugMaterial.wireframe = true;
  66610. }
  66611. return this._debugMaterial;
  66612. };
  66613. PhysicsViewer.prototype._getDebugBoxMesh = function (scene) {
  66614. if (!this._debugBoxMesh) {
  66615. this._debugBoxMesh = BABYLON.MeshBuilder.CreateBox('physicsBodyBoxViewMesh', { size: 1 }, scene);
  66616. this._debugBoxMesh.renderingGroupId = 1;
  66617. this._debugBoxMesh.rotationQuaternion = BABYLON.Quaternion.Identity();
  66618. this._debugBoxMesh.material = this._getDebugMaterial(scene);
  66619. scene.removeMesh(this._debugBoxMesh);
  66620. }
  66621. return this._debugBoxMesh.createInstance('physicsBodyBoxViewInstance');
  66622. };
  66623. PhysicsViewer.prototype._getDebugSphereMesh = function (scene) {
  66624. if (!this._debugSphereMesh) {
  66625. this._debugSphereMesh = BABYLON.MeshBuilder.CreateSphere('physicsBodySphereViewMesh', { diameter: 1 }, scene);
  66626. this._debugSphereMesh.renderingGroupId = 1;
  66627. this._debugSphereMesh.rotationQuaternion = BABYLON.Quaternion.Identity();
  66628. this._debugSphereMesh.material = this._getDebugMaterial(scene);
  66629. scene.removeMesh(this._debugSphereMesh);
  66630. }
  66631. return this._debugSphereMesh.createInstance('physicsBodyBoxViewInstance');
  66632. };
  66633. PhysicsViewer.prototype._getDebugMesh = function (impostor, scene) {
  66634. var mesh = null;
  66635. if (impostor.type == BABYLON.PhysicsImpostor.BoxImpostor) {
  66636. mesh = this._getDebugBoxMesh(scene);
  66637. impostor.getBoxSizeToRef(mesh.scaling);
  66638. }
  66639. else if (impostor.type == BABYLON.PhysicsImpostor.SphereImpostor) {
  66640. mesh = this._getDebugSphereMesh(scene);
  66641. var radius = impostor.getRadius();
  66642. mesh.scaling.x = radius * 2;
  66643. mesh.scaling.y = radius * 2;
  66644. mesh.scaling.z = radius * 2;
  66645. }
  66646. return mesh;
  66647. };
  66648. /** Releases all resources */
  66649. PhysicsViewer.prototype.dispose = function () {
  66650. for (var i = 0; i < this._numMeshes; i++) {
  66651. this.hideImpostor(this._impostors[i]);
  66652. }
  66653. if (this._debugBoxMesh) {
  66654. this._debugBoxMesh.dispose();
  66655. }
  66656. if (this._debugSphereMesh) {
  66657. this._debugSphereMesh.dispose();
  66658. }
  66659. if (this._debugMaterial) {
  66660. this._debugMaterial.dispose();
  66661. }
  66662. this._impostors.length = 0;
  66663. this._scene = null;
  66664. this._physicsEnginePlugin = null;
  66665. };
  66666. return PhysicsViewer;
  66667. }());
  66668. Debug.PhysicsViewer = PhysicsViewer;
  66669. })(Debug = BABYLON.Debug || (BABYLON.Debug = {}));
  66670. })(BABYLON || (BABYLON = {}));
  66671. //# sourceMappingURL=babylon.physicsViewer.js.map
  66672. var BABYLON;
  66673. (function (BABYLON) {
  66674. Object.defineProperty(BABYLON.Scene.prototype, "forceShowBoundingBoxes", {
  66675. get: function () {
  66676. return this._forceShowBoundingBoxes || false;
  66677. },
  66678. set: function (value) {
  66679. this._forceShowBoundingBoxes = value;
  66680. // Lazyly creates a BB renderer if needed.
  66681. if (value) {
  66682. this.getBoundingBoxRenderer();
  66683. }
  66684. },
  66685. enumerable: true,
  66686. configurable: true
  66687. });
  66688. BABYLON.Scene.prototype.getBoundingBoxRenderer = function () {
  66689. if (!this._boundingBoxRenderer) {
  66690. this._boundingBoxRenderer = new BoundingBoxRenderer(this);
  66691. }
  66692. return this._boundingBoxRenderer;
  66693. };
  66694. Object.defineProperty(BABYLON.AbstractMesh.prototype, "showBoundingBox", {
  66695. get: function () {
  66696. return this._showBoundingBox || false;
  66697. },
  66698. set: function (value) {
  66699. this._showBoundingBox = value;
  66700. // Lazyly creates a BB renderer if needed.
  66701. if (value) {
  66702. this.getScene().getBoundingBoxRenderer();
  66703. }
  66704. },
  66705. enumerable: true,
  66706. configurable: true
  66707. });
  66708. /**
  66709. * Component responsible of rendering the bounding box of the meshes in a scene.
  66710. * This is usually used through the mesh.showBoundingBox or the scene.forceShowBoundingBoxes properties
  66711. */
  66712. var BoundingBoxRenderer = /** @class */ (function () {
  66713. /**
  66714. * Instantiates a new bounding box renderer in a scene.
  66715. * @param scene the scene the renderer renders in
  66716. */
  66717. function BoundingBoxRenderer(scene) {
  66718. /**
  66719. * The component name helpfull to identify the component in the list of scene components.
  66720. */
  66721. this.name = BABYLON.SceneComponentConstants.NAME_BOUNDINGBOXRENDERER;
  66722. /**
  66723. * Color of the bounding box lines placed in front of an object
  66724. */
  66725. this.frontColor = new BABYLON.Color3(1, 1, 1);
  66726. /**
  66727. * Color of the bounding box lines placed behind an object
  66728. */
  66729. this.backColor = new BABYLON.Color3(0.1, 0.1, 0.1);
  66730. /**
  66731. * Defines if the renderer should show the back lines or not
  66732. */
  66733. this.showBackLines = true;
  66734. /**
  66735. * @hidden
  66736. */
  66737. this.renderList = new BABYLON.SmartArray(32);
  66738. this._vertexBuffers = {};
  66739. this.scene = scene;
  66740. scene._addComponent(this);
  66741. }
  66742. /**
  66743. * Registers the component in a given scene
  66744. */
  66745. BoundingBoxRenderer.prototype.register = function () {
  66746. this.scene._beforeEvaluateActiveMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER, this, this.reset);
  66747. this.scene._activeMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_ACTIVEMESH_BOUNDINGBOXRENDERER, this, this._activeMesh);
  66748. this.scene._evaluateSubMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER, this, this._evaluateSubMesh);
  66749. this.scene._afterRenderingGroupDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER, this, this.render);
  66750. };
  66751. BoundingBoxRenderer.prototype._evaluateSubMesh = function (mesh, subMesh) {
  66752. if (mesh.showSubMeshesBoundingBox) {
  66753. var boundingInfo = subMesh.getBoundingInfo();
  66754. if (boundingInfo !== null && boundingInfo !== undefined) {
  66755. boundingInfo.boundingBox._tag = mesh.renderingGroupId;
  66756. this.renderList.push(boundingInfo.boundingBox);
  66757. }
  66758. }
  66759. };
  66760. BoundingBoxRenderer.prototype._activeMesh = function (sourceMesh, mesh) {
  66761. if (sourceMesh.showBoundingBox || this.scene.forceShowBoundingBoxes) {
  66762. var boundingInfo = sourceMesh.getBoundingInfo();
  66763. boundingInfo.boundingBox._tag = mesh.renderingGroupId;
  66764. this.renderList.push(boundingInfo.boundingBox);
  66765. }
  66766. };
  66767. BoundingBoxRenderer.prototype._prepareRessources = function () {
  66768. if (this._colorShader) {
  66769. return;
  66770. }
  66771. this._colorShader = new BABYLON.ShaderMaterial("colorShader", this.scene, "color", {
  66772. attributes: [BABYLON.VertexBuffer.PositionKind],
  66773. uniforms: ["world", "viewProjection", "color"]
  66774. });
  66775. var engine = this.scene.getEngine();
  66776. var boxdata = BABYLON.VertexData.CreateBox({ size: 1.0 });
  66777. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(engine, boxdata.positions, BABYLON.VertexBuffer.PositionKind, false);
  66778. this._createIndexBuffer();
  66779. };
  66780. BoundingBoxRenderer.prototype._createIndexBuffer = function () {
  66781. var engine = this.scene.getEngine();
  66782. 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]);
  66783. };
  66784. /**
  66785. * Rebuilds the elements related to this component in case of
  66786. * context lost for instance.
  66787. */
  66788. BoundingBoxRenderer.prototype.rebuild = function () {
  66789. var vb = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  66790. if (vb) {
  66791. vb._rebuild();
  66792. }
  66793. this._createIndexBuffer();
  66794. };
  66795. /**
  66796. * @hidden
  66797. */
  66798. BoundingBoxRenderer.prototype.reset = function () {
  66799. this.renderList.reset();
  66800. };
  66801. /**
  66802. * Render the bounding boxes of a specific rendering group
  66803. * @param renderingGroupId defines the rendering group to render
  66804. */
  66805. BoundingBoxRenderer.prototype.render = function (renderingGroupId) {
  66806. if (this.renderList.length === 0) {
  66807. return;
  66808. }
  66809. this._prepareRessources();
  66810. if (!this._colorShader.isReady()) {
  66811. return;
  66812. }
  66813. var engine = this.scene.getEngine();
  66814. engine.setDepthWrite(false);
  66815. this._colorShader._preBind();
  66816. for (var boundingBoxIndex = 0; boundingBoxIndex < this.renderList.length; boundingBoxIndex++) {
  66817. var boundingBox = this.renderList.data[boundingBoxIndex];
  66818. if (boundingBox._tag !== renderingGroupId) {
  66819. continue;
  66820. }
  66821. var min = boundingBox.minimum;
  66822. var max = boundingBox.maximum;
  66823. var diff = max.subtract(min);
  66824. var median = min.add(diff.scale(0.5));
  66825. var worldMatrix = BABYLON.Matrix.Scaling(diff.x, diff.y, diff.z)
  66826. .multiply(BABYLON.Matrix.Translation(median.x, median.y, median.z))
  66827. .multiply(boundingBox.getWorldMatrix());
  66828. // VBOs
  66829. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._colorShader.getEffect());
  66830. if (this.showBackLines) {
  66831. // Back
  66832. engine.setDepthFunctionToGreaterOrEqual();
  66833. this.scene.resetCachedMaterial();
  66834. this._colorShader.setColor4("color", this.backColor.toColor4());
  66835. this._colorShader.bind(worldMatrix);
  66836. // Draw order
  66837. engine.drawElementsType(BABYLON.Material.LineListDrawMode, 0, 24);
  66838. }
  66839. // Front
  66840. engine.setDepthFunctionToLess();
  66841. this.scene.resetCachedMaterial();
  66842. this._colorShader.setColor4("color", this.frontColor.toColor4());
  66843. this._colorShader.bind(worldMatrix);
  66844. // Draw order
  66845. engine.drawElementsType(BABYLON.Material.LineListDrawMode, 0, 24);
  66846. }
  66847. this._colorShader.unbind();
  66848. engine.setDepthFunctionToLessOrEqual();
  66849. engine.setDepthWrite(true);
  66850. };
  66851. /**
  66852. * In case of occlusion queries, we can render the occlusion bounding box through this method
  66853. * @param mesh Define the mesh to render the occlusion bounding box for
  66854. */
  66855. BoundingBoxRenderer.prototype.renderOcclusionBoundingBox = function (mesh) {
  66856. this._prepareRessources();
  66857. if (!this._colorShader.isReady() || !mesh._boundingInfo) {
  66858. return;
  66859. }
  66860. var engine = this.scene.getEngine();
  66861. engine.setDepthWrite(false);
  66862. engine.setColorWrite(false);
  66863. this._colorShader._preBind();
  66864. var boundingBox = mesh._boundingInfo.boundingBox;
  66865. var min = boundingBox.minimum;
  66866. var max = boundingBox.maximum;
  66867. var diff = max.subtract(min);
  66868. var median = min.add(diff.scale(0.5));
  66869. var worldMatrix = BABYLON.Matrix.Scaling(diff.x, diff.y, diff.z)
  66870. .multiply(BABYLON.Matrix.Translation(median.x, median.y, median.z))
  66871. .multiply(boundingBox.getWorldMatrix());
  66872. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._colorShader.getEffect());
  66873. engine.setDepthFunctionToLess();
  66874. this.scene.resetCachedMaterial();
  66875. this._colorShader.bind(worldMatrix);
  66876. engine.drawElementsType(BABYLON.Material.LineListDrawMode, 0, 24);
  66877. this._colorShader.unbind();
  66878. engine.setDepthFunctionToLessOrEqual();
  66879. engine.setDepthWrite(true);
  66880. engine.setColorWrite(true);
  66881. };
  66882. /**
  66883. * Dispose and release the resources attached to this renderer.
  66884. */
  66885. BoundingBoxRenderer.prototype.dispose = function () {
  66886. if (!this._colorShader) {
  66887. return;
  66888. }
  66889. this.renderList.dispose();
  66890. this._colorShader.dispose();
  66891. var buffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  66892. if (buffer) {
  66893. buffer.dispose();
  66894. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  66895. }
  66896. this.scene.getEngine()._releaseBuffer(this._indexBuffer);
  66897. };
  66898. return BoundingBoxRenderer;
  66899. }());
  66900. BABYLON.BoundingBoxRenderer = BoundingBoxRenderer;
  66901. })(BABYLON || (BABYLON = {}));
  66902. //# sourceMappingURL=babylon.boundingBoxRenderer.js.map
  66903. var BABYLON;
  66904. (function (BABYLON) {
  66905. BABYLON.Engine.prototype.createTransformFeedback = function () {
  66906. return this._gl.createTransformFeedback();
  66907. };
  66908. BABYLON.Engine.prototype.deleteTransformFeedback = function (value) {
  66909. this._gl.deleteTransformFeedback(value);
  66910. };
  66911. BABYLON.Engine.prototype.bindTransformFeedback = function (value) {
  66912. this._gl.bindTransformFeedback(this._gl.TRANSFORM_FEEDBACK, value);
  66913. };
  66914. BABYLON.Engine.prototype.beginTransformFeedback = function (usePoints) {
  66915. if (usePoints === void 0) { usePoints = true; }
  66916. this._gl.beginTransformFeedback(usePoints ? this._gl.POINTS : this._gl.TRIANGLES);
  66917. };
  66918. BABYLON.Engine.prototype.endTransformFeedback = function () {
  66919. this._gl.endTransformFeedback();
  66920. };
  66921. BABYLON.Engine.prototype.setTranformFeedbackVaryings = function (program, value) {
  66922. this._gl.transformFeedbackVaryings(program, value, this._gl.INTERLEAVED_ATTRIBS);
  66923. };
  66924. BABYLON.Engine.prototype.bindTransformFeedbackBuffer = function (value) {
  66925. this._gl.bindBufferBase(this._gl.TRANSFORM_FEEDBACK_BUFFER, 0, value);
  66926. };
  66927. })(BABYLON || (BABYLON = {}));
  66928. //# sourceMappingURL=babylon.engine.transformFeedback.js.map
  66929. var BABYLON;
  66930. (function (BABYLON) {
  66931. /**
  66932. * This represents a GPU particle system in Babylon
  66933. * This is the fastest particle system in Babylon as it uses the GPU to update the individual particle data
  66934. * @see https://www.babylonjs-playground.com/#PU4WYI#4
  66935. */
  66936. var GPUParticleSystem = /** @class */ (function (_super) {
  66937. __extends(GPUParticleSystem, _super);
  66938. /**
  66939. * Instantiates a GPU particle system.
  66940. * 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.
  66941. * @param name The name of the particle system
  66942. * @param options The options used to create the system
  66943. * @param scene The scene the particle system belongs to
  66944. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  66945. */
  66946. function GPUParticleSystem(name, options, scene, isAnimationSheetEnabled) {
  66947. if (isAnimationSheetEnabled === void 0) { isAnimationSheetEnabled = false; }
  66948. var _this = _super.call(this, name) || this;
  66949. /**
  66950. * The layer mask we are rendering the particles through.
  66951. */
  66952. _this.layerMask = 0x0FFFFFFF;
  66953. _this._accumulatedCount = 0;
  66954. _this._targetIndex = 0;
  66955. _this._currentRenderId = -1;
  66956. _this._started = false;
  66957. _this._stopped = false;
  66958. _this._timeDelta = 0;
  66959. _this._actualFrame = 0;
  66960. _this._rawTextureWidth = 256;
  66961. /**
  66962. * An event triggered when the system is disposed.
  66963. */
  66964. _this.onDisposeObservable = new BABYLON.Observable();
  66965. /**
  66966. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  66967. * to override the particles.
  66968. */
  66969. _this.forceDepthWrite = false;
  66970. _this._preWarmDone = false;
  66971. _this._scene = scene || BABYLON.Engine.LastCreatedScene;
  66972. // Setup the default processing configuration to the scene.
  66973. _this._attachImageProcessingConfiguration(null);
  66974. _this._engine = _this._scene.getEngine();
  66975. if (!options.randomTextureSize) {
  66976. delete options.randomTextureSize;
  66977. }
  66978. var fullOptions = __assign({ capacity: 50000, randomTextureSize: _this._engine.getCaps().maxTextureSize }, options);
  66979. var optionsAsNumber = options;
  66980. if (isFinite(optionsAsNumber)) {
  66981. fullOptions.capacity = optionsAsNumber;
  66982. }
  66983. _this._capacity = fullOptions.capacity;
  66984. _this._activeCount = fullOptions.capacity;
  66985. _this._currentActiveCount = 0;
  66986. _this._isAnimationSheetEnabled = isAnimationSheetEnabled;
  66987. _this._scene.particleSystems.push(_this);
  66988. _this._updateEffectOptions = {
  66989. attributes: ["position", "age", "life", "seed", "size", "color", "direction", "initialDirection", "angle", "cellIndex", "cellStartOffset", "noiseCoordinates1", "noiseCoordinates2"],
  66990. uniformsNames: ["currentCount", "timeDelta", "emitterWM", "lifeTime", "color1", "color2", "sizeRange", "scaleRange", "gravity", "emitPower",
  66991. "direction1", "direction2", "minEmitBox", "maxEmitBox", "radius", "directionRandomizer", "height", "coneAngle", "stopFactor",
  66992. "angleRange", "radiusRange", "cellInfos", "noiseStrength", "limitVelocityDamping"],
  66993. uniformBuffersNames: [],
  66994. samplers: ["randomSampler", "randomSampler2", "sizeGradientSampler", "angularSpeedGradientSampler", "velocityGradientSampler", "limitVelocityGradientSampler", "noiseSampler", "dragGradientSampler"],
  66995. defines: "",
  66996. fallbacks: null,
  66997. onCompiled: null,
  66998. onError: null,
  66999. indexParameters: null,
  67000. maxSimultaneousLights: 0,
  67001. transformFeedbackVaryings: []
  67002. };
  67003. _this.particleEmitterType = new BABYLON.BoxParticleEmitter();
  67004. // Random data
  67005. var maxTextureSize = Math.min(_this._engine.getCaps().maxTextureSize, fullOptions.randomTextureSize);
  67006. var d = [];
  67007. for (var i = 0; i < maxTextureSize; ++i) {
  67008. d.push(Math.random());
  67009. d.push(Math.random());
  67010. d.push(Math.random());
  67011. d.push(Math.random());
  67012. }
  67013. _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);
  67014. _this._randomTexture.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  67015. _this._randomTexture.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  67016. d = [];
  67017. for (var i = 0; i < maxTextureSize; ++i) {
  67018. d.push(Math.random());
  67019. d.push(Math.random());
  67020. d.push(Math.random());
  67021. d.push(Math.random());
  67022. }
  67023. _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);
  67024. _this._randomTexture2.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  67025. _this._randomTexture2.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  67026. _this._randomTextureSize = maxTextureSize;
  67027. return _this;
  67028. }
  67029. Object.defineProperty(GPUParticleSystem, "IsSupported", {
  67030. /**
  67031. * Gets a boolean indicating if the GPU particles can be rendered on current browser
  67032. */
  67033. get: function () {
  67034. if (!BABYLON.Engine.LastCreatedEngine) {
  67035. return false;
  67036. }
  67037. return BABYLON.Engine.LastCreatedEngine.webGLVersion > 1;
  67038. },
  67039. enumerable: true,
  67040. configurable: true
  67041. });
  67042. /**
  67043. * Gets the maximum number of particles active at the same time.
  67044. * @returns The max number of active particles.
  67045. */
  67046. GPUParticleSystem.prototype.getCapacity = function () {
  67047. return this._capacity;
  67048. };
  67049. Object.defineProperty(GPUParticleSystem.prototype, "activeParticleCount", {
  67050. /**
  67051. * Gets or set the number of active particles
  67052. */
  67053. get: function () {
  67054. return this._activeCount;
  67055. },
  67056. set: function (value) {
  67057. this._activeCount = Math.min(value, this._capacity);
  67058. },
  67059. enumerable: true,
  67060. configurable: true
  67061. });
  67062. /**
  67063. * Is this system ready to be used/rendered
  67064. * @return true if the system is ready
  67065. */
  67066. GPUParticleSystem.prototype.isReady = function () {
  67067. if (!this._updateEffect) {
  67068. this._recreateUpdateEffect();
  67069. this._recreateRenderEffect();
  67070. return false;
  67071. }
  67072. if (!this.emitter || !this._updateEffect.isReady() || !this._imageProcessingConfiguration.isReady() || !this._renderEffect.isReady() || !this.particleTexture || !this.particleTexture.isReady()) {
  67073. return false;
  67074. }
  67075. return true;
  67076. };
  67077. /**
  67078. * Gets if the system has been started. (Note: this will still be true after stop is called)
  67079. * @returns True if it has been started, otherwise false.
  67080. */
  67081. GPUParticleSystem.prototype.isStarted = function () {
  67082. return this._started;
  67083. };
  67084. /**
  67085. * Starts the particle system and begins to emit
  67086. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  67087. */
  67088. GPUParticleSystem.prototype.start = function (delay) {
  67089. var _this = this;
  67090. if (delay === void 0) { delay = this.startDelay; }
  67091. if (!this.targetStopDuration && this._hasTargetStopDurationDependantGradient()) {
  67092. throw "Particle system started with a targetStopDuration dependant gradient (eg. startSizeGradients) but no targetStopDuration set";
  67093. }
  67094. if (delay) {
  67095. setTimeout(function () {
  67096. _this.start(0);
  67097. }, delay);
  67098. return;
  67099. }
  67100. this._started = true;
  67101. this._stopped = false;
  67102. this._preWarmDone = false;
  67103. // Animations
  67104. if (this.beginAnimationOnStart && this.animations && this.animations.length > 0) {
  67105. this.getScene().beginAnimation(this, this.beginAnimationFrom, this.beginAnimationTo, this.beginAnimationLoop);
  67106. }
  67107. };
  67108. /**
  67109. * Stops the particle system.
  67110. */
  67111. GPUParticleSystem.prototype.stop = function () {
  67112. this._stopped = true;
  67113. };
  67114. /**
  67115. * Remove all active particles
  67116. */
  67117. GPUParticleSystem.prototype.reset = function () {
  67118. this._releaseBuffers();
  67119. this._releaseVAOs();
  67120. this._currentActiveCount = 0;
  67121. this._targetIndex = 0;
  67122. };
  67123. /**
  67124. * Returns the string "GPUParticleSystem"
  67125. * @returns a string containing the class name
  67126. */
  67127. GPUParticleSystem.prototype.getClassName = function () {
  67128. return "GPUParticleSystem";
  67129. };
  67130. GPUParticleSystem.prototype._removeGradientAndTexture = function (gradient, gradients, texture) {
  67131. _super.prototype._removeGradientAndTexture.call(this, gradient, gradients, texture);
  67132. this._releaseBuffers();
  67133. return this;
  67134. };
  67135. /**
  67136. * Adds a new color gradient
  67137. * @param gradient defines the gradient to use (between 0 and 1)
  67138. * @param color1 defines the color to affect to the specified gradient
  67139. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  67140. * @returns the current particle system
  67141. */
  67142. GPUParticleSystem.prototype.addColorGradient = function (gradient, color1, color2) {
  67143. if (!this._colorGradients) {
  67144. this._colorGradients = [];
  67145. }
  67146. var colorGradient = new BABYLON.ColorGradient();
  67147. colorGradient.gradient = gradient;
  67148. colorGradient.color1 = color1;
  67149. this._colorGradients.push(colorGradient);
  67150. this._colorGradients.sort(function (a, b) {
  67151. if (a.gradient < b.gradient) {
  67152. return -1;
  67153. }
  67154. else if (a.gradient > b.gradient) {
  67155. return 1;
  67156. }
  67157. return 0;
  67158. });
  67159. if (this._colorGradientsTexture) {
  67160. this._colorGradientsTexture.dispose();
  67161. this._colorGradientsTexture = null;
  67162. }
  67163. this._releaseBuffers();
  67164. return this;
  67165. };
  67166. /**
  67167. * Remove a specific color gradient
  67168. * @param gradient defines the gradient to remove
  67169. * @returns the current particle system
  67170. */
  67171. GPUParticleSystem.prototype.removeColorGradient = function (gradient) {
  67172. this._removeGradientAndTexture(gradient, this._colorGradients, this._colorGradientsTexture);
  67173. this._colorGradientsTexture = null;
  67174. return this;
  67175. };
  67176. GPUParticleSystem.prototype._addFactorGradient = function (factorGradients, gradient, factor) {
  67177. var valueGradient = new BABYLON.FactorGradient();
  67178. valueGradient.gradient = gradient;
  67179. valueGradient.factor1 = factor;
  67180. factorGradients.push(valueGradient);
  67181. factorGradients.sort(function (a, b) {
  67182. if (a.gradient < b.gradient) {
  67183. return -1;
  67184. }
  67185. else if (a.gradient > b.gradient) {
  67186. return 1;
  67187. }
  67188. return 0;
  67189. });
  67190. this._releaseBuffers();
  67191. };
  67192. /**
  67193. * Adds a new size gradient
  67194. * @param gradient defines the gradient to use (between 0 and 1)
  67195. * @param factor defines the size factor to affect to the specified gradient
  67196. * @returns the current particle system
  67197. */
  67198. GPUParticleSystem.prototype.addSizeGradient = function (gradient, factor) {
  67199. if (!this._sizeGradients) {
  67200. this._sizeGradients = [];
  67201. }
  67202. this._addFactorGradient(this._sizeGradients, gradient, factor);
  67203. if (this._sizeGradientsTexture) {
  67204. this._sizeGradientsTexture.dispose();
  67205. this._sizeGradientsTexture = null;
  67206. }
  67207. this._releaseBuffers();
  67208. return this;
  67209. };
  67210. /**
  67211. * Remove a specific size gradient
  67212. * @param gradient defines the gradient to remove
  67213. * @returns the current particle system
  67214. */
  67215. GPUParticleSystem.prototype.removeSizeGradient = function (gradient) {
  67216. this._removeGradientAndTexture(gradient, this._sizeGradients, this._sizeGradientsTexture);
  67217. this._sizeGradientsTexture = null;
  67218. return this;
  67219. };
  67220. /**
  67221. * Adds a new angular speed gradient
  67222. * @param gradient defines the gradient to use (between 0 and 1)
  67223. * @param factor defines the angular speed to affect to the specified gradient
  67224. * @returns the current particle system
  67225. */
  67226. GPUParticleSystem.prototype.addAngularSpeedGradient = function (gradient, factor) {
  67227. if (!this._angularSpeedGradients) {
  67228. this._angularSpeedGradients = [];
  67229. }
  67230. this._addFactorGradient(this._angularSpeedGradients, gradient, factor);
  67231. if (this._angularSpeedGradientsTexture) {
  67232. this._angularSpeedGradientsTexture.dispose();
  67233. this._angularSpeedGradientsTexture = null;
  67234. }
  67235. this._releaseBuffers();
  67236. return this;
  67237. };
  67238. /**
  67239. * Remove a specific angular speed gradient
  67240. * @param gradient defines the gradient to remove
  67241. * @returns the current particle system
  67242. */
  67243. GPUParticleSystem.prototype.removeAngularSpeedGradient = function (gradient) {
  67244. this._removeGradientAndTexture(gradient, this._angularSpeedGradients, this._angularSpeedGradientsTexture);
  67245. this._angularSpeedGradientsTexture = null;
  67246. return this;
  67247. };
  67248. /**
  67249. * Adds a new velocity gradient
  67250. * @param gradient defines the gradient to use (between 0 and 1)
  67251. * @param factor defines the velocity to affect to the specified gradient
  67252. * @returns the current particle system
  67253. */
  67254. GPUParticleSystem.prototype.addVelocityGradient = function (gradient, factor) {
  67255. if (!this._velocityGradients) {
  67256. this._velocityGradients = [];
  67257. }
  67258. this._addFactorGradient(this._velocityGradients, gradient, factor);
  67259. if (this._velocityGradientsTexture) {
  67260. this._velocityGradientsTexture.dispose();
  67261. this._velocityGradientsTexture = null;
  67262. }
  67263. this._releaseBuffers();
  67264. return this;
  67265. };
  67266. /**
  67267. * Remove a specific velocity gradient
  67268. * @param gradient defines the gradient to remove
  67269. * @returns the current particle system
  67270. */
  67271. GPUParticleSystem.prototype.removeVelocityGradient = function (gradient) {
  67272. this._removeGradientAndTexture(gradient, this._velocityGradients, this._velocityGradientsTexture);
  67273. this._velocityGradientsTexture = null;
  67274. return this;
  67275. };
  67276. /**
  67277. * Adds a new limit velocity gradient
  67278. * @param gradient defines the gradient to use (between 0 and 1)
  67279. * @param factor defines the limit velocity value to affect to the specified gradient
  67280. * @returns the current particle system
  67281. */
  67282. GPUParticleSystem.prototype.addLimitVelocityGradient = function (gradient, factor) {
  67283. if (!this._limitVelocityGradients) {
  67284. this._limitVelocityGradients = [];
  67285. }
  67286. this._addFactorGradient(this._limitVelocityGradients, gradient, factor);
  67287. if (this._limitVelocityGradientsTexture) {
  67288. this._limitVelocityGradientsTexture.dispose();
  67289. this._limitVelocityGradientsTexture = null;
  67290. }
  67291. this._releaseBuffers();
  67292. return this;
  67293. };
  67294. /**
  67295. * Remove a specific limit velocity gradient
  67296. * @param gradient defines the gradient to remove
  67297. * @returns the current particle system
  67298. */
  67299. GPUParticleSystem.prototype.removeLimitVelocityGradient = function (gradient) {
  67300. this._removeGradientAndTexture(gradient, this._limitVelocityGradients, this._limitVelocityGradientsTexture);
  67301. this._limitVelocityGradientsTexture = null;
  67302. return this;
  67303. };
  67304. /**
  67305. * Adds a new drag gradient
  67306. * @param gradient defines the gradient to use (between 0 and 1)
  67307. * @param factor defines the drag value to affect to the specified gradient
  67308. * @returns the current particle system
  67309. */
  67310. GPUParticleSystem.prototype.addDragGradient = function (gradient, factor) {
  67311. if (!this._dragGradients) {
  67312. this._dragGradients = [];
  67313. }
  67314. this._addFactorGradient(this._dragGradients, gradient, factor);
  67315. if (this._dragGradientsTexture) {
  67316. this._dragGradientsTexture.dispose();
  67317. this._dragGradientsTexture = null;
  67318. }
  67319. this._releaseBuffers();
  67320. return this;
  67321. };
  67322. /**
  67323. * Remove a specific drag gradient
  67324. * @param gradient defines the gradient to remove
  67325. * @returns the current particle system
  67326. */
  67327. GPUParticleSystem.prototype.removeDragGradient = function (gradient) {
  67328. this._removeGradientAndTexture(gradient, this._dragGradients, this._dragGradientsTexture);
  67329. this._dragGradientsTexture = null;
  67330. return this;
  67331. };
  67332. /**
  67333. * Not supported by GPUParticleSystem
  67334. * @param gradient defines the gradient to use (between 0 and 1)
  67335. * @param factor defines the emit rate value to affect to the specified gradient
  67336. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  67337. * @returns the current particle system
  67338. */
  67339. GPUParticleSystem.prototype.addEmitRateGradient = function (gradient, factor, factor2) {
  67340. // Do nothing as emit rate is not supported by GPUParticleSystem
  67341. return this;
  67342. };
  67343. /**
  67344. * Not supported by GPUParticleSystem
  67345. * @param gradient defines the gradient to remove
  67346. * @returns the current particle system
  67347. */
  67348. GPUParticleSystem.prototype.removeEmitRateGradient = function (gradient) {
  67349. // Do nothing as emit rate is not supported by GPUParticleSystem
  67350. return this;
  67351. };
  67352. /**
  67353. * Not supported by GPUParticleSystem
  67354. * @param gradient defines the gradient to use (between 0 and 1)
  67355. * @param factor defines the start size value to affect to the specified gradient
  67356. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  67357. * @returns the current particle system
  67358. */
  67359. GPUParticleSystem.prototype.addStartSizeGradient = function (gradient, factor, factor2) {
  67360. // Do nothing as start size is not supported by GPUParticleSystem
  67361. return this;
  67362. };
  67363. /**
  67364. * Not supported by GPUParticleSystem
  67365. * @param gradient defines the gradient to remove
  67366. * @returns the current particle system
  67367. */
  67368. GPUParticleSystem.prototype.removeStartSizeGradient = function (gradient) {
  67369. // Do nothing as start size is not supported by GPUParticleSystem
  67370. return this;
  67371. };
  67372. /**
  67373. * Not supported by GPUParticleSystem
  67374. * @param gradient defines the gradient to use (between 0 and 1)
  67375. * @param min defines the color remap minimal range
  67376. * @param max defines the color remap maximal range
  67377. * @returns the current particle system
  67378. */
  67379. GPUParticleSystem.prototype.addColorRemapGradient = function (gradient, min, max) {
  67380. // Do nothing as start size is not supported by GPUParticleSystem
  67381. return this;
  67382. };
  67383. /**
  67384. * Not supported by GPUParticleSystem
  67385. * @param gradient defines the gradient to remove
  67386. * @returns the current particle system
  67387. */
  67388. GPUParticleSystem.prototype.removeColorRemapGradient = function (gradient) {
  67389. // Do nothing as start size is not supported by GPUParticleSystem
  67390. return this;
  67391. };
  67392. /**
  67393. * Not supported by GPUParticleSystem
  67394. * @param gradient defines the gradient to use (between 0 and 1)
  67395. * @param min defines the alpha remap minimal range
  67396. * @param max defines the alpha remap maximal range
  67397. * @returns the current particle system
  67398. */
  67399. GPUParticleSystem.prototype.addAlphaRemapGradient = function (gradient, min, max) {
  67400. // Do nothing as start size is not supported by GPUParticleSystem
  67401. return this;
  67402. };
  67403. /**
  67404. * Not supported by GPUParticleSystem
  67405. * @param gradient defines the gradient to remove
  67406. * @returns the current particle system
  67407. */
  67408. GPUParticleSystem.prototype.removeAlphaRemapGradient = function (gradient) {
  67409. // Do nothing as start size is not supported by GPUParticleSystem
  67410. return this;
  67411. };
  67412. /**
  67413. * Not supported by GPUParticleSystem
  67414. * @param gradient defines the gradient to use (between 0 and 1)
  67415. * @param color defines the color to affect to the specified gradient
  67416. * @returns the current particle system
  67417. */
  67418. GPUParticleSystem.prototype.addRampGradient = function (gradient, color) {
  67419. //Not supported by GPUParticleSystem
  67420. return this;
  67421. };
  67422. /**
  67423. * Not supported by GPUParticleSystem
  67424. * @param gradient defines the gradient to remove
  67425. * @returns the current particle system
  67426. */
  67427. GPUParticleSystem.prototype.removeRampGradient = function (gradient) {
  67428. //Not supported by GPUParticleSystem
  67429. return this;
  67430. };
  67431. /**
  67432. * Not supported by GPUParticleSystem
  67433. * @returns the list of ramp gradients
  67434. */
  67435. GPUParticleSystem.prototype.getRampGradients = function () {
  67436. return null;
  67437. };
  67438. Object.defineProperty(GPUParticleSystem.prototype, "useRampGradients", {
  67439. /**
  67440. * Not supported by GPUParticleSystem
  67441. * Gets or sets a boolean indicating that ramp gradients must be used
  67442. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  67443. */
  67444. get: function () {
  67445. //Not supported by GPUParticleSystem
  67446. return false;
  67447. },
  67448. set: function (value) {
  67449. //Not supported by GPUParticleSystem
  67450. },
  67451. enumerable: true,
  67452. configurable: true
  67453. });
  67454. /**
  67455. * Not supported by GPUParticleSystem
  67456. * @param gradient defines the gradient to use (between 0 and 1)
  67457. * @param factor defines the life time factor to affect to the specified gradient
  67458. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  67459. * @returns the current particle system
  67460. */
  67461. GPUParticleSystem.prototype.addLifeTimeGradient = function (gradient, factor, factor2) {
  67462. //Not supported by GPUParticleSystem
  67463. return this;
  67464. };
  67465. /**
  67466. * Not supported by GPUParticleSystem
  67467. * @param gradient defines the gradient to remove
  67468. * @returns the current particle system
  67469. */
  67470. GPUParticleSystem.prototype.removeLifeTimeGradient = function (gradient) {
  67471. //Not supported by GPUParticleSystem
  67472. return this;
  67473. };
  67474. GPUParticleSystem.prototype._reset = function () {
  67475. this._releaseBuffers();
  67476. };
  67477. GPUParticleSystem.prototype._createUpdateVAO = function (source) {
  67478. var updateVertexBuffers = {};
  67479. updateVertexBuffers["position"] = source.createVertexBuffer("position", 0, 3);
  67480. updateVertexBuffers["age"] = source.createVertexBuffer("age", 3, 1);
  67481. updateVertexBuffers["life"] = source.createVertexBuffer("life", 4, 1);
  67482. updateVertexBuffers["seed"] = source.createVertexBuffer("seed", 5, 4);
  67483. updateVertexBuffers["size"] = source.createVertexBuffer("size", 9, 3);
  67484. var offset = 12;
  67485. if (!this._colorGradientsTexture) {
  67486. updateVertexBuffers["color"] = source.createVertexBuffer("color", offset, 4);
  67487. offset += 4;
  67488. }
  67489. updateVertexBuffers["direction"] = source.createVertexBuffer("direction", offset, 3);
  67490. offset += 3;
  67491. if (!this._isBillboardBased) {
  67492. updateVertexBuffers["initialDirection"] = source.createVertexBuffer("initialDirection", offset, 3);
  67493. offset += 3;
  67494. }
  67495. if (this._angularSpeedGradientsTexture) {
  67496. updateVertexBuffers["angle"] = source.createVertexBuffer("angle", offset, 1);
  67497. offset += 1;
  67498. }
  67499. else {
  67500. updateVertexBuffers["angle"] = source.createVertexBuffer("angle", offset, 2);
  67501. offset += 2;
  67502. }
  67503. if (this._isAnimationSheetEnabled) {
  67504. updateVertexBuffers["cellIndex"] = source.createVertexBuffer("cellIndex", offset, 1);
  67505. offset += 1;
  67506. if (this.spriteRandomStartCell) {
  67507. updateVertexBuffers["cellStartOffset"] = source.createVertexBuffer("cellStartOffset", offset, 1);
  67508. offset += 1;
  67509. }
  67510. }
  67511. if (this.noiseTexture) {
  67512. updateVertexBuffers["noiseCoordinates1"] = source.createVertexBuffer("noiseCoordinates1", offset, 3);
  67513. offset += 3;
  67514. updateVertexBuffers["noiseCoordinates2"] = source.createVertexBuffer("noiseCoordinates2", offset, 3);
  67515. offset += 3;
  67516. }
  67517. var vao = this._engine.recordVertexArrayObject(updateVertexBuffers, null, this._updateEffect);
  67518. this._engine.bindArrayBuffer(null);
  67519. return vao;
  67520. };
  67521. GPUParticleSystem.prototype._createRenderVAO = function (source, spriteSource) {
  67522. var renderVertexBuffers = {};
  67523. renderVertexBuffers["position"] = source.createVertexBuffer("position", 0, 3, this._attributesStrideSize, true);
  67524. renderVertexBuffers["age"] = source.createVertexBuffer("age", 3, 1, this._attributesStrideSize, true);
  67525. renderVertexBuffers["life"] = source.createVertexBuffer("life", 4, 1, this._attributesStrideSize, true);
  67526. renderVertexBuffers["size"] = source.createVertexBuffer("size", 9, 3, this._attributesStrideSize, true);
  67527. var offset = 12;
  67528. if (!this._colorGradientsTexture) {
  67529. renderVertexBuffers["color"] = source.createVertexBuffer("color", offset, 4, this._attributesStrideSize, true);
  67530. offset += 4;
  67531. }
  67532. if (this.billboardMode === BABYLON.ParticleSystem.BILLBOARDMODE_STRETCHED) {
  67533. renderVertexBuffers["direction"] = source.createVertexBuffer("direction", offset, 3, this._attributesStrideSize, true);
  67534. }
  67535. offset += 3; // Direction
  67536. if (!this._isBillboardBased) {
  67537. renderVertexBuffers["initialDirection"] = source.createVertexBuffer("initialDirection", offset, 3, this._attributesStrideSize, true);
  67538. offset += 3;
  67539. }
  67540. renderVertexBuffers["angle"] = source.createVertexBuffer("angle", offset, 1, this._attributesStrideSize, true);
  67541. if (this._angularSpeedGradientsTexture) {
  67542. offset++;
  67543. }
  67544. else {
  67545. offset += 2;
  67546. }
  67547. if (this._isAnimationSheetEnabled) {
  67548. renderVertexBuffers["cellIndex"] = source.createVertexBuffer("cellIndex", offset, 1, this._attributesStrideSize, true);
  67549. offset += 1;
  67550. if (this.spriteRandomStartCell) {
  67551. renderVertexBuffers["cellStartOffset"] = source.createVertexBuffer("cellStartOffset", offset, 1, this._attributesStrideSize, true);
  67552. offset += 1;
  67553. }
  67554. }
  67555. if (this.noiseTexture) {
  67556. renderVertexBuffers["noiseCoordinates1"] = source.createVertexBuffer("noiseCoordinates1", offset, 3, this._attributesStrideSize, true);
  67557. offset += 3;
  67558. renderVertexBuffers["noiseCoordinates2"] = source.createVertexBuffer("noiseCoordinates2", offset, 3, this._attributesStrideSize, true);
  67559. offset += 3;
  67560. }
  67561. renderVertexBuffers["offset"] = spriteSource.createVertexBuffer("offset", 0, 2);
  67562. renderVertexBuffers["uv"] = spriteSource.createVertexBuffer("uv", 2, 2);
  67563. var vao = this._engine.recordVertexArrayObject(renderVertexBuffers, null, this._renderEffect);
  67564. this._engine.bindArrayBuffer(null);
  67565. return vao;
  67566. };
  67567. GPUParticleSystem.prototype._initialize = function (force) {
  67568. if (force === void 0) { force = false; }
  67569. if (this._buffer0 && !force) {
  67570. return;
  67571. }
  67572. var engine = this._scene.getEngine();
  67573. var data = new Array();
  67574. this._attributesStrideSize = 21;
  67575. this._targetIndex = 0;
  67576. if (!this.isBillboardBased) {
  67577. this._attributesStrideSize += 3;
  67578. }
  67579. if (this._colorGradientsTexture) {
  67580. this._attributesStrideSize -= 4;
  67581. }
  67582. if (this._angularSpeedGradientsTexture) {
  67583. this._attributesStrideSize -= 1;
  67584. }
  67585. if (this._isAnimationSheetEnabled) {
  67586. this._attributesStrideSize += 1;
  67587. if (this.spriteRandomStartCell) {
  67588. this._attributesStrideSize += 1;
  67589. }
  67590. }
  67591. if (this.noiseTexture) {
  67592. this._attributesStrideSize += 6;
  67593. }
  67594. for (var particleIndex = 0; particleIndex < this._capacity; particleIndex++) {
  67595. // position
  67596. data.push(0.0);
  67597. data.push(0.0);
  67598. data.push(0.0);
  67599. // Age and life
  67600. data.push(0.0); // create the particle as a dead one to create a new one at start
  67601. data.push(0.0);
  67602. // Seed
  67603. data.push(Math.random());
  67604. data.push(Math.random());
  67605. data.push(Math.random());
  67606. data.push(Math.random());
  67607. // Size
  67608. data.push(0.0);
  67609. data.push(0.0);
  67610. data.push(0.0);
  67611. if (!this._colorGradientsTexture) {
  67612. // color
  67613. data.push(0.0);
  67614. data.push(0.0);
  67615. data.push(0.0);
  67616. data.push(0.0);
  67617. }
  67618. // direction
  67619. data.push(0.0);
  67620. data.push(0.0);
  67621. data.push(0.0);
  67622. if (!this.isBillboardBased) {
  67623. // initialDirection
  67624. data.push(0.0);
  67625. data.push(0.0);
  67626. data.push(0.0);
  67627. }
  67628. // angle
  67629. data.push(0.0);
  67630. if (!this._angularSpeedGradientsTexture) {
  67631. data.push(0.0);
  67632. }
  67633. if (this._isAnimationSheetEnabled) {
  67634. data.push(0.0);
  67635. if (this.spriteRandomStartCell) {
  67636. data.push(0.0);
  67637. }
  67638. }
  67639. if (this.noiseTexture) { // Random coordinates for reading into noise texture
  67640. data.push(Math.random());
  67641. data.push(Math.random());
  67642. data.push(Math.random());
  67643. data.push(Math.random());
  67644. data.push(Math.random());
  67645. data.push(Math.random());
  67646. }
  67647. }
  67648. // Sprite data
  67649. var spriteData = new Float32Array([0.5, 0.5, 1, 1,
  67650. -0.5, 0.5, 0, 1,
  67651. -0.5, -0.5, 0, 0,
  67652. 0.5, -0.5, 1, 0]);
  67653. // Buffers
  67654. this._buffer0 = new BABYLON.Buffer(engine, data, false, this._attributesStrideSize);
  67655. this._buffer1 = new BABYLON.Buffer(engine, data, false, this._attributesStrideSize);
  67656. this._spriteBuffer = new BABYLON.Buffer(engine, spriteData, false, 4);
  67657. // Update VAO
  67658. this._updateVAO = [];
  67659. this._updateVAO.push(this._createUpdateVAO(this._buffer0));
  67660. this._updateVAO.push(this._createUpdateVAO(this._buffer1));
  67661. // Render VAO
  67662. this._renderVAO = [];
  67663. this._renderVAO.push(this._createRenderVAO(this._buffer1, this._spriteBuffer));
  67664. this._renderVAO.push(this._createRenderVAO(this._buffer0, this._spriteBuffer));
  67665. // Links
  67666. this._sourceBuffer = this._buffer0;
  67667. this._targetBuffer = this._buffer1;
  67668. };
  67669. /** @hidden */
  67670. GPUParticleSystem.prototype._recreateUpdateEffect = function () {
  67671. var defines = this.particleEmitterType ? this.particleEmitterType.getEffectDefines() : "";
  67672. if (this._isBillboardBased) {
  67673. defines += "\n#define BILLBOARD";
  67674. }
  67675. if (this._colorGradientsTexture) {
  67676. defines += "\n#define COLORGRADIENTS";
  67677. }
  67678. if (this._sizeGradientsTexture) {
  67679. defines += "\n#define SIZEGRADIENTS";
  67680. }
  67681. if (this._angularSpeedGradientsTexture) {
  67682. defines += "\n#define ANGULARSPEEDGRADIENTS";
  67683. }
  67684. if (this._velocityGradientsTexture) {
  67685. defines += "\n#define VELOCITYGRADIENTS";
  67686. }
  67687. if (this._limitVelocityGradientsTexture) {
  67688. defines += "\n#define LIMITVELOCITYGRADIENTS";
  67689. }
  67690. if (this._dragGradientsTexture) {
  67691. defines += "\n#define DRAGGRADIENTS";
  67692. }
  67693. if (this.isAnimationSheetEnabled) {
  67694. defines += "\n#define ANIMATESHEET";
  67695. if (this.spriteRandomStartCell) {
  67696. defines += "\n#define ANIMATESHEETRANDOMSTART";
  67697. }
  67698. }
  67699. if (this.noiseTexture) {
  67700. defines += "\n#define NOISE";
  67701. }
  67702. if (this._updateEffect && this._updateEffectOptions.defines === defines) {
  67703. return;
  67704. }
  67705. this._updateEffectOptions.transformFeedbackVaryings = ["outPosition", "outAge", "outLife", "outSeed", "outSize"];
  67706. if (!this._colorGradientsTexture) {
  67707. this._updateEffectOptions.transformFeedbackVaryings.push("outColor");
  67708. }
  67709. this._updateEffectOptions.transformFeedbackVaryings.push("outDirection");
  67710. if (!this._isBillboardBased) {
  67711. this._updateEffectOptions.transformFeedbackVaryings.push("outInitialDirection");
  67712. }
  67713. this._updateEffectOptions.transformFeedbackVaryings.push("outAngle");
  67714. if (this.isAnimationSheetEnabled) {
  67715. this._updateEffectOptions.transformFeedbackVaryings.push("outCellIndex");
  67716. if (this.spriteRandomStartCell) {
  67717. this._updateEffectOptions.transformFeedbackVaryings.push("outCellStartOffset");
  67718. }
  67719. }
  67720. if (this.noiseTexture) {
  67721. this._updateEffectOptions.transformFeedbackVaryings.push("outNoiseCoordinates1");
  67722. this._updateEffectOptions.transformFeedbackVaryings.push("outNoiseCoordinates2");
  67723. }
  67724. this._updateEffectOptions.defines = defines;
  67725. this._updateEffect = new BABYLON.Effect("gpuUpdateParticles", this._updateEffectOptions, this._scene.getEngine());
  67726. };
  67727. /** @hidden */
  67728. GPUParticleSystem.prototype._recreateRenderEffect = function () {
  67729. var defines = "";
  67730. if (this._scene.clipPlane) {
  67731. defines = "\n#define CLIPPLANE";
  67732. }
  67733. if (this._scene.clipPlane2) {
  67734. defines = "\n#define CLIPPLANE2";
  67735. }
  67736. if (this._scene.clipPlane3) {
  67737. defines = "\n#define CLIPPLANE3";
  67738. }
  67739. if (this._scene.clipPlane4) {
  67740. defines = "\n#define CLIPPLANE4";
  67741. }
  67742. if (this.blendMode === BABYLON.ParticleSystem.BLENDMODE_MULTIPLY) {
  67743. defines = "\n#define BLENDMULTIPLYMODE";
  67744. }
  67745. if (this._isBillboardBased) {
  67746. defines += "\n#define BILLBOARD";
  67747. switch (this.billboardMode) {
  67748. case BABYLON.ParticleSystem.BILLBOARDMODE_Y:
  67749. defines += "\n#define BILLBOARDY";
  67750. break;
  67751. case BABYLON.ParticleSystem.BILLBOARDMODE_STRETCHED:
  67752. defines += "\n#define BILLBOARDSTRETCHED";
  67753. break;
  67754. case BABYLON.ParticleSystem.BILLBOARDMODE_ALL:
  67755. default:
  67756. break;
  67757. }
  67758. }
  67759. if (this._colorGradientsTexture) {
  67760. defines += "\n#define COLORGRADIENTS";
  67761. }
  67762. if (this.isAnimationSheetEnabled) {
  67763. defines += "\n#define ANIMATESHEET";
  67764. }
  67765. if (this._imageProcessingConfiguration) {
  67766. this._imageProcessingConfiguration.prepareDefines(this._imageProcessingConfigurationDefines);
  67767. defines += "\n" + this._imageProcessingConfigurationDefines.toString();
  67768. }
  67769. if (this._renderEffect && this._renderEffect.defines === defines) {
  67770. return;
  67771. }
  67772. var uniforms = ["view", "projection", "colorDead", "invView", "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "sheetInfos", "translationPivot", "eyePosition"];
  67773. var samplers = ["textureSampler", "colorGradientSampler"];
  67774. if (BABYLON.ImageProcessingConfiguration) {
  67775. BABYLON.ImageProcessingConfiguration.PrepareUniforms(uniforms, this._imageProcessingConfigurationDefines);
  67776. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, this._imageProcessingConfigurationDefines);
  67777. }
  67778. this._renderEffect = new BABYLON.Effect("gpuRenderParticles", ["position", "age", "life", "size", "color", "offset", "uv", "direction", "initialDirection", "angle", "cellIndex"], uniforms, samplers, this._scene.getEngine(), defines);
  67779. };
  67780. /**
  67781. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  67782. * @param preWarm defines if we are in the pre-warmimg phase
  67783. */
  67784. GPUParticleSystem.prototype.animate = function (preWarm) {
  67785. if (preWarm === void 0) { preWarm = false; }
  67786. this._timeDelta = this.updateSpeed * (preWarm ? this.preWarmStepOffset : this._scene.getAnimationRatio());
  67787. this._actualFrame += this._timeDelta;
  67788. if (!this._stopped) {
  67789. if (this.targetStopDuration && this._actualFrame >= this.targetStopDuration) {
  67790. this.stop();
  67791. }
  67792. }
  67793. };
  67794. GPUParticleSystem.prototype._createFactorGradientTexture = function (factorGradients, textureName) {
  67795. var texture = this[textureName];
  67796. if (!factorGradients || !factorGradients.length || texture) {
  67797. return;
  67798. }
  67799. var data = new Float32Array(this._rawTextureWidth);
  67800. for (var x = 0; x < this._rawTextureWidth; x++) {
  67801. var ratio = x / this._rawTextureWidth;
  67802. BABYLON.Tools.GetCurrentGradient(ratio, factorGradients, function (currentGradient, nextGradient, scale) {
  67803. data[x] = BABYLON.Scalar.Lerp(currentGradient.factor1, nextGradient.factor1, scale);
  67804. });
  67805. }
  67806. this[textureName] = BABYLON.RawTexture.CreateRTexture(data, this._rawTextureWidth, 1, this._scene, false, false, BABYLON.Texture.NEAREST_SAMPLINGMODE);
  67807. };
  67808. GPUParticleSystem.prototype._createSizeGradientTexture = function () {
  67809. this._createFactorGradientTexture(this._sizeGradients, "_sizeGradientsTexture");
  67810. };
  67811. GPUParticleSystem.prototype._createAngularSpeedGradientTexture = function () {
  67812. this._createFactorGradientTexture(this._angularSpeedGradients, "_angularSpeedGradientsTexture");
  67813. };
  67814. GPUParticleSystem.prototype._createVelocityGradientTexture = function () {
  67815. this._createFactorGradientTexture(this._velocityGradients, "_velocityGradientsTexture");
  67816. };
  67817. GPUParticleSystem.prototype._createLimitVelocityGradientTexture = function () {
  67818. this._createFactorGradientTexture(this._limitVelocityGradients, "_limitVelocityGradientsTexture");
  67819. };
  67820. GPUParticleSystem.prototype._createDragGradientTexture = function () {
  67821. this._createFactorGradientTexture(this._dragGradients, "_dragGradientsTexture");
  67822. };
  67823. GPUParticleSystem.prototype._createColorGradientTexture = function () {
  67824. if (!this._colorGradients || !this._colorGradients.length || this._colorGradientsTexture) {
  67825. return;
  67826. }
  67827. var data = new Uint8Array(this._rawTextureWidth * 4);
  67828. var tmpColor = BABYLON.Tmp.Color4[0];
  67829. for (var x = 0; x < this._rawTextureWidth; x++) {
  67830. var ratio = x / this._rawTextureWidth;
  67831. BABYLON.Tools.GetCurrentGradient(ratio, this._colorGradients, function (currentGradient, nextGradient, scale) {
  67832. BABYLON.Color4.LerpToRef(currentGradient.color1, nextGradient.color1, scale, tmpColor);
  67833. data[x * 4] = tmpColor.r * 255;
  67834. data[x * 4 + 1] = tmpColor.g * 255;
  67835. data[x * 4 + 2] = tmpColor.b * 255;
  67836. data[x * 4 + 3] = tmpColor.a * 255;
  67837. });
  67838. }
  67839. this._colorGradientsTexture = BABYLON.RawTexture.CreateRGBATexture(data, this._rawTextureWidth, 1, this._scene, false, false, BABYLON.Texture.NEAREST_SAMPLINGMODE);
  67840. };
  67841. /**
  67842. * Renders the particle system in its current state
  67843. * @param preWarm defines if the system should only update the particles but not render them
  67844. * @returns the current number of particles
  67845. */
  67846. GPUParticleSystem.prototype.render = function (preWarm) {
  67847. if (preWarm === void 0) { preWarm = false; }
  67848. if (!this._started) {
  67849. return 0;
  67850. }
  67851. this._createColorGradientTexture();
  67852. this._createSizeGradientTexture();
  67853. this._createAngularSpeedGradientTexture();
  67854. this._createVelocityGradientTexture();
  67855. this._createLimitVelocityGradientTexture();
  67856. this._createDragGradientTexture();
  67857. this._recreateUpdateEffect();
  67858. this._recreateRenderEffect();
  67859. if (!this.isReady()) {
  67860. return 0;
  67861. }
  67862. if (!preWarm) {
  67863. if (!this._preWarmDone && this.preWarmCycles) {
  67864. for (var index = 0; index < this.preWarmCycles; index++) {
  67865. this.animate(true);
  67866. this.render(true);
  67867. }
  67868. this._preWarmDone = true;
  67869. }
  67870. if (this._currentRenderId === this._scene.getFrameId()) {
  67871. return 0;
  67872. }
  67873. this._currentRenderId = this._scene.getFrameId();
  67874. }
  67875. // Get everything ready to render
  67876. this._initialize();
  67877. this._accumulatedCount += this.emitRate * this._timeDelta;
  67878. if (this._accumulatedCount > 1) {
  67879. var intPart = this._accumulatedCount | 0;
  67880. this._accumulatedCount -= intPart;
  67881. this._currentActiveCount = Math.min(this._activeCount, this._currentActiveCount + intPart);
  67882. }
  67883. if (!this._currentActiveCount) {
  67884. return 0;
  67885. }
  67886. // Enable update effect
  67887. this._engine.enableEffect(this._updateEffect);
  67888. this._engine.setState(false);
  67889. this._updateEffect.setFloat("currentCount", this._currentActiveCount);
  67890. this._updateEffect.setFloat("timeDelta", this._timeDelta);
  67891. this._updateEffect.setFloat("stopFactor", this._stopped ? 0 : 1);
  67892. this._updateEffect.setTexture("randomSampler", this._randomTexture);
  67893. this._updateEffect.setTexture("randomSampler2", this._randomTexture2);
  67894. this._updateEffect.setFloat2("lifeTime", this.minLifeTime, this.maxLifeTime);
  67895. this._updateEffect.setFloat2("emitPower", this.minEmitPower, this.maxEmitPower);
  67896. if (!this._colorGradientsTexture) {
  67897. this._updateEffect.setDirectColor4("color1", this.color1);
  67898. this._updateEffect.setDirectColor4("color2", this.color2);
  67899. }
  67900. this._updateEffect.setFloat2("sizeRange", this.minSize, this.maxSize);
  67901. this._updateEffect.setFloat4("scaleRange", this.minScaleX, this.maxScaleX, this.minScaleY, this.maxScaleY);
  67902. this._updateEffect.setFloat4("angleRange", this.minAngularSpeed, this.maxAngularSpeed, this.minInitialRotation, this.maxInitialRotation);
  67903. this._updateEffect.setVector3("gravity", this.gravity);
  67904. if (this._sizeGradientsTexture) {
  67905. this._updateEffect.setTexture("sizeGradientSampler", this._sizeGradientsTexture);
  67906. }
  67907. if (this._angularSpeedGradientsTexture) {
  67908. this._updateEffect.setTexture("angularSpeedGradientSampler", this._angularSpeedGradientsTexture);
  67909. }
  67910. if (this._velocityGradientsTexture) {
  67911. this._updateEffect.setTexture("velocityGradientSampler", this._velocityGradientsTexture);
  67912. }
  67913. if (this._limitVelocityGradientsTexture) {
  67914. this._updateEffect.setTexture("limitVelocityGradientSampler", this._limitVelocityGradientsTexture);
  67915. this._updateEffect.setFloat("limitVelocityDamping", this.limitVelocityDamping);
  67916. }
  67917. if (this._dragGradientsTexture) {
  67918. this._updateEffect.setTexture("dragGradientSampler", this._dragGradientsTexture);
  67919. }
  67920. if (this.particleEmitterType) {
  67921. this.particleEmitterType.applyToShader(this._updateEffect);
  67922. }
  67923. if (this._isAnimationSheetEnabled) {
  67924. this._updateEffect.setFloat3("cellInfos", this.startSpriteCellID, this.endSpriteCellID, this.spriteCellChangeSpeed);
  67925. }
  67926. if (this.noiseTexture) {
  67927. this._updateEffect.setTexture("noiseSampler", this.noiseTexture);
  67928. this._updateEffect.setVector3("noiseStrength", this.noiseStrength);
  67929. }
  67930. var emitterWM;
  67931. if (this.emitter.position) {
  67932. var emitterMesh = this.emitter;
  67933. emitterWM = emitterMesh.getWorldMatrix();
  67934. }
  67935. else {
  67936. var emitterPosition = this.emitter;
  67937. emitterWM = BABYLON.Matrix.Translation(emitterPosition.x, emitterPosition.y, emitterPosition.z);
  67938. }
  67939. this._updateEffect.setMatrix("emitterWM", emitterWM);
  67940. // Bind source VAO
  67941. this._engine.bindVertexArrayObject(this._updateVAO[this._targetIndex], null);
  67942. // Update
  67943. this._engine.bindTransformFeedbackBuffer(this._targetBuffer.getBuffer());
  67944. this._engine.setRasterizerState(false);
  67945. this._engine.beginTransformFeedback(true);
  67946. this._engine.drawArraysType(BABYLON.Material.PointListDrawMode, 0, this._currentActiveCount);
  67947. this._engine.endTransformFeedback();
  67948. this._engine.setRasterizerState(true);
  67949. this._engine.bindTransformFeedbackBuffer(null);
  67950. if (!preWarm) {
  67951. // Enable render effect
  67952. this._engine.enableEffect(this._renderEffect);
  67953. var viewMatrix = this._scene.getViewMatrix();
  67954. this._renderEffect.setMatrix("view", viewMatrix);
  67955. this._renderEffect.setMatrix("projection", this._scene.getProjectionMatrix());
  67956. this._renderEffect.setTexture("textureSampler", this.particleTexture);
  67957. this._renderEffect.setVector2("translationPivot", this.translationPivot);
  67958. if (this._colorGradientsTexture) {
  67959. this._renderEffect.setTexture("colorGradientSampler", this._colorGradientsTexture);
  67960. }
  67961. else {
  67962. this._renderEffect.setDirectColor4("colorDead", this.colorDead);
  67963. }
  67964. if (this._isAnimationSheetEnabled && this.particleTexture) {
  67965. var baseSize = this.particleTexture.getBaseSize();
  67966. this._renderEffect.setFloat3("sheetInfos", this.spriteCellWidth / baseSize.width, this.spriteCellHeight / baseSize.height, baseSize.width / this.spriteCellWidth);
  67967. }
  67968. if (this._isBillboardBased) {
  67969. var camera = this._scene.activeCamera;
  67970. this._renderEffect.setVector3("eyePosition", camera.globalPosition);
  67971. }
  67972. if (this._scene.clipPlane || this._scene.clipPlane2 || this._scene.clipPlane3 || this._scene.clipPlane4) {
  67973. var invView = viewMatrix.clone();
  67974. invView.invert();
  67975. this._renderEffect.setMatrix("invView", invView);
  67976. BABYLON.MaterialHelper.BindClipPlane(this._renderEffect, this._scene);
  67977. }
  67978. // image processing
  67979. if (this._imageProcessingConfiguration && !this._imageProcessingConfiguration.applyByPostProcess) {
  67980. this._imageProcessingConfiguration.bind(this._renderEffect);
  67981. }
  67982. // Draw order
  67983. switch (this.blendMode) {
  67984. case BABYLON.ParticleSystem.BLENDMODE_ADD:
  67985. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_ADD);
  67986. break;
  67987. case BABYLON.ParticleSystem.BLENDMODE_ONEONE:
  67988. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_ONEONE);
  67989. break;
  67990. case BABYLON.ParticleSystem.BLENDMODE_STANDARD:
  67991. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  67992. break;
  67993. case BABYLON.ParticleSystem.BLENDMODE_MULTIPLY:
  67994. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_MULTIPLY);
  67995. break;
  67996. }
  67997. if (this.forceDepthWrite) {
  67998. this._engine.setDepthWrite(true);
  67999. }
  68000. // Bind source VAO
  68001. this._engine.bindVertexArrayObject(this._renderVAO[this._targetIndex], null);
  68002. // Render
  68003. this._engine.drawArraysType(BABYLON.Material.TriangleFanDrawMode, 0, 4, this._currentActiveCount);
  68004. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  68005. }
  68006. // Switch VAOs
  68007. this._targetIndex++;
  68008. if (this._targetIndex === 2) {
  68009. this._targetIndex = 0;
  68010. }
  68011. // Switch buffers
  68012. var tmpBuffer = this._sourceBuffer;
  68013. this._sourceBuffer = this._targetBuffer;
  68014. this._targetBuffer = tmpBuffer;
  68015. return this._currentActiveCount;
  68016. };
  68017. /**
  68018. * Rebuilds the particle system
  68019. */
  68020. GPUParticleSystem.prototype.rebuild = function () {
  68021. this._initialize(true);
  68022. };
  68023. GPUParticleSystem.prototype._releaseBuffers = function () {
  68024. if (this._buffer0) {
  68025. this._buffer0.dispose();
  68026. this._buffer0 = null;
  68027. }
  68028. if (this._buffer1) {
  68029. this._buffer1.dispose();
  68030. this._buffer1 = null;
  68031. }
  68032. if (this._spriteBuffer) {
  68033. this._spriteBuffer.dispose();
  68034. this._spriteBuffer = null;
  68035. }
  68036. };
  68037. GPUParticleSystem.prototype._releaseVAOs = function () {
  68038. if (!this._updateVAO) {
  68039. return;
  68040. }
  68041. for (var index = 0; index < this._updateVAO.length; index++) {
  68042. this._engine.releaseVertexArrayObject(this._updateVAO[index]);
  68043. }
  68044. this._updateVAO = [];
  68045. for (var index = 0; index < this._renderVAO.length; index++) {
  68046. this._engine.releaseVertexArrayObject(this._renderVAO[index]);
  68047. }
  68048. this._renderVAO = [];
  68049. };
  68050. /**
  68051. * Disposes the particle system and free the associated resources
  68052. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  68053. */
  68054. GPUParticleSystem.prototype.dispose = function (disposeTexture) {
  68055. if (disposeTexture === void 0) { disposeTexture = true; }
  68056. var index = this._scene.particleSystems.indexOf(this);
  68057. if (index > -1) {
  68058. this._scene.particleSystems.splice(index, 1);
  68059. }
  68060. this._releaseBuffers();
  68061. this._releaseVAOs();
  68062. if (this._colorGradientsTexture) {
  68063. this._colorGradientsTexture.dispose();
  68064. this._colorGradientsTexture = null;
  68065. }
  68066. if (this._sizeGradientsTexture) {
  68067. this._sizeGradientsTexture.dispose();
  68068. this._sizeGradientsTexture = null;
  68069. }
  68070. if (this._angularSpeedGradientsTexture) {
  68071. this._angularSpeedGradientsTexture.dispose();
  68072. this._angularSpeedGradientsTexture = null;
  68073. }
  68074. if (this._velocityGradientsTexture) {
  68075. this._velocityGradientsTexture.dispose();
  68076. this._velocityGradientsTexture = null;
  68077. }
  68078. if (this._limitVelocityGradientsTexture) {
  68079. this._limitVelocityGradientsTexture.dispose();
  68080. this._limitVelocityGradientsTexture = null;
  68081. }
  68082. if (this._dragGradientsTexture) {
  68083. this._dragGradientsTexture.dispose();
  68084. this._dragGradientsTexture = null;
  68085. }
  68086. if (this._randomTexture) {
  68087. this._randomTexture.dispose();
  68088. this._randomTexture = null;
  68089. }
  68090. if (this._randomTexture2) {
  68091. this._randomTexture2.dispose();
  68092. this._randomTexture2 = null;
  68093. }
  68094. if (disposeTexture && this.particleTexture) {
  68095. this.particleTexture.dispose();
  68096. this.particleTexture = null;
  68097. }
  68098. if (disposeTexture && this.noiseTexture) {
  68099. this.noiseTexture.dispose();
  68100. this.noiseTexture = null;
  68101. }
  68102. // Callback
  68103. this.onDisposeObservable.notifyObservers(this);
  68104. this.onDisposeObservable.clear();
  68105. };
  68106. /**
  68107. * Clones the particle system.
  68108. * @param name The name of the cloned object
  68109. * @param newEmitter The new emitter to use
  68110. * @returns the cloned particle system
  68111. */
  68112. GPUParticleSystem.prototype.clone = function (name, newEmitter) {
  68113. var result = new GPUParticleSystem(name, { capacity: this._capacity, randomTextureSize: this._randomTextureSize }, this._scene);
  68114. BABYLON.Tools.DeepCopy(this, result);
  68115. if (newEmitter === undefined) {
  68116. newEmitter = this.emitter;
  68117. }
  68118. result.emitter = newEmitter;
  68119. if (this.particleTexture) {
  68120. result.particleTexture = new BABYLON.Texture(this.particleTexture.url, this._scene);
  68121. }
  68122. return result;
  68123. };
  68124. /**
  68125. * Serializes the particle system to a JSON object.
  68126. * @returns the JSON object
  68127. */
  68128. GPUParticleSystem.prototype.serialize = function () {
  68129. var serializationObject = {};
  68130. BABYLON.ParticleSystem._Serialize(serializationObject, this);
  68131. serializationObject.activeParticleCount = this.activeParticleCount;
  68132. return serializationObject;
  68133. };
  68134. /**
  68135. * Parses a JSON object to create a GPU particle system.
  68136. * @param parsedParticleSystem The JSON object to parse
  68137. * @param scene The scene to create the particle system in
  68138. * @param rootUrl The root url to use to load external dependencies like texture
  68139. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  68140. * @returns the parsed GPU particle system
  68141. */
  68142. GPUParticleSystem.Parse = function (parsedParticleSystem, scene, rootUrl, doNotStart) {
  68143. if (doNotStart === void 0) { doNotStart = false; }
  68144. var name = parsedParticleSystem.name;
  68145. var particleSystem = new GPUParticleSystem(name, { capacity: parsedParticleSystem.capacity, randomTextureSize: parsedParticleSystem.randomTextureSize }, scene);
  68146. if (parsedParticleSystem.activeParticleCount) {
  68147. particleSystem.activeParticleCount = parsedParticleSystem.activeParticleCount;
  68148. }
  68149. BABYLON.ParticleSystem._Parse(parsedParticleSystem, particleSystem, scene, rootUrl);
  68150. // Auto start
  68151. if (parsedParticleSystem.preventAutoStart) {
  68152. particleSystem.preventAutoStart = parsedParticleSystem.preventAutoStart;
  68153. }
  68154. if (!doNotStart && !particleSystem.preventAutoStart) {
  68155. particleSystem.start();
  68156. }
  68157. return particleSystem;
  68158. };
  68159. return GPUParticleSystem;
  68160. }(BABYLON.BaseParticleSystem));
  68161. BABYLON.GPUParticleSystem = GPUParticleSystem;
  68162. })(BABYLON || (BABYLON = {}));
  68163. //# sourceMappingURL=babylon.gpuParticleSystem.js.map
  68164. var BABYLON;
  68165. (function (BABYLON) {
  68166. /**
  68167. * Represents one particle of a solid particle system.
  68168. */
  68169. var SolidParticle = /** @class */ (function () {
  68170. /**
  68171. * Creates a Solid Particle object.
  68172. * Don't create particles manually, use instead the Solid Particle System internal tools like _addParticle()
  68173. * @param particleIndex (integer) is the particle index in the Solid Particle System pool. It's also the particle identifier.
  68174. * @param positionIndex (integer) is the starting index of the particle vertices in the SPS "positions" array.
  68175. * @param indiceIndex (integer) is the starting index of the particle indices in the SPS "indices" array.
  68176. * @param model (ModelShape) is a reference to the model shape on what the particle is designed.
  68177. * @param shapeId (integer) is the model shape identifier in the SPS.
  68178. * @param idxInShape (integer) is the index of the particle in the current model (ex: the 10th box of addShape(box, 30))
  68179. * @param modelBoundingInfo is the reference to the model BoundingInfo used for intersection computations.
  68180. */
  68181. function SolidParticle(particleIndex, positionIndex, indiceIndex, model, shapeId, idxInShape, sps, modelBoundingInfo) {
  68182. if (modelBoundingInfo === void 0) { modelBoundingInfo = null; }
  68183. /**
  68184. * particle global index
  68185. */
  68186. this.idx = 0;
  68187. /**
  68188. * The color of the particle
  68189. */
  68190. this.color = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  68191. /**
  68192. * The world space position of the particle.
  68193. */
  68194. this.position = BABYLON.Vector3.Zero();
  68195. /**
  68196. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  68197. */
  68198. this.rotation = BABYLON.Vector3.Zero();
  68199. /**
  68200. * The scaling of the particle.
  68201. */
  68202. this.scaling = BABYLON.Vector3.One();
  68203. /**
  68204. * The uvs of the particle.
  68205. */
  68206. this.uvs = new BABYLON.Vector4(0.0, 0.0, 1.0, 1.0);
  68207. /**
  68208. * The current speed of the particle.
  68209. */
  68210. this.velocity = BABYLON.Vector3.Zero();
  68211. /**
  68212. * The pivot point in the particle local space.
  68213. */
  68214. this.pivot = BABYLON.Vector3.Zero();
  68215. /**
  68216. * Must the particle be translated from its pivot point in its local space ?
  68217. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  68218. * Default : false
  68219. */
  68220. this.translateFromPivot = false;
  68221. /**
  68222. * Is the particle active or not ?
  68223. */
  68224. this.alive = true;
  68225. /**
  68226. * Is the particle visible or not ?
  68227. */
  68228. this.isVisible = true;
  68229. /**
  68230. * Index of this particle in the global "positions" array (Internal use)
  68231. * @hidden
  68232. */
  68233. this._pos = 0;
  68234. /**
  68235. * @hidden Index of this particle in the global "indices" array (Internal use)
  68236. */
  68237. this._ind = 0;
  68238. /**
  68239. * ModelShape id of this particle
  68240. */
  68241. this.shapeId = 0;
  68242. /**
  68243. * Index of the particle in its shape id (Internal use)
  68244. */
  68245. this.idxInShape = 0;
  68246. /**
  68247. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  68248. */
  68249. this._stillInvisible = false;
  68250. /**
  68251. * @hidden Last computed particle rotation matrix
  68252. */
  68253. this._rotationMatrix = [1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0];
  68254. /**
  68255. * Parent particle Id, if any.
  68256. * Default null.
  68257. */
  68258. this.parentId = null;
  68259. /**
  68260. * @hidden Internal global position in the SPS.
  68261. */
  68262. this._globalPosition = BABYLON.Vector3.Zero();
  68263. this.idx = particleIndex;
  68264. this._pos = positionIndex;
  68265. this._ind = indiceIndex;
  68266. this._model = model;
  68267. this.shapeId = shapeId;
  68268. this.idxInShape = idxInShape;
  68269. this._sps = sps;
  68270. if (modelBoundingInfo) {
  68271. this._modelBoundingInfo = modelBoundingInfo;
  68272. this._boundingInfo = new BABYLON.BoundingInfo(modelBoundingInfo.minimum, modelBoundingInfo.maximum);
  68273. }
  68274. }
  68275. Object.defineProperty(SolidParticle.prototype, "scale", {
  68276. /**
  68277. * Legacy support, changed scale to scaling
  68278. */
  68279. get: function () {
  68280. return this.scaling;
  68281. },
  68282. /**
  68283. * Legacy support, changed scale to scaling
  68284. */
  68285. set: function (scale) {
  68286. this.scaling = scale;
  68287. },
  68288. enumerable: true,
  68289. configurable: true
  68290. });
  68291. Object.defineProperty(SolidParticle.prototype, "quaternion", {
  68292. /**
  68293. * Legacy support, changed quaternion to rotationQuaternion
  68294. */
  68295. get: function () {
  68296. return this.rotationQuaternion;
  68297. },
  68298. /**
  68299. * Legacy support, changed quaternion to rotationQuaternion
  68300. */
  68301. set: function (q) {
  68302. this.rotationQuaternion = q;
  68303. },
  68304. enumerable: true,
  68305. configurable: true
  68306. });
  68307. /**
  68308. * Returns a boolean. True if the particle intersects another particle or another mesh, else false.
  68309. * The intersection is computed on the particle bounding sphere and Axis Aligned Bounding Box (AABB)
  68310. * @param target is the object (solid particle or mesh) what the intersection is computed against.
  68311. * @returns true if it intersects
  68312. */
  68313. SolidParticle.prototype.intersectsMesh = function (target) {
  68314. if (!this._boundingInfo || !target._boundingInfo) {
  68315. return false;
  68316. }
  68317. if (this._sps._bSphereOnly) {
  68318. return BABYLON.BoundingSphere.Intersects(this._boundingInfo.boundingSphere, target._boundingInfo.boundingSphere);
  68319. }
  68320. return this._boundingInfo.intersects(target._boundingInfo, false);
  68321. };
  68322. /**
  68323. * get the rotation matrix of the particle
  68324. * @hidden
  68325. */
  68326. SolidParticle.prototype.getRotationMatrix = function (m) {
  68327. var quaternion;
  68328. if (this.rotationQuaternion) {
  68329. quaternion = this.rotationQuaternion;
  68330. }
  68331. else {
  68332. quaternion = BABYLON.Tmp.Quaternion[0];
  68333. var rotation = this.rotation;
  68334. BABYLON.Quaternion.RotationYawPitchRollToRef(rotation.y, rotation.x, rotation.z, quaternion);
  68335. }
  68336. quaternion.toRotationMatrix(m);
  68337. };
  68338. return SolidParticle;
  68339. }());
  68340. BABYLON.SolidParticle = SolidParticle;
  68341. /**
  68342. * Represents the shape of the model used by one particle of a solid particle system.
  68343. * SPS internal tool, don't use it manually.
  68344. */
  68345. var ModelShape = /** @class */ (function () {
  68346. /**
  68347. * 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.
  68348. * SPS internal tool, don't use it manually.
  68349. * @hidden
  68350. */
  68351. function ModelShape(id, shape, indicesLength, shapeUV, posFunction, vtxFunction) {
  68352. /**
  68353. * length of the shape in the model indices array (internal use)
  68354. * @hidden
  68355. */
  68356. this._indicesLength = 0;
  68357. this.shapeID = id;
  68358. this._shape = shape;
  68359. this._indicesLength = indicesLength;
  68360. this._shapeUV = shapeUV;
  68361. this._positionFunction = posFunction;
  68362. this._vertexFunction = vtxFunction;
  68363. }
  68364. return ModelShape;
  68365. }());
  68366. BABYLON.ModelShape = ModelShape;
  68367. /**
  68368. * Represents a Depth Sorted Particle in the solid particle system.
  68369. */
  68370. var DepthSortedParticle = /** @class */ (function () {
  68371. function DepthSortedParticle() {
  68372. /**
  68373. * Index of the particle in the "indices" array
  68374. */
  68375. this.ind = 0;
  68376. /**
  68377. * Length of the particle shape in the "indices" array
  68378. */
  68379. this.indicesLength = 0;
  68380. /**
  68381. * Squared distance from the particle to the camera
  68382. */
  68383. this.sqDistance = 0.0;
  68384. }
  68385. return DepthSortedParticle;
  68386. }());
  68387. BABYLON.DepthSortedParticle = DepthSortedParticle;
  68388. })(BABYLON || (BABYLON = {}));
  68389. //# sourceMappingURL=babylon.solidParticle.js.map
  68390. var BABYLON;
  68391. (function (BABYLON) {
  68392. var depthSortFunction = function (p1, p2) { return p2.sqDistance - p1.sqDistance; };
  68393. /**
  68394. * The SPS is a single updatable mesh. The solid particles are simply separate parts or faces fo this big mesh.
  68395. *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.
  68396. * The SPS is also a particle system. It provides some methods to manage the particles.
  68397. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  68398. *
  68399. * Full documentation here : http://doc.babylonjs.com/overviews/Solid_Particle_System
  68400. */
  68401. var SolidParticleSystem = /** @class */ (function () {
  68402. /**
  68403. * Creates a SPS (Solid Particle System) object.
  68404. * @param name (String) is the SPS name, this will be the underlying mesh name.
  68405. * @param scene (Scene) is the scene in which the SPS is added.
  68406. * @param updatable (optional boolean, default true) : if the SPS must be updatable or immutable.
  68407. * @param isPickable (optional boolean, default false) : if the solid particles must be pickable.
  68408. * @param enableDepthSort (optional boolean, default false) : if the solid particles must be sorted in the geometry according to their distance to the camera.
  68409. * @param particleIntersection (optional boolean, default false) : if the solid particle intersections must be computed.
  68410. * @param boundingSphereOnly (optional boolean, default false) : if the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster).
  68411. * @param bSphereRadiusFactor (optional float, default 1.0) : a number to multiply the boundind sphere radius by in order to reduce it for instance.
  68412. * @example bSphereRadiusFactor = 1.0 / Math.sqrt(3.0) => the bounding sphere exactly matches a spherical mesh.
  68413. */
  68414. function SolidParticleSystem(name, scene, options) {
  68415. /**
  68416. * The SPS array of Solid Particle objects. Just access each particle as with any classic array.
  68417. * Example : var p = SPS.particles[i];
  68418. */
  68419. this.particles = new Array();
  68420. /**
  68421. * The SPS total number of particles. Read only. Use SPS.counter instead if you need to set your own value.
  68422. */
  68423. this.nbParticles = 0;
  68424. /**
  68425. * If the particles must ever face the camera (default false). Useful for planar particles.
  68426. */
  68427. this.billboard = false;
  68428. /**
  68429. * Recompute normals when adding a shape
  68430. */
  68431. this.recomputeNormals = true;
  68432. /**
  68433. * This a counter ofr your own usage. It's not set by any SPS functions.
  68434. */
  68435. this.counter = 0;
  68436. /**
  68437. * This empty object is intended to store some SPS specific or temporary values in order to lower the Garbage Collector activity.
  68438. * Please read : http://doc.babylonjs.com/overviews/Solid_Particle_System#garbage-collector-concerns
  68439. */
  68440. this.vars = {};
  68441. /**
  68442. * If the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster). (Internal use only)
  68443. * @hidden
  68444. */
  68445. this._bSphereOnly = false;
  68446. /**
  68447. * A number to multiply the boundind sphere radius by in order to reduce it for instance. (Internal use only)
  68448. * @hidden
  68449. */
  68450. this._bSphereRadiusFactor = 1.0;
  68451. this._positions = new Array();
  68452. this._indices = new Array();
  68453. this._normals = new Array();
  68454. this._colors = new Array();
  68455. this._uvs = new Array();
  68456. this._index = 0; // indices index
  68457. this._updatable = true;
  68458. this._pickable = false;
  68459. this._isVisibilityBoxLocked = false;
  68460. this._alwaysVisible = false;
  68461. this._depthSort = false;
  68462. this._shapeCounter = 0;
  68463. this._copy = new BABYLON.SolidParticle(0, 0, 0, null, 0, 0, this);
  68464. this._color = new BABYLON.Color4(0, 0, 0, 0);
  68465. this._computeParticleColor = true;
  68466. this._computeParticleTexture = true;
  68467. this._computeParticleRotation = true;
  68468. this._computeParticleVertex = false;
  68469. this._computeBoundingBox = false;
  68470. this._depthSortParticles = true;
  68471. this._mustUnrotateFixedNormals = false;
  68472. this._particlesIntersect = false;
  68473. this._needs32Bits = false;
  68474. this.name = name;
  68475. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  68476. this._camera = scene.activeCamera;
  68477. this._pickable = options ? options.isPickable : false;
  68478. this._depthSort = options ? options.enableDepthSort : false;
  68479. this._particlesIntersect = options ? options.particleIntersection : false;
  68480. this._bSphereOnly = options ? options.boundingSphereOnly : false;
  68481. this._bSphereRadiusFactor = (options && options.bSphereRadiusFactor) ? options.bSphereRadiusFactor : 1.0;
  68482. if (options && options.updatable !== undefined) {
  68483. this._updatable = options.updatable;
  68484. }
  68485. else {
  68486. this._updatable = true;
  68487. }
  68488. if (this._pickable) {
  68489. this.pickedParticles = [];
  68490. }
  68491. if (this._depthSort) {
  68492. this.depthSortedParticles = [];
  68493. }
  68494. }
  68495. /**
  68496. * Builds the SPS underlying mesh. Returns a standard Mesh.
  68497. * If no model shape was added to the SPS, the returned mesh is just a single triangular plane.
  68498. * @returns the created mesh
  68499. */
  68500. SolidParticleSystem.prototype.buildMesh = function () {
  68501. if (this.nbParticles === 0) {
  68502. var triangle = BABYLON.MeshBuilder.CreateDisc("", { radius: 1, tessellation: 3 }, this._scene);
  68503. this.addShape(triangle, 1);
  68504. triangle.dispose();
  68505. }
  68506. this._indices32 = (this._needs32Bits) ? new Uint32Array(this._indices) : new Uint16Array(this._indices);
  68507. this._positions32 = new Float32Array(this._positions);
  68508. this._uvs32 = new Float32Array(this._uvs);
  68509. this._colors32 = new Float32Array(this._colors);
  68510. if (this.recomputeNormals) {
  68511. BABYLON.VertexData.ComputeNormals(this._positions32, this._indices32, this._normals);
  68512. }
  68513. this._normals32 = new Float32Array(this._normals);
  68514. this._fixedNormal32 = new Float32Array(this._normals);
  68515. if (this._mustUnrotateFixedNormals) { // the particles could be created already rotated in the mesh with a positionFunction
  68516. this._unrotateFixedNormals();
  68517. }
  68518. var vertexData = new BABYLON.VertexData();
  68519. vertexData.indices = (this._depthSort) ? this._indices : this._indices32;
  68520. vertexData.set(this._positions32, BABYLON.VertexBuffer.PositionKind);
  68521. vertexData.set(this._normals32, BABYLON.VertexBuffer.NormalKind);
  68522. if (this._uvs32.length > 0) {
  68523. vertexData.set(this._uvs32, BABYLON.VertexBuffer.UVKind);
  68524. }
  68525. if (this._colors32.length > 0) {
  68526. vertexData.set(this._colors32, BABYLON.VertexBuffer.ColorKind);
  68527. }
  68528. var mesh = new BABYLON.Mesh(this.name, this._scene);
  68529. vertexData.applyToMesh(mesh, this._updatable);
  68530. this.mesh = mesh;
  68531. this.mesh.isPickable = this._pickable;
  68532. // free memory
  68533. if (!this._depthSort) {
  68534. this._indices = null;
  68535. }
  68536. this._positions = null;
  68537. this._normals = null;
  68538. this._uvs = null;
  68539. this._colors = null;
  68540. if (!this._updatable) {
  68541. this.particles.length = 0;
  68542. }
  68543. return mesh;
  68544. };
  68545. /**
  68546. * Digests the mesh and generates as many solid particles in the system as wanted. Returns the SPS.
  68547. * These particles will have the same geometry than the mesh parts and will be positioned at the same localisation than the mesh original places.
  68548. * Thus the particles generated from `digest()` have their property `position` set yet.
  68549. * @param mesh ( Mesh ) is the mesh to be digested
  68550. * @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
  68551. * {delta} (optional integer, default 0) is the random extra number of facets per particle , each particle will have between `facetNb` and `facetNb + delta` facets
  68552. * {number} (optional positive integer) is the wanted number of particles : each particle is built with `mesh_total_facets / number` facets
  68553. * @returns the current SPS
  68554. */
  68555. SolidParticleSystem.prototype.digest = function (mesh, options) {
  68556. var size = (options && options.facetNb) || 1;
  68557. var number = (options && options.number) || 0;
  68558. var delta = (options && options.delta) || 0;
  68559. var meshPos = mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  68560. var meshInd = mesh.getIndices();
  68561. var meshUV = mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  68562. var meshCol = mesh.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  68563. var meshNor = mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  68564. var f = 0; // facet counter
  68565. var totalFacets = meshInd.length / 3; // a facet is a triangle, so 3 indices
  68566. // compute size from number
  68567. if (number) {
  68568. number = (number > totalFacets) ? totalFacets : number;
  68569. size = Math.round(totalFacets / number);
  68570. delta = 0;
  68571. }
  68572. else {
  68573. size = (size > totalFacets) ? totalFacets : size;
  68574. }
  68575. var facetPos = []; // submesh positions
  68576. var facetInd = []; // submesh indices
  68577. var facetUV = []; // submesh UV
  68578. var facetCol = []; // submesh colors
  68579. var barycenter = BABYLON.Vector3.Zero();
  68580. var sizeO = size;
  68581. while (f < totalFacets) {
  68582. size = sizeO + Math.floor((1 + delta) * Math.random());
  68583. if (f > totalFacets - size) {
  68584. size = totalFacets - f;
  68585. }
  68586. // reset temp arrays
  68587. facetPos.length = 0;
  68588. facetInd.length = 0;
  68589. facetUV.length = 0;
  68590. facetCol.length = 0;
  68591. // iterate over "size" facets
  68592. var fi = 0;
  68593. for (var j = f * 3; j < (f + size) * 3; j++) {
  68594. facetInd.push(fi);
  68595. var i = meshInd[j];
  68596. facetPos.push(meshPos[i * 3], meshPos[i * 3 + 1], meshPos[i * 3 + 2]);
  68597. if (meshUV) {
  68598. facetUV.push(meshUV[i * 2], meshUV[i * 2 + 1]);
  68599. }
  68600. if (meshCol) {
  68601. facetCol.push(meshCol[i * 4], meshCol[i * 4 + 1], meshCol[i * 4 + 2], meshCol[i * 4 + 3]);
  68602. }
  68603. fi++;
  68604. }
  68605. // create a model shape for each single particle
  68606. var idx = this.nbParticles;
  68607. var shape = this._posToShape(facetPos);
  68608. var shapeUV = this._uvsToShapeUV(facetUV);
  68609. // compute the barycenter of the shape
  68610. var v;
  68611. for (v = 0; v < shape.length; v++) {
  68612. barycenter.addInPlace(shape[v]);
  68613. }
  68614. barycenter.scaleInPlace(1 / shape.length);
  68615. // shift the shape from its barycenter to the origin
  68616. for (v = 0; v < shape.length; v++) {
  68617. shape[v].subtractInPlace(barycenter);
  68618. }
  68619. var bInfo;
  68620. if (this._particlesIntersect) {
  68621. bInfo = new BABYLON.BoundingInfo(barycenter, barycenter);
  68622. }
  68623. var modelShape = new BABYLON.ModelShape(this._shapeCounter, shape, size * 3, shapeUV, null, null);
  68624. // add the particle in the SPS
  68625. var currentPos = this._positions.length;
  68626. var currentInd = this._indices.length;
  68627. this._meshBuilder(this._index, shape, this._positions, facetInd, this._indices, facetUV, this._uvs, facetCol, this._colors, meshNor, this._normals, idx, 0, null);
  68628. this._addParticle(idx, currentPos, currentInd, modelShape, this._shapeCounter, 0, bInfo);
  68629. // initialize the particle position
  68630. this.particles[this.nbParticles].position.addInPlace(barycenter);
  68631. this._index += shape.length;
  68632. idx++;
  68633. this.nbParticles++;
  68634. this._shapeCounter++;
  68635. f += size;
  68636. }
  68637. return this;
  68638. };
  68639. // unrotate the fixed normals in case the mesh was built with pre-rotated particles, ex : use of positionFunction in addShape()
  68640. SolidParticleSystem.prototype._unrotateFixedNormals = function () {
  68641. var index = 0;
  68642. var idx = 0;
  68643. var tmpNormal = BABYLON.Tmp.Vector3[0];
  68644. var quaternion = BABYLON.Tmp.Quaternion[0];
  68645. var invertedRotMatrix = BABYLON.Tmp.Matrix[0];
  68646. for (var p = 0; p < this.particles.length; p++) {
  68647. var particle = this.particles[p];
  68648. var shape = particle._model._shape;
  68649. // computing the inverse of the rotation matrix from the quaternion
  68650. // is equivalent to computing the matrix of the inverse quaternion, i.e of the conjugate quaternion
  68651. if (particle.rotationQuaternion) {
  68652. particle.rotationQuaternion.conjugateToRef(quaternion);
  68653. }
  68654. else {
  68655. var rotation = particle.rotation;
  68656. BABYLON.Quaternion.RotationYawPitchRollToRef(rotation.y, rotation.x, rotation.z, quaternion);
  68657. quaternion.conjugateInPlace();
  68658. }
  68659. quaternion.toRotationMatrix(invertedRotMatrix);
  68660. for (var pt = 0; pt < shape.length; pt++) {
  68661. idx = index + pt * 3;
  68662. BABYLON.Vector3.TransformNormalFromFloatsToRef(this._normals32[idx], this._normals32[idx + 1], this._normals32[idx + 2], invertedRotMatrix, tmpNormal);
  68663. tmpNormal.toArray(this._fixedNormal32, idx);
  68664. }
  68665. index = idx + 3;
  68666. }
  68667. };
  68668. //reset copy
  68669. SolidParticleSystem.prototype._resetCopy = function () {
  68670. var copy = this._copy;
  68671. copy.position.setAll(0);
  68672. copy.rotation.setAll(0);
  68673. copy.rotationQuaternion = null;
  68674. copy.scaling.setAll(1);
  68675. copy.uvs.copyFromFloats(0.0, 0.0, 1.0, 1.0);
  68676. copy.color = null;
  68677. copy.translateFromPivot = false;
  68678. };
  68679. // _meshBuilder : inserts the shape model in the global SPS mesh
  68680. SolidParticleSystem.prototype._meshBuilder = function (p, shape, positions, meshInd, indices, meshUV, uvs, meshCol, colors, meshNor, normals, idx, idxInShape, options) {
  68681. var i;
  68682. var u = 0;
  68683. var c = 0;
  68684. var n = 0;
  68685. this._resetCopy();
  68686. var copy = this._copy;
  68687. if (options && options.positionFunction) { // call to custom positionFunction
  68688. options.positionFunction(copy, idx, idxInShape);
  68689. this._mustUnrotateFixedNormals = true;
  68690. }
  68691. var rotMatrix = BABYLON.Tmp.Matrix[0];
  68692. var tmpVertex = BABYLON.Tmp.Vector3[0];
  68693. var tmpRotated = BABYLON.Tmp.Vector3[1];
  68694. var pivotBackTranslation = BABYLON.Tmp.Vector3[2];
  68695. var scaledPivot = BABYLON.Tmp.Vector3[3];
  68696. copy.getRotationMatrix(rotMatrix);
  68697. copy.pivot.multiplyToRef(copy.scaling, scaledPivot);
  68698. if (copy.translateFromPivot) {
  68699. pivotBackTranslation.setAll(0.0);
  68700. }
  68701. else {
  68702. pivotBackTranslation.copyFrom(scaledPivot);
  68703. }
  68704. for (i = 0; i < shape.length; i++) {
  68705. tmpVertex.copyFrom(shape[i]);
  68706. if (options && options.vertexFunction) {
  68707. options.vertexFunction(copy, tmpVertex, i);
  68708. }
  68709. tmpVertex.multiplyInPlace(copy.scaling).subtractInPlace(scaledPivot);
  68710. BABYLON.Vector3.TransformCoordinatesToRef(tmpVertex, rotMatrix, tmpRotated);
  68711. tmpRotated.addInPlace(pivotBackTranslation).addInPlace(copy.position);
  68712. positions.push(tmpRotated.x, tmpRotated.y, tmpRotated.z);
  68713. if (meshUV) {
  68714. var copyUvs = copy.uvs;
  68715. uvs.push((copyUvs.z - copyUvs.x) * meshUV[u] + copyUvs.x, (copyUvs.w - copyUvs.y) * meshUV[u + 1] + copyUvs.y);
  68716. u += 2;
  68717. }
  68718. if (copy.color) {
  68719. this._color = copy.color;
  68720. }
  68721. else {
  68722. var color = this._color;
  68723. if (meshCol && meshCol[c] !== undefined) {
  68724. color.r = meshCol[c];
  68725. color.g = meshCol[c + 1];
  68726. color.b = meshCol[c + 2];
  68727. color.a = meshCol[c + 3];
  68728. }
  68729. else {
  68730. color.r = 1.0;
  68731. color.g = 1.0;
  68732. color.b = 1.0;
  68733. color.a = 1.0;
  68734. }
  68735. }
  68736. colors.push(this._color.r, this._color.g, this._color.b, this._color.a);
  68737. c += 4;
  68738. if (!this.recomputeNormals && meshNor) {
  68739. tmpVertex.x = meshNor[n];
  68740. tmpVertex.y = meshNor[n + 1];
  68741. tmpVertex.z = meshNor[n + 2];
  68742. BABYLON.Vector3.TransformNormalToRef(tmpVertex, rotMatrix, tmpVertex);
  68743. normals.push(tmpVertex.x, tmpVertex.y, tmpVertex.z);
  68744. n += 3;
  68745. }
  68746. }
  68747. for (i = 0; i < meshInd.length; i++) {
  68748. var current_ind = p + meshInd[i];
  68749. indices.push(current_ind);
  68750. if (current_ind > 65535) {
  68751. this._needs32Bits = true;
  68752. }
  68753. }
  68754. if (this._pickable) {
  68755. var nbfaces = meshInd.length / 3;
  68756. for (i = 0; i < nbfaces; i++) {
  68757. this.pickedParticles.push({ idx: idx, faceId: i });
  68758. }
  68759. }
  68760. if (this._depthSort) {
  68761. this.depthSortedParticles.push(new BABYLON.DepthSortedParticle());
  68762. }
  68763. return copy;
  68764. };
  68765. // returns a shape array from positions array
  68766. SolidParticleSystem.prototype._posToShape = function (positions) {
  68767. var shape = [];
  68768. for (var i = 0; i < positions.length; i += 3) {
  68769. shape.push(BABYLON.Vector3.FromArray(positions, i));
  68770. }
  68771. return shape;
  68772. };
  68773. // returns a shapeUV array from a Vector4 uvs
  68774. SolidParticleSystem.prototype._uvsToShapeUV = function (uvs) {
  68775. var shapeUV = [];
  68776. if (uvs) {
  68777. for (var i = 0; i < uvs.length; i++) {
  68778. shapeUV.push(uvs[i]);
  68779. }
  68780. }
  68781. return shapeUV;
  68782. };
  68783. // adds a new particle object in the particles array
  68784. SolidParticleSystem.prototype._addParticle = function (idx, idxpos, idxind, model, shapeId, idxInShape, bInfo) {
  68785. if (bInfo === void 0) { bInfo = null; }
  68786. var sp = new BABYLON.SolidParticle(idx, idxpos, idxind, model, shapeId, idxInShape, this, bInfo);
  68787. this.particles.push(sp);
  68788. return sp;
  68789. };
  68790. /**
  68791. * Adds some particles to the SPS from the model shape. Returns the shape id.
  68792. * Please read the doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#create-an-immutable-sps
  68793. * @param mesh is any Mesh object that will be used as a model for the solid particles.
  68794. * @param nb (positive integer) the number of particles to be created from this model
  68795. * @param options {positionFunction} is an optional javascript function to called for each particle on SPS creation.
  68796. * {vertexFunction} is an optional javascript function to called for each vertex of each particle on SPS creation
  68797. * @returns the number of shapes in the system
  68798. */
  68799. SolidParticleSystem.prototype.addShape = function (mesh, nb, options) {
  68800. var meshPos = mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  68801. var meshInd = mesh.getIndices();
  68802. var meshUV = mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  68803. var meshCol = mesh.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  68804. var meshNor = mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  68805. var bbInfo;
  68806. if (this._particlesIntersect) {
  68807. bbInfo = mesh.getBoundingInfo();
  68808. }
  68809. var shape = this._posToShape(meshPos);
  68810. var shapeUV = this._uvsToShapeUV(meshUV);
  68811. var posfunc = options ? options.positionFunction : null;
  68812. var vtxfunc = options ? options.vertexFunction : null;
  68813. var modelShape = new BABYLON.ModelShape(this._shapeCounter, shape, meshInd.length, shapeUV, posfunc, vtxfunc);
  68814. // particles
  68815. var sp;
  68816. var currentCopy;
  68817. var idx = this.nbParticles;
  68818. for (var i = 0; i < nb; i++) {
  68819. var currentPos = this._positions.length;
  68820. var currentInd = this._indices.length;
  68821. currentCopy = this._meshBuilder(this._index, shape, this._positions, meshInd, this._indices, meshUV, this._uvs, meshCol, this._colors, meshNor, this._normals, idx, i, options);
  68822. if (this._updatable) {
  68823. sp = this._addParticle(idx, currentPos, currentInd, modelShape, this._shapeCounter, i, bbInfo);
  68824. sp.position.copyFrom(currentCopy.position);
  68825. sp.rotation.copyFrom(currentCopy.rotation);
  68826. if (currentCopy.rotationQuaternion && sp.rotationQuaternion) {
  68827. sp.rotationQuaternion.copyFrom(currentCopy.rotationQuaternion);
  68828. }
  68829. if (currentCopy.color && sp.color) {
  68830. sp.color.copyFrom(currentCopy.color);
  68831. }
  68832. sp.scaling.copyFrom(currentCopy.scaling);
  68833. sp.uvs.copyFrom(currentCopy.uvs);
  68834. }
  68835. this._index += shape.length;
  68836. idx++;
  68837. }
  68838. this.nbParticles += nb;
  68839. this._shapeCounter++;
  68840. return this._shapeCounter - 1;
  68841. };
  68842. // rebuilds a particle back to its just built status : if needed, recomputes the custom positions and vertices
  68843. SolidParticleSystem.prototype._rebuildParticle = function (particle) {
  68844. this._resetCopy();
  68845. var copy = this._copy;
  68846. if (particle._model._positionFunction) { // recall to stored custom positionFunction
  68847. particle._model._positionFunction(copy, particle.idx, particle.idxInShape);
  68848. }
  68849. var rotMatrix = BABYLON.Tmp.Matrix[0];
  68850. var tmpVertex = BABYLON.Tmp.Vector3[0];
  68851. var tmpRotated = BABYLON.Tmp.Vector3[1];
  68852. var pivotBackTranslation = BABYLON.Tmp.Vector3[2];
  68853. var scaledPivot = BABYLON.Tmp.Vector3[3];
  68854. copy.getRotationMatrix(rotMatrix);
  68855. particle.pivot.multiplyToRef(particle.scaling, scaledPivot);
  68856. if (copy.translateFromPivot) {
  68857. pivotBackTranslation.copyFromFloats(0.0, 0.0, 0.0);
  68858. }
  68859. else {
  68860. pivotBackTranslation.copyFrom(scaledPivot);
  68861. }
  68862. var shape = particle._model._shape;
  68863. for (var pt = 0; pt < shape.length; pt++) {
  68864. tmpVertex.copyFrom(shape[pt]);
  68865. if (particle._model._vertexFunction) {
  68866. particle._model._vertexFunction(copy, tmpVertex, pt); // recall to stored vertexFunction
  68867. }
  68868. tmpVertex.multiplyInPlace(copy.scaling).subtractInPlace(scaledPivot);
  68869. BABYLON.Vector3.TransformCoordinatesToRef(tmpVertex, rotMatrix, tmpRotated);
  68870. tmpRotated.addInPlace(pivotBackTranslation).addInPlace(copy.position).toArray(this._positions32, particle._pos + pt * 3);
  68871. }
  68872. particle.position.setAll(0.0);
  68873. particle.rotation.setAll(0.0);
  68874. particle.rotationQuaternion = null;
  68875. particle.scaling.setAll(1.0);
  68876. particle.uvs.setAll(0.0);
  68877. particle.pivot.setAll(0.0);
  68878. particle.translateFromPivot = false;
  68879. particle.parentId = null;
  68880. };
  68881. /**
  68882. * Rebuilds the whole mesh and updates the VBO : custom positions and vertices are recomputed if needed.
  68883. * @returns the SPS.
  68884. */
  68885. SolidParticleSystem.prototype.rebuildMesh = function () {
  68886. for (var p = 0; p < this.particles.length; p++) {
  68887. this._rebuildParticle(this.particles[p]);
  68888. }
  68889. this.mesh.updateVerticesData(BABYLON.VertexBuffer.PositionKind, this._positions32, false, false);
  68890. return this;
  68891. };
  68892. /**
  68893. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  68894. * This method calls `updateParticle()` for each particle of the SPS.
  68895. * For an animated SPS, it is usually called within the render loop.
  68896. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  68897. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  68898. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  68899. * @returns the SPS.
  68900. */
  68901. SolidParticleSystem.prototype.setParticles = function (start, end, update) {
  68902. if (start === void 0) { start = 0; }
  68903. if (end === void 0) { end = this.nbParticles - 1; }
  68904. if (update === void 0) { update = true; }
  68905. if (!this._updatable) {
  68906. return this;
  68907. }
  68908. // custom beforeUpdate
  68909. this.beforeUpdateParticles(start, end, update);
  68910. var rotMatrix = BABYLON.Tmp.Matrix[0];
  68911. var invertedMatrix = BABYLON.Tmp.Matrix[1];
  68912. var mesh = this.mesh;
  68913. var colors32 = this._colors32;
  68914. var positions32 = this._positions32;
  68915. var normals32 = this._normals32;
  68916. var uvs32 = this._uvs32;
  68917. var indices32 = this._indices32;
  68918. var indices = this._indices;
  68919. var fixedNormal32 = this._fixedNormal32;
  68920. var tempVectors = BABYLON.Tmp.Vector3;
  68921. var camAxisX = tempVectors[5].copyFromFloats(1.0, 0.0, 0.0);
  68922. var camAxisY = tempVectors[6].copyFromFloats(0.0, 1.0, 0.0);
  68923. var camAxisZ = tempVectors[7].copyFromFloats(0.0, 0.0, 1.0);
  68924. var minimum = tempVectors[8].setAll(Number.MAX_VALUE);
  68925. var maximum = tempVectors[9].setAll(-Number.MAX_VALUE);
  68926. var camInvertedPosition = tempVectors[10].setAll(0);
  68927. // cases when the World Matrix is to be computed first
  68928. if (this.billboard || this._depthSort) {
  68929. this.mesh.computeWorldMatrix(true);
  68930. this.mesh._worldMatrix.invertToRef(invertedMatrix);
  68931. }
  68932. // if the particles will always face the camera
  68933. if (this.billboard) {
  68934. // compute the camera position and un-rotate it by the current mesh rotation
  68935. var tmpVertex = tempVectors[0];
  68936. this._camera.getDirectionToRef(BABYLON.Axis.Z, tmpVertex);
  68937. BABYLON.Vector3.TransformNormalToRef(tmpVertex, invertedMatrix, camAxisZ);
  68938. camAxisZ.normalize();
  68939. // same for camera up vector extracted from the cam view matrix
  68940. var view = this._camera.getViewMatrix(true);
  68941. BABYLON.Vector3.TransformNormalFromFloatsToRef(view.m[1], view.m[5], view.m[9], invertedMatrix, camAxisY);
  68942. BABYLON.Vector3.CrossToRef(camAxisY, camAxisZ, camAxisX);
  68943. camAxisY.normalize();
  68944. camAxisX.normalize();
  68945. }
  68946. // if depthSort, compute the camera global position in the mesh local system
  68947. if (this._depthSort) {
  68948. BABYLON.Vector3.TransformCoordinatesToRef(this._camera.globalPosition, invertedMatrix, camInvertedPosition); // then un-rotate the camera
  68949. }
  68950. BABYLON.Matrix.IdentityToRef(rotMatrix);
  68951. var idx = 0; // current position index in the global array positions32
  68952. var index = 0; // position start index in the global array positions32 of the current particle
  68953. var colidx = 0; // current color index in the global array colors32
  68954. var colorIndex = 0; // color start index in the global array colors32 of the current particle
  68955. var uvidx = 0; // current uv index in the global array uvs32
  68956. var uvIndex = 0; // uv start index in the global array uvs32 of the current particle
  68957. var pt = 0; // current index in the particle model shape
  68958. if (this.mesh.isFacetDataEnabled) {
  68959. this._computeBoundingBox = true;
  68960. }
  68961. end = (end >= this.nbParticles) ? this.nbParticles - 1 : end;
  68962. if (this._computeBoundingBox) {
  68963. if (start != 0 || end != this.nbParticles - 1) { // only some particles are updated, then use the current existing BBox basis. Note : it can only increase.
  68964. var boundingInfo = this.mesh._boundingInfo;
  68965. if (boundingInfo) {
  68966. minimum.copyFrom(boundingInfo.minimum);
  68967. maximum.copyFrom(boundingInfo.maximum);
  68968. }
  68969. }
  68970. }
  68971. // particle loop
  68972. index = this.particles[start]._pos;
  68973. var vpos = (index / 3) | 0;
  68974. colorIndex = vpos * 4;
  68975. uvIndex = vpos * 2;
  68976. for (var p = start; p <= end; p++) {
  68977. var particle = this.particles[p];
  68978. // call to custom user function to update the particle properties
  68979. this.updateParticle(particle);
  68980. var shape = particle._model._shape;
  68981. var shapeUV = particle._model._shapeUV;
  68982. var particleRotationMatrix = particle._rotationMatrix;
  68983. var particlePosition = particle.position;
  68984. var particleRotation = particle.rotation;
  68985. var particleScaling = particle.scaling;
  68986. var particleGlobalPosition = particle._globalPosition;
  68987. // camera-particle distance for depth sorting
  68988. if (this._depthSort && this._depthSortParticles) {
  68989. var dsp = this.depthSortedParticles[p];
  68990. dsp.ind = particle._ind;
  68991. dsp.indicesLength = particle._model._indicesLength;
  68992. dsp.sqDistance = BABYLON.Vector3.DistanceSquared(particle.position, camInvertedPosition);
  68993. }
  68994. // skip the computations for inactive or already invisible particles
  68995. if (!particle.alive || (particle._stillInvisible && !particle.isVisible)) {
  68996. // increment indexes for the next particle
  68997. pt = shape.length;
  68998. index += pt * 3;
  68999. colorIndex += pt * 4;
  69000. uvIndex += pt * 2;
  69001. continue;
  69002. }
  69003. if (particle.isVisible) {
  69004. particle._stillInvisible = false; // un-mark permanent invisibility
  69005. var scaledPivot = tempVectors[12];
  69006. particle.pivot.multiplyToRef(particleScaling, scaledPivot);
  69007. // particle rotation matrix
  69008. if (this.billboard) {
  69009. particleRotation.x = 0.0;
  69010. particleRotation.y = 0.0;
  69011. }
  69012. if (this._computeParticleRotation || this.billboard) {
  69013. particle.getRotationMatrix(rotMatrix);
  69014. }
  69015. var particleHasParent = (particle.parentId !== null);
  69016. if (particleHasParent) {
  69017. var parent_1 = this.particles[particle.parentId];
  69018. var parentRotationMatrix = parent_1._rotationMatrix;
  69019. var parentGlobalPosition = parent_1._globalPosition;
  69020. var rotatedY = particlePosition.x * parentRotationMatrix[1] + particlePosition.y * parentRotationMatrix[4] + particlePosition.z * parentRotationMatrix[7];
  69021. var rotatedX = particlePosition.x * parentRotationMatrix[0] + particlePosition.y * parentRotationMatrix[3] + particlePosition.z * parentRotationMatrix[6];
  69022. var rotatedZ = particlePosition.x * parentRotationMatrix[2] + particlePosition.y * parentRotationMatrix[5] + particlePosition.z * parentRotationMatrix[8];
  69023. particleGlobalPosition.x = parentGlobalPosition.x + rotatedX;
  69024. particleGlobalPosition.y = parentGlobalPosition.y + rotatedY;
  69025. particleGlobalPosition.z = parentGlobalPosition.z + rotatedZ;
  69026. if (this._computeParticleRotation || this.billboard) {
  69027. var rotMatrixValues = rotMatrix.m;
  69028. particleRotationMatrix[0] = rotMatrixValues[0] * parentRotationMatrix[0] + rotMatrixValues[1] * parentRotationMatrix[3] + rotMatrixValues[2] * parentRotationMatrix[6];
  69029. particleRotationMatrix[1] = rotMatrixValues[0] * parentRotationMatrix[1] + rotMatrixValues[1] * parentRotationMatrix[4] + rotMatrixValues[2] * parentRotationMatrix[7];
  69030. particleRotationMatrix[2] = rotMatrixValues[0] * parentRotationMatrix[2] + rotMatrixValues[1] * parentRotationMatrix[5] + rotMatrixValues[2] * parentRotationMatrix[8];
  69031. particleRotationMatrix[3] = rotMatrixValues[4] * parentRotationMatrix[0] + rotMatrixValues[5] * parentRotationMatrix[3] + rotMatrixValues[6] * parentRotationMatrix[6];
  69032. particleRotationMatrix[4] = rotMatrixValues[4] * parentRotationMatrix[1] + rotMatrixValues[5] * parentRotationMatrix[4] + rotMatrixValues[6] * parentRotationMatrix[7];
  69033. particleRotationMatrix[5] = rotMatrixValues[4] * parentRotationMatrix[2] + rotMatrixValues[5] * parentRotationMatrix[5] + rotMatrixValues[6] * parentRotationMatrix[8];
  69034. particleRotationMatrix[6] = rotMatrixValues[8] * parentRotationMatrix[0] + rotMatrixValues[9] * parentRotationMatrix[3] + rotMatrixValues[10] * parentRotationMatrix[6];
  69035. particleRotationMatrix[7] = rotMatrixValues[8] * parentRotationMatrix[1] + rotMatrixValues[9] * parentRotationMatrix[4] + rotMatrixValues[10] * parentRotationMatrix[7];
  69036. particleRotationMatrix[8] = rotMatrixValues[8] * parentRotationMatrix[2] + rotMatrixValues[9] * parentRotationMatrix[5] + rotMatrixValues[10] * parentRotationMatrix[8];
  69037. }
  69038. }
  69039. else {
  69040. particleGlobalPosition.x = particlePosition.x;
  69041. particleGlobalPosition.y = particlePosition.y;
  69042. particleGlobalPosition.z = particlePosition.z;
  69043. if (this._computeParticleRotation || this.billboard) {
  69044. var rotMatrixValues = rotMatrix.m;
  69045. particleRotationMatrix[0] = rotMatrixValues[0];
  69046. particleRotationMatrix[1] = rotMatrixValues[1];
  69047. particleRotationMatrix[2] = rotMatrixValues[2];
  69048. particleRotationMatrix[3] = rotMatrixValues[4];
  69049. particleRotationMatrix[4] = rotMatrixValues[5];
  69050. particleRotationMatrix[5] = rotMatrixValues[6];
  69051. particleRotationMatrix[6] = rotMatrixValues[8];
  69052. particleRotationMatrix[7] = rotMatrixValues[9];
  69053. particleRotationMatrix[8] = rotMatrixValues[10];
  69054. }
  69055. }
  69056. var pivotBackTranslation = tempVectors[11];
  69057. if (particle.translateFromPivot) {
  69058. pivotBackTranslation.setAll(0.0);
  69059. }
  69060. else {
  69061. pivotBackTranslation.copyFrom(scaledPivot);
  69062. }
  69063. // particle vertex loop
  69064. for (pt = 0; pt < shape.length; pt++) {
  69065. idx = index + pt * 3;
  69066. colidx = colorIndex + pt * 4;
  69067. uvidx = uvIndex + pt * 2;
  69068. var tmpVertex = tempVectors[0];
  69069. tmpVertex.copyFrom(shape[pt]);
  69070. if (this._computeParticleVertex) {
  69071. this.updateParticleVertex(particle, tmpVertex, pt);
  69072. }
  69073. // positions
  69074. var vertexX = tmpVertex.x * particleScaling.x - scaledPivot.x;
  69075. var vertexY = tmpVertex.y * particleScaling.y - scaledPivot.y;
  69076. var vertexZ = tmpVertex.z * particleScaling.z - scaledPivot.z;
  69077. var rotatedX = vertexX * particleRotationMatrix[0] + vertexY * particleRotationMatrix[3] + vertexZ * particleRotationMatrix[6];
  69078. var rotatedY = vertexX * particleRotationMatrix[1] + vertexY * particleRotationMatrix[4] + vertexZ * particleRotationMatrix[7];
  69079. var rotatedZ = vertexX * particleRotationMatrix[2] + vertexY * particleRotationMatrix[5] + vertexZ * particleRotationMatrix[8];
  69080. rotatedX += pivotBackTranslation.x;
  69081. rotatedY += pivotBackTranslation.y;
  69082. rotatedZ += pivotBackTranslation.z;
  69083. var px = positions32[idx] = particleGlobalPosition.x + camAxisX.x * rotatedX + camAxisY.x * rotatedY + camAxisZ.x * rotatedZ;
  69084. var py = positions32[idx + 1] = particleGlobalPosition.y + camAxisX.y * rotatedX + camAxisY.y * rotatedY + camAxisZ.y * rotatedZ;
  69085. var pz = positions32[idx + 2] = particleGlobalPosition.z + camAxisX.z * rotatedX + camAxisY.z * rotatedY + camAxisZ.z * rotatedZ;
  69086. if (this._computeBoundingBox) {
  69087. minimum.minimizeInPlaceFromFloats(px, py, pz);
  69088. maximum.maximizeInPlaceFromFloats(px, py, pz);
  69089. }
  69090. // normals : if the particles can't be morphed then just rotate the normals, what is much more faster than ComputeNormals()
  69091. if (!this._computeParticleVertex) {
  69092. var normalx = fixedNormal32[idx];
  69093. var normaly = fixedNormal32[idx + 1];
  69094. var normalz = fixedNormal32[idx + 2];
  69095. var rotatedx = normalx * particleRotationMatrix[0] + normaly * particleRotationMatrix[3] + normalz * particleRotationMatrix[6];
  69096. var rotatedy = normalx * particleRotationMatrix[1] + normaly * particleRotationMatrix[4] + normalz * particleRotationMatrix[7];
  69097. var rotatedz = normalx * particleRotationMatrix[2] + normaly * particleRotationMatrix[5] + normalz * particleRotationMatrix[8];
  69098. normals32[idx] = camAxisX.x * rotatedx + camAxisY.x * rotatedy + camAxisZ.x * rotatedz;
  69099. normals32[idx + 1] = camAxisX.y * rotatedx + camAxisY.y * rotatedy + camAxisZ.y * rotatedz;
  69100. normals32[idx + 2] = camAxisX.z * rotatedx + camAxisY.z * rotatedy + camAxisZ.z * rotatedz;
  69101. }
  69102. if (this._computeParticleColor && particle.color) {
  69103. var color = particle.color;
  69104. var colors32_1 = this._colors32;
  69105. colors32_1[colidx] = color.r;
  69106. colors32_1[colidx + 1] = color.g;
  69107. colors32_1[colidx + 2] = color.b;
  69108. colors32_1[colidx + 3] = color.a;
  69109. }
  69110. if (this._computeParticleTexture) {
  69111. var uvs = particle.uvs;
  69112. uvs32[uvidx] = shapeUV[pt * 2] * (uvs.z - uvs.x) + uvs.x;
  69113. uvs32[uvidx + 1] = shapeUV[pt * 2 + 1] * (uvs.w - uvs.y) + uvs.y;
  69114. }
  69115. }
  69116. }
  69117. // particle just set invisible : scaled to zero and positioned at the origin
  69118. else {
  69119. particle._stillInvisible = true; // mark the particle as invisible
  69120. for (pt = 0; pt < shape.length; pt++) {
  69121. idx = index + pt * 3;
  69122. colidx = colorIndex + pt * 4;
  69123. uvidx = uvIndex + pt * 2;
  69124. positions32[idx] = positions32[idx + 1] = positions32[idx + 2] = 0;
  69125. normals32[idx] = normals32[idx + 1] = normals32[idx + 2] = 0;
  69126. if (this._computeParticleColor && particle.color) {
  69127. var color = particle.color;
  69128. colors32[colidx] = color.r;
  69129. colors32[colidx + 1] = color.g;
  69130. colors32[colidx + 2] = color.b;
  69131. colors32[colidx + 3] = color.a;
  69132. }
  69133. if (this._computeParticleTexture) {
  69134. var uvs = particle.uvs;
  69135. uvs32[uvidx] = shapeUV[pt * 2] * (uvs.z - uvs.x) + uvs.x;
  69136. uvs32[uvidx + 1] = shapeUV[pt * 2 + 1] * (uvs.w - uvs.y) + uvs.y;
  69137. }
  69138. }
  69139. }
  69140. // if the particle intersections must be computed : update the bbInfo
  69141. if (this._particlesIntersect) {
  69142. var bInfo = particle._boundingInfo;
  69143. var bBox = bInfo.boundingBox;
  69144. var bSphere = bInfo.boundingSphere;
  69145. var modelBoundingInfo = particle._modelBoundingInfo;
  69146. if (!this._bSphereOnly) {
  69147. // place, scale and rotate the particle bbox within the SPS local system, then update it
  69148. var modelBoundingInfoVectors = modelBoundingInfo.boundingBox.vectors;
  69149. var tempMin = tempVectors[1];
  69150. var tempMax = tempVectors[2];
  69151. tempMin.setAll(Number.MAX_VALUE);
  69152. tempMax.setAll(-Number.MAX_VALUE);
  69153. for (var b = 0; b < 8; b++) {
  69154. var scaledX = modelBoundingInfoVectors[b].x * particleScaling.x;
  69155. var scaledY = modelBoundingInfoVectors[b].y * particleScaling.y;
  69156. var scaledZ = modelBoundingInfoVectors[b].z * particleScaling.z;
  69157. var rotatedX = scaledX * particleRotationMatrix[0] + scaledY * particleRotationMatrix[3] + scaledZ * particleRotationMatrix[6];
  69158. var rotatedY = scaledX * particleRotationMatrix[1] + scaledY * particleRotationMatrix[4] + scaledZ * particleRotationMatrix[7];
  69159. var rotatedZ = scaledX * particleRotationMatrix[2] + scaledY * particleRotationMatrix[5] + scaledZ * particleRotationMatrix[8];
  69160. var x = particlePosition.x + camAxisX.x * rotatedX + camAxisY.x * rotatedY + camAxisZ.x * rotatedZ;
  69161. var y = particlePosition.y + camAxisX.y * rotatedX + camAxisY.y * rotatedY + camAxisZ.y * rotatedZ;
  69162. var z = particlePosition.z + camAxisX.z * rotatedX + camAxisY.z * rotatedY + camAxisZ.z * rotatedZ;
  69163. tempMin.minimizeInPlaceFromFloats(x, y, z);
  69164. tempMax.maximizeInPlaceFromFloats(x, y, z);
  69165. }
  69166. bBox.reConstruct(tempMin, tempMax, mesh._worldMatrix);
  69167. }
  69168. // place and scale the particle bouding sphere in the SPS local system, then update it
  69169. var minBbox = modelBoundingInfo.minimum.multiplyToRef(particleScaling, tempVectors[1]);
  69170. var maxBbox = modelBoundingInfo.maximum.multiplyToRef(particleScaling, tempVectors[2]);
  69171. var bSphereCenter = maxBbox.addToRef(minBbox, tempVectors[3]).scaleInPlace(0.5);
  69172. var halfDiag = maxBbox.subtractToRef(minBbox, tempVectors[4]).scaleInPlace(0.5 * this._bSphereRadiusFactor);
  69173. var bSphereMinBbox = bSphereCenter.subtractToRef(halfDiag, tempVectors[1]);
  69174. var bSphereMaxBbox = bSphereCenter.addToRef(halfDiag, tempVectors[2]);
  69175. bSphere.reConstruct(bSphereMinBbox, bSphereMaxBbox, mesh._worldMatrix);
  69176. }
  69177. // increment indexes for the next particle
  69178. index = idx + 3;
  69179. colorIndex = colidx + 4;
  69180. uvIndex = uvidx + 2;
  69181. }
  69182. // if the VBO must be updated
  69183. if (update) {
  69184. if (this._computeParticleColor) {
  69185. mesh.updateVerticesData(BABYLON.VertexBuffer.ColorKind, colors32, false, false);
  69186. }
  69187. if (this._computeParticleTexture) {
  69188. mesh.updateVerticesData(BABYLON.VertexBuffer.UVKind, uvs32, false, false);
  69189. }
  69190. mesh.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions32, false, false);
  69191. if (!mesh.areNormalsFrozen || mesh.isFacetDataEnabled) {
  69192. if (this._computeParticleVertex || mesh.isFacetDataEnabled) {
  69193. // recompute the normals only if the particles can be morphed, update then also the normal reference array _fixedNormal32[]
  69194. var params = mesh.isFacetDataEnabled ? mesh.getFacetDataParameters() : null;
  69195. BABYLON.VertexData.ComputeNormals(positions32, indices32, normals32, params);
  69196. for (var i = 0; i < normals32.length; i++) {
  69197. fixedNormal32[i] = normals32[i];
  69198. }
  69199. }
  69200. if (!mesh.areNormalsFrozen) {
  69201. mesh.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals32, false, false);
  69202. }
  69203. }
  69204. if (this._depthSort && this._depthSortParticles) {
  69205. var depthSortedParticles = this.depthSortedParticles;
  69206. depthSortedParticles.sort(depthSortFunction);
  69207. var dspl = depthSortedParticles.length;
  69208. var sid = 0;
  69209. for (var sorted = 0; sorted < dspl; sorted++) {
  69210. var lind = depthSortedParticles[sorted].indicesLength;
  69211. var sind = depthSortedParticles[sorted].ind;
  69212. for (var i = 0; i < lind; i++) {
  69213. indices32[sid] = indices[sind + i];
  69214. sid++;
  69215. }
  69216. }
  69217. mesh.updateIndices(indices32);
  69218. }
  69219. }
  69220. if (this._computeBoundingBox) {
  69221. if (mesh._boundingInfo) {
  69222. mesh._boundingInfo.reConstruct(minimum, maximum, mesh._worldMatrix);
  69223. }
  69224. else {
  69225. mesh._boundingInfo = new BABYLON.BoundingInfo(minimum, maximum, mesh._worldMatrix);
  69226. }
  69227. }
  69228. this.afterUpdateParticles(start, end, update);
  69229. return this;
  69230. };
  69231. /**
  69232. * Disposes the SPS.
  69233. */
  69234. SolidParticleSystem.prototype.dispose = function () {
  69235. this.mesh.dispose();
  69236. this.vars = null;
  69237. // drop references to internal big arrays for the GC
  69238. this._positions = null;
  69239. this._indices = null;
  69240. this._normals = null;
  69241. this._uvs = null;
  69242. this._colors = null;
  69243. this._indices32 = null;
  69244. this._positions32 = null;
  69245. this._normals32 = null;
  69246. this._fixedNormal32 = null;
  69247. this._uvs32 = null;
  69248. this._colors32 = null;
  69249. this.pickedParticles = null;
  69250. };
  69251. /**
  69252. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  69253. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  69254. * @returns the SPS.
  69255. */
  69256. SolidParticleSystem.prototype.refreshVisibleSize = function () {
  69257. if (!this._isVisibilityBoxLocked) {
  69258. this.mesh.refreshBoundingInfo();
  69259. }
  69260. return this;
  69261. };
  69262. /**
  69263. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  69264. * @param size the size (float) of the visibility box
  69265. * note : this doesn't lock the SPS mesh bounding box.
  69266. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  69267. */
  69268. SolidParticleSystem.prototype.setVisibilityBox = function (size) {
  69269. var vis = size / 2;
  69270. this.mesh._boundingInfo = new BABYLON.BoundingInfo(new BABYLON.Vector3(-vis, -vis, -vis), new BABYLON.Vector3(vis, vis, vis));
  69271. };
  69272. Object.defineProperty(SolidParticleSystem.prototype, "isAlwaysVisible", {
  69273. /**
  69274. * Gets whether the SPS as always visible or not
  69275. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  69276. */
  69277. get: function () {
  69278. return this._alwaysVisible;
  69279. },
  69280. /**
  69281. * Sets the SPS as always visible or not
  69282. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  69283. */
  69284. set: function (val) {
  69285. this._alwaysVisible = val;
  69286. this.mesh.alwaysSelectAsActiveMesh = val;
  69287. },
  69288. enumerable: true,
  69289. configurable: true
  69290. });
  69291. Object.defineProperty(SolidParticleSystem.prototype, "isVisibilityBoxLocked", {
  69292. /**
  69293. * Gets if the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  69294. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  69295. */
  69296. get: function () {
  69297. return this._isVisibilityBoxLocked;
  69298. },
  69299. /**
  69300. * Sets the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  69301. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  69302. */
  69303. set: function (val) {
  69304. this._isVisibilityBoxLocked = val;
  69305. var boundingInfo = this.mesh.getBoundingInfo();
  69306. boundingInfo.isLocked = val;
  69307. },
  69308. enumerable: true,
  69309. configurable: true
  69310. });
  69311. Object.defineProperty(SolidParticleSystem.prototype, "computeParticleRotation", {
  69312. /**
  69313. * Gets if `setParticles()` computes the particle rotations or not.
  69314. * Default value : true. The SPS is faster when it's set to false.
  69315. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  69316. */
  69317. get: function () {
  69318. return this._computeParticleRotation;
  69319. },
  69320. /**
  69321. * Tells to `setParticles()` to compute the particle rotations or not.
  69322. * Default value : true. The SPS is faster when it's set to false.
  69323. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  69324. */
  69325. set: function (val) {
  69326. this._computeParticleRotation = val;
  69327. },
  69328. enumerable: true,
  69329. configurable: true
  69330. });
  69331. Object.defineProperty(SolidParticleSystem.prototype, "computeParticleColor", {
  69332. /**
  69333. * Gets if `setParticles()` computes the particle colors or not.
  69334. * Default value : true. The SPS is faster when it's set to false.
  69335. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  69336. */
  69337. get: function () {
  69338. return this._computeParticleColor;
  69339. },
  69340. /**
  69341. * Tells to `setParticles()` to compute the particle colors or not.
  69342. * Default value : true. The SPS is faster when it's set to false.
  69343. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  69344. */
  69345. set: function (val) {
  69346. this._computeParticleColor = val;
  69347. },
  69348. enumerable: true,
  69349. configurable: true
  69350. });
  69351. Object.defineProperty(SolidParticleSystem.prototype, "computeParticleTexture", {
  69352. /**
  69353. * Gets if `setParticles()` computes the particle textures or not.
  69354. * Default value : true. The SPS is faster when it's set to false.
  69355. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  69356. */
  69357. get: function () {
  69358. return this._computeParticleTexture;
  69359. },
  69360. set: function (val) {
  69361. this._computeParticleTexture = val;
  69362. },
  69363. enumerable: true,
  69364. configurable: true
  69365. });
  69366. Object.defineProperty(SolidParticleSystem.prototype, "computeParticleVertex", {
  69367. /**
  69368. * Gets if `setParticles()` calls the vertex function for each vertex of each particle, or not.
  69369. * Default value : false. The SPS is faster when it's set to false.
  69370. * Note : the particle custom vertex positions aren't stored values.
  69371. */
  69372. get: function () {
  69373. return this._computeParticleVertex;
  69374. },
  69375. /**
  69376. * Tells to `setParticles()` to call the vertex function for each vertex of each particle, or not.
  69377. * Default value : false. The SPS is faster when it's set to false.
  69378. * Note : the particle custom vertex positions aren't stored values.
  69379. */
  69380. set: function (val) {
  69381. this._computeParticleVertex = val;
  69382. },
  69383. enumerable: true,
  69384. configurable: true
  69385. });
  69386. Object.defineProperty(SolidParticleSystem.prototype, "computeBoundingBox", {
  69387. /**
  69388. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  69389. */
  69390. get: function () {
  69391. return this._computeBoundingBox;
  69392. },
  69393. /**
  69394. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  69395. */
  69396. set: function (val) {
  69397. this._computeBoundingBox = val;
  69398. },
  69399. enumerable: true,
  69400. configurable: true
  69401. });
  69402. Object.defineProperty(SolidParticleSystem.prototype, "depthSortParticles", {
  69403. /**
  69404. * Gets if `setParticles()` sorts or not the distance between each particle and the camera.
  69405. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  69406. * Default : `true`
  69407. */
  69408. get: function () {
  69409. return this._depthSortParticles;
  69410. },
  69411. /**
  69412. * Tells to `setParticles()` to sort or not the distance between each particle and the camera.
  69413. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  69414. * Default : `true`
  69415. */
  69416. set: function (val) {
  69417. this._depthSortParticles = val;
  69418. },
  69419. enumerable: true,
  69420. configurable: true
  69421. });
  69422. // =======================================================================
  69423. // Particle behavior logic
  69424. // these following methods may be overwritten by the user to fit his needs
  69425. /**
  69426. * This function does nothing. It may be overwritten to set all the particle first values.
  69427. * The SPS doesn't call this function, you may have to call it by your own.
  69428. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#particle-management
  69429. */
  69430. SolidParticleSystem.prototype.initParticles = function () {
  69431. };
  69432. /**
  69433. * This function does nothing. It may be overwritten to recycle a particle.
  69434. * The SPS doesn't call this function, you may have to call it by your own.
  69435. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#particle-management
  69436. * @param particle The particle to recycle
  69437. * @returns the recycled particle
  69438. */
  69439. SolidParticleSystem.prototype.recycleParticle = function (particle) {
  69440. return particle;
  69441. };
  69442. /**
  69443. * Updates a particle : this function should be overwritten by the user.
  69444. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  69445. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#particle-management
  69446. * @example : just set a particle position or velocity and recycle conditions
  69447. * @param particle The particle to update
  69448. * @returns the updated particle
  69449. */
  69450. SolidParticleSystem.prototype.updateParticle = function (particle) {
  69451. return particle;
  69452. };
  69453. /**
  69454. * Updates a vertex of a particle : it can be overwritten by the user.
  69455. * This will be called on each vertex particle by `setParticles()` if `computeParticleVertex` is set to true only.
  69456. * @param particle the current particle
  69457. * @param vertex the current index of the current particle
  69458. * @param pt the index of the current vertex in the particle shape
  69459. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#update-each-particle-shape
  69460. * @example : just set a vertex particle position
  69461. * @returns the updated vertex
  69462. */
  69463. SolidParticleSystem.prototype.updateParticleVertex = function (particle, vertex, pt) {
  69464. return vertex;
  69465. };
  69466. /**
  69467. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  69468. * This does nothing and may be overwritten by the user.
  69469. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  69470. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  69471. * @param update the boolean update value actually passed to setParticles()
  69472. */
  69473. SolidParticleSystem.prototype.beforeUpdateParticles = function (start, stop, update) {
  69474. };
  69475. /**
  69476. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  69477. * This will be passed three parameters.
  69478. * This does nothing and may be overwritten by the user.
  69479. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  69480. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  69481. * @param update the boolean update value actually passed to setParticles()
  69482. */
  69483. SolidParticleSystem.prototype.afterUpdateParticles = function (start, stop, update) {
  69484. };
  69485. return SolidParticleSystem;
  69486. }());
  69487. BABYLON.SolidParticleSystem = SolidParticleSystem;
  69488. })(BABYLON || (BABYLON = {}));
  69489. //# sourceMappingURL=babylon.solidParticleSystem.js.map
  69490. var BABYLON;
  69491. (function (BABYLON) {
  69492. /**
  69493. * Class containing static functions to help procedurally build meshes
  69494. */
  69495. var MeshBuilder = /** @class */ (function () {
  69496. function MeshBuilder() {
  69497. }
  69498. MeshBuilder.updateSideOrientation = function (orientation) {
  69499. if (orientation == BABYLON.Mesh.DOUBLESIDE) {
  69500. return BABYLON.Mesh.DOUBLESIDE;
  69501. }
  69502. if (orientation === undefined || orientation === null) {
  69503. return BABYLON.Mesh.FRONTSIDE;
  69504. }
  69505. return orientation;
  69506. };
  69507. /**
  69508. * Creates a box mesh
  69509. * * The parameter `size` sets the size (float) of each box side (default 1)
  69510. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  69511. * * 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)
  69512. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  69513. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69514. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  69515. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69516. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  69517. * @param name defines the name of the mesh
  69518. * @param options defines the options used to create the mesh
  69519. * @param scene defines the hosting scene
  69520. * @returns the box mesh
  69521. */
  69522. MeshBuilder.CreateBox = function (name, options, scene) {
  69523. if (scene === void 0) { scene = null; }
  69524. var box = new BABYLON.Mesh(name, scene);
  69525. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69526. box._originalBuilderSideOrientation = options.sideOrientation;
  69527. var vertexData = BABYLON.VertexData.CreateBox(options);
  69528. vertexData.applyToMesh(box, options.updatable);
  69529. return box;
  69530. };
  69531. /**
  69532. * Creates a sphere mesh
  69533. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  69534. * * 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`)
  69535. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  69536. * * 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
  69537. * * 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)
  69538. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69539. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  69540. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69541. * @param name defines the name of the mesh
  69542. * @param options defines the options used to create the mesh
  69543. * @param scene defines the hosting scene
  69544. * @returns the sphere mesh
  69545. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  69546. */
  69547. MeshBuilder.CreateSphere = function (name, options, scene) {
  69548. var sphere = new BABYLON.Mesh(name, scene);
  69549. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69550. sphere._originalBuilderSideOrientation = options.sideOrientation;
  69551. var vertexData = BABYLON.VertexData.CreateSphere(options);
  69552. vertexData.applyToMesh(sphere, options.updatable);
  69553. return sphere;
  69554. };
  69555. /**
  69556. * Creates a plane polygonal mesh. By default, this is a disc
  69557. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  69558. * * 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
  69559. * * 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
  69560. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69561. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  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 plane polygonal mesh
  69567. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  69568. */
  69569. MeshBuilder.CreateDisc = function (name, options, scene) {
  69570. if (scene === void 0) { scene = null; }
  69571. var disc = new BABYLON.Mesh(name, scene);
  69572. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69573. disc._originalBuilderSideOrientation = options.sideOrientation;
  69574. var vertexData = BABYLON.VertexData.CreateDisc(options);
  69575. vertexData.applyToMesh(disc, options.updatable);
  69576. return disc;
  69577. };
  69578. /**
  69579. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  69580. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  69581. * * 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`)
  69582. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  69583. * * 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
  69584. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69585. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  69586. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69587. * @param name defines the name of the mesh
  69588. * @param options defines the options used to create the mesh
  69589. * @param scene defines the hosting scene
  69590. * @returns the icosahedron mesh
  69591. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  69592. */
  69593. MeshBuilder.CreateIcoSphere = function (name, options, scene) {
  69594. var sphere = new BABYLON.Mesh(name, scene);
  69595. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69596. sphere._originalBuilderSideOrientation = options.sideOrientation;
  69597. var vertexData = BABYLON.VertexData.CreateIcoSphere(options);
  69598. vertexData.applyToMesh(sphere, options.updatable);
  69599. return sphere;
  69600. };
  69601. /**
  69602. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  69603. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  69604. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  69605. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  69606. * * 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
  69607. * * 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
  69608. * * The optional parameter `instance` is an instance of an existing Ribbon object to be updated with the passed `pathArray` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#ribbon
  69609. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69610. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  69611. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  69612. * * 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
  69613. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  69614. * * 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
  69615. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  69616. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69617. * @param name defines the name of the mesh
  69618. * @param options defines the options used to create the mesh
  69619. * @param scene defines the hosting scene
  69620. * @returns the ribbon mesh
  69621. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  69622. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  69623. */
  69624. MeshBuilder.CreateRibbon = function (name, options, scene) {
  69625. if (scene === void 0) { scene = null; }
  69626. var pathArray = options.pathArray;
  69627. var closeArray = options.closeArray;
  69628. var closePath = options.closePath;
  69629. var sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69630. var instance = options.instance;
  69631. var updatable = options.updatable;
  69632. if (instance) { // existing ribbon instance update
  69633. // positionFunction : ribbon case
  69634. // only pathArray and sideOrientation parameters are taken into account for positions update
  69635. var minimum_1 = BABYLON.Tmp.Vector3[0].setAll(Number.MAX_VALUE);
  69636. var maximum_1 = BABYLON.Tmp.Vector3[1].setAll(-Number.MAX_VALUE);
  69637. var positionFunction = function (positions) {
  69638. var minlg = pathArray[0].length;
  69639. var mesh = instance;
  69640. var i = 0;
  69641. var ns = (mesh._originalBuilderSideOrientation === BABYLON.Mesh.DOUBLESIDE) ? 2 : 1;
  69642. for (var si = 1; si <= ns; ++si) {
  69643. for (var p = 0; p < pathArray.length; ++p) {
  69644. var path = pathArray[p];
  69645. var l = path.length;
  69646. minlg = (minlg < l) ? minlg : l;
  69647. for (var j = 0; j < minlg; ++j) {
  69648. var pathPoint = path[j];
  69649. positions[i] = pathPoint.x;
  69650. positions[i + 1] = pathPoint.y;
  69651. positions[i + 2] = pathPoint.z;
  69652. minimum_1.minimizeInPlaceFromFloats(pathPoint.x, pathPoint.y, pathPoint.z);
  69653. maximum_1.maximizeInPlaceFromFloats(pathPoint.x, pathPoint.y, pathPoint.z);
  69654. i += 3;
  69655. }
  69656. if (mesh._creationDataStorage && mesh._creationDataStorage.closePath) {
  69657. var pathPoint = path[0];
  69658. positions[i] = pathPoint.x;
  69659. positions[i + 1] = pathPoint.y;
  69660. positions[i + 2] = pathPoint.z;
  69661. i += 3;
  69662. }
  69663. }
  69664. }
  69665. };
  69666. var positions = instance.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  69667. positionFunction(positions);
  69668. if (instance._boundingInfo) {
  69669. instance._boundingInfo.reConstruct(minimum_1, maximum_1, instance._worldMatrix);
  69670. }
  69671. else {
  69672. instance._boundingInfo = new BABYLON.BoundingInfo(minimum_1, maximum_1, instance._worldMatrix);
  69673. }
  69674. instance.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions, false, false);
  69675. if (options.colors) {
  69676. var colors = instance.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  69677. for (var c = 0, colorIndex = 0; c < options.colors.length; c++, colorIndex += 4) {
  69678. var color = options.colors[c];
  69679. colors[colorIndex] = color.r;
  69680. colors[colorIndex + 1] = color.g;
  69681. colors[colorIndex + 2] = color.b;
  69682. colors[colorIndex + 3] = color.a;
  69683. }
  69684. instance.updateVerticesData(BABYLON.VertexBuffer.ColorKind, colors, false, false);
  69685. }
  69686. if (options.uvs) {
  69687. var uvs = instance.getVerticesData(BABYLON.VertexBuffer.UVKind);
  69688. for (var i = 0; i < options.uvs.length; i++) {
  69689. uvs[i * 2] = options.uvs[i].x;
  69690. uvs[i * 2 + 1] = options.uvs[i].y;
  69691. }
  69692. instance.updateVerticesData(BABYLON.VertexBuffer.UVKind, uvs, false, false);
  69693. }
  69694. if (!instance.areNormalsFrozen || instance.isFacetDataEnabled) {
  69695. var indices = instance.getIndices();
  69696. var normals = instance.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  69697. var params = instance.isFacetDataEnabled ? instance.getFacetDataParameters() : null;
  69698. BABYLON.VertexData.ComputeNormals(positions, indices, normals, params);
  69699. if (instance._creationDataStorage && instance._creationDataStorage.closePath) {
  69700. var indexFirst = 0;
  69701. var indexLast = 0;
  69702. for (var p = 0; p < pathArray.length; p++) {
  69703. indexFirst = instance._creationDataStorage.idx[p] * 3;
  69704. if (p + 1 < pathArray.length) {
  69705. indexLast = (instance._creationDataStorage.idx[p + 1] - 1) * 3;
  69706. }
  69707. else {
  69708. indexLast = normals.length - 3;
  69709. }
  69710. normals[indexFirst] = (normals[indexFirst] + normals[indexLast]) * 0.5;
  69711. normals[indexFirst + 1] = (normals[indexFirst + 1] + normals[indexLast + 1]) * 0.5;
  69712. normals[indexFirst + 2] = (normals[indexFirst + 2] + normals[indexLast + 2]) * 0.5;
  69713. normals[indexLast] = normals[indexFirst];
  69714. normals[indexLast + 1] = normals[indexFirst + 1];
  69715. normals[indexLast + 2] = normals[indexFirst + 2];
  69716. }
  69717. }
  69718. if (!(instance.areNormalsFrozen)) {
  69719. instance.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals, false, false);
  69720. }
  69721. }
  69722. return instance;
  69723. }
  69724. else { // new ribbon creation
  69725. var ribbon = new BABYLON.Mesh(name, scene);
  69726. ribbon._originalBuilderSideOrientation = sideOrientation;
  69727. ribbon._creationDataStorage = new BABYLON._CreationDataStorage();
  69728. var vertexData = BABYLON.VertexData.CreateRibbon(options);
  69729. if (closePath) {
  69730. ribbon._creationDataStorage.idx = vertexData._idx;
  69731. }
  69732. ribbon._creationDataStorage.closePath = closePath;
  69733. ribbon._creationDataStorage.closeArray = closeArray;
  69734. vertexData.applyToMesh(ribbon, updatable);
  69735. return ribbon;
  69736. }
  69737. };
  69738. /**
  69739. * Creates a cylinder or a cone mesh
  69740. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  69741. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  69742. * * 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.
  69743. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  69744. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  69745. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  69746. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  69747. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  69748. * * 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).
  69749. * * 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
  69750. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  69751. * * 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
  69752. * * 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.
  69753. * * If `enclose` is false, a ring surface is one element.
  69754. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  69755. * * Example how to set colors and textures on a sliced cylinder : https://www.html5gamedevs.com/topic/17945-creating-a-closed-slice-of-a-cylinder/#comment-106379
  69756. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69757. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  69758. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  69759. * @param name defines the name of the mesh
  69760. * @param options defines the options used to create the mesh
  69761. * @param scene defines the hosting scene
  69762. * @returns the cylinder mesh
  69763. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  69764. */
  69765. MeshBuilder.CreateCylinder = function (name, options, scene) {
  69766. var cylinder = new BABYLON.Mesh(name, scene);
  69767. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69768. cylinder._originalBuilderSideOrientation = options.sideOrientation;
  69769. var vertexData = BABYLON.VertexData.CreateCylinder(options);
  69770. vertexData.applyToMesh(cylinder, options.updatable);
  69771. return cylinder;
  69772. };
  69773. /**
  69774. * Creates a torus mesh
  69775. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  69776. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  69777. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  69778. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69779. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  69780. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  69781. * @param name defines the name of the mesh
  69782. * @param options defines the options used to create the mesh
  69783. * @param scene defines the hosting scene
  69784. * @returns the torus mesh
  69785. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  69786. */
  69787. MeshBuilder.CreateTorus = function (name, options, scene) {
  69788. var torus = new BABYLON.Mesh(name, scene);
  69789. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69790. torus._originalBuilderSideOrientation = options.sideOrientation;
  69791. var vertexData = BABYLON.VertexData.CreateTorus(options);
  69792. vertexData.applyToMesh(torus, options.updatable);
  69793. return torus;
  69794. };
  69795. /**
  69796. * Creates a torus knot mesh
  69797. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  69798. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  69799. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  69800. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  69801. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69802. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  69803. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  69804. * @param name defines the name of the mesh
  69805. * @param options defines the options used to create the mesh
  69806. * @param scene defines the hosting scene
  69807. * @returns the torus knot mesh
  69808. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  69809. */
  69810. MeshBuilder.CreateTorusKnot = function (name, options, scene) {
  69811. var torusKnot = new BABYLON.Mesh(name, scene);
  69812. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69813. torusKnot._originalBuilderSideOrientation = options.sideOrientation;
  69814. var vertexData = BABYLON.VertexData.CreateTorusKnot(options);
  69815. vertexData.applyToMesh(torusKnot, options.updatable);
  69816. return torusKnot;
  69817. };
  69818. /**
  69819. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  69820. * * 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
  69821. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  69822. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  69823. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  69824. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  69825. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  69826. * * Updating a simple Line mesh, you just need to update every line in the `lines` array : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  69827. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  69828. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69829. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  69830. * @param name defines the name of the new line system
  69831. * @param options defines the options used to create the line system
  69832. * @param scene defines the hosting scene
  69833. * @returns a new line system mesh
  69834. */
  69835. MeshBuilder.CreateLineSystem = function (name, options, scene) {
  69836. var instance = options.instance;
  69837. var lines = options.lines;
  69838. var colors = options.colors;
  69839. if (instance) { // lines update
  69840. var positions = instance.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  69841. var vertexColor;
  69842. var lineColors;
  69843. if (colors) {
  69844. vertexColor = instance.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  69845. }
  69846. var i = 0;
  69847. var c = 0;
  69848. for (var l = 0; l < lines.length; l++) {
  69849. var points = lines[l];
  69850. for (var p = 0; p < points.length; p++) {
  69851. positions[i] = points[p].x;
  69852. positions[i + 1] = points[p].y;
  69853. positions[i + 2] = points[p].z;
  69854. if (colors && vertexColor) {
  69855. lineColors = colors[l];
  69856. vertexColor[c] = lineColors[p].r;
  69857. vertexColor[c + 1] = lineColors[p].g;
  69858. vertexColor[c + 2] = lineColors[p].b;
  69859. vertexColor[c + 3] = lineColors[p].a;
  69860. c += 4;
  69861. }
  69862. i += 3;
  69863. }
  69864. }
  69865. instance.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions, false, false);
  69866. if (colors && vertexColor) {
  69867. instance.updateVerticesData(BABYLON.VertexBuffer.ColorKind, vertexColor, false, false);
  69868. }
  69869. return instance;
  69870. }
  69871. // line system creation
  69872. var useVertexColor = (colors) ? true : false;
  69873. var lineSystem = new BABYLON.LinesMesh(name, scene, null, undefined, undefined, useVertexColor, options.useVertexAlpha);
  69874. var vertexData = BABYLON.VertexData.CreateLineSystem(options);
  69875. vertexData.applyToMesh(lineSystem, options.updatable);
  69876. return lineSystem;
  69877. };
  69878. /**
  69879. * Creates a line mesh
  69880. * 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
  69881. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  69882. * * The parameter `points` is an array successive Vector3
  69883. * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  69884. * * The optional parameter `colors` is an array of successive Color4, one per line point
  69885. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  69886. * * When updating an instance, remember that only point positions can change, not the number of points
  69887. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69888. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  69889. * @param name defines the name of the new line system
  69890. * @param options defines the options used to create the line system
  69891. * @param scene defines the hosting scene
  69892. * @returns a new line mesh
  69893. */
  69894. MeshBuilder.CreateLines = function (name, options, scene) {
  69895. if (scene === void 0) { scene = null; }
  69896. var colors = (options.colors) ? [options.colors] : null;
  69897. var lines = MeshBuilder.CreateLineSystem(name, { lines: [options.points], updatable: options.updatable, instance: options.instance, colors: colors, useVertexAlpha: options.useVertexAlpha }, scene);
  69898. return lines;
  69899. };
  69900. /**
  69901. * Creates a dashed line mesh
  69902. * * 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
  69903. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  69904. * * The parameter `points` is an array successive Vector3
  69905. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  69906. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  69907. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  69908. * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  69909. * * When updating an instance, remember that only point positions can change, not the number of points
  69910. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69911. * @param name defines the name of the mesh
  69912. * @param options defines the options used to create the mesh
  69913. * @param scene defines the hosting scene
  69914. * @returns the dashed line mesh
  69915. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  69916. */
  69917. MeshBuilder.CreateDashedLines = function (name, options, scene) {
  69918. if (scene === void 0) { scene = null; }
  69919. var points = options.points;
  69920. var instance = options.instance;
  69921. var gapSize = options.gapSize || 1;
  69922. var dashSize = options.dashSize || 3;
  69923. if (instance) { // dashed lines update
  69924. var positionFunction = function (positions) {
  69925. var curvect = BABYLON.Vector3.Zero();
  69926. var nbSeg = positions.length / 6;
  69927. var lg = 0;
  69928. var nb = 0;
  69929. var shft = 0;
  69930. var dashshft = 0;
  69931. var curshft = 0;
  69932. var p = 0;
  69933. var i = 0;
  69934. var j = 0;
  69935. for (i = 0; i < points.length - 1; i++) {
  69936. points[i + 1].subtractToRef(points[i], curvect);
  69937. lg += curvect.length();
  69938. }
  69939. shft = lg / nbSeg;
  69940. var dashSize = instance._creationDataStorage.dashSize;
  69941. var gapSize = instance._creationDataStorage.gapSize;
  69942. dashshft = dashSize * shft / (dashSize + gapSize);
  69943. for (i = 0; i < points.length - 1; i++) {
  69944. points[i + 1].subtractToRef(points[i], curvect);
  69945. nb = Math.floor(curvect.length() / shft);
  69946. curvect.normalize();
  69947. j = 0;
  69948. while (j < nb && p < positions.length) {
  69949. curshft = shft * j;
  69950. positions[p] = points[i].x + curshft * curvect.x;
  69951. positions[p + 1] = points[i].y + curshft * curvect.y;
  69952. positions[p + 2] = points[i].z + curshft * curvect.z;
  69953. positions[p + 3] = points[i].x + (curshft + dashshft) * curvect.x;
  69954. positions[p + 4] = points[i].y + (curshft + dashshft) * curvect.y;
  69955. positions[p + 5] = points[i].z + (curshft + dashshft) * curvect.z;
  69956. p += 6;
  69957. j++;
  69958. }
  69959. }
  69960. while (p < positions.length) {
  69961. positions[p] = points[i].x;
  69962. positions[p + 1] = points[i].y;
  69963. positions[p + 2] = points[i].z;
  69964. p += 3;
  69965. }
  69966. };
  69967. instance.updateMeshPositions(positionFunction, false);
  69968. return instance;
  69969. }
  69970. // dashed lines creation
  69971. var dashedLines = new BABYLON.LinesMesh(name, scene);
  69972. var vertexData = BABYLON.VertexData.CreateDashedLines(options);
  69973. vertexData.applyToMesh(dashedLines, options.updatable);
  69974. dashedLines._creationDataStorage = new BABYLON._CreationDataStorage();
  69975. dashedLines._creationDataStorage.dashSize = dashSize;
  69976. dashedLines._creationDataStorage.gapSize = gapSize;
  69977. return dashedLines;
  69978. };
  69979. /**
  69980. * 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.
  69981. * * 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.
  69982. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  69983. * * 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.
  69984. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  69985. * * 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
  69986. * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape
  69987. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  69988. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69989. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  69990. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  69991. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  69992. * @param name defines the name of the mesh
  69993. * @param options defines the options used to create the mesh
  69994. * @param scene defines the hosting scene
  69995. * @returns the extruded shape mesh
  69996. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  69997. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  69998. */
  69999. MeshBuilder.ExtrudeShape = function (name, options, scene) {
  70000. if (scene === void 0) { scene = null; }
  70001. var path = options.path;
  70002. var shape = options.shape;
  70003. var scale = options.scale || 1;
  70004. var rotation = options.rotation || 0;
  70005. var cap = (options.cap === 0) ? 0 : options.cap || BABYLON.Mesh.NO_CAP;
  70006. var updatable = options.updatable;
  70007. var sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  70008. var instance = options.instance || null;
  70009. var invertUV = options.invertUV || false;
  70010. 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);
  70011. };
  70012. /**
  70013. * Creates an custom extruded shape mesh.
  70014. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  70015. * * 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.
  70016. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  70017. * * 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
  70018. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  70019. * * 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
  70020. * * It must returns a float value that will be the scale value applied to the shape on each path point
  70021. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  70022. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  70023. * * 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
  70024. * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape
  70025. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  70026. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  70027. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  70028. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  70029. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  70030. * @param name defines the name of the mesh
  70031. * @param options defines the options used to create the mesh
  70032. * @param scene defines the hosting scene
  70033. * @returns the custom extruded shape mesh
  70034. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  70035. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  70036. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  70037. */
  70038. MeshBuilder.ExtrudeShapeCustom = function (name, options, scene) {
  70039. var path = options.path;
  70040. var shape = options.shape;
  70041. var scaleFunction = options.scaleFunction || (function () { return 1; });
  70042. var rotationFunction = options.rotationFunction || (function () { return 0; });
  70043. var ribbonCloseArray = options.ribbonCloseArray || false;
  70044. var ribbonClosePath = options.ribbonClosePath || false;
  70045. var cap = (options.cap === 0) ? 0 : options.cap || BABYLON.Mesh.NO_CAP;
  70046. var updatable = options.updatable;
  70047. var sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  70048. var instance = options.instance;
  70049. var invertUV = options.invertUV || false;
  70050. 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);
  70051. };
  70052. /**
  70053. * Creates lathe mesh.
  70054. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  70055. * * 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
  70056. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  70057. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  70058. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  70059. * * 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
  70060. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  70061. * * 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
  70062. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  70063. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  70064. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  70065. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  70066. * @param name defines the name of the mesh
  70067. * @param options defines the options used to create the mesh
  70068. * @param scene defines the hosting scene
  70069. * @returns the lathe mesh
  70070. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  70071. */
  70072. MeshBuilder.CreateLathe = function (name, options, scene) {
  70073. var arc = options.arc ? ((options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc) : 1.0;
  70074. var closed = (options.closed === undefined) ? true : options.closed;
  70075. var shape = options.shape;
  70076. var radius = options.radius || 1;
  70077. var tessellation = options.tessellation || 64;
  70078. var clip = options.clip || 0;
  70079. var updatable = options.updatable;
  70080. var sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  70081. var cap = options.cap || BABYLON.Mesh.NO_CAP;
  70082. var pi2 = Math.PI * 2;
  70083. var paths = new Array();
  70084. var invertUV = options.invertUV || false;
  70085. var i = 0;
  70086. var p = 0;
  70087. var step = pi2 / tessellation * arc;
  70088. var rotated;
  70089. var path = new Array();
  70090. for (i = 0; i <= tessellation - clip; i++) {
  70091. var path = [];
  70092. if (cap == BABYLON.Mesh.CAP_START || cap == BABYLON.Mesh.CAP_ALL) {
  70093. path.push(new BABYLON.Vector3(0, shape[0].y, 0));
  70094. path.push(new BABYLON.Vector3(Math.cos(i * step) * shape[0].x * radius, shape[0].y, Math.sin(i * step) * shape[0].x * radius));
  70095. }
  70096. for (p = 0; p < shape.length; p++) {
  70097. rotated = new BABYLON.Vector3(Math.cos(i * step) * shape[p].x * radius, shape[p].y, Math.sin(i * step) * shape[p].x * radius);
  70098. path.push(rotated);
  70099. }
  70100. if (cap == BABYLON.Mesh.CAP_END || cap == BABYLON.Mesh.CAP_ALL) {
  70101. 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));
  70102. path.push(new BABYLON.Vector3(0, shape[shape.length - 1].y, 0));
  70103. }
  70104. paths.push(path);
  70105. }
  70106. // lathe ribbon
  70107. var lathe = MeshBuilder.CreateRibbon(name, { pathArray: paths, closeArray: closed, sideOrientation: sideOrientation, updatable: updatable, invertUV: invertUV, frontUVs: options.frontUVs, backUVs: options.backUVs }, scene);
  70108. return lathe;
  70109. };
  70110. /**
  70111. * Creates a plane mesh
  70112. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  70113. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  70114. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  70115. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  70116. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  70117. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  70118. * @param name defines the name of the mesh
  70119. * @param options defines the options used to create the mesh
  70120. * @param scene defines the hosting scene
  70121. * @returns the plane mesh
  70122. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  70123. */
  70124. MeshBuilder.CreatePlane = function (name, options, scene) {
  70125. var plane = new BABYLON.Mesh(name, scene);
  70126. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  70127. plane._originalBuilderSideOrientation = options.sideOrientation;
  70128. var vertexData = BABYLON.VertexData.CreatePlane(options);
  70129. vertexData.applyToMesh(plane, options.updatable);
  70130. if (options.sourcePlane) {
  70131. plane.translate(options.sourcePlane.normal, options.sourcePlane.d);
  70132. var product = Math.acos(BABYLON.Vector3.Dot(options.sourcePlane.normal, BABYLON.Axis.Z));
  70133. var vectorProduct = BABYLON.Vector3.Cross(BABYLON.Axis.Z, options.sourcePlane.normal);
  70134. if (vectorProduct.lengthSquared() > BABYLON.Epsilon) {
  70135. plane.rotate(vectorProduct, product);
  70136. }
  70137. }
  70138. return plane;
  70139. };
  70140. /**
  70141. * Creates a ground mesh
  70142. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  70143. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  70144. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  70145. * @param name defines the name of the mesh
  70146. * @param options defines the options used to create the mesh
  70147. * @param scene defines the hosting scene
  70148. * @returns the ground mesh
  70149. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  70150. */
  70151. MeshBuilder.CreateGround = function (name, options, scene) {
  70152. var ground = new BABYLON.GroundMesh(name, scene);
  70153. ground._setReady(false);
  70154. ground._subdivisionsX = options.subdivisionsX || options.subdivisions || 1;
  70155. ground._subdivisionsY = options.subdivisionsY || options.subdivisions || 1;
  70156. ground._width = options.width || 1;
  70157. ground._height = options.height || 1;
  70158. ground._maxX = ground._width / 2;
  70159. ground._maxZ = ground._height / 2;
  70160. ground._minX = -ground._maxX;
  70161. ground._minZ = -ground._maxZ;
  70162. var vertexData = BABYLON.VertexData.CreateGround(options);
  70163. vertexData.applyToMesh(ground, options.updatable);
  70164. ground._setReady(true);
  70165. return ground;
  70166. };
  70167. /**
  70168. * Creates a tiled ground mesh
  70169. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  70170. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  70171. * * 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
  70172. * * 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
  70173. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  70174. * @param name defines the name of the mesh
  70175. * @param options defines the options used to create the mesh
  70176. * @param scene defines the hosting scene
  70177. * @returns the tiled ground mesh
  70178. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  70179. */
  70180. MeshBuilder.CreateTiledGround = function (name, options, scene) {
  70181. var tiledGround = new BABYLON.Mesh(name, scene);
  70182. var vertexData = BABYLON.VertexData.CreateTiledGround(options);
  70183. vertexData.applyToMesh(tiledGround, options.updatable);
  70184. return tiledGround;
  70185. };
  70186. /**
  70187. * Creates a ground mesh from a height map
  70188. * * The parameter `url` sets the URL of the height map image resource.
  70189. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  70190. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  70191. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  70192. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  70193. * * 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.
  70194. * * 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).
  70195. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  70196. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  70197. * @param name defines the name of the mesh
  70198. * @param url defines the url to the height map
  70199. * @param options defines the options used to create the mesh
  70200. * @param scene defines the hosting scene
  70201. * @returns the ground mesh
  70202. * @see https://doc.babylonjs.com/babylon101/height_map
  70203. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  70204. */
  70205. MeshBuilder.CreateGroundFromHeightMap = function (name, url, options, scene) {
  70206. var width = options.width || 10.0;
  70207. var height = options.height || 10.0;
  70208. var subdivisions = options.subdivisions || 1 | 0;
  70209. var minHeight = options.minHeight || 0.0;
  70210. var maxHeight = options.maxHeight || 1.0;
  70211. var filter = options.colorFilter || new BABYLON.Color3(0.3, 0.59, 0.11);
  70212. var alphaFilter = options.alphaFilter || 0.0;
  70213. var updatable = options.updatable;
  70214. var onReady = options.onReady;
  70215. var ground = new BABYLON.GroundMesh(name, scene);
  70216. ground._subdivisionsX = subdivisions;
  70217. ground._subdivisionsY = subdivisions;
  70218. ground._width = width;
  70219. ground._height = height;
  70220. ground._maxX = ground._width / 2.0;
  70221. ground._maxZ = ground._height / 2.0;
  70222. ground._minX = -ground._maxX;
  70223. ground._minZ = -ground._maxZ;
  70224. ground._setReady(false);
  70225. var onload = function (img) {
  70226. // Getting height map data
  70227. var canvas = document.createElement("canvas");
  70228. var context = canvas.getContext("2d");
  70229. if (!context) {
  70230. throw new Error("Unable to get 2d context for CreateGroundFromHeightMap");
  70231. }
  70232. if (scene.isDisposed) {
  70233. return;
  70234. }
  70235. var bufferWidth = img.width;
  70236. var bufferHeight = img.height;
  70237. canvas.width = bufferWidth;
  70238. canvas.height = bufferHeight;
  70239. context.drawImage(img, 0, 0);
  70240. // Create VertexData from map data
  70241. // Cast is due to wrong definition in lib.d.ts from ts 1.3 - https://github.com/Microsoft/TypeScript/issues/949
  70242. var buffer = context.getImageData(0, 0, bufferWidth, bufferHeight).data;
  70243. var vertexData = BABYLON.VertexData.CreateGroundFromHeightMap({
  70244. width: width, height: height,
  70245. subdivisions: subdivisions,
  70246. minHeight: minHeight, maxHeight: maxHeight, colorFilter: filter,
  70247. buffer: buffer, bufferWidth: bufferWidth, bufferHeight: bufferHeight,
  70248. alphaFilter: alphaFilter
  70249. });
  70250. vertexData.applyToMesh(ground, updatable);
  70251. //execute ready callback, if set
  70252. if (onReady) {
  70253. onReady(ground);
  70254. }
  70255. ground._setReady(true);
  70256. };
  70257. BABYLON.Tools.LoadImage(url, onload, function () { }, scene.offlineProvider);
  70258. return ground;
  70259. };
  70260. /**
  70261. * Creates a polygon mesh
  70262. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  70263. * * 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
  70264. * * You can set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  70265. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  70266. * * 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)
  70267. * * Remember you can only change the shape positions, not their number when updating a polygon
  70268. * @param name defines the name of the mesh
  70269. * @param options defines the options used to create the mesh
  70270. * @param scene defines the hosting scene
  70271. * @returns the polygon mesh
  70272. */
  70273. MeshBuilder.CreatePolygon = function (name, options, scene) {
  70274. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  70275. var shape = options.shape;
  70276. var holes = options.holes || [];
  70277. var depth = options.depth || 0;
  70278. var contours = [];
  70279. var hole = [];
  70280. for (var i = 0; i < shape.length; i++) {
  70281. contours[i] = new BABYLON.Vector2(shape[i].x, shape[i].z);
  70282. }
  70283. var epsilon = 0.00000001;
  70284. if (contours[0].equalsWithEpsilon(contours[contours.length - 1], epsilon)) {
  70285. contours.pop();
  70286. }
  70287. var polygonTriangulation = new BABYLON.PolygonMeshBuilder(name, contours, scene);
  70288. for (var hNb = 0; hNb < holes.length; hNb++) {
  70289. hole = [];
  70290. for (var hPoint = 0; hPoint < holes[hNb].length; hPoint++) {
  70291. hole.push(new BABYLON.Vector2(holes[hNb][hPoint].x, holes[hNb][hPoint].z));
  70292. }
  70293. polygonTriangulation.addHole(hole);
  70294. }
  70295. var polygon = polygonTriangulation.build(options.updatable, depth);
  70296. polygon._originalBuilderSideOrientation = options.sideOrientation;
  70297. var vertexData = BABYLON.VertexData.CreatePolygon(polygon, options.sideOrientation, options.faceUV, options.faceColors, options.frontUVs, options.backUVs);
  70298. vertexData.applyToMesh(polygon, options.updatable);
  70299. return polygon;
  70300. };
  70301. /**
  70302. * Creates an extruded polygon mesh, with depth in the Y direction.
  70303. * * 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)
  70304. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  70305. * @param name defines the name of the mesh
  70306. * @param options defines the options used to create the mesh
  70307. * @param scene defines the hosting scene
  70308. * @returns the polygon mesh
  70309. */
  70310. MeshBuilder.ExtrudePolygon = function (name, options, scene) {
  70311. return MeshBuilder.CreatePolygon(name, options, scene);
  70312. };
  70313. /**
  70314. * Creates a tube mesh.
  70315. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  70316. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  70317. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  70318. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  70319. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  70320. * * 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)
  70321. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  70322. * * 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
  70323. * * The optional parameter `instance` is an instance of an existing Tube object to be updated with the passed `pathArray` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#tube
  70324. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  70325. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  70326. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  70327. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  70328. * @param name defines the name of the mesh
  70329. * @param options defines the options used to create the mesh
  70330. * @param scene defines the hosting scene
  70331. * @returns the tube mesh
  70332. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  70333. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  70334. */
  70335. MeshBuilder.CreateTube = function (name, options, scene) {
  70336. var path = options.path;
  70337. var instance = options.instance;
  70338. var radius = 1.0;
  70339. if (options.radius !== undefined) {
  70340. radius = options.radius;
  70341. }
  70342. else if (instance) {
  70343. radius = instance._creationDataStorage.radius;
  70344. }
  70345. var tessellation = options.tessellation || 64 | 0;
  70346. var radiusFunction = options.radiusFunction || null;
  70347. var cap = options.cap || BABYLON.Mesh.NO_CAP;
  70348. var invertUV = options.invertUV || false;
  70349. var updatable = options.updatable;
  70350. var sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  70351. options.arc = options.arc && (options.arc <= 0.0 || options.arc > 1.0) ? 1.0 : options.arc || 1.0;
  70352. // tube geometry
  70353. var tubePathArray = function (path, path3D, circlePaths, radius, tessellation, radiusFunction, cap, arc) {
  70354. var tangents = path3D.getTangents();
  70355. var normals = path3D.getNormals();
  70356. var distances = path3D.getDistances();
  70357. var pi2 = Math.PI * 2;
  70358. var step = pi2 / tessellation * arc;
  70359. var returnRadius = function () { return radius; };
  70360. var radiusFunctionFinal = radiusFunction || returnRadius;
  70361. var circlePath;
  70362. var rad;
  70363. var normal;
  70364. var rotated;
  70365. var rotationMatrix = BABYLON.Tmp.Matrix[0];
  70366. var index = (cap === BABYLON.Mesh.NO_CAP || cap === BABYLON.Mesh.CAP_END) ? 0 : 2;
  70367. for (var i = 0; i < path.length; i++) {
  70368. rad = radiusFunctionFinal(i, distances[i]); // current radius
  70369. circlePath = Array(); // current circle array
  70370. normal = normals[i]; // current normal
  70371. for (var t = 0; t < tessellation; t++) {
  70372. BABYLON.Matrix.RotationAxisToRef(tangents[i], step * t, rotationMatrix);
  70373. rotated = circlePath[t] ? circlePath[t] : BABYLON.Vector3.Zero();
  70374. BABYLON.Vector3.TransformCoordinatesToRef(normal, rotationMatrix, rotated);
  70375. rotated.scaleInPlace(rad).addInPlace(path[i]);
  70376. circlePath[t] = rotated;
  70377. }
  70378. circlePaths[index] = circlePath;
  70379. index++;
  70380. }
  70381. // cap
  70382. var capPath = function (nbPoints, pathIndex) {
  70383. var pointCap = Array();
  70384. for (var i = 0; i < nbPoints; i++) {
  70385. pointCap.push(path[pathIndex]);
  70386. }
  70387. return pointCap;
  70388. };
  70389. switch (cap) {
  70390. case BABYLON.Mesh.NO_CAP:
  70391. break;
  70392. case BABYLON.Mesh.CAP_START:
  70393. circlePaths[0] = capPath(tessellation, 0);
  70394. circlePaths[1] = circlePaths[2].slice(0);
  70395. break;
  70396. case BABYLON.Mesh.CAP_END:
  70397. circlePaths[index] = circlePaths[index - 1].slice(0);
  70398. circlePaths[index + 1] = capPath(tessellation, path.length - 1);
  70399. break;
  70400. case BABYLON.Mesh.CAP_ALL:
  70401. circlePaths[0] = capPath(tessellation, 0);
  70402. circlePaths[1] = circlePaths[2].slice(0);
  70403. circlePaths[index] = circlePaths[index - 1].slice(0);
  70404. circlePaths[index + 1] = capPath(tessellation, path.length - 1);
  70405. break;
  70406. default:
  70407. break;
  70408. }
  70409. return circlePaths;
  70410. };
  70411. var path3D;
  70412. var pathArray;
  70413. if (instance) { // tube update
  70414. var storage = instance._creationDataStorage;
  70415. var arc = options.arc || storage.arc;
  70416. path3D = storage.path3D.update(path);
  70417. pathArray = tubePathArray(path, path3D, storage.pathArray, radius, storage.tessellation, radiusFunction, storage.cap, arc);
  70418. instance = MeshBuilder.CreateRibbon("", { pathArray: pathArray, instance: instance });
  70419. // Update mode, no need to recreate the storage.
  70420. storage.path3D = path3D;
  70421. storage.pathArray = pathArray;
  70422. storage.arc = arc;
  70423. storage.radius = radius;
  70424. return instance;
  70425. }
  70426. // tube creation
  70427. path3D = new BABYLON.Path3D(path);
  70428. var newPathArray = new Array();
  70429. cap = (cap < 0 || cap > 3) ? 0 : cap;
  70430. pathArray = tubePathArray(path, path3D, newPathArray, radius, tessellation, radiusFunction, cap, options.arc);
  70431. var tube = MeshBuilder.CreateRibbon(name, { pathArray: pathArray, closePath: true, closeArray: false, updatable: updatable, sideOrientation: sideOrientation, invertUV: invertUV, frontUVs: options.frontUVs, backUVs: options.backUVs }, scene);
  70432. tube._creationDataStorage.pathArray = pathArray;
  70433. tube._creationDataStorage.path3D = path3D;
  70434. tube._creationDataStorage.tessellation = tessellation;
  70435. tube._creationDataStorage.cap = cap;
  70436. tube._creationDataStorage.arc = options.arc;
  70437. tube._creationDataStorage.radius = radius;
  70438. return tube;
  70439. };
  70440. /**
  70441. * Creates a polyhedron mesh
  70442. * * 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
  70443. * * The parameter `size` (positive float, default 1) sets the polygon size
  70444. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  70445. * * 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`
  70446. * * 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
  70447. * * 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)`)
  70448. * * To understand how to set `faceUV` or `faceColors`, please read this by considering the right number of faces of your polyhedron, instead of only 6 for the box : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  70449. * * 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
  70450. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  70451. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  70452. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  70453. * @param name defines the name of the mesh
  70454. * @param options defines the options used to create the mesh
  70455. * @param scene defines the hosting scene
  70456. * @returns the polyhedron mesh
  70457. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  70458. */
  70459. MeshBuilder.CreatePolyhedron = function (name, options, scene) {
  70460. var polyhedron = new BABYLON.Mesh(name, scene);
  70461. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  70462. polyhedron._originalBuilderSideOrientation = options.sideOrientation;
  70463. var vertexData = BABYLON.VertexData.CreatePolyhedron(options);
  70464. vertexData.applyToMesh(polyhedron, options.updatable);
  70465. return polyhedron;
  70466. };
  70467. /**
  70468. * Creates a decal mesh.
  70469. * 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
  70470. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  70471. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  70472. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  70473. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  70474. * @param name defines the name of the mesh
  70475. * @param sourceMesh defines the mesh where the decal must be applied
  70476. * @param options defines the options used to create the mesh
  70477. * @param scene defines the hosting scene
  70478. * @returns the decal mesh
  70479. * @see https://doc.babylonjs.com/how_to/decals
  70480. */
  70481. MeshBuilder.CreateDecal = function (name, sourceMesh, options) {
  70482. var indices = sourceMesh.getIndices();
  70483. var positions = sourceMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  70484. var normals = sourceMesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  70485. var position = options.position || BABYLON.Vector3.Zero();
  70486. var normal = options.normal || BABYLON.Vector3.Up();
  70487. var size = options.size || BABYLON.Vector3.One();
  70488. var angle = options.angle || 0;
  70489. // Getting correct rotation
  70490. if (!normal) {
  70491. var target = new BABYLON.Vector3(0, 0, 1);
  70492. var camera = sourceMesh.getScene().activeCamera;
  70493. var cameraWorldTarget = BABYLON.Vector3.TransformCoordinates(target, camera.getWorldMatrix());
  70494. normal = camera.globalPosition.subtract(cameraWorldTarget);
  70495. }
  70496. var yaw = -Math.atan2(normal.z, normal.x) - Math.PI / 2;
  70497. var len = Math.sqrt(normal.x * normal.x + normal.z * normal.z);
  70498. var pitch = Math.atan2(normal.y, len);
  70499. // Matrix
  70500. var decalWorldMatrix = BABYLON.Matrix.RotationYawPitchRoll(yaw, pitch, angle).multiply(BABYLON.Matrix.Translation(position.x, position.y, position.z));
  70501. var inverseDecalWorldMatrix = BABYLON.Matrix.Invert(decalWorldMatrix);
  70502. var meshWorldMatrix = sourceMesh.getWorldMatrix();
  70503. var transformMatrix = meshWorldMatrix.multiply(inverseDecalWorldMatrix);
  70504. var vertexData = new BABYLON.VertexData();
  70505. vertexData.indices = [];
  70506. vertexData.positions = [];
  70507. vertexData.normals = [];
  70508. vertexData.uvs = [];
  70509. var currentVertexDataIndex = 0;
  70510. var extractDecalVector3 = function (indexId) {
  70511. var result = new BABYLON.PositionNormalVertex();
  70512. if (!indices || !positions || !normals) {
  70513. return result;
  70514. }
  70515. var vertexId = indices[indexId];
  70516. result.position = new BABYLON.Vector3(positions[vertexId * 3], positions[vertexId * 3 + 1], positions[vertexId * 3 + 2]);
  70517. // Send vector to decal local world
  70518. result.position = BABYLON.Vector3.TransformCoordinates(result.position, transformMatrix);
  70519. // Get normal
  70520. result.normal = new BABYLON.Vector3(normals[vertexId * 3], normals[vertexId * 3 + 1], normals[vertexId * 3 + 2]);
  70521. result.normal = BABYLON.Vector3.TransformNormal(result.normal, transformMatrix);
  70522. return result;
  70523. }; // Inspired by https://github.com/mrdoob/three.js/blob/eee231960882f6f3b6113405f524956145148146/examples/js/geometries/DecalGeometry.js
  70524. var clip = function (vertices, axis) {
  70525. if (vertices.length === 0) {
  70526. return vertices;
  70527. }
  70528. var clipSize = 0.5 * Math.abs(BABYLON.Vector3.Dot(size, axis));
  70529. var clipVertices = function (v0, v1) {
  70530. var clipFactor = BABYLON.Vector3.GetClipFactor(v0.position, v1.position, axis, clipSize);
  70531. return new BABYLON.PositionNormalVertex(BABYLON.Vector3.Lerp(v0.position, v1.position, clipFactor), BABYLON.Vector3.Lerp(v0.normal, v1.normal, clipFactor));
  70532. };
  70533. var result = new Array();
  70534. for (var index = 0; index < vertices.length; index += 3) {
  70535. var v1Out;
  70536. var v2Out;
  70537. var v3Out;
  70538. var total = 0;
  70539. var nV1 = null;
  70540. var nV2 = null;
  70541. var nV3 = null;
  70542. var nV4 = null;
  70543. var d1 = BABYLON.Vector3.Dot(vertices[index].position, axis) - clipSize;
  70544. var d2 = BABYLON.Vector3.Dot(vertices[index + 1].position, axis) - clipSize;
  70545. var d3 = BABYLON.Vector3.Dot(vertices[index + 2].position, axis) - clipSize;
  70546. v1Out = d1 > 0;
  70547. v2Out = d2 > 0;
  70548. v3Out = d3 > 0;
  70549. total = (v1Out ? 1 : 0) + (v2Out ? 1 : 0) + (v3Out ? 1 : 0);
  70550. switch (total) {
  70551. case 0:
  70552. result.push(vertices[index]);
  70553. result.push(vertices[index + 1]);
  70554. result.push(vertices[index + 2]);
  70555. break;
  70556. case 1:
  70557. if (v1Out) {
  70558. nV1 = vertices[index + 1];
  70559. nV2 = vertices[index + 2];
  70560. nV3 = clipVertices(vertices[index], nV1);
  70561. nV4 = clipVertices(vertices[index], nV2);
  70562. }
  70563. if (v2Out) {
  70564. nV1 = vertices[index];
  70565. nV2 = vertices[index + 2];
  70566. nV3 = clipVertices(vertices[index + 1], nV1);
  70567. nV4 = clipVertices(vertices[index + 1], nV2);
  70568. result.push(nV3);
  70569. result.push(nV2.clone());
  70570. result.push(nV1.clone());
  70571. result.push(nV2.clone());
  70572. result.push(nV3.clone());
  70573. result.push(nV4);
  70574. break;
  70575. }
  70576. if (v3Out) {
  70577. nV1 = vertices[index];
  70578. nV2 = vertices[index + 1];
  70579. nV3 = clipVertices(vertices[index + 2], nV1);
  70580. nV4 = clipVertices(vertices[index + 2], nV2);
  70581. }
  70582. if (nV1 && nV2 && nV3 && nV4) {
  70583. result.push(nV1.clone());
  70584. result.push(nV2.clone());
  70585. result.push(nV3);
  70586. result.push(nV4);
  70587. result.push(nV3.clone());
  70588. result.push(nV2.clone());
  70589. }
  70590. break;
  70591. case 2:
  70592. if (!v1Out) {
  70593. nV1 = vertices[index].clone();
  70594. nV2 = clipVertices(nV1, vertices[index + 1]);
  70595. nV3 = clipVertices(nV1, vertices[index + 2]);
  70596. result.push(nV1);
  70597. result.push(nV2);
  70598. result.push(nV3);
  70599. }
  70600. if (!v2Out) {
  70601. nV1 = vertices[index + 1].clone();
  70602. nV2 = clipVertices(nV1, vertices[index + 2]);
  70603. nV3 = clipVertices(nV1, vertices[index]);
  70604. result.push(nV1);
  70605. result.push(nV2);
  70606. result.push(nV3);
  70607. }
  70608. if (!v3Out) {
  70609. nV1 = vertices[index + 2].clone();
  70610. nV2 = clipVertices(nV1, vertices[index]);
  70611. nV3 = clipVertices(nV1, vertices[index + 1]);
  70612. result.push(nV1);
  70613. result.push(nV2);
  70614. result.push(nV3);
  70615. }
  70616. break;
  70617. case 3:
  70618. break;
  70619. }
  70620. }
  70621. return result;
  70622. };
  70623. for (var index = 0; index < indices.length; index += 3) {
  70624. var faceVertices = new Array();
  70625. faceVertices.push(extractDecalVector3(index));
  70626. faceVertices.push(extractDecalVector3(index + 1));
  70627. faceVertices.push(extractDecalVector3(index + 2));
  70628. // Clip
  70629. faceVertices = clip(faceVertices, new BABYLON.Vector3(1, 0, 0));
  70630. faceVertices = clip(faceVertices, new BABYLON.Vector3(-1, 0, 0));
  70631. faceVertices = clip(faceVertices, new BABYLON.Vector3(0, 1, 0));
  70632. faceVertices = clip(faceVertices, new BABYLON.Vector3(0, -1, 0));
  70633. faceVertices = clip(faceVertices, new BABYLON.Vector3(0, 0, 1));
  70634. faceVertices = clip(faceVertices, new BABYLON.Vector3(0, 0, -1));
  70635. if (faceVertices.length === 0) {
  70636. continue;
  70637. }
  70638. // Add UVs and get back to world
  70639. for (var vIndex = 0; vIndex < faceVertices.length; vIndex++) {
  70640. var vertex = faceVertices[vIndex];
  70641. //TODO check for Int32Array | Uint32Array | Uint16Array
  70642. vertexData.indices.push(currentVertexDataIndex);
  70643. vertex.position.toArray(vertexData.positions, currentVertexDataIndex * 3);
  70644. vertex.normal.toArray(vertexData.normals, currentVertexDataIndex * 3);
  70645. vertexData.uvs.push(0.5 + vertex.position.x / size.x);
  70646. vertexData.uvs.push(0.5 + vertex.position.y / size.y);
  70647. currentVertexDataIndex++;
  70648. }
  70649. }
  70650. // Return mesh
  70651. var decal = new BABYLON.Mesh(name, sourceMesh.getScene());
  70652. vertexData.applyToMesh(decal);
  70653. decal.position = position.clone();
  70654. decal.rotation = new BABYLON.Vector3(pitch, yaw, angle);
  70655. return decal;
  70656. };
  70657. // Privates
  70658. MeshBuilder._ExtrudeShapeGeneric = function (name, shape, curve, scale, rotation, scaleFunction, rotateFunction, rbCA, rbCP, cap, custom, scene, updtbl, side, instance, invertUV, frontUVs, backUVs) {
  70659. // extrusion geometry
  70660. var extrusionPathArray = function (shape, curve, path3D, shapePaths, scale, rotation, scaleFunction, rotateFunction, cap, custom) {
  70661. var tangents = path3D.getTangents();
  70662. var normals = path3D.getNormals();
  70663. var binormals = path3D.getBinormals();
  70664. var distances = path3D.getDistances();
  70665. var angle = 0;
  70666. var returnScale = function () { return scale !== null ? scale : 1; };
  70667. var returnRotation = function () { return rotation !== null ? rotation : 0; };
  70668. var rotate = custom && rotateFunction ? rotateFunction : returnRotation;
  70669. var scl = custom && scaleFunction ? scaleFunction : returnScale;
  70670. var index = (cap === BABYLON.Mesh.NO_CAP || cap === BABYLON.Mesh.CAP_END) ? 0 : 2;
  70671. var rotationMatrix = BABYLON.Tmp.Matrix[0];
  70672. for (var i = 0; i < curve.length; i++) {
  70673. var shapePath = new Array();
  70674. var angleStep = rotate(i, distances[i]);
  70675. var scaleRatio = scl(i, distances[i]);
  70676. for (var p = 0; p < shape.length; p++) {
  70677. BABYLON.Matrix.RotationAxisToRef(tangents[i], angle, rotationMatrix);
  70678. var planed = ((tangents[i].scale(shape[p].z)).add(normals[i].scale(shape[p].x)).add(binormals[i].scale(shape[p].y)));
  70679. var rotated = shapePath[p] ? shapePath[p] : BABYLON.Vector3.Zero();
  70680. BABYLON.Vector3.TransformCoordinatesToRef(planed, rotationMatrix, rotated);
  70681. rotated.scaleInPlace(scaleRatio).addInPlace(curve[i]);
  70682. shapePath[p] = rotated;
  70683. }
  70684. shapePaths[index] = shapePath;
  70685. angle += angleStep;
  70686. index++;
  70687. }
  70688. // cap
  70689. var capPath = function (shapePath) {
  70690. var pointCap = Array();
  70691. var barycenter = BABYLON.Vector3.Zero();
  70692. var i;
  70693. for (i = 0; i < shapePath.length; i++) {
  70694. barycenter.addInPlace(shapePath[i]);
  70695. }
  70696. barycenter.scaleInPlace(1.0 / shapePath.length);
  70697. for (i = 0; i < shapePath.length; i++) {
  70698. pointCap.push(barycenter);
  70699. }
  70700. return pointCap;
  70701. };
  70702. switch (cap) {
  70703. case BABYLON.Mesh.NO_CAP:
  70704. break;
  70705. case BABYLON.Mesh.CAP_START:
  70706. shapePaths[0] = capPath(shapePaths[2]);
  70707. shapePaths[1] = shapePaths[2];
  70708. break;
  70709. case BABYLON.Mesh.CAP_END:
  70710. shapePaths[index] = shapePaths[index - 1];
  70711. shapePaths[index + 1] = capPath(shapePaths[index - 1]);
  70712. break;
  70713. case BABYLON.Mesh.CAP_ALL:
  70714. shapePaths[0] = capPath(shapePaths[2]);
  70715. shapePaths[1] = shapePaths[2];
  70716. shapePaths[index] = shapePaths[index - 1];
  70717. shapePaths[index + 1] = capPath(shapePaths[index - 1]);
  70718. break;
  70719. default:
  70720. break;
  70721. }
  70722. return shapePaths;
  70723. };
  70724. var path3D;
  70725. var pathArray;
  70726. if (instance) { // instance update
  70727. var storage = instance._creationDataStorage;
  70728. path3D = storage.path3D.update(curve);
  70729. pathArray = extrusionPathArray(shape, curve, storage.path3D, storage.pathArray, scale, rotation, scaleFunction, rotateFunction, storage.cap, custom);
  70730. instance = BABYLON.Mesh.CreateRibbon("", pathArray, false, false, 0, scene || undefined, false, 0, instance);
  70731. return instance;
  70732. }
  70733. // extruded shape creation
  70734. path3D = new BABYLON.Path3D(curve);
  70735. var newShapePaths = new Array();
  70736. cap = (cap < 0 || cap > 3) ? 0 : cap;
  70737. pathArray = extrusionPathArray(shape, curve, path3D, newShapePaths, scale, rotation, scaleFunction, rotateFunction, cap, custom);
  70738. var extrudedGeneric = MeshBuilder.CreateRibbon(name, { pathArray: pathArray, closeArray: rbCA, closePath: rbCP, updatable: updtbl, sideOrientation: side, invertUV: invertUV, frontUVs: frontUVs || undefined, backUVs: backUVs || undefined }, scene);
  70739. extrudedGeneric._creationDataStorage.pathArray = pathArray;
  70740. extrudedGeneric._creationDataStorage.path3D = path3D;
  70741. extrudedGeneric._creationDataStorage.cap = cap;
  70742. return extrudedGeneric;
  70743. };
  70744. return MeshBuilder;
  70745. }());
  70746. BABYLON.MeshBuilder = MeshBuilder;
  70747. })(BABYLON || (BABYLON = {}));
  70748. //# sourceMappingURL=babylon.meshBuilder.js.map
  70749. var BABYLON;
  70750. (function (BABYLON) {
  70751. /**
  70752. * Draco compression (https://google.github.io/draco/)
  70753. *
  70754. * This class wraps the Draco module.
  70755. *
  70756. * **Encoder**
  70757. *
  70758. * The encoder is not currently implemented.
  70759. *
  70760. * **Decoder**
  70761. *
  70762. * 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.
  70763. *
  70764. * To update the configuration, use the following code:
  70765. * ```javascript
  70766. * BABYLON.DracoCompression.Configuration = {
  70767. * decoder: {
  70768. * wasmUrl: "<url to the WebAssembly library>",
  70769. * wasmBinaryUrl: "<url to the WebAssembly binary>",
  70770. * fallbackUrl: "<url to the fallback JavaScript library>",
  70771. * }
  70772. * };
  70773. * ```
  70774. *
  70775. * 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.
  70776. * Decoding will automatically fallback to the JavaScript version if WebAssembly version is not configured or if WebAssembly is not supported by the browser.
  70777. * Use `BABYLON.DracoCompression.DecoderAvailable` to determine if the decoder is available for the current session.
  70778. *
  70779. * To decode Draco compressed data, create a DracoCompression object and call decodeMeshAsync:
  70780. * ```javascript
  70781. * var dracoCompression = new BABYLON.DracoCompression();
  70782. * var vertexData = await dracoCompression.decodeMeshAsync(data, {
  70783. * [BABYLON.VertexBuffer.PositionKind]: 0
  70784. * });
  70785. * ```
  70786. *
  70787. * @see https://www.babylonjs-playground.com/#N3EK4B#0
  70788. */
  70789. var DracoCompression = /** @class */ (function () {
  70790. /**
  70791. * Constructor
  70792. */
  70793. function DracoCompression() {
  70794. }
  70795. Object.defineProperty(DracoCompression, "DecoderAvailable", {
  70796. /**
  70797. * Returns true if the decoder is available.
  70798. */
  70799. get: function () {
  70800. if (typeof DracoDecoderModule !== "undefined") {
  70801. return true;
  70802. }
  70803. var decoder = DracoCompression.Configuration.decoder;
  70804. if (decoder) {
  70805. if (decoder.wasmUrl && decoder.wasmBinaryUrl && typeof WebAssembly === "object") {
  70806. return true;
  70807. }
  70808. if (decoder.fallbackUrl) {
  70809. return true;
  70810. }
  70811. }
  70812. return false;
  70813. },
  70814. enumerable: true,
  70815. configurable: true
  70816. });
  70817. /**
  70818. * Stop all async operations and release resources.
  70819. */
  70820. DracoCompression.prototype.dispose = function () {
  70821. };
  70822. /**
  70823. * Decode Draco compressed mesh data to vertex data.
  70824. * @param data The ArrayBuffer or ArrayBufferView for the Draco compression data
  70825. * @param attributes A map of attributes from vertex buffer kinds to Draco unique ids
  70826. * @returns A promise that resolves with the decoded vertex data
  70827. */
  70828. DracoCompression.prototype.decodeMeshAsync = function (data, attributes) {
  70829. var dataView = data instanceof ArrayBuffer ? new Uint8Array(data) : data;
  70830. return DracoCompression._GetDecoderModule().then(function (wrappedModule) {
  70831. var module = wrappedModule.module;
  70832. var vertexData = new BABYLON.VertexData();
  70833. var buffer = new module.DecoderBuffer();
  70834. buffer.Init(dataView, dataView.byteLength);
  70835. var decoder = new module.Decoder();
  70836. var geometry;
  70837. var status;
  70838. try {
  70839. var type = decoder.GetEncodedGeometryType(buffer);
  70840. switch (type) {
  70841. case module.TRIANGULAR_MESH:
  70842. geometry = new module.Mesh();
  70843. status = decoder.DecodeBufferToMesh(buffer, geometry);
  70844. break;
  70845. case module.POINT_CLOUD:
  70846. geometry = new module.PointCloud();
  70847. status = decoder.DecodeBufferToPointCloud(buffer, geometry);
  70848. break;
  70849. default:
  70850. throw new Error("Invalid geometry type " + type);
  70851. }
  70852. if (!status.ok() || !geometry.ptr) {
  70853. throw new Error(status.error_msg());
  70854. }
  70855. var numPoints = geometry.num_points();
  70856. if (type === module.TRIANGULAR_MESH) {
  70857. var numFaces = geometry.num_faces();
  70858. var faceIndices = new module.DracoInt32Array();
  70859. try {
  70860. var indices = new Uint32Array(numFaces * 3);
  70861. for (var i = 0; i < numFaces; i++) {
  70862. decoder.GetFaceFromMesh(geometry, i, faceIndices);
  70863. var offset = i * 3;
  70864. indices[offset + 0] = faceIndices.GetValue(0);
  70865. indices[offset + 1] = faceIndices.GetValue(1);
  70866. indices[offset + 2] = faceIndices.GetValue(2);
  70867. }
  70868. vertexData.indices = indices;
  70869. }
  70870. finally {
  70871. module.destroy(faceIndices);
  70872. }
  70873. }
  70874. for (var kind in attributes) {
  70875. var uniqueId = attributes[kind];
  70876. var attribute = decoder.GetAttributeByUniqueId(geometry, uniqueId);
  70877. var dracoData = new module.DracoFloat32Array();
  70878. try {
  70879. decoder.GetAttributeFloatForAllPoints(geometry, attribute, dracoData);
  70880. var babylonData = new Float32Array(numPoints * attribute.num_components());
  70881. for (var i = 0; i < babylonData.length; i++) {
  70882. babylonData[i] = dracoData.GetValue(i);
  70883. }
  70884. vertexData.set(babylonData, kind);
  70885. }
  70886. finally {
  70887. module.destroy(dracoData);
  70888. }
  70889. }
  70890. }
  70891. finally {
  70892. if (geometry) {
  70893. module.destroy(geometry);
  70894. }
  70895. module.destroy(decoder);
  70896. module.destroy(buffer);
  70897. }
  70898. return vertexData;
  70899. });
  70900. };
  70901. DracoCompression._GetDecoderModule = function () {
  70902. if (!DracoCompression._DecoderModulePromise) {
  70903. var promise = null;
  70904. var config_1 = {};
  70905. if (typeof DracoDecoderModule !== "undefined") {
  70906. promise = Promise.resolve();
  70907. }
  70908. else {
  70909. var decoder = DracoCompression.Configuration.decoder;
  70910. if (decoder) {
  70911. if (decoder.wasmUrl && decoder.wasmBinaryUrl && typeof WebAssembly === "object") {
  70912. promise = Promise.all([
  70913. DracoCompression._LoadScriptAsync(decoder.wasmUrl),
  70914. DracoCompression._LoadFileAsync(decoder.wasmBinaryUrl).then(function (data) {
  70915. config_1.wasmBinary = data;
  70916. })
  70917. ]);
  70918. }
  70919. else if (decoder.fallbackUrl) {
  70920. promise = DracoCompression._LoadScriptAsync(decoder.fallbackUrl);
  70921. }
  70922. }
  70923. }
  70924. if (!promise) {
  70925. throw new Error("Draco decoder module is not available");
  70926. }
  70927. DracoCompression._DecoderModulePromise = promise.then(function () {
  70928. return new Promise(function (resolve) {
  70929. config_1.onModuleLoaded = function (decoderModule) {
  70930. // decoderModule is Promise-like. Wrap before resolving to avoid loop.
  70931. resolve({ module: decoderModule });
  70932. };
  70933. DracoDecoderModule(config_1);
  70934. });
  70935. });
  70936. }
  70937. return DracoCompression._DecoderModulePromise;
  70938. };
  70939. DracoCompression._LoadScriptAsync = function (url) {
  70940. return new Promise(function (resolve, reject) {
  70941. BABYLON.Tools.LoadScript(url, function () {
  70942. resolve();
  70943. }, function (message) {
  70944. reject(new Error(message));
  70945. });
  70946. });
  70947. };
  70948. DracoCompression._LoadFileAsync = function (url) {
  70949. return new Promise(function (resolve, reject) {
  70950. BABYLON.Tools.LoadFile(url, function (data) {
  70951. resolve(data);
  70952. }, undefined, undefined, true, function (request, exception) {
  70953. reject(exception);
  70954. });
  70955. });
  70956. };
  70957. /**
  70958. * The configuration. Defaults to the following urls:
  70959. * - wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js"
  70960. * - wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm"
  70961. * - fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  70962. */
  70963. DracoCompression.Configuration = {
  70964. decoder: {
  70965. wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js",
  70966. wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm",
  70967. fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  70968. }
  70969. };
  70970. return DracoCompression;
  70971. }());
  70972. BABYLON.DracoCompression = DracoCompression;
  70973. })(BABYLON || (BABYLON = {}));
  70974. //# sourceMappingURL=babylon.dracoCompression.js.map
  70975. var BABYLON;
  70976. (function (BABYLON) {
  70977. // Sets the default audio engine to Babylon.js
  70978. BABYLON.Engine.AudioEngineFactory = function (hostElement) { return new AudioEngine(hostElement); };
  70979. /**
  70980. * This represents the default audio engine used in babylon.
  70981. * It is responsible to play, synchronize and analyse sounds throughout the application.
  70982. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  70983. */
  70984. var AudioEngine = /** @class */ (function () {
  70985. /**
  70986. * Instantiates a new audio engine.
  70987. *
  70988. * There should be only one per page as some browsers restrict the number
  70989. * of audio contexts you can create.
  70990. * @param hostElement defines the host element where to display the mute icon if necessary
  70991. */
  70992. function AudioEngine(hostElement) {
  70993. if (hostElement === void 0) { hostElement = null; }
  70994. var _this = this;
  70995. this._audioContext = null;
  70996. this._audioContextInitialized = false;
  70997. this._muteButton = null;
  70998. /**
  70999. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  71000. */
  71001. this.canUseWebAudio = false;
  71002. /**
  71003. * Defines if Babylon should emit a warning if WebAudio is not supported.
  71004. * @ignoreNaming
  71005. */
  71006. this.WarnedWebAudioUnsupported = false;
  71007. /**
  71008. * Gets whether or not mp3 are supported by your browser.
  71009. */
  71010. this.isMP3supported = false;
  71011. /**
  71012. * Gets whether or not ogg are supported by your browser.
  71013. */
  71014. this.isOGGsupported = false;
  71015. /**
  71016. * Gets whether audio has been unlocked on the device.
  71017. * Some Browsers have strong restrictions about Audio and won t autoplay unless
  71018. * a user interaction has happened.
  71019. */
  71020. this.unlocked = true;
  71021. /**
  71022. * Defines if the audio engine relies on a custom unlocked button.
  71023. * In this case, the embedded button will not be displayed.
  71024. */
  71025. this.useCustomUnlockedButton = false;
  71026. /**
  71027. * Event raised when audio has been unlocked on the browser.
  71028. */
  71029. this.onAudioUnlockedObservable = new BABYLON.Observable();
  71030. /**
  71031. * Event raised when audio has been locked on the browser.
  71032. */
  71033. this.onAudioLockedObservable = new BABYLON.Observable();
  71034. this._tryToRun = false;
  71035. this._onResize = function () {
  71036. _this._moveButtonToTopLeft();
  71037. };
  71038. if (typeof window.AudioContext !== 'undefined' || typeof window.webkitAudioContext !== 'undefined') {
  71039. window.AudioContext = window.AudioContext || window.webkitAudioContext;
  71040. this.canUseWebAudio = true;
  71041. }
  71042. var audioElem = document.createElement('audio');
  71043. this._hostElement = hostElement;
  71044. try {
  71045. if (audioElem && !!audioElem.canPlayType && audioElem.canPlayType('audio/mpeg; codecs="mp3"').replace(/^no$/, '')) {
  71046. this.isMP3supported = true;
  71047. }
  71048. }
  71049. catch (e) {
  71050. // protect error during capability check.
  71051. }
  71052. try {
  71053. if (audioElem && !!audioElem.canPlayType && audioElem.canPlayType('audio/ogg; codecs="vorbis"').replace(/^no$/, '')) {
  71054. this.isOGGsupported = true;
  71055. }
  71056. }
  71057. catch (e) {
  71058. // protect error during capability check.
  71059. }
  71060. }
  71061. Object.defineProperty(AudioEngine.prototype, "audioContext", {
  71062. /**
  71063. * Gets the current AudioContext if available.
  71064. */
  71065. get: function () {
  71066. if (!this._audioContextInitialized) {
  71067. this._initializeAudioContext();
  71068. }
  71069. else {
  71070. if (!this.unlocked && !this._muteButton) {
  71071. this._displayMuteButton();
  71072. }
  71073. }
  71074. return this._audioContext;
  71075. },
  71076. enumerable: true,
  71077. configurable: true
  71078. });
  71079. /**
  71080. * Flags the audio engine in Locked state.
  71081. * This happens due to new browser policies preventing audio to autoplay.
  71082. */
  71083. AudioEngine.prototype.lock = function () {
  71084. this._triggerSuspendedState();
  71085. };
  71086. /**
  71087. * Unlocks the audio engine once a user action has been done on the dom.
  71088. * This is helpful to resume play once browser policies have been satisfied.
  71089. */
  71090. AudioEngine.prototype.unlock = function () {
  71091. this._triggerRunningState();
  71092. };
  71093. AudioEngine.prototype._resumeAudioContext = function () {
  71094. var result;
  71095. if (this._audioContext.resume) {
  71096. result = this._audioContext.resume();
  71097. }
  71098. return result || Promise.resolve();
  71099. };
  71100. AudioEngine.prototype._initializeAudioContext = function () {
  71101. try {
  71102. if (this.canUseWebAudio) {
  71103. this._audioContext = new AudioContext();
  71104. // create a global volume gain node
  71105. this.masterGain = this._audioContext.createGain();
  71106. this.masterGain.gain.value = 1;
  71107. this.masterGain.connect(this._audioContext.destination);
  71108. this._audioContextInitialized = true;
  71109. if (this._audioContext.state === "running") {
  71110. // Do not wait for the promise to unlock.
  71111. this._triggerRunningState();
  71112. }
  71113. }
  71114. }
  71115. catch (e) {
  71116. this.canUseWebAudio = false;
  71117. BABYLON.Tools.Error("Web Audio: " + e.message);
  71118. }
  71119. };
  71120. AudioEngine.prototype._triggerRunningState = function () {
  71121. var _this = this;
  71122. if (this._tryToRun) {
  71123. return;
  71124. }
  71125. this._tryToRun = true;
  71126. this._resumeAudioContext()
  71127. .then(function () {
  71128. _this._tryToRun = false;
  71129. if (_this._muteButton) {
  71130. _this._hideMuteButton();
  71131. }
  71132. }).catch(function () {
  71133. _this._tryToRun = false;
  71134. _this.unlocked = false;
  71135. });
  71136. // Notify users that the audio stack is unlocked/unmuted
  71137. this.unlocked = true;
  71138. this.onAudioUnlockedObservable.notifyObservers(this);
  71139. };
  71140. AudioEngine.prototype._triggerSuspendedState = function () {
  71141. this.unlocked = false;
  71142. this.onAudioLockedObservable.notifyObservers(this);
  71143. this._displayMuteButton();
  71144. };
  71145. AudioEngine.prototype._displayMuteButton = function () {
  71146. var _this = this;
  71147. if (this.useCustomUnlockedButton) {
  71148. return;
  71149. }
  71150. this._muteButton = document.createElement("BUTTON");
  71151. this._muteButton.className = "babylonUnmuteIcon";
  71152. this._muteButton.id = "babylonUnmuteIconBtn";
  71153. this._muteButton.title = "Unmute";
  71154. 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) }";
  71155. var style = document.createElement('style');
  71156. style.appendChild(document.createTextNode(css));
  71157. document.getElementsByTagName('head')[0].appendChild(style);
  71158. document.body.appendChild(this._muteButton);
  71159. this._moveButtonToTopLeft();
  71160. this._muteButton.addEventListener('touchend', function () {
  71161. _this._triggerRunningState();
  71162. }, true);
  71163. this._muteButton.addEventListener('click', function () {
  71164. _this._triggerRunningState();
  71165. }, true);
  71166. window.addEventListener("resize", this._onResize);
  71167. };
  71168. AudioEngine.prototype._moveButtonToTopLeft = function () {
  71169. if (this._hostElement && this._muteButton) {
  71170. this._muteButton.style.top = this._hostElement.offsetTop + 20 + "px";
  71171. this._muteButton.style.left = this._hostElement.offsetLeft + 20 + "px";
  71172. }
  71173. };
  71174. AudioEngine.prototype._hideMuteButton = function () {
  71175. if (this._muteButton) {
  71176. document.body.removeChild(this._muteButton);
  71177. this._muteButton = null;
  71178. }
  71179. };
  71180. /**
  71181. * Destroy and release the resources associated with the audio ccontext.
  71182. */
  71183. AudioEngine.prototype.dispose = function () {
  71184. if (this.canUseWebAudio && this._audioContextInitialized) {
  71185. if (this._connectedAnalyser && this._audioContext) {
  71186. this._connectedAnalyser.stopDebugCanvas();
  71187. this._connectedAnalyser.dispose();
  71188. this.masterGain.disconnect();
  71189. this.masterGain.connect(this._audioContext.destination);
  71190. this._connectedAnalyser = null;
  71191. }
  71192. this.masterGain.gain.value = 1;
  71193. }
  71194. this.WarnedWebAudioUnsupported = false;
  71195. this._hideMuteButton();
  71196. window.removeEventListener("resize", this._onResize);
  71197. this.onAudioUnlockedObservable.clear();
  71198. this.onAudioLockedObservable.clear();
  71199. };
  71200. /**
  71201. * Gets the global volume sets on the master gain.
  71202. * @returns the global volume if set or -1 otherwise
  71203. */
  71204. AudioEngine.prototype.getGlobalVolume = function () {
  71205. if (this.canUseWebAudio && this._audioContextInitialized) {
  71206. return this.masterGain.gain.value;
  71207. }
  71208. else {
  71209. return -1;
  71210. }
  71211. };
  71212. /**
  71213. * Sets the global volume of your experience (sets on the master gain).
  71214. * @param newVolume Defines the new global volume of the application
  71215. */
  71216. AudioEngine.prototype.setGlobalVolume = function (newVolume) {
  71217. if (this.canUseWebAudio && this._audioContextInitialized) {
  71218. this.masterGain.gain.value = newVolume;
  71219. }
  71220. };
  71221. /**
  71222. * Connect the audio engine to an audio analyser allowing some amazing
  71223. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  71224. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  71225. * @param analyser The analyser to connect to the engine
  71226. */
  71227. AudioEngine.prototype.connectToAnalyser = function (analyser) {
  71228. if (this._connectedAnalyser) {
  71229. this._connectedAnalyser.stopDebugCanvas();
  71230. }
  71231. if (this.canUseWebAudio && this._audioContextInitialized && this._audioContext) {
  71232. this._connectedAnalyser = analyser;
  71233. this.masterGain.disconnect();
  71234. this._connectedAnalyser.connectAudioNodes(this.masterGain, this._audioContext.destination);
  71235. }
  71236. };
  71237. return AudioEngine;
  71238. }());
  71239. BABYLON.AudioEngine = AudioEngine;
  71240. })(BABYLON || (BABYLON = {}));
  71241. //# sourceMappingURL=babylon.audioEngine.js.map
  71242. var BABYLON;
  71243. (function (BABYLON) {
  71244. /**
  71245. * Defines a sound that can be played in the application.
  71246. * The sound can either be an ambient track or a simple sound played in reaction to a user action.
  71247. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  71248. */
  71249. var Sound = /** @class */ (function () {
  71250. /**
  71251. * Create a sound and attach it to a scene
  71252. * @param name Name of your sound
  71253. * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer, it also works with MediaStreams
  71254. * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
  71255. * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
  71256. */
  71257. function Sound(name, urlOrArrayBuffer, scene, readyToPlayCallback, options) {
  71258. if (readyToPlayCallback === void 0) { readyToPlayCallback = null; }
  71259. var _this = this;
  71260. /**
  71261. * Does the sound autoplay once loaded.
  71262. */
  71263. this.autoplay = false;
  71264. /**
  71265. * Does the sound loop after it finishes playing once.
  71266. */
  71267. this.loop = false;
  71268. /**
  71269. * Does the sound use a custom attenuation curve to simulate the falloff
  71270. * happening when the source gets further away from the camera.
  71271. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  71272. */
  71273. this.useCustomAttenuation = false;
  71274. /**
  71275. * Is this sound currently played.
  71276. */
  71277. this.isPlaying = false;
  71278. /**
  71279. * Is this sound currently paused.
  71280. */
  71281. this.isPaused = false;
  71282. /**
  71283. * Does this sound enables spatial sound.
  71284. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71285. */
  71286. this.spatialSound = false;
  71287. /**
  71288. * Define the reference distance the sound should be heard perfectly.
  71289. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71290. */
  71291. this.refDistance = 1;
  71292. /**
  71293. * Define the roll off factor of spatial sounds.
  71294. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71295. */
  71296. this.rolloffFactor = 1;
  71297. /**
  71298. * Define the max distance the sound should be heard (intensity just became 0 at this point).
  71299. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71300. */
  71301. this.maxDistance = 100;
  71302. /**
  71303. * Define the distance attenuation model the sound will follow.
  71304. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71305. */
  71306. this.distanceModel = "linear";
  71307. /**
  71308. * Observable event when the current playing sound finishes.
  71309. */
  71310. this.onEndedObservable = new BABYLON.Observable();
  71311. this._panningModel = "equalpower";
  71312. this._playbackRate = 1;
  71313. this._streaming = false;
  71314. this._startTime = 0;
  71315. this._startOffset = 0;
  71316. this._position = BABYLON.Vector3.Zero();
  71317. /** @hidden */
  71318. this._positionInEmitterSpace = false;
  71319. this._localDirection = new BABYLON.Vector3(1, 0, 0);
  71320. this._volume = 1;
  71321. this._isReadyToPlay = false;
  71322. this._isDirectional = false;
  71323. // Used if you'd like to create a directional sound.
  71324. // If not set, the sound will be omnidirectional
  71325. this._coneInnerAngle = 360;
  71326. this._coneOuterAngle = 360;
  71327. this._coneOuterGain = 0;
  71328. this._isOutputConnected = false;
  71329. this._urlType = "Unknown";
  71330. this.name = name;
  71331. this._scene = scene;
  71332. var compo = scene._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  71333. if (!compo) {
  71334. compo = new BABYLON.AudioSceneComponent(scene);
  71335. scene._addComponent(compo);
  71336. }
  71337. this._readyToPlayCallback = readyToPlayCallback;
  71338. // Default custom attenuation function is a linear attenuation
  71339. this._customAttenuationFunction = function (currentVolume, currentDistance, maxDistance, refDistance, rolloffFactor) {
  71340. if (currentDistance < maxDistance) {
  71341. return currentVolume * (1 - currentDistance / maxDistance);
  71342. }
  71343. else {
  71344. return 0;
  71345. }
  71346. };
  71347. if (options) {
  71348. this.autoplay = options.autoplay || false;
  71349. this.loop = options.loop || false;
  71350. // if volume === 0, we need another way to check this option
  71351. if (options.volume !== undefined) {
  71352. this._volume = options.volume;
  71353. }
  71354. this.spatialSound = options.spatialSound || false;
  71355. this.maxDistance = options.maxDistance || 100;
  71356. this.useCustomAttenuation = options.useCustomAttenuation || false;
  71357. this.rolloffFactor = options.rolloffFactor || 1;
  71358. this.refDistance = options.refDistance || 1;
  71359. this.distanceModel = options.distanceModel || "linear";
  71360. this._playbackRate = options.playbackRate || 1;
  71361. this._streaming = options.streaming || false;
  71362. }
  71363. if (BABYLON.Engine.audioEngine.canUseWebAudio && BABYLON.Engine.audioEngine.audioContext) {
  71364. this._soundGain = BABYLON.Engine.audioEngine.audioContext.createGain();
  71365. this._soundGain.gain.value = this._volume;
  71366. this._inputAudioNode = this._soundGain;
  71367. this._outputAudioNode = this._soundGain;
  71368. if (this.spatialSound) {
  71369. this._createSpatialParameters();
  71370. }
  71371. this._scene.mainSoundTrack.AddSound(this);
  71372. var validParameter = true;
  71373. // if no parameter is passed, you need to call setAudioBuffer yourself to prepare the sound
  71374. if (urlOrArrayBuffer) {
  71375. try {
  71376. if (typeof (urlOrArrayBuffer) === "string") {
  71377. this._urlType = "String";
  71378. }
  71379. else if (urlOrArrayBuffer instanceof ArrayBuffer) {
  71380. this._urlType = "ArrayBuffer";
  71381. }
  71382. else if (urlOrArrayBuffer instanceof MediaStream) {
  71383. this._urlType = "MediaStream";
  71384. }
  71385. else if (Array.isArray(urlOrArrayBuffer)) {
  71386. this._urlType = "Array";
  71387. }
  71388. var urls = [];
  71389. var codecSupportedFound = false;
  71390. switch (this._urlType) {
  71391. case "MediaStream":
  71392. this._streaming = true;
  71393. this._isReadyToPlay = true;
  71394. this._streamingSource = BABYLON.Engine.audioEngine.audioContext.createMediaElementSource(urlOrArrayBuffer);
  71395. if (this.autoplay) {
  71396. this.play();
  71397. }
  71398. if (this._readyToPlayCallback) {
  71399. this._readyToPlayCallback();
  71400. }
  71401. break;
  71402. case "ArrayBuffer":
  71403. if (urlOrArrayBuffer.byteLength > 0) {
  71404. codecSupportedFound = true;
  71405. this._soundLoaded(urlOrArrayBuffer);
  71406. }
  71407. break;
  71408. case "String":
  71409. urls.push(urlOrArrayBuffer);
  71410. case "Array":
  71411. if (urls.length === 0) {
  71412. urls = urlOrArrayBuffer;
  71413. }
  71414. // If we found a supported format, we load it immediately and stop the loop
  71415. for (var i = 0; i < urls.length; i++) {
  71416. var url = urls[i];
  71417. if (url.indexOf(".mp3", url.length - 4) !== -1 && BABYLON.Engine.audioEngine.isMP3supported) {
  71418. codecSupportedFound = true;
  71419. }
  71420. if (url.indexOf(".ogg", url.length - 4) !== -1 && BABYLON.Engine.audioEngine.isOGGsupported) {
  71421. codecSupportedFound = true;
  71422. }
  71423. if (url.indexOf(".wav", url.length - 4) !== -1) {
  71424. codecSupportedFound = true;
  71425. }
  71426. if (url.indexOf("blob:") !== -1) {
  71427. codecSupportedFound = true;
  71428. }
  71429. if (codecSupportedFound) {
  71430. // Loading sound using XHR2
  71431. if (!this._streaming) {
  71432. this._scene._loadFile(url, function (data) {
  71433. _this._soundLoaded(data);
  71434. }, undefined, true, true, function (exception) {
  71435. if (exception) {
  71436. BABYLON.Tools.Error("XHR " + exception.status + " error on: " + url + ".");
  71437. }
  71438. BABYLON.Tools.Error("Sound creation aborted.");
  71439. _this._scene.mainSoundTrack.RemoveSound(_this);
  71440. });
  71441. }
  71442. // Streaming sound using HTML5 Audio tag
  71443. else {
  71444. this._htmlAudioElement = new Audio(url);
  71445. this._htmlAudioElement.controls = false;
  71446. this._htmlAudioElement.loop = this.loop;
  71447. BABYLON.Tools.SetCorsBehavior(url, this._htmlAudioElement);
  71448. this._htmlAudioElement.preload = "auto";
  71449. this._htmlAudioElement.addEventListener("canplaythrough", function () {
  71450. _this._isReadyToPlay = true;
  71451. if (_this.autoplay) {
  71452. _this.play();
  71453. }
  71454. if (_this._readyToPlayCallback) {
  71455. _this._readyToPlayCallback();
  71456. }
  71457. });
  71458. document.body.appendChild(this._htmlAudioElement);
  71459. this._htmlAudioElement.load();
  71460. }
  71461. break;
  71462. }
  71463. }
  71464. break;
  71465. default:
  71466. validParameter = false;
  71467. break;
  71468. }
  71469. if (!validParameter) {
  71470. BABYLON.Tools.Error("Parameter must be a URL to the sound, an Array of URLs (.mp3 & .ogg) or an ArrayBuffer of the sound.");
  71471. }
  71472. else {
  71473. if (!codecSupportedFound) {
  71474. this._isReadyToPlay = true;
  71475. // Simulating a ready to play event to avoid breaking code path
  71476. if (this._readyToPlayCallback) {
  71477. window.setTimeout(function () {
  71478. if (_this._readyToPlayCallback) {
  71479. _this._readyToPlayCallback();
  71480. }
  71481. }, 1000);
  71482. }
  71483. }
  71484. }
  71485. }
  71486. catch (ex) {
  71487. BABYLON.Tools.Error("Unexpected error. Sound creation aborted.");
  71488. this._scene.mainSoundTrack.RemoveSound(this);
  71489. }
  71490. }
  71491. }
  71492. else {
  71493. // Adding an empty sound to avoid breaking audio calls for non Web Audio browsers
  71494. this._scene.mainSoundTrack.AddSound(this);
  71495. if (!BABYLON.Engine.audioEngine.WarnedWebAudioUnsupported) {
  71496. BABYLON.Tools.Error("Web Audio is not supported by your browser.");
  71497. BABYLON.Engine.audioEngine.WarnedWebAudioUnsupported = true;
  71498. }
  71499. // Simulating a ready to play event to avoid breaking code for non web audio browsers
  71500. if (this._readyToPlayCallback) {
  71501. window.setTimeout(function () {
  71502. if (_this._readyToPlayCallback) {
  71503. _this._readyToPlayCallback();
  71504. }
  71505. }, 1000);
  71506. }
  71507. }
  71508. }
  71509. /**
  71510. * Release the sound and its associated resources
  71511. */
  71512. Sound.prototype.dispose = function () {
  71513. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  71514. if (this.isPlaying) {
  71515. this.stop();
  71516. }
  71517. this._isReadyToPlay = false;
  71518. if (this.soundTrackId === -1) {
  71519. this._scene.mainSoundTrack.RemoveSound(this);
  71520. }
  71521. else if (this._scene.soundTracks) {
  71522. this._scene.soundTracks[this.soundTrackId].RemoveSound(this);
  71523. }
  71524. if (this._soundGain) {
  71525. this._soundGain.disconnect();
  71526. this._soundGain = null;
  71527. }
  71528. if (this._soundPanner) {
  71529. this._soundPanner.disconnect();
  71530. this._soundPanner = null;
  71531. }
  71532. if (this._soundSource) {
  71533. this._soundSource.disconnect();
  71534. this._soundSource = null;
  71535. }
  71536. this._audioBuffer = null;
  71537. if (this._htmlAudioElement) {
  71538. this._htmlAudioElement.pause();
  71539. this._htmlAudioElement.src = "";
  71540. document.body.removeChild(this._htmlAudioElement);
  71541. }
  71542. if (this._streamingSource) {
  71543. this._streamingSource.disconnect();
  71544. }
  71545. if (this._connectedTransformNode && this._registerFunc) {
  71546. this._connectedTransformNode.unregisterAfterWorldMatrixUpdate(this._registerFunc);
  71547. this._connectedTransformNode = null;
  71548. }
  71549. }
  71550. };
  71551. /**
  71552. * Gets if the sounds is ready to be played or not.
  71553. * @returns true if ready, otherwise false
  71554. */
  71555. Sound.prototype.isReady = function () {
  71556. return this._isReadyToPlay;
  71557. };
  71558. Sound.prototype._soundLoaded = function (audioData) {
  71559. var _this = this;
  71560. if (!BABYLON.Engine.audioEngine.audioContext) {
  71561. return;
  71562. }
  71563. BABYLON.Engine.audioEngine.audioContext.decodeAudioData(audioData, function (buffer) {
  71564. _this._audioBuffer = buffer;
  71565. _this._isReadyToPlay = true;
  71566. if (_this.autoplay) {
  71567. _this.play();
  71568. }
  71569. if (_this._readyToPlayCallback) {
  71570. _this._readyToPlayCallback();
  71571. }
  71572. }, function (err) { BABYLON.Tools.Error("Error while decoding audio data for: " + _this.name + " / Error: " + err); });
  71573. };
  71574. /**
  71575. * Sets the data of the sound from an audiobuffer
  71576. * @param audioBuffer The audioBuffer containing the data
  71577. */
  71578. Sound.prototype.setAudioBuffer = function (audioBuffer) {
  71579. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  71580. this._audioBuffer = audioBuffer;
  71581. this._isReadyToPlay = true;
  71582. }
  71583. };
  71584. /**
  71585. * Updates the current sounds options such as maxdistance, loop...
  71586. * @param options A JSON object containing values named as the object properties
  71587. */
  71588. Sound.prototype.updateOptions = function (options) {
  71589. if (options) {
  71590. this.loop = options.loop || this.loop;
  71591. this.maxDistance = options.maxDistance || this.maxDistance;
  71592. this.useCustomAttenuation = options.useCustomAttenuation || this.useCustomAttenuation;
  71593. this.rolloffFactor = options.rolloffFactor || this.rolloffFactor;
  71594. this.refDistance = options.refDistance || this.refDistance;
  71595. this.distanceModel = options.distanceModel || this.distanceModel;
  71596. this._playbackRate = options.playbackRate || this._playbackRate;
  71597. this._updateSpatialParameters();
  71598. if (this.isPlaying) {
  71599. if (this._streaming && this._htmlAudioElement) {
  71600. this._htmlAudioElement.playbackRate = this._playbackRate;
  71601. }
  71602. else {
  71603. if (this._soundSource) {
  71604. this._soundSource.playbackRate.value = this._playbackRate;
  71605. }
  71606. }
  71607. }
  71608. }
  71609. };
  71610. Sound.prototype._createSpatialParameters = function () {
  71611. if (BABYLON.Engine.audioEngine.canUseWebAudio && BABYLON.Engine.audioEngine.audioContext) {
  71612. if (this._scene.headphone) {
  71613. this._panningModel = "HRTF";
  71614. }
  71615. this._soundPanner = BABYLON.Engine.audioEngine.audioContext.createPanner();
  71616. this._updateSpatialParameters();
  71617. this._soundPanner.connect(this._outputAudioNode);
  71618. this._inputAudioNode = this._soundPanner;
  71619. }
  71620. };
  71621. Sound.prototype._updateSpatialParameters = function () {
  71622. if (this.spatialSound && this._soundPanner) {
  71623. if (this.useCustomAttenuation) {
  71624. // Tricks to disable in a way embedded Web Audio attenuation
  71625. this._soundPanner.distanceModel = "linear";
  71626. this._soundPanner.maxDistance = Number.MAX_VALUE;
  71627. this._soundPanner.refDistance = 1;
  71628. this._soundPanner.rolloffFactor = 1;
  71629. this._soundPanner.panningModel = this._panningModel;
  71630. }
  71631. else {
  71632. this._soundPanner.distanceModel = this.distanceModel;
  71633. this._soundPanner.maxDistance = this.maxDistance;
  71634. this._soundPanner.refDistance = this.refDistance;
  71635. this._soundPanner.rolloffFactor = this.rolloffFactor;
  71636. this._soundPanner.panningModel = this._panningModel;
  71637. }
  71638. }
  71639. };
  71640. /**
  71641. * Switch the panning model to HRTF:
  71642. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  71643. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71644. */
  71645. Sound.prototype.switchPanningModelToHRTF = function () {
  71646. this._panningModel = "HRTF";
  71647. this._switchPanningModel();
  71648. };
  71649. /**
  71650. * Switch the panning model to Equal Power:
  71651. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  71652. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71653. */
  71654. Sound.prototype.switchPanningModelToEqualPower = function () {
  71655. this._panningModel = "equalpower";
  71656. this._switchPanningModel();
  71657. };
  71658. Sound.prototype._switchPanningModel = function () {
  71659. if (BABYLON.Engine.audioEngine.canUseWebAudio && this.spatialSound && this._soundPanner) {
  71660. this._soundPanner.panningModel = this._panningModel;
  71661. }
  71662. };
  71663. /**
  71664. * Connect this sound to a sound track audio node like gain...
  71665. * @param soundTrackAudioNode the sound track audio node to connect to
  71666. */
  71667. Sound.prototype.connectToSoundTrackAudioNode = function (soundTrackAudioNode) {
  71668. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  71669. if (this._isOutputConnected) {
  71670. this._outputAudioNode.disconnect();
  71671. }
  71672. this._outputAudioNode.connect(soundTrackAudioNode);
  71673. this._isOutputConnected = true;
  71674. }
  71675. };
  71676. /**
  71677. * Transform this sound into a directional source
  71678. * @param coneInnerAngle Size of the inner cone in degree
  71679. * @param coneOuterAngle Size of the outer cone in degree
  71680. * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
  71681. */
  71682. Sound.prototype.setDirectionalCone = function (coneInnerAngle, coneOuterAngle, coneOuterGain) {
  71683. if (coneOuterAngle < coneInnerAngle) {
  71684. BABYLON.Tools.Error("setDirectionalCone(): outer angle of the cone must be superior or equal to the inner angle.");
  71685. return;
  71686. }
  71687. this._coneInnerAngle = coneInnerAngle;
  71688. this._coneOuterAngle = coneOuterAngle;
  71689. this._coneOuterGain = coneOuterGain;
  71690. this._isDirectional = true;
  71691. if (this.isPlaying && this.loop) {
  71692. this.stop();
  71693. this.play();
  71694. }
  71695. };
  71696. Object.defineProperty(Sound.prototype, "directionalConeInnerAngle", {
  71697. /**
  71698. * Gets or sets the inner angle for the directional cone.
  71699. */
  71700. get: function () {
  71701. return this._coneInnerAngle;
  71702. },
  71703. /**
  71704. * Gets or sets the inner angle for the directional cone.
  71705. */
  71706. set: function (value) {
  71707. if (value != this._coneInnerAngle) {
  71708. if (this._coneOuterAngle < value) {
  71709. BABYLON.Tools.Error("directionalConeInnerAngle: outer angle of the cone must be superior or equal to the inner angle.");
  71710. return;
  71711. }
  71712. this._coneInnerAngle = value;
  71713. if (BABYLON.Engine.audioEngine.canUseWebAudio && this.spatialSound && this._soundPanner) {
  71714. this._soundPanner.coneInnerAngle = this._coneInnerAngle;
  71715. }
  71716. }
  71717. },
  71718. enumerable: true,
  71719. configurable: true
  71720. });
  71721. Object.defineProperty(Sound.prototype, "directionalConeOuterAngle", {
  71722. /**
  71723. * Gets or sets the outer angle for the directional cone.
  71724. */
  71725. get: function () {
  71726. return this._coneOuterAngle;
  71727. },
  71728. /**
  71729. * Gets or sets the outer angle for the directional cone.
  71730. */
  71731. set: function (value) {
  71732. if (value != this._coneOuterAngle) {
  71733. if (value < this._coneInnerAngle) {
  71734. BABYLON.Tools.Error("directionalConeOuterAngle: outer angle of the cone must be superior or equal to the inner angle.");
  71735. return;
  71736. }
  71737. this._coneOuterAngle = value;
  71738. if (BABYLON.Engine.audioEngine.canUseWebAudio && this.spatialSound && this._soundPanner) {
  71739. this._soundPanner.coneOuterAngle = this._coneOuterAngle;
  71740. }
  71741. }
  71742. },
  71743. enumerable: true,
  71744. configurable: true
  71745. });
  71746. /**
  71747. * Sets the position of the emitter if spatial sound is enabled
  71748. * @param newPosition Defines the new posisiton
  71749. */
  71750. Sound.prototype.setPosition = function (newPosition) {
  71751. this._position = newPosition;
  71752. if (BABYLON.Engine.audioEngine.canUseWebAudio && this.spatialSound && this._soundPanner && !isNaN(this._position.x) && !isNaN(this._position.y) && !isNaN(this._position.z)) {
  71753. this._soundPanner.setPosition(this._position.x, this._position.y, this._position.z);
  71754. }
  71755. };
  71756. /**
  71757. * Sets the local direction of the emitter if spatial sound is enabled
  71758. * @param newLocalDirection Defines the new local direction
  71759. */
  71760. Sound.prototype.setLocalDirectionToMesh = function (newLocalDirection) {
  71761. this._localDirection = newLocalDirection;
  71762. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._connectedTransformNode && this.isPlaying) {
  71763. this._updateDirection();
  71764. }
  71765. };
  71766. Sound.prototype._updateDirection = function () {
  71767. if (!this._connectedTransformNode || !this._soundPanner) {
  71768. return;
  71769. }
  71770. var mat = this._connectedTransformNode.getWorldMatrix();
  71771. var direction = BABYLON.Vector3.TransformNormal(this._localDirection, mat);
  71772. direction.normalize();
  71773. this._soundPanner.setOrientation(direction.x, direction.y, direction.z);
  71774. };
  71775. /** @hidden */
  71776. Sound.prototype.updateDistanceFromListener = function () {
  71777. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._connectedTransformNode && this.useCustomAttenuation && this._soundGain && this._scene.activeCamera) {
  71778. var distance = this._connectedTransformNode.getDistanceToCamera(this._scene.activeCamera);
  71779. this._soundGain.gain.value = this._customAttenuationFunction(this._volume, distance, this.maxDistance, this.refDistance, this.rolloffFactor);
  71780. }
  71781. };
  71782. /**
  71783. * Sets a new custom attenuation function for the sound.
  71784. * @param callback Defines the function used for the attenuation
  71785. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  71786. */
  71787. Sound.prototype.setAttenuationFunction = function (callback) {
  71788. this._customAttenuationFunction = callback;
  71789. };
  71790. /**
  71791. * Play the sound
  71792. * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
  71793. * @param offset (optional) Start the sound setting it at a specific time
  71794. */
  71795. Sound.prototype.play = function (time, offset) {
  71796. var _this = this;
  71797. if (this._isReadyToPlay && this._scene.audioEnabled && BABYLON.Engine.audioEngine.audioContext) {
  71798. try {
  71799. if (this._startOffset < 0) {
  71800. time = -this._startOffset;
  71801. this._startOffset = 0;
  71802. }
  71803. var startTime = time ? BABYLON.Engine.audioEngine.audioContext.currentTime + time : BABYLON.Engine.audioEngine.audioContext.currentTime;
  71804. if (!this._soundSource || !this._streamingSource) {
  71805. if (this.spatialSound && this._soundPanner) {
  71806. if (!isNaN(this._position.x) && !isNaN(this._position.y) && !isNaN(this._position.z)) {
  71807. this._soundPanner.setPosition(this._position.x, this._position.y, this._position.z);
  71808. }
  71809. if (this._isDirectional) {
  71810. this._soundPanner.coneInnerAngle = this._coneInnerAngle;
  71811. this._soundPanner.coneOuterAngle = this._coneOuterAngle;
  71812. this._soundPanner.coneOuterGain = this._coneOuterGain;
  71813. if (this._connectedTransformNode) {
  71814. this._updateDirection();
  71815. }
  71816. else {
  71817. this._soundPanner.setOrientation(this._localDirection.x, this._localDirection.y, this._localDirection.z);
  71818. }
  71819. }
  71820. }
  71821. }
  71822. if (this._streaming) {
  71823. if (!this._streamingSource) {
  71824. this._streamingSource = BABYLON.Engine.audioEngine.audioContext.createMediaElementSource(this._htmlAudioElement);
  71825. this._htmlAudioElement.onended = function () { _this._onended(); };
  71826. this._htmlAudioElement.playbackRate = this._playbackRate;
  71827. }
  71828. this._streamingSource.disconnect();
  71829. this._streamingSource.connect(this._inputAudioNode);
  71830. if (this._htmlAudioElement) {
  71831. // required to manage properly the new suspended default state of Chrome
  71832. // When the option 'streaming: true' is used, we need first to wait for
  71833. // the audio engine to be unlocked by a user gesture before trying to play
  71834. // an HTML Audio elememt
  71835. var tryToPlay = function () {
  71836. if (BABYLON.Engine.audioEngine.unlocked) {
  71837. var playPromise = _this._htmlAudioElement.play();
  71838. // In browsers that don’t yet support this functionality,
  71839. // playPromise won’t be defined.
  71840. if (playPromise !== undefined) {
  71841. playPromise.catch(function (error) {
  71842. // Automatic playback failed.
  71843. // Waiting for the audio engine to be unlocked by user click on unmute
  71844. BABYLON.Engine.audioEngine.lock();
  71845. BABYLON.Engine.audioEngine.onAudioUnlockedObservable.addOnce(function () { tryToPlay(); });
  71846. });
  71847. }
  71848. }
  71849. else {
  71850. BABYLON.Engine.audioEngine.onAudioUnlockedObservable.addOnce(function () { tryToPlay(); });
  71851. }
  71852. };
  71853. tryToPlay();
  71854. }
  71855. }
  71856. else {
  71857. this._soundSource = BABYLON.Engine.audioEngine.audioContext.createBufferSource();
  71858. this._soundSource.buffer = this._audioBuffer;
  71859. this._soundSource.connect(this._inputAudioNode);
  71860. this._soundSource.loop = this.loop;
  71861. this._soundSource.playbackRate.value = this._playbackRate;
  71862. this._soundSource.onended = function () { _this._onended(); };
  71863. if (this._soundSource.buffer) {
  71864. this._soundSource.start(startTime, this.isPaused ? this._startOffset % this._soundSource.buffer.duration : offset ? offset : 0);
  71865. }
  71866. }
  71867. this._startTime = startTime;
  71868. this.isPlaying = true;
  71869. this.isPaused = false;
  71870. }
  71871. catch (ex) {
  71872. BABYLON.Tools.Error("Error while trying to play audio: " + this.name + ", " + ex.message);
  71873. }
  71874. }
  71875. };
  71876. Sound.prototype._onended = function () {
  71877. this.isPlaying = false;
  71878. if (this.onended) {
  71879. this.onended();
  71880. }
  71881. this.onEndedObservable.notifyObservers(this);
  71882. };
  71883. /**
  71884. * Stop the sound
  71885. * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
  71886. */
  71887. Sound.prototype.stop = function (time) {
  71888. if (this.isPlaying) {
  71889. if (this._streaming) {
  71890. if (this._htmlAudioElement) {
  71891. this._htmlAudioElement.pause();
  71892. // Test needed for Firefox or it will generate an Invalid State Error
  71893. if (this._htmlAudioElement.currentTime > 0) {
  71894. this._htmlAudioElement.currentTime = 0;
  71895. }
  71896. }
  71897. else {
  71898. this._streamingSource.disconnect();
  71899. }
  71900. }
  71901. else if (BABYLON.Engine.audioEngine.audioContext && this._soundSource) {
  71902. var stopTime = time ? BABYLON.Engine.audioEngine.audioContext.currentTime + time : BABYLON.Engine.audioEngine.audioContext.currentTime;
  71903. this._soundSource.stop(stopTime);
  71904. this._soundSource.onended = function () { };
  71905. if (!this.isPaused) {
  71906. this._startOffset = 0;
  71907. }
  71908. }
  71909. this.isPlaying = false;
  71910. }
  71911. };
  71912. /**
  71913. * Put the sound in pause
  71914. */
  71915. Sound.prototype.pause = function () {
  71916. if (this.isPlaying) {
  71917. this.isPaused = true;
  71918. if (this._streaming) {
  71919. if (this._htmlAudioElement) {
  71920. this._htmlAudioElement.pause();
  71921. }
  71922. else {
  71923. this._streamingSource.disconnect();
  71924. }
  71925. }
  71926. else if (BABYLON.Engine.audioEngine.audioContext) {
  71927. this.stop(0);
  71928. this._startOffset += BABYLON.Engine.audioEngine.audioContext.currentTime - this._startTime;
  71929. }
  71930. }
  71931. };
  71932. /**
  71933. * Sets a dedicated volume for this sounds
  71934. * @param newVolume Define the new volume of the sound
  71935. * @param time Define in how long the sound should be at this value
  71936. */
  71937. Sound.prototype.setVolume = function (newVolume, time) {
  71938. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._soundGain) {
  71939. if (time && BABYLON.Engine.audioEngine.audioContext) {
  71940. this._soundGain.gain.cancelScheduledValues(BABYLON.Engine.audioEngine.audioContext.currentTime);
  71941. this._soundGain.gain.setValueAtTime(this._soundGain.gain.value, BABYLON.Engine.audioEngine.audioContext.currentTime);
  71942. this._soundGain.gain.linearRampToValueAtTime(newVolume, BABYLON.Engine.audioEngine.audioContext.currentTime + time);
  71943. }
  71944. else {
  71945. this._soundGain.gain.value = newVolume;
  71946. }
  71947. }
  71948. this._volume = newVolume;
  71949. };
  71950. /**
  71951. * Set the sound play back rate
  71952. * @param newPlaybackRate Define the playback rate the sound should be played at
  71953. */
  71954. Sound.prototype.setPlaybackRate = function (newPlaybackRate) {
  71955. this._playbackRate = newPlaybackRate;
  71956. if (this.isPlaying) {
  71957. if (this._streaming && this._htmlAudioElement) {
  71958. this._htmlAudioElement.playbackRate = this._playbackRate;
  71959. }
  71960. else if (this._soundSource) {
  71961. this._soundSource.playbackRate.value = this._playbackRate;
  71962. }
  71963. }
  71964. };
  71965. /**
  71966. * Gets the volume of the sound.
  71967. * @returns the volume of the sound
  71968. */
  71969. Sound.prototype.getVolume = function () {
  71970. return this._volume;
  71971. };
  71972. /**
  71973. * Attach the sound to a dedicated mesh
  71974. * @param transformNode The transform node to connect the sound with
  71975. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  71976. */
  71977. Sound.prototype.attachToMesh = function (transformNode) {
  71978. var _this = this;
  71979. if (this._connectedTransformNode && this._registerFunc) {
  71980. this._connectedTransformNode.unregisterAfterWorldMatrixUpdate(this._registerFunc);
  71981. this._registerFunc = null;
  71982. }
  71983. this._connectedTransformNode = transformNode;
  71984. if (!this.spatialSound) {
  71985. this.spatialSound = true;
  71986. this._createSpatialParameters();
  71987. if (this.isPlaying && this.loop) {
  71988. this.stop();
  71989. this.play();
  71990. }
  71991. }
  71992. this._onRegisterAfterWorldMatrixUpdate(this._connectedTransformNode);
  71993. this._registerFunc = function (transformNode) { return _this._onRegisterAfterWorldMatrixUpdate(transformNode); };
  71994. this._connectedTransformNode.registerAfterWorldMatrixUpdate(this._registerFunc);
  71995. };
  71996. /**
  71997. * Detach the sound from the previously attached mesh
  71998. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  71999. */
  72000. Sound.prototype.detachFromMesh = function () {
  72001. if (this._connectedTransformNode && this._registerFunc) {
  72002. this._connectedTransformNode.unregisterAfterWorldMatrixUpdate(this._registerFunc);
  72003. this._registerFunc = null;
  72004. this._connectedTransformNode = null;
  72005. }
  72006. };
  72007. Sound.prototype._onRegisterAfterWorldMatrixUpdate = function (node) {
  72008. if (!node.getBoundingInfo) {
  72009. return;
  72010. }
  72011. var mesh = node;
  72012. if (this._positionInEmitterSpace) {
  72013. mesh.worldMatrixFromCache.invertToRef(BABYLON.Tmp.Matrix[0]);
  72014. this.setPosition(BABYLON.Tmp.Matrix[0].getTranslation());
  72015. }
  72016. else {
  72017. var boundingInfo = mesh.getBoundingInfo();
  72018. this.setPosition(boundingInfo.boundingSphere.centerWorld);
  72019. }
  72020. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._isDirectional && this.isPlaying) {
  72021. this._updateDirection();
  72022. }
  72023. };
  72024. /**
  72025. * Clone the current sound in the scene.
  72026. * @returns the new sound clone
  72027. */
  72028. Sound.prototype.clone = function () {
  72029. var _this = this;
  72030. if (!this._streaming) {
  72031. var setBufferAndRun = function () {
  72032. if (_this._isReadyToPlay) {
  72033. clonedSound._audioBuffer = _this.getAudioBuffer();
  72034. clonedSound._isReadyToPlay = true;
  72035. if (clonedSound.autoplay) {
  72036. clonedSound.play();
  72037. }
  72038. }
  72039. else {
  72040. window.setTimeout(setBufferAndRun, 300);
  72041. }
  72042. };
  72043. var currentOptions = {
  72044. autoplay: this.autoplay, loop: this.loop,
  72045. volume: this._volume, spatialSound: this.spatialSound, maxDistance: this.maxDistance,
  72046. useCustomAttenuation: this.useCustomAttenuation, rolloffFactor: this.rolloffFactor,
  72047. refDistance: this.refDistance, distanceModel: this.distanceModel
  72048. };
  72049. var clonedSound = new Sound(this.name + "_cloned", new ArrayBuffer(0), this._scene, null, currentOptions);
  72050. if (this.useCustomAttenuation) {
  72051. clonedSound.setAttenuationFunction(this._customAttenuationFunction);
  72052. }
  72053. clonedSound.setPosition(this._position);
  72054. clonedSound.setPlaybackRate(this._playbackRate);
  72055. setBufferAndRun();
  72056. return clonedSound;
  72057. }
  72058. // Can't clone a streaming sound
  72059. else {
  72060. return null;
  72061. }
  72062. };
  72063. /**
  72064. * Gets the current underlying audio buffer containing the data
  72065. * @returns the audio buffer
  72066. */
  72067. Sound.prototype.getAudioBuffer = function () {
  72068. return this._audioBuffer;
  72069. };
  72070. /**
  72071. * Serializes the Sound in a JSON representation
  72072. * @returns the JSON representation of the sound
  72073. */
  72074. Sound.prototype.serialize = function () {
  72075. var serializationObject = {
  72076. name: this.name,
  72077. url: this.name,
  72078. autoplay: this.autoplay,
  72079. loop: this.loop,
  72080. volume: this._volume,
  72081. spatialSound: this.spatialSound,
  72082. maxDistance: this.maxDistance,
  72083. rolloffFactor: this.rolloffFactor,
  72084. refDistance: this.refDistance,
  72085. distanceModel: this.distanceModel,
  72086. playbackRate: this._playbackRate,
  72087. panningModel: this._panningModel,
  72088. soundTrackId: this.soundTrackId
  72089. };
  72090. if (this.spatialSound) {
  72091. if (this._connectedTransformNode) {
  72092. serializationObject.connectedMeshId = this._connectedTransformNode.id;
  72093. }
  72094. serializationObject.position = this._position.asArray();
  72095. serializationObject.refDistance = this.refDistance;
  72096. serializationObject.distanceModel = this.distanceModel;
  72097. serializationObject.isDirectional = this._isDirectional;
  72098. serializationObject.localDirectionToMesh = this._localDirection.asArray();
  72099. serializationObject.coneInnerAngle = this._coneInnerAngle;
  72100. serializationObject.coneOuterAngle = this._coneOuterAngle;
  72101. serializationObject.coneOuterGain = this._coneOuterGain;
  72102. }
  72103. return serializationObject;
  72104. };
  72105. /**
  72106. * Parse a JSON representation of a sound to innstantiate in a given scene
  72107. * @param parsedSound Define the JSON representation of the sound (usually coming from the serialize method)
  72108. * @param scene Define the scene the new parsed sound should be created in
  72109. * @param rootUrl Define the rooturl of the load in case we need to fetch relative dependencies
  72110. * @param sourceSound Define a cound place holder if do not need to instantiate a new one
  72111. * @returns the newly parsed sound
  72112. */
  72113. Sound.Parse = function (parsedSound, scene, rootUrl, sourceSound) {
  72114. var soundName = parsedSound.name;
  72115. var soundUrl;
  72116. if (parsedSound.url) {
  72117. soundUrl = rootUrl + parsedSound.url;
  72118. }
  72119. else {
  72120. soundUrl = rootUrl + soundName;
  72121. }
  72122. var options = {
  72123. autoplay: parsedSound.autoplay, loop: parsedSound.loop, volume: parsedSound.volume,
  72124. spatialSound: parsedSound.spatialSound, maxDistance: parsedSound.maxDistance,
  72125. rolloffFactor: parsedSound.rolloffFactor,
  72126. refDistance: parsedSound.refDistance,
  72127. distanceModel: parsedSound.distanceModel,
  72128. playbackRate: parsedSound.playbackRate
  72129. };
  72130. var newSound;
  72131. if (!sourceSound) {
  72132. newSound = new Sound(soundName, soundUrl, scene, function () { scene._removePendingData(newSound); }, options);
  72133. scene._addPendingData(newSound);
  72134. }
  72135. else {
  72136. var setBufferAndRun = function () {
  72137. if (sourceSound._isReadyToPlay) {
  72138. newSound._audioBuffer = sourceSound.getAudioBuffer();
  72139. newSound._isReadyToPlay = true;
  72140. if (newSound.autoplay) {
  72141. newSound.play();
  72142. }
  72143. }
  72144. else {
  72145. window.setTimeout(setBufferAndRun, 300);
  72146. }
  72147. };
  72148. newSound = new Sound(soundName, new ArrayBuffer(0), scene, null, options);
  72149. setBufferAndRun();
  72150. }
  72151. if (parsedSound.position) {
  72152. var soundPosition = BABYLON.Vector3.FromArray(parsedSound.position);
  72153. newSound.setPosition(soundPosition);
  72154. }
  72155. if (parsedSound.isDirectional) {
  72156. newSound.setDirectionalCone(parsedSound.coneInnerAngle || 360, parsedSound.coneOuterAngle || 360, parsedSound.coneOuterGain || 0);
  72157. if (parsedSound.localDirectionToMesh) {
  72158. var localDirectionToMesh = BABYLON.Vector3.FromArray(parsedSound.localDirectionToMesh);
  72159. newSound.setLocalDirectionToMesh(localDirectionToMesh);
  72160. }
  72161. }
  72162. if (parsedSound.connectedMeshId) {
  72163. var connectedMesh = scene.getMeshByID(parsedSound.connectedMeshId);
  72164. if (connectedMesh) {
  72165. newSound.attachToMesh(connectedMesh);
  72166. }
  72167. }
  72168. return newSound;
  72169. };
  72170. return Sound;
  72171. }());
  72172. BABYLON.Sound = Sound;
  72173. })(BABYLON || (BABYLON = {}));
  72174. //# sourceMappingURL=babylon.sound.js.map
  72175. var BABYLON;
  72176. (function (BABYLON) {
  72177. /**
  72178. * It could be useful to isolate your music & sounds on several tracks to better manage volume on a grouped instance of sounds.
  72179. * It will be also used in a future release to apply effects on a specific track.
  72180. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  72181. */
  72182. var SoundTrack = /** @class */ (function () {
  72183. /**
  72184. * Creates a new sound track.
  72185. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  72186. * @param scene Define the scene the sound track belongs to
  72187. * @param options
  72188. */
  72189. function SoundTrack(scene, options) {
  72190. if (options === void 0) { options = {}; }
  72191. /**
  72192. * The unique identifier of the sound track in the scene.
  72193. */
  72194. this.id = -1;
  72195. this._isMainTrack = false;
  72196. this._isInitialized = false;
  72197. this._scene = scene;
  72198. this.soundCollection = new Array();
  72199. this._options = options;
  72200. if (!this._isMainTrack && this._scene.soundTracks) {
  72201. this._scene.soundTracks.push(this);
  72202. this.id = this._scene.soundTracks.length - 1;
  72203. }
  72204. }
  72205. SoundTrack.prototype._initializeSoundTrackAudioGraph = function () {
  72206. if (BABYLON.Engine.audioEngine.canUseWebAudio && BABYLON.Engine.audioEngine.audioContext) {
  72207. this._outputAudioNode = BABYLON.Engine.audioEngine.audioContext.createGain();
  72208. this._outputAudioNode.connect(BABYLON.Engine.audioEngine.masterGain);
  72209. if (this._options) {
  72210. if (this._options.volume) {
  72211. this._outputAudioNode.gain.value = this._options.volume;
  72212. }
  72213. if (this._options.mainTrack) {
  72214. this._isMainTrack = this._options.mainTrack;
  72215. }
  72216. }
  72217. this._isInitialized = true;
  72218. }
  72219. };
  72220. /**
  72221. * Release the sound track and its associated resources
  72222. */
  72223. SoundTrack.prototype.dispose = function () {
  72224. if (BABYLON.Engine.audioEngine && BABYLON.Engine.audioEngine.canUseWebAudio) {
  72225. if (this._connectedAnalyser) {
  72226. this._connectedAnalyser.stopDebugCanvas();
  72227. }
  72228. while (this.soundCollection.length) {
  72229. this.soundCollection[0].dispose();
  72230. }
  72231. if (this._outputAudioNode) {
  72232. this._outputAudioNode.disconnect();
  72233. }
  72234. this._outputAudioNode = null;
  72235. }
  72236. };
  72237. /**
  72238. * Adds a sound to this sound track
  72239. * @param sound define the cound to add
  72240. * @ignoreNaming
  72241. */
  72242. SoundTrack.prototype.AddSound = function (sound) {
  72243. if (!this._isInitialized) {
  72244. this._initializeSoundTrackAudioGraph();
  72245. }
  72246. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._outputAudioNode) {
  72247. sound.connectToSoundTrackAudioNode(this._outputAudioNode);
  72248. }
  72249. if (sound.soundTrackId) {
  72250. if (sound.soundTrackId === -1) {
  72251. this._scene.mainSoundTrack.RemoveSound(sound);
  72252. }
  72253. else if (this._scene.soundTracks) {
  72254. this._scene.soundTracks[sound.soundTrackId].RemoveSound(sound);
  72255. }
  72256. }
  72257. this.soundCollection.push(sound);
  72258. sound.soundTrackId = this.id;
  72259. };
  72260. /**
  72261. * Removes a sound to this sound track
  72262. * @param sound define the cound to remove
  72263. * @ignoreNaming
  72264. */
  72265. SoundTrack.prototype.RemoveSound = function (sound) {
  72266. var index = this.soundCollection.indexOf(sound);
  72267. if (index !== -1) {
  72268. this.soundCollection.splice(index, 1);
  72269. }
  72270. };
  72271. /**
  72272. * Set a global volume for the full sound track.
  72273. * @param newVolume Define the new volume of the sound track
  72274. */
  72275. SoundTrack.prototype.setVolume = function (newVolume) {
  72276. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._outputAudioNode) {
  72277. this._outputAudioNode.gain.value = newVolume;
  72278. }
  72279. };
  72280. /**
  72281. * Switch the panning model to HRTF:
  72282. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  72283. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  72284. */
  72285. SoundTrack.prototype.switchPanningModelToHRTF = function () {
  72286. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  72287. for (var i = 0; i < this.soundCollection.length; i++) {
  72288. this.soundCollection[i].switchPanningModelToHRTF();
  72289. }
  72290. }
  72291. };
  72292. /**
  72293. * Switch the panning model to Equal Power:
  72294. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  72295. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  72296. */
  72297. SoundTrack.prototype.switchPanningModelToEqualPower = function () {
  72298. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  72299. for (var i = 0; i < this.soundCollection.length; i++) {
  72300. this.soundCollection[i].switchPanningModelToEqualPower();
  72301. }
  72302. }
  72303. };
  72304. /**
  72305. * Connect the sound track to an audio analyser allowing some amazing
  72306. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  72307. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  72308. * @param analyser The analyser to connect to the engine
  72309. */
  72310. SoundTrack.prototype.connectToAnalyser = function (analyser) {
  72311. if (this._connectedAnalyser) {
  72312. this._connectedAnalyser.stopDebugCanvas();
  72313. }
  72314. this._connectedAnalyser = analyser;
  72315. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._outputAudioNode) {
  72316. this._outputAudioNode.disconnect();
  72317. this._connectedAnalyser.connectAudioNodes(this._outputAudioNode, BABYLON.Engine.audioEngine.masterGain);
  72318. }
  72319. };
  72320. return SoundTrack;
  72321. }());
  72322. BABYLON.SoundTrack = SoundTrack;
  72323. })(BABYLON || (BABYLON = {}));
  72324. //# sourceMappingURL=babylon.soundtrack.js.map
  72325. var BABYLON;
  72326. (function (BABYLON) {
  72327. /**
  72328. * Class used to work with sound analyzer using fast fourier transform (FFT)
  72329. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  72330. */
  72331. var Analyser = /** @class */ (function () {
  72332. /**
  72333. * Creates a new analyser
  72334. * @param scene defines hosting scene
  72335. */
  72336. function Analyser(scene) {
  72337. /**
  72338. * Gets or sets the smoothing
  72339. * @ignorenaming
  72340. */
  72341. this.SMOOTHING = 0.75;
  72342. /**
  72343. * Gets or sets the FFT table size
  72344. * @ignorenaming
  72345. */
  72346. this.FFT_SIZE = 512;
  72347. /**
  72348. * Gets or sets the bar graph amplitude
  72349. * @ignorenaming
  72350. */
  72351. this.BARGRAPHAMPLITUDE = 256;
  72352. /**
  72353. * Gets or sets the position of the debug canvas
  72354. * @ignorenaming
  72355. */
  72356. this.DEBUGCANVASPOS = { x: 20, y: 20 };
  72357. /**
  72358. * Gets or sets the debug canvas size
  72359. * @ignorenaming
  72360. */
  72361. this.DEBUGCANVASSIZE = { width: 320, height: 200 };
  72362. this._scene = scene;
  72363. this._audioEngine = BABYLON.Engine.audioEngine;
  72364. if (this._audioEngine.canUseWebAudio && this._audioEngine.audioContext) {
  72365. this._webAudioAnalyser = this._audioEngine.audioContext.createAnalyser();
  72366. this._webAudioAnalyser.minDecibels = -140;
  72367. this._webAudioAnalyser.maxDecibels = 0;
  72368. this._byteFreqs = new Uint8Array(this._webAudioAnalyser.frequencyBinCount);
  72369. this._byteTime = new Uint8Array(this._webAudioAnalyser.frequencyBinCount);
  72370. this._floatFreqs = new Float32Array(this._webAudioAnalyser.frequencyBinCount);
  72371. }
  72372. }
  72373. /**
  72374. * Get the number of data values you will have to play with for the visualization
  72375. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/frequencyBinCount
  72376. * @returns a number
  72377. */
  72378. Analyser.prototype.getFrequencyBinCount = function () {
  72379. if (this._audioEngine.canUseWebAudio) {
  72380. return this._webAudioAnalyser.frequencyBinCount;
  72381. }
  72382. else {
  72383. return 0;
  72384. }
  72385. };
  72386. /**
  72387. * Gets the current frequency data as a byte array
  72388. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  72389. * @returns a Uint8Array
  72390. */
  72391. Analyser.prototype.getByteFrequencyData = function () {
  72392. if (this._audioEngine.canUseWebAudio) {
  72393. this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING;
  72394. this._webAudioAnalyser.fftSize = this.FFT_SIZE;
  72395. this._webAudioAnalyser.getByteFrequencyData(this._byteFreqs);
  72396. }
  72397. return this._byteFreqs;
  72398. };
  72399. /**
  72400. * Gets the current waveform as a byte array
  72401. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteTimeDomainData
  72402. * @returns a Uint8Array
  72403. */
  72404. Analyser.prototype.getByteTimeDomainData = function () {
  72405. if (this._audioEngine.canUseWebAudio) {
  72406. this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING;
  72407. this._webAudioAnalyser.fftSize = this.FFT_SIZE;
  72408. this._webAudioAnalyser.getByteTimeDomainData(this._byteTime);
  72409. }
  72410. return this._byteTime;
  72411. };
  72412. /**
  72413. * Gets the current frequency data as a float array
  72414. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  72415. * @returns a Float32Array
  72416. */
  72417. Analyser.prototype.getFloatFrequencyData = function () {
  72418. if (this._audioEngine.canUseWebAudio) {
  72419. this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING;
  72420. this._webAudioAnalyser.fftSize = this.FFT_SIZE;
  72421. this._webAudioAnalyser.getFloatFrequencyData(this._floatFreqs);
  72422. }
  72423. return this._floatFreqs;
  72424. };
  72425. /**
  72426. * Renders the debug canvas
  72427. */
  72428. Analyser.prototype.drawDebugCanvas = function () {
  72429. var _this = this;
  72430. if (this._audioEngine.canUseWebAudio) {
  72431. if (!this._debugCanvas) {
  72432. this._debugCanvas = document.createElement("canvas");
  72433. this._debugCanvas.width = this.DEBUGCANVASSIZE.width;
  72434. this._debugCanvas.height = this.DEBUGCANVASSIZE.height;
  72435. this._debugCanvas.style.position = "absolute";
  72436. this._debugCanvas.style.top = this.DEBUGCANVASPOS.y + "px";
  72437. this._debugCanvas.style.left = this.DEBUGCANVASPOS.x + "px";
  72438. this._debugCanvasContext = this._debugCanvas.getContext("2d");
  72439. document.body.appendChild(this._debugCanvas);
  72440. this._registerFunc = function () {
  72441. _this.drawDebugCanvas();
  72442. };
  72443. this._scene.registerBeforeRender(this._registerFunc);
  72444. }
  72445. if (this._registerFunc && this._debugCanvasContext) {
  72446. var workingArray = this.getByteFrequencyData();
  72447. this._debugCanvasContext.fillStyle = 'rgb(0, 0, 0)';
  72448. this._debugCanvasContext.fillRect(0, 0, this.DEBUGCANVASSIZE.width, this.DEBUGCANVASSIZE.height);
  72449. // Draw the frequency domain chart.
  72450. for (var i = 0; i < this.getFrequencyBinCount(); i++) {
  72451. var value = workingArray[i];
  72452. var percent = value / this.BARGRAPHAMPLITUDE;
  72453. var height = this.DEBUGCANVASSIZE.height * percent;
  72454. var offset = this.DEBUGCANVASSIZE.height - height - 1;
  72455. var barWidth = this.DEBUGCANVASSIZE.width / this.getFrequencyBinCount();
  72456. var hue = i / this.getFrequencyBinCount() * 360;
  72457. this._debugCanvasContext.fillStyle = 'hsl(' + hue + ', 100%, 50%)';
  72458. this._debugCanvasContext.fillRect(i * barWidth, offset, barWidth, height);
  72459. }
  72460. }
  72461. }
  72462. };
  72463. /**
  72464. * Stops rendering the debug canvas and removes it
  72465. */
  72466. Analyser.prototype.stopDebugCanvas = function () {
  72467. if (this._debugCanvas) {
  72468. if (this._registerFunc) {
  72469. this._scene.unregisterBeforeRender(this._registerFunc);
  72470. this._registerFunc = null;
  72471. }
  72472. document.body.removeChild(this._debugCanvas);
  72473. this._debugCanvas = null;
  72474. this._debugCanvasContext = null;
  72475. }
  72476. };
  72477. /**
  72478. * Connects two audio nodes
  72479. * @param inputAudioNode defines first node to connect
  72480. * @param outputAudioNode defines second node to connect
  72481. */
  72482. Analyser.prototype.connectAudioNodes = function (inputAudioNode, outputAudioNode) {
  72483. if (this._audioEngine.canUseWebAudio) {
  72484. inputAudioNode.connect(this._webAudioAnalyser);
  72485. this._webAudioAnalyser.connect(outputAudioNode);
  72486. }
  72487. };
  72488. /**
  72489. * Releases all associated resources
  72490. */
  72491. Analyser.prototype.dispose = function () {
  72492. if (this._audioEngine.canUseWebAudio) {
  72493. this._webAudioAnalyser.disconnect();
  72494. }
  72495. };
  72496. return Analyser;
  72497. }());
  72498. BABYLON.Analyser = Analyser;
  72499. })(BABYLON || (BABYLON = {}));
  72500. //# sourceMappingURL=babylon.analyser.js.map
  72501. var BABYLON;
  72502. (function (BABYLON) {
  72503. /**
  72504. * Wraps one or more Sound objects and selects one with random weight for playback.
  72505. */
  72506. var WeightedSound = /** @class */ (function () {
  72507. /**
  72508. * Creates a new WeightedSound from the list of sounds given.
  72509. * @param loop When true a Sound will be selected and played when the current playing Sound completes.
  72510. * @param sounds Array of Sounds that will be selected from.
  72511. * @param weights Array of number values for selection weights; length must equal sounds, values will be normalized to 1
  72512. */
  72513. function WeightedSound(loop, sounds, weights) {
  72514. var _this = this;
  72515. /** When true a Sound will be selected and played when the current playing Sound completes. */
  72516. this.loop = false;
  72517. this._coneInnerAngle = 360;
  72518. this._coneOuterAngle = 360;
  72519. this._volume = 1;
  72520. /** A Sound is currently playing. */
  72521. this.isPlaying = false;
  72522. /** A Sound is currently paused. */
  72523. this.isPaused = false;
  72524. this._sounds = [];
  72525. this._weights = [];
  72526. if (sounds.length !== weights.length) {
  72527. throw new Error('Sounds length does not equal weights length');
  72528. }
  72529. this.loop = loop;
  72530. this._weights = weights;
  72531. // Normalize the weights
  72532. var weightSum = 0;
  72533. for (var _i = 0, weights_1 = weights; _i < weights_1.length; _i++) {
  72534. var weight = weights_1[_i];
  72535. weightSum += weight;
  72536. }
  72537. var invWeightSum = weightSum > 0 ? 1 / weightSum : 0;
  72538. for (var i = 0; i < this._weights.length; i++) {
  72539. this._weights[i] *= invWeightSum;
  72540. }
  72541. this._sounds = sounds;
  72542. for (var _a = 0, _b = this._sounds; _a < _b.length; _a++) {
  72543. var sound = _b[_a];
  72544. sound.onEndedObservable.add(function () { _this._onended(); });
  72545. }
  72546. }
  72547. Object.defineProperty(WeightedSound.prototype, "directionalConeInnerAngle", {
  72548. /**
  72549. * The size of cone in degrees for a directional sound in which there will be no attenuation.
  72550. */
  72551. get: function () {
  72552. return this._coneInnerAngle;
  72553. },
  72554. /**
  72555. * The size of cone in degress for a directional sound in which there will be no attenuation.
  72556. */
  72557. set: function (value) {
  72558. if (value !== this._coneInnerAngle) {
  72559. if (this._coneOuterAngle < value) {
  72560. BABYLON.Tools.Error("directionalConeInnerAngle: outer angle of the cone must be superior or equal to the inner angle.");
  72561. return;
  72562. }
  72563. this._coneInnerAngle = value;
  72564. for (var _i = 0, _a = this._sounds; _i < _a.length; _i++) {
  72565. var sound = _a[_i];
  72566. sound.directionalConeInnerAngle = value;
  72567. }
  72568. }
  72569. },
  72570. enumerable: true,
  72571. configurable: true
  72572. });
  72573. Object.defineProperty(WeightedSound.prototype, "directionalConeOuterAngle", {
  72574. /**
  72575. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  72576. * Listener angles between innerAngle and outerAngle will falloff linearly.
  72577. */
  72578. get: function () {
  72579. return this._coneOuterAngle;
  72580. },
  72581. /**
  72582. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  72583. * Listener angles between innerAngle and outerAngle will falloff linearly.
  72584. */
  72585. set: function (value) {
  72586. if (value !== this._coneOuterAngle) {
  72587. if (value < this._coneInnerAngle) {
  72588. BABYLON.Tools.Error("directionalConeOuterAngle: outer angle of the cone must be superior or equal to the inner angle.");
  72589. return;
  72590. }
  72591. this._coneOuterAngle = value;
  72592. for (var _i = 0, _a = this._sounds; _i < _a.length; _i++) {
  72593. var sound = _a[_i];
  72594. sound.directionalConeOuterAngle = value;
  72595. }
  72596. }
  72597. },
  72598. enumerable: true,
  72599. configurable: true
  72600. });
  72601. Object.defineProperty(WeightedSound.prototype, "volume", {
  72602. /**
  72603. * Playback volume.
  72604. */
  72605. get: function () {
  72606. return this._volume;
  72607. },
  72608. /**
  72609. * Playback volume.
  72610. */
  72611. set: function (value) {
  72612. if (value !== this._volume) {
  72613. for (var _i = 0, _a = this._sounds; _i < _a.length; _i++) {
  72614. var sound = _a[_i];
  72615. sound.setVolume(value);
  72616. }
  72617. }
  72618. },
  72619. enumerable: true,
  72620. configurable: true
  72621. });
  72622. WeightedSound.prototype._onended = function () {
  72623. if (this._currentIndex !== undefined) {
  72624. this._sounds[this._currentIndex].autoplay = false;
  72625. }
  72626. if (this.loop && this.isPlaying) {
  72627. this.play();
  72628. }
  72629. else {
  72630. this.isPlaying = false;
  72631. }
  72632. };
  72633. /**
  72634. * Suspend playback
  72635. */
  72636. WeightedSound.prototype.pause = function () {
  72637. this.isPaused = true;
  72638. if (this._currentIndex !== undefined) {
  72639. this._sounds[this._currentIndex].pause();
  72640. }
  72641. };
  72642. /**
  72643. * Stop playback
  72644. */
  72645. WeightedSound.prototype.stop = function () {
  72646. this.isPlaying = false;
  72647. if (this._currentIndex !== undefined) {
  72648. this._sounds[this._currentIndex].stop();
  72649. }
  72650. };
  72651. /**
  72652. * Start playback.
  72653. * @param startOffset Position the clip head at a specific time in seconds.
  72654. */
  72655. WeightedSound.prototype.play = function (startOffset) {
  72656. if (!this.isPaused) {
  72657. this.stop();
  72658. var randomValue = Math.random();
  72659. var total = 0;
  72660. for (var i = 0; i < this._weights.length; i++) {
  72661. total += this._weights[i];
  72662. if (randomValue <= total) {
  72663. this._currentIndex = i;
  72664. break;
  72665. }
  72666. }
  72667. }
  72668. var sound = this._sounds[this._currentIndex];
  72669. if (sound.isReady()) {
  72670. sound.play(0, this.isPaused ? undefined : startOffset);
  72671. }
  72672. else {
  72673. sound.autoplay = true;
  72674. }
  72675. this.isPlaying = true;
  72676. this.isPaused = false;
  72677. };
  72678. return WeightedSound;
  72679. }());
  72680. BABYLON.WeightedSound = WeightedSound;
  72681. })(BABYLON || (BABYLON = {}));
  72682. //# sourceMappingURL=babylon.weightedsound.js.map
  72683. var BABYLON;
  72684. (function (BABYLON) {
  72685. // Adds the parser to the scene parsers.
  72686. BABYLON.AbstractScene.AddParser(BABYLON.SceneComponentConstants.NAME_AUDIO, function (parsedData, scene, container, rootUrl) {
  72687. // TODO: add sound
  72688. var loadedSounds = [];
  72689. var loadedSound;
  72690. container.sounds = container.sounds || [];
  72691. if (parsedData.sounds !== undefined && parsedData.sounds !== null) {
  72692. for (var index = 0, cache = parsedData.sounds.length; index < cache; index++) {
  72693. var parsedSound = parsedData.sounds[index];
  72694. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  72695. if (!parsedSound.url) {
  72696. parsedSound.url = parsedSound.name;
  72697. }
  72698. if (!loadedSounds[parsedSound.url]) {
  72699. loadedSound = BABYLON.Sound.Parse(parsedSound, scene, rootUrl);
  72700. loadedSounds[parsedSound.url] = loadedSound;
  72701. container.sounds.push(loadedSound);
  72702. }
  72703. else {
  72704. container.sounds.push(BABYLON.Sound.Parse(parsedSound, scene, rootUrl, loadedSounds[parsedSound.url]));
  72705. }
  72706. }
  72707. else {
  72708. container.sounds.push(new BABYLON.Sound(parsedSound.name, null, scene));
  72709. }
  72710. }
  72711. }
  72712. loadedSounds = [];
  72713. });
  72714. Object.defineProperty(BABYLON.Scene.prototype, "mainSoundTrack", {
  72715. get: function () {
  72716. var compo = this._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  72717. if (!compo) {
  72718. compo = new AudioSceneComponent(this);
  72719. this._addComponent(compo);
  72720. }
  72721. if (!this._mainSoundTrack) {
  72722. this._mainSoundTrack = new BABYLON.SoundTrack(this, { mainTrack: true });
  72723. }
  72724. return this._mainSoundTrack;
  72725. },
  72726. enumerable: true,
  72727. configurable: true
  72728. });
  72729. BABYLON.Scene.prototype.getSoundByName = function (name) {
  72730. var index;
  72731. for (index = 0; index < this.mainSoundTrack.soundCollection.length; index++) {
  72732. if (this.mainSoundTrack.soundCollection[index].name === name) {
  72733. return this.mainSoundTrack.soundCollection[index];
  72734. }
  72735. }
  72736. if (this.soundTracks) {
  72737. for (var sdIndex = 0; sdIndex < this.soundTracks.length; sdIndex++) {
  72738. for (index = 0; index < this.soundTracks[sdIndex].soundCollection.length; index++) {
  72739. if (this.soundTracks[sdIndex].soundCollection[index].name === name) {
  72740. return this.soundTracks[sdIndex].soundCollection[index];
  72741. }
  72742. }
  72743. }
  72744. }
  72745. return null;
  72746. };
  72747. Object.defineProperty(BABYLON.Scene.prototype, "audioEnabled", {
  72748. get: function () {
  72749. var compo = this._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  72750. if (!compo) {
  72751. compo = new AudioSceneComponent(this);
  72752. this._addComponent(compo);
  72753. }
  72754. return compo.audioEnabled;
  72755. },
  72756. set: function (value) {
  72757. var compo = this._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  72758. if (!compo) {
  72759. compo = new AudioSceneComponent(this);
  72760. this._addComponent(compo);
  72761. }
  72762. if (value) {
  72763. compo.enableAudio();
  72764. }
  72765. else {
  72766. compo.disableAudio();
  72767. }
  72768. },
  72769. enumerable: true,
  72770. configurable: true
  72771. });
  72772. Object.defineProperty(BABYLON.Scene.prototype, "headphone", {
  72773. get: function () {
  72774. var compo = this._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  72775. if (!compo) {
  72776. compo = new AudioSceneComponent(this);
  72777. this._addComponent(compo);
  72778. }
  72779. return compo.headphone;
  72780. },
  72781. set: function (value) {
  72782. var compo = this._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  72783. if (!compo) {
  72784. compo = new AudioSceneComponent(this);
  72785. this._addComponent(compo);
  72786. }
  72787. if (value) {
  72788. compo.switchAudioModeForHeadphones();
  72789. }
  72790. else {
  72791. compo.switchAudioModeForNormalSpeakers();
  72792. }
  72793. },
  72794. enumerable: true,
  72795. configurable: true
  72796. });
  72797. /**
  72798. * Defines the sound scene component responsible to manage any sounds
  72799. * in a given scene.
  72800. */
  72801. var AudioSceneComponent = /** @class */ (function () {
  72802. /**
  72803. * Creates a new instance of the component for the given scene
  72804. * @param scene Defines the scene to register the component in
  72805. */
  72806. function AudioSceneComponent(scene) {
  72807. /**
  72808. * The component name helpfull to identify the component in the list of scene components.
  72809. */
  72810. this.name = BABYLON.SceneComponentConstants.NAME_AUDIO;
  72811. this._audioEnabled = true;
  72812. this._headphone = false;
  72813. this.scene = scene;
  72814. scene.soundTracks = new Array();
  72815. scene.sounds = new Array();
  72816. }
  72817. Object.defineProperty(AudioSceneComponent.prototype, "audioEnabled", {
  72818. /**
  72819. * Gets whether audio is enabled or not.
  72820. * Please use related enable/disable method to switch state.
  72821. */
  72822. get: function () {
  72823. return this._audioEnabled;
  72824. },
  72825. enumerable: true,
  72826. configurable: true
  72827. });
  72828. Object.defineProperty(AudioSceneComponent.prototype, "headphone", {
  72829. /**
  72830. * Gets whether audio is outputing to headphone or not.
  72831. * Please use the according Switch methods to change output.
  72832. */
  72833. get: function () {
  72834. return this._headphone;
  72835. },
  72836. enumerable: true,
  72837. configurable: true
  72838. });
  72839. /**
  72840. * Registers the component in a given scene
  72841. */
  72842. AudioSceneComponent.prototype.register = function () {
  72843. this.scene._afterRenderStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERRENDER_AUDIO, this, this._afterRender);
  72844. };
  72845. /**
  72846. * Rebuilds the elements related to this component in case of
  72847. * context lost for instance.
  72848. */
  72849. AudioSceneComponent.prototype.rebuild = function () {
  72850. // Nothing to do here. (Not rendering related)
  72851. };
  72852. /**
  72853. * Serializes the component data to the specified json object
  72854. * @param serializationObject The object to serialize to
  72855. */
  72856. AudioSceneComponent.prototype.serialize = function (serializationObject) {
  72857. serializationObject.sounds = [];
  72858. if (this.scene.soundTracks) {
  72859. for (var index = 0; index < this.scene.soundTracks.length; index++) {
  72860. var soundtrack = this.scene.soundTracks[index];
  72861. for (var soundId = 0; soundId < soundtrack.soundCollection.length; soundId++) {
  72862. serializationObject.sounds.push(soundtrack.soundCollection[soundId].serialize());
  72863. }
  72864. }
  72865. }
  72866. };
  72867. /**
  72868. * Adds all the element from the container to the scene
  72869. * @param container the container holding the elements
  72870. */
  72871. AudioSceneComponent.prototype.addFromContainer = function (container) {
  72872. var _this = this;
  72873. if (!container.sounds) {
  72874. return;
  72875. }
  72876. container.sounds.forEach(function (sound) {
  72877. sound.play();
  72878. sound.autoplay = true;
  72879. _this.scene.mainSoundTrack.AddSound(sound);
  72880. });
  72881. };
  72882. /**
  72883. * Removes all the elements in the container from the scene
  72884. * @param container contains the elements to remove
  72885. */
  72886. AudioSceneComponent.prototype.removeFromContainer = function (container) {
  72887. var _this = this;
  72888. if (!container.sounds) {
  72889. return;
  72890. }
  72891. container.sounds.forEach(function (sound) {
  72892. sound.stop();
  72893. sound.autoplay = false;
  72894. _this.scene.mainSoundTrack.RemoveSound(sound);
  72895. });
  72896. };
  72897. /**
  72898. * Disposes the component and the associated ressources.
  72899. */
  72900. AudioSceneComponent.prototype.dispose = function () {
  72901. var scene = this.scene;
  72902. if (scene._mainSoundTrack) {
  72903. scene.mainSoundTrack.dispose();
  72904. }
  72905. if (scene.soundTracks) {
  72906. for (var scIndex = 0; scIndex < scene.soundTracks.length; scIndex++) {
  72907. scene.soundTracks[scIndex].dispose();
  72908. }
  72909. }
  72910. };
  72911. /**
  72912. * Disables audio in the associated scene.
  72913. */
  72914. AudioSceneComponent.prototype.disableAudio = function () {
  72915. var scene = this.scene;
  72916. this._audioEnabled = false;
  72917. var i;
  72918. for (i = 0; i < scene.mainSoundTrack.soundCollection.length; i++) {
  72919. scene.mainSoundTrack.soundCollection[i].pause();
  72920. }
  72921. if (scene.soundTracks) {
  72922. for (i = 0; i < scene.soundTracks.length; i++) {
  72923. for (var j = 0; j < scene.soundTracks[i].soundCollection.length; j++) {
  72924. scene.soundTracks[i].soundCollection[j].pause();
  72925. }
  72926. }
  72927. }
  72928. };
  72929. /**
  72930. * Enables audio in the associated scene.
  72931. */
  72932. AudioSceneComponent.prototype.enableAudio = function () {
  72933. var scene = this.scene;
  72934. this._audioEnabled = true;
  72935. var i;
  72936. for (i = 0; i < scene.mainSoundTrack.soundCollection.length; i++) {
  72937. if (scene.mainSoundTrack.soundCollection[i].isPaused) {
  72938. scene.mainSoundTrack.soundCollection[i].play();
  72939. }
  72940. }
  72941. if (scene.soundTracks) {
  72942. for (i = 0; i < scene.soundTracks.length; i++) {
  72943. for (var j = 0; j < scene.soundTracks[i].soundCollection.length; j++) {
  72944. if (scene.soundTracks[i].soundCollection[j].isPaused) {
  72945. scene.soundTracks[i].soundCollection[j].play();
  72946. }
  72947. }
  72948. }
  72949. }
  72950. };
  72951. /**
  72952. * Switch audio to headphone output.
  72953. */
  72954. AudioSceneComponent.prototype.switchAudioModeForHeadphones = function () {
  72955. var scene = this.scene;
  72956. this._headphone = true;
  72957. scene.mainSoundTrack.switchPanningModelToHRTF();
  72958. if (scene.soundTracks) {
  72959. for (var i = 0; i < scene.soundTracks.length; i++) {
  72960. scene.soundTracks[i].switchPanningModelToHRTF();
  72961. }
  72962. }
  72963. };
  72964. /**
  72965. * Switch audio to normal speakers.
  72966. */
  72967. AudioSceneComponent.prototype.switchAudioModeForNormalSpeakers = function () {
  72968. var scene = this.scene;
  72969. this._headphone = false;
  72970. scene.mainSoundTrack.switchPanningModelToEqualPower();
  72971. if (scene.soundTracks) {
  72972. for (var i = 0; i < scene.soundTracks.length; i++) {
  72973. scene.soundTracks[i].switchPanningModelToEqualPower();
  72974. }
  72975. }
  72976. };
  72977. AudioSceneComponent.prototype._afterRender = function () {
  72978. var scene = this.scene;
  72979. if (!this._audioEnabled || !scene._mainSoundTrack || !scene.soundTracks || (scene._mainSoundTrack.soundCollection.length === 0 && scene.soundTracks.length === 1)) {
  72980. return;
  72981. }
  72982. var listeningCamera;
  72983. var audioEngine = BABYLON.Engine.audioEngine;
  72984. if (scene.activeCameras.length > 0) {
  72985. listeningCamera = scene.activeCameras[0];
  72986. }
  72987. else {
  72988. listeningCamera = scene.activeCamera;
  72989. }
  72990. if (listeningCamera && audioEngine.audioContext) {
  72991. audioEngine.audioContext.listener.setPosition(listeningCamera.position.x, listeningCamera.position.y, listeningCamera.position.z);
  72992. // for VR cameras
  72993. if (listeningCamera.rigCameras && listeningCamera.rigCameras.length > 0) {
  72994. listeningCamera = listeningCamera.rigCameras[0];
  72995. }
  72996. var mat = BABYLON.Matrix.Invert(listeningCamera.getViewMatrix());
  72997. var cameraDirection = BABYLON.Vector3.TransformNormal(new BABYLON.Vector3(0, 0, -1), mat);
  72998. cameraDirection.normalize();
  72999. // To avoid some errors on GearVR
  73000. if (!isNaN(cameraDirection.x) && !isNaN(cameraDirection.y) && !isNaN(cameraDirection.z)) {
  73001. audioEngine.audioContext.listener.setOrientation(cameraDirection.x, cameraDirection.y, cameraDirection.z, 0, 1, 0);
  73002. }
  73003. var i;
  73004. for (i = 0; i < scene.mainSoundTrack.soundCollection.length; i++) {
  73005. var sound = scene.mainSoundTrack.soundCollection[i];
  73006. if (sound.useCustomAttenuation) {
  73007. sound.updateDistanceFromListener();
  73008. }
  73009. }
  73010. if (scene.soundTracks) {
  73011. for (i = 0; i < scene.soundTracks.length; i++) {
  73012. for (var j = 0; j < scene.soundTracks[i].soundCollection.length; j++) {
  73013. sound = scene.soundTracks[i].soundCollection[j];
  73014. if (sound.useCustomAttenuation) {
  73015. sound.updateDistanceFromListener();
  73016. }
  73017. }
  73018. }
  73019. }
  73020. }
  73021. };
  73022. return AudioSceneComponent;
  73023. }());
  73024. BABYLON.AudioSceneComponent = AudioSceneComponent;
  73025. })(BABYLON || (BABYLON = {}));
  73026. //# sourceMappingURL=babylon.audioSceneComponent.js.map
  73027. var BABYLON;
  73028. (function (BABYLON) {
  73029. /**
  73030. * This defines an action helpful to play a defined sound on a triggered action.
  73031. */
  73032. var PlaySoundAction = /** @class */ (function (_super) {
  73033. __extends(PlaySoundAction, _super);
  73034. /**
  73035. * Instantiate the action
  73036. * @param triggerOptions defines the trigger options
  73037. * @param sound defines the sound to play
  73038. * @param condition defines the trigger related conditions
  73039. */
  73040. function PlaySoundAction(triggerOptions, sound, condition) {
  73041. var _this = _super.call(this, triggerOptions, condition) || this;
  73042. _this._sound = sound;
  73043. return _this;
  73044. }
  73045. /** @hidden */
  73046. PlaySoundAction.prototype._prepare = function () {
  73047. };
  73048. /**
  73049. * Execute the action and play the sound.
  73050. */
  73051. PlaySoundAction.prototype.execute = function () {
  73052. if (this._sound !== undefined) {
  73053. this._sound.play();
  73054. }
  73055. };
  73056. /**
  73057. * Serializes the actions and its related information.
  73058. * @param parent defines the object to serialize in
  73059. * @returns the serialized object
  73060. */
  73061. PlaySoundAction.prototype.serialize = function (parent) {
  73062. return _super.prototype._serialize.call(this, {
  73063. name: "PlaySoundAction",
  73064. properties: [{ name: "sound", value: this._sound.name }]
  73065. }, parent);
  73066. };
  73067. return PlaySoundAction;
  73068. }(BABYLON.Action));
  73069. BABYLON.PlaySoundAction = PlaySoundAction;
  73070. /**
  73071. * This defines an action helpful to stop a defined sound on a triggered action.
  73072. */
  73073. var StopSoundAction = /** @class */ (function (_super) {
  73074. __extends(StopSoundAction, _super);
  73075. /**
  73076. * Instantiate the action
  73077. * @param triggerOptions defines the trigger options
  73078. * @param sound defines the sound to stop
  73079. * @param condition defines the trigger related conditions
  73080. */
  73081. function StopSoundAction(triggerOptions, sound, condition) {
  73082. var _this = _super.call(this, triggerOptions, condition) || this;
  73083. _this._sound = sound;
  73084. return _this;
  73085. }
  73086. /** @hidden */
  73087. StopSoundAction.prototype._prepare = function () {
  73088. };
  73089. /**
  73090. * Execute the action and stop the sound.
  73091. */
  73092. StopSoundAction.prototype.execute = function () {
  73093. if (this._sound !== undefined) {
  73094. this._sound.stop();
  73095. }
  73096. };
  73097. /**
  73098. * Serializes the actions and its related information.
  73099. * @param parent defines the object to serialize in
  73100. * @returns the serialized object
  73101. */
  73102. StopSoundAction.prototype.serialize = function (parent) {
  73103. return _super.prototype._serialize.call(this, {
  73104. name: "StopSoundAction",
  73105. properties: [{ name: "sound", value: this._sound.name }]
  73106. }, parent);
  73107. };
  73108. return StopSoundAction;
  73109. }(BABYLON.Action));
  73110. BABYLON.StopSoundAction = StopSoundAction;
  73111. })(BABYLON || (BABYLON = {}));
  73112. //# sourceMappingURL=babylon.directAudioActions.js.map
  73113. var BABYLON;
  73114. (function (BABYLON) {
  73115. /**
  73116. * Class for creating a cube texture
  73117. */
  73118. var CubeTexture = /** @class */ (function (_super) {
  73119. __extends(CubeTexture, _super);
  73120. /**
  73121. * Creates a cube texture to use with reflection for instance. It can be based upon dds or six images as well
  73122. * as prefiltered data.
  73123. * @param rootUrl defines the url of the texture or the root name of the six images
  73124. * @param scene defines the scene the texture is attached to
  73125. * @param extensions defines the suffixes add to the picture name in case six images are in use like _px.jpg...
  73126. * @param noMipmap defines if mipmaps should be created or not
  73127. * @param files defines the six files to load for the different faces
  73128. * @param onLoad defines a callback triggered at the end of the file load if no errors occured
  73129. * @param onError defines a callback triggered in case of error during load
  73130. * @param format defines the internal format to use for the texture once loaded
  73131. * @param prefiltered defines whether or not the texture is created from prefiltered data
  73132. * @param forcedExtension defines the extensions to use (force a special type of file to load) in case it is different from the file name
  73133. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  73134. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  73135. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  73136. * @return the cube texture
  73137. */
  73138. function CubeTexture(rootUrl, scene, extensions, noMipmap, files, onLoad, onError, format, prefiltered, forcedExtension, createPolynomials, lodScale, lodOffset) {
  73139. if (extensions === void 0) { extensions = null; }
  73140. if (noMipmap === void 0) { noMipmap = false; }
  73141. if (files === void 0) { files = null; }
  73142. if (onLoad === void 0) { onLoad = null; }
  73143. if (onError === void 0) { onError = null; }
  73144. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  73145. if (prefiltered === void 0) { prefiltered = false; }
  73146. if (forcedExtension === void 0) { forcedExtension = null; }
  73147. if (createPolynomials === void 0) { createPolynomials = false; }
  73148. if (lodScale === void 0) { lodScale = 0.8; }
  73149. if (lodOffset === void 0) { lodOffset = 0; }
  73150. var _this = _super.call(this, scene) || this;
  73151. /**
  73152. * Gets or sets the center of the bounding box associated with the cube texture.
  73153. * It must define where the camera used to render the texture was set
  73154. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  73155. */
  73156. _this.boundingBoxPosition = BABYLON.Vector3.Zero();
  73157. _this._rotationY = 0;
  73158. /** @hidden */
  73159. _this._prefiltered = false;
  73160. _this.name = rootUrl;
  73161. _this.url = rootUrl;
  73162. _this._noMipmap = noMipmap;
  73163. _this.hasAlpha = false;
  73164. _this._format = format;
  73165. _this.isCube = true;
  73166. _this._textureMatrix = BABYLON.Matrix.Identity();
  73167. _this._createPolynomials = createPolynomials;
  73168. _this.coordinatesMode = BABYLON.Texture.CUBIC_MODE;
  73169. if (!rootUrl && !files) {
  73170. return _this;
  73171. }
  73172. var lastDot = rootUrl.lastIndexOf(".");
  73173. var extension = forcedExtension ? forcedExtension : (lastDot > -1 ? rootUrl.substring(lastDot).toLowerCase() : "");
  73174. var isDDS = (extension === ".dds");
  73175. var isEnv = (extension === ".env");
  73176. if (isEnv) {
  73177. _this.gammaSpace = false;
  73178. _this._prefiltered = false;
  73179. }
  73180. else {
  73181. _this._prefiltered = prefiltered;
  73182. if (prefiltered) {
  73183. _this.gammaSpace = false;
  73184. }
  73185. }
  73186. _this._texture = _this._getFromCache(rootUrl, noMipmap);
  73187. if (!files) {
  73188. if (!isEnv && !isDDS && !extensions) {
  73189. extensions = ["_px.jpg", "_py.jpg", "_pz.jpg", "_nx.jpg", "_ny.jpg", "_nz.jpg"];
  73190. }
  73191. files = [];
  73192. if (extensions) {
  73193. for (var index = 0; index < extensions.length; index++) {
  73194. files.push(rootUrl + extensions[index]);
  73195. }
  73196. }
  73197. }
  73198. _this._files = files;
  73199. if (!_this._texture) {
  73200. if (!scene.useDelayedTextureLoading) {
  73201. if (prefiltered) {
  73202. _this._texture = scene.getEngine().createPrefilteredCubeTexture(rootUrl, scene, lodScale, lodOffset, onLoad, onError, format, forcedExtension, _this._createPolynomials);
  73203. }
  73204. else {
  73205. _this._texture = scene.getEngine().createCubeTexture(rootUrl, scene, files, noMipmap, onLoad, onError, _this._format, forcedExtension, false, lodScale, lodOffset);
  73206. }
  73207. }
  73208. else {
  73209. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  73210. }
  73211. }
  73212. else if (onLoad) {
  73213. if (_this._texture.isReady) {
  73214. BABYLON.Tools.SetImmediate(function () { return onLoad(); });
  73215. }
  73216. else {
  73217. _this._texture.onLoadedObservable.add(onLoad);
  73218. }
  73219. }
  73220. return _this;
  73221. }
  73222. Object.defineProperty(CubeTexture.prototype, "boundingBoxSize", {
  73223. /**
  73224. * Returns the bounding box size
  73225. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  73226. */
  73227. get: function () {
  73228. return this._boundingBoxSize;
  73229. },
  73230. /**
  73231. * Gets or sets the size of the bounding box associated with the cube texture
  73232. * When defined, the cubemap will switch to local mode
  73233. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  73234. * @example https://www.babylonjs-playground.com/#RNASML
  73235. */
  73236. set: function (value) {
  73237. if (this._boundingBoxSize && this._boundingBoxSize.equals(value)) {
  73238. return;
  73239. }
  73240. this._boundingBoxSize = value;
  73241. var scene = this.getScene();
  73242. if (scene) {
  73243. scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  73244. }
  73245. },
  73246. enumerable: true,
  73247. configurable: true
  73248. });
  73249. Object.defineProperty(CubeTexture.prototype, "rotationY", {
  73250. /**
  73251. * Gets texture matrix rotation angle around Y axis radians.
  73252. */
  73253. get: function () {
  73254. return this._rotationY;
  73255. },
  73256. /**
  73257. * Sets texture matrix rotation angle around Y axis in radians.
  73258. */
  73259. set: function (value) {
  73260. this._rotationY = value;
  73261. this.setReflectionTextureMatrix(BABYLON.Matrix.RotationY(this._rotationY));
  73262. },
  73263. enumerable: true,
  73264. configurable: true
  73265. });
  73266. /**
  73267. * Creates a cube texture from an array of image urls
  73268. * @param files defines an array of image urls
  73269. * @param scene defines the hosting scene
  73270. * @param noMipmap specifies if mip maps are not used
  73271. * @returns a cube texture
  73272. */
  73273. CubeTexture.CreateFromImages = function (files, scene, noMipmap) {
  73274. var rootUrlKey = "";
  73275. files.forEach(function (url) { return rootUrlKey += url; });
  73276. return new CubeTexture(rootUrlKey, scene, null, noMipmap, files);
  73277. };
  73278. /**
  73279. * Creates and return a texture created from prefilterd data by tools like IBL Baker or Lys.
  73280. * @param url defines the url of the prefiltered texture
  73281. * @param scene defines the scene the texture is attached to
  73282. * @param forcedExtension defines the extension of the file if different from the url
  73283. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  73284. * @return the prefiltered texture
  73285. */
  73286. CubeTexture.CreateFromPrefilteredData = function (url, scene, forcedExtension, createPolynomials) {
  73287. if (forcedExtension === void 0) { forcedExtension = null; }
  73288. if (createPolynomials === void 0) { createPolynomials = true; }
  73289. return new CubeTexture(url, scene, null, false, null, null, null, undefined, true, forcedExtension, createPolynomials);
  73290. };
  73291. /**
  73292. * Delays loading of the cube texture
  73293. */
  73294. CubeTexture.prototype.delayLoad = function () {
  73295. if (this.delayLoadState !== BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  73296. return;
  73297. }
  73298. var scene = this.getScene();
  73299. if (!scene) {
  73300. return;
  73301. }
  73302. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  73303. this._texture = this._getFromCache(this.url, this._noMipmap);
  73304. if (!this._texture) {
  73305. if (this._prefiltered) {
  73306. this._texture = scene.getEngine().createPrefilteredCubeTexture(this.url, scene, this.lodGenerationScale, this.lodGenerationOffset, undefined, undefined, this._format, undefined, this._createPolynomials);
  73307. }
  73308. else {
  73309. this._texture = scene.getEngine().createCubeTexture(this.url, scene, this._files, this._noMipmap, undefined, undefined, this._format);
  73310. }
  73311. }
  73312. };
  73313. /**
  73314. * Returns the reflection texture matrix
  73315. * @returns the reflection texture matrix
  73316. */
  73317. CubeTexture.prototype.getReflectionTextureMatrix = function () {
  73318. return this._textureMatrix;
  73319. };
  73320. /**
  73321. * Sets the reflection texture matrix
  73322. * @param value Reflection texture matrix
  73323. */
  73324. CubeTexture.prototype.setReflectionTextureMatrix = function (value) {
  73325. this._textureMatrix = value;
  73326. };
  73327. /**
  73328. * Parses text to create a cube texture
  73329. * @param parsedTexture define the serialized text to read from
  73330. * @param scene defines the hosting scene
  73331. * @param rootUrl defines the root url of the cube texture
  73332. * @returns a cube texture
  73333. */
  73334. CubeTexture.Parse = function (parsedTexture, scene, rootUrl) {
  73335. var texture = BABYLON.SerializationHelper.Parse(function () {
  73336. var prefiltered = false;
  73337. if (parsedTexture.prefiltered) {
  73338. prefiltered = parsedTexture.prefiltered;
  73339. }
  73340. return new CubeTexture(rootUrl + parsedTexture.name, scene, parsedTexture.extensions, false, null, null, null, undefined, prefiltered);
  73341. }, parsedTexture, scene);
  73342. // Local Cubemaps
  73343. if (parsedTexture.boundingBoxPosition) {
  73344. texture.boundingBoxPosition = BABYLON.Vector3.FromArray(parsedTexture.boundingBoxPosition);
  73345. }
  73346. if (parsedTexture.boundingBoxSize) {
  73347. texture.boundingBoxSize = BABYLON.Vector3.FromArray(parsedTexture.boundingBoxSize);
  73348. }
  73349. // Animations
  73350. if (parsedTexture.animations) {
  73351. for (var animationIndex = 0; animationIndex < parsedTexture.animations.length; animationIndex++) {
  73352. var parsedAnimation = parsedTexture.animations[animationIndex];
  73353. texture.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  73354. }
  73355. }
  73356. return texture;
  73357. };
  73358. /**
  73359. * Makes a clone, or deep copy, of the cube texture
  73360. * @returns a new cube texture
  73361. */
  73362. CubeTexture.prototype.clone = function () {
  73363. var _this = this;
  73364. var scene = this.getScene();
  73365. var uniqueId = 0;
  73366. var newCubeTexture = BABYLON.SerializationHelper.Clone(function () {
  73367. if (!scene) {
  73368. return _this;
  73369. }
  73370. var cubeTexture = new CubeTexture(_this.url, scene, _this._extensions, _this._noMipmap, _this._files);
  73371. uniqueId = cubeTexture.uniqueId;
  73372. return cubeTexture;
  73373. }, this);
  73374. newCubeTexture.uniqueId = uniqueId;
  73375. return newCubeTexture;
  73376. };
  73377. __decorate([
  73378. BABYLON.serialize("rotationY")
  73379. ], CubeTexture.prototype, "rotationY", null);
  73380. return CubeTexture;
  73381. }(BABYLON.BaseTexture));
  73382. BABYLON.CubeTexture = CubeTexture;
  73383. })(BABYLON || (BABYLON = {}));
  73384. //# sourceMappingURL=babylon.cubeTexture.js.map
  73385. var BABYLON;
  73386. (function (BABYLON) {
  73387. /**
  73388. * Raw cube texture where the raw buffers are passed in
  73389. */
  73390. var RawCubeTexture = /** @class */ (function (_super) {
  73391. __extends(RawCubeTexture, _super);
  73392. /**
  73393. * Creates a cube texture where the raw buffers are passed in.
  73394. * @param scene defines the scene the texture is attached to
  73395. * @param data defines the array of data to use to create each face
  73396. * @param size defines the size of the textures
  73397. * @param format defines the format of the data
  73398. * @param type defines the type of the data (like BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT)
  73399. * @param generateMipMaps defines if the engine should generate the mip levels
  73400. * @param invertY defines if data must be stored with Y axis inverted
  73401. * @param samplingMode defines the required sampling mode (like BABYLON.Texture.NEAREST_SAMPLINGMODE)
  73402. * @param compression defines the compression used (null by default)
  73403. */
  73404. function RawCubeTexture(scene, data, size, format, type, generateMipMaps, invertY, samplingMode, compression) {
  73405. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  73406. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  73407. if (generateMipMaps === void 0) { generateMipMaps = false; }
  73408. if (invertY === void 0) { invertY = false; }
  73409. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  73410. if (compression === void 0) { compression = null; }
  73411. var _this = _super.call(this, "", scene) || this;
  73412. _this._texture = scene.getEngine().createRawCubeTexture(data, size, format, type, generateMipMaps, invertY, samplingMode, compression);
  73413. return _this;
  73414. }
  73415. /**
  73416. * Updates the raw cube texture.
  73417. * @param data defines the data to store
  73418. * @param format defines the data format
  73419. * @param type defines the type fo the data (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  73420. * @param invertY defines if data must be stored with Y axis inverted
  73421. * @param compression defines the compression used (null by default)
  73422. * @param level defines which level of the texture to update
  73423. */
  73424. RawCubeTexture.prototype.update = function (data, format, type, invertY, compression, level) {
  73425. if (compression === void 0) { compression = null; }
  73426. if (level === void 0) { level = 0; }
  73427. this._texture.getEngine().updateRawCubeTexture(this._texture, data, format, type, invertY, compression);
  73428. };
  73429. /**
  73430. * Updates a raw cube texture with RGBD encoded data.
  73431. * @param data defines the array of data [mipmap][face] to use to create each face
  73432. * @param sphericalPolynomial defines the spherical polynomial for irradiance
  73433. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  73434. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  73435. * @returns a promsie that resolves when the operation is complete
  73436. */
  73437. RawCubeTexture.prototype.updateRGBDAsync = function (data, sphericalPolynomial, lodScale, lodOffset) {
  73438. if (sphericalPolynomial === void 0) { sphericalPolynomial = null; }
  73439. if (lodScale === void 0) { lodScale = 0.8; }
  73440. if (lodOffset === void 0) { lodOffset = 0; }
  73441. return RawCubeTexture._UpdateRGBDAsync(this._texture, data, sphericalPolynomial, lodScale, lodOffset);
  73442. };
  73443. /**
  73444. * Clones the raw cube texture.
  73445. * @return a new cube texture
  73446. */
  73447. RawCubeTexture.prototype.clone = function () {
  73448. var _this = this;
  73449. return BABYLON.SerializationHelper.Clone(function () {
  73450. var scene = _this.getScene();
  73451. var internalTexture = _this._texture;
  73452. var texture = new RawCubeTexture(scene, internalTexture._bufferViewArray, internalTexture.width, internalTexture.format, internalTexture.type, internalTexture.generateMipMaps, internalTexture.invertY, internalTexture.samplingMode, internalTexture._compression);
  73453. if (internalTexture.dataSource === BABYLON.InternalTexture.DATASOURCE_CUBERAW_RGBD) {
  73454. texture.updateRGBDAsync(internalTexture._bufferViewArrayArray, internalTexture._sphericalPolynomial, internalTexture._lodGenerationScale, internalTexture._lodGenerationOffset);
  73455. }
  73456. return texture;
  73457. }, this);
  73458. };
  73459. /** @hidden */
  73460. RawCubeTexture._UpdateRGBDAsync = function (internalTexture, data, sphericalPolynomial, lodScale, lodOffset) {
  73461. internalTexture._dataSource = BABYLON.InternalTexture.DATASOURCE_CUBERAW_RGBD;
  73462. internalTexture._bufferViewArrayArray = data;
  73463. internalTexture._lodGenerationScale = lodScale;
  73464. internalTexture._lodGenerationOffset = lodOffset;
  73465. internalTexture._sphericalPolynomial = sphericalPolynomial;
  73466. return BABYLON.EnvironmentTextureTools.UploadLevelsAsync(internalTexture, data).then(function () {
  73467. internalTexture.isReady = true;
  73468. });
  73469. };
  73470. return RawCubeTexture;
  73471. }(BABYLON.CubeTexture));
  73472. BABYLON.RawCubeTexture = RawCubeTexture;
  73473. })(BABYLON || (BABYLON = {}));
  73474. //# sourceMappingURL=babylon.rawCubeTexture.js.map
  73475. var BABYLON;
  73476. (function (BABYLON) {
  73477. /**
  73478. * This Helps creating a texture that will be created from a camera in your scene.
  73479. * It is basically a dynamic texture that could be used to create special effects for instance.
  73480. * Actually, It is the base of lot of effects in the framework like post process, shadows, effect layers and rendering pipelines...
  73481. */
  73482. var RenderTargetTexture = /** @class */ (function (_super) {
  73483. __extends(RenderTargetTexture, _super);
  73484. /**
  73485. * Instantiate a render target texture. This is mainly used to render of screen the scene to for instance apply post processse
  73486. * or used a shadow, depth texture...
  73487. * @param name The friendly name of the texture
  73488. * @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)
  73489. * @param scene The scene the RTT belongs to. The latest created scene will be used if not precised.
  73490. * @param generateMipMaps True if mip maps need to be generated after render.
  73491. * @param doNotChangeAspectRatio True to not change the aspect ratio of the scene in the RTT
  73492. * @param type The type of the buffer in the RTT (int, half float, float...)
  73493. * @param isCube True if a cube texture needs to be created
  73494. * @param samplingMode The sampling mode to be usedwith the render target (Linear, Nearest...)
  73495. * @param generateDepthBuffer True to generate a depth buffer
  73496. * @param generateStencilBuffer True to generate a stencil buffer
  73497. * @param isMulti True if multiple textures need to be created (Draw Buffers)
  73498. * @param format The internal format of the buffer in the RTT (RED, RG, RGB, RGBA, ALPHA...)
  73499. * @param delayAllocation if the texture allocation should be delayed (default: false)
  73500. */
  73501. function RenderTargetTexture(name, size, scene, generateMipMaps, doNotChangeAspectRatio, type, isCube, samplingMode, generateDepthBuffer, generateStencilBuffer, isMulti, format, delayAllocation) {
  73502. if (doNotChangeAspectRatio === void 0) { doNotChangeAspectRatio = true; }
  73503. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  73504. if (isCube === void 0) { isCube = false; }
  73505. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  73506. if (generateDepthBuffer === void 0) { generateDepthBuffer = true; }
  73507. if (generateStencilBuffer === void 0) { generateStencilBuffer = false; }
  73508. if (isMulti === void 0) { isMulti = false; }
  73509. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  73510. if (delayAllocation === void 0) { delayAllocation = false; }
  73511. var _this = _super.call(this, null, scene, !generateMipMaps) || this;
  73512. _this.isCube = isCube;
  73513. /**
  73514. * Define if particles should be rendered in your texture.
  73515. */
  73516. _this.renderParticles = true;
  73517. /**
  73518. * Define if sprites should be rendered in your texture.
  73519. */
  73520. _this.renderSprites = false;
  73521. /**
  73522. * Override the default coordinates mode to projection for RTT as it is the most common case for rendered textures.
  73523. */
  73524. _this.coordinatesMode = BABYLON.Texture.PROJECTION_MODE;
  73525. /**
  73526. * Define if the camera viewport should be respected while rendering the texture or if the render should be done to the entire texture.
  73527. */
  73528. _this.ignoreCameraViewport = false;
  73529. /**
  73530. * An event triggered when the texture is unbind.
  73531. */
  73532. _this.onBeforeBindObservable = new BABYLON.Observable();
  73533. /**
  73534. * An event triggered when the texture is unbind.
  73535. */
  73536. _this.onAfterUnbindObservable = new BABYLON.Observable();
  73537. /**
  73538. * An event triggered before rendering the texture
  73539. */
  73540. _this.onBeforeRenderObservable = new BABYLON.Observable();
  73541. /**
  73542. * An event triggered after rendering the texture
  73543. */
  73544. _this.onAfterRenderObservable = new BABYLON.Observable();
  73545. /**
  73546. * An event triggered after the texture clear
  73547. */
  73548. _this.onClearObservable = new BABYLON.Observable();
  73549. _this._currentRefreshId = -1;
  73550. _this._refreshRate = 1;
  73551. _this._samples = 1;
  73552. /**
  73553. * Gets or sets the center of the bounding box associated with the texture (when in cube mode)
  73554. * It must define where the camera used to render the texture is set
  73555. */
  73556. _this.boundingBoxPosition = BABYLON.Vector3.Zero();
  73557. scene = _this.getScene();
  73558. if (!scene) {
  73559. return _this;
  73560. }
  73561. _this.renderList = new Array();
  73562. _this._engine = scene.getEngine();
  73563. _this.name = name;
  73564. _this.isRenderTarget = true;
  73565. _this._initialSizeParameter = size;
  73566. _this._processSizeParameter(size);
  73567. _this._resizeObserver = _this.getScene().getEngine().onResizeObservable.add(function () {
  73568. });
  73569. _this._generateMipMaps = generateMipMaps ? true : false;
  73570. _this._doNotChangeAspectRatio = doNotChangeAspectRatio;
  73571. // Rendering groups
  73572. _this._renderingManager = new BABYLON.RenderingManager(scene);
  73573. _this._renderingManager._useSceneAutoClearSetup = true;
  73574. if (isMulti) {
  73575. return _this;
  73576. }
  73577. _this._renderTargetOptions = {
  73578. generateMipMaps: generateMipMaps,
  73579. type: type,
  73580. format: format,
  73581. samplingMode: samplingMode,
  73582. generateDepthBuffer: generateDepthBuffer,
  73583. generateStencilBuffer: generateStencilBuffer
  73584. };
  73585. if (samplingMode === BABYLON.Texture.NEAREST_SAMPLINGMODE) {
  73586. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  73587. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  73588. }
  73589. if (!delayAllocation) {
  73590. if (isCube) {
  73591. _this._texture = scene.getEngine().createRenderTargetCubeTexture(_this.getRenderSize(), _this._renderTargetOptions);
  73592. _this.coordinatesMode = BABYLON.Texture.INVCUBIC_MODE;
  73593. _this._textureMatrix = BABYLON.Matrix.Identity();
  73594. }
  73595. else {
  73596. _this._texture = scene.getEngine().createRenderTargetTexture(_this._size, _this._renderTargetOptions);
  73597. }
  73598. }
  73599. return _this;
  73600. }
  73601. Object.defineProperty(RenderTargetTexture.prototype, "renderList", {
  73602. /**
  73603. * Use this list to define the list of mesh you want to render.
  73604. */
  73605. get: function () {
  73606. return this._renderList;
  73607. },
  73608. set: function (value) {
  73609. this._renderList = value;
  73610. if (this._renderList) {
  73611. this._hookArray(this._renderList);
  73612. }
  73613. },
  73614. enumerable: true,
  73615. configurable: true
  73616. });
  73617. RenderTargetTexture.prototype._hookArray = function (array) {
  73618. var _this = this;
  73619. var oldPush = array.push;
  73620. array.push = function () {
  73621. var items = [];
  73622. for (var _i = 0; _i < arguments.length; _i++) {
  73623. items[_i] = arguments[_i];
  73624. }
  73625. var wasEmpty = array.length === 0;
  73626. var result = oldPush.apply(array, items);
  73627. if (wasEmpty) {
  73628. _this.getScene().meshes.forEach(function (mesh) {
  73629. mesh._markSubMeshesAsLightDirty();
  73630. });
  73631. }
  73632. return result;
  73633. };
  73634. var oldSplice = array.splice;
  73635. array.splice = function (index, deleteCount) {
  73636. var deleted = oldSplice.apply(array, [index, deleteCount]);
  73637. if (array.length === 0) {
  73638. _this.getScene().meshes.forEach(function (mesh) {
  73639. mesh._markSubMeshesAsLightDirty();
  73640. });
  73641. }
  73642. return deleted;
  73643. };
  73644. };
  73645. Object.defineProperty(RenderTargetTexture.prototype, "onAfterUnbind", {
  73646. /**
  73647. * Set a after unbind callback in the texture.
  73648. * This has been kept for backward compatibility and use of onAfterUnbindObservable is recommended.
  73649. */
  73650. set: function (callback) {
  73651. if (this._onAfterUnbindObserver) {
  73652. this.onAfterUnbindObservable.remove(this._onAfterUnbindObserver);
  73653. }
  73654. this._onAfterUnbindObserver = this.onAfterUnbindObservable.add(callback);
  73655. },
  73656. enumerable: true,
  73657. configurable: true
  73658. });
  73659. Object.defineProperty(RenderTargetTexture.prototype, "onBeforeRender", {
  73660. /**
  73661. * Set a before render callback in the texture.
  73662. * This has been kept for backward compatibility and use of onBeforeRenderObservable is recommended.
  73663. */
  73664. set: function (callback) {
  73665. if (this._onBeforeRenderObserver) {
  73666. this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);
  73667. }
  73668. this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);
  73669. },
  73670. enumerable: true,
  73671. configurable: true
  73672. });
  73673. Object.defineProperty(RenderTargetTexture.prototype, "onAfterRender", {
  73674. /**
  73675. * Set a after render callback in the texture.
  73676. * This has been kept for backward compatibility and use of onAfterRenderObservable is recommended.
  73677. */
  73678. set: function (callback) {
  73679. if (this._onAfterRenderObserver) {
  73680. this.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  73681. }
  73682. this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);
  73683. },
  73684. enumerable: true,
  73685. configurable: true
  73686. });
  73687. Object.defineProperty(RenderTargetTexture.prototype, "onClear", {
  73688. /**
  73689. * Set a clear callback in the texture.
  73690. * This has been kept for backward compatibility and use of onClearObservable is recommended.
  73691. */
  73692. set: function (callback) {
  73693. if (this._onClearObserver) {
  73694. this.onClearObservable.remove(this._onClearObserver);
  73695. }
  73696. this._onClearObserver = this.onClearObservable.add(callback);
  73697. },
  73698. enumerable: true,
  73699. configurable: true
  73700. });
  73701. Object.defineProperty(RenderTargetTexture.prototype, "renderTargetOptions", {
  73702. /**
  73703. * Gets render target creation options that were used.
  73704. */
  73705. get: function () {
  73706. return this._renderTargetOptions;
  73707. },
  73708. enumerable: true,
  73709. configurable: true
  73710. });
  73711. RenderTargetTexture.prototype._onRatioRescale = function () {
  73712. if (this._sizeRatio) {
  73713. this.resize(this._initialSizeParameter);
  73714. }
  73715. };
  73716. Object.defineProperty(RenderTargetTexture.prototype, "boundingBoxSize", {
  73717. get: function () {
  73718. return this._boundingBoxSize;
  73719. },
  73720. /**
  73721. * Gets or sets the size of the bounding box associated with the texture (when in cube mode)
  73722. * When defined, the cubemap will switch to local mode
  73723. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  73724. * @example https://www.babylonjs-playground.com/#RNASML
  73725. */
  73726. set: function (value) {
  73727. if (this._boundingBoxSize && this._boundingBoxSize.equals(value)) {
  73728. return;
  73729. }
  73730. this._boundingBoxSize = value;
  73731. var scene = this.getScene();
  73732. if (scene) {
  73733. scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  73734. }
  73735. },
  73736. enumerable: true,
  73737. configurable: true
  73738. });
  73739. /**
  73740. * Creates a depth stencil texture.
  73741. * This is only available in WebGL 2 or with the depth texture extension available.
  73742. * @param comparisonFunction Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode
  73743. * @param bilinearFiltering Specifies whether or not bilinear filtering is enable on the texture
  73744. * @param generateStencil Specifies whether or not a stencil should be allocated in the texture
  73745. */
  73746. RenderTargetTexture.prototype.createDepthStencilTexture = function (comparisonFunction, bilinearFiltering, generateStencil) {
  73747. if (comparisonFunction === void 0) { comparisonFunction = 0; }
  73748. if (bilinearFiltering === void 0) { bilinearFiltering = true; }
  73749. if (generateStencil === void 0) { generateStencil = false; }
  73750. if (!this.getScene()) {
  73751. return;
  73752. }
  73753. var engine = this.getScene().getEngine();
  73754. this.depthStencilTexture = engine.createDepthStencilTexture(this._size, {
  73755. bilinearFiltering: bilinearFiltering,
  73756. comparisonFunction: comparisonFunction,
  73757. generateStencil: generateStencil,
  73758. isCube: this.isCube
  73759. });
  73760. engine.setFrameBufferDepthStencilTexture(this);
  73761. };
  73762. RenderTargetTexture.prototype._processSizeParameter = function (size) {
  73763. if (size.ratio) {
  73764. this._sizeRatio = size.ratio;
  73765. this._size = {
  73766. width: this._bestReflectionRenderTargetDimension(this._engine.getRenderWidth(), this._sizeRatio),
  73767. height: this._bestReflectionRenderTargetDimension(this._engine.getRenderHeight(), this._sizeRatio)
  73768. };
  73769. }
  73770. else {
  73771. this._size = size;
  73772. }
  73773. };
  73774. Object.defineProperty(RenderTargetTexture.prototype, "samples", {
  73775. /**
  73776. * Define the number of samples to use in case of MSAA.
  73777. * It defaults to one meaning no MSAA has been enabled.
  73778. */
  73779. get: function () {
  73780. return this._samples;
  73781. },
  73782. set: function (value) {
  73783. if (this._samples === value) {
  73784. return;
  73785. }
  73786. var scene = this.getScene();
  73787. if (!scene) {
  73788. return;
  73789. }
  73790. this._samples = scene.getEngine().updateRenderTargetTextureSampleCount(this._texture, value);
  73791. },
  73792. enumerable: true,
  73793. configurable: true
  73794. });
  73795. /**
  73796. * Resets the refresh counter of the texture and start bak from scratch.
  73797. * Could be useful to regenerate the texture if it is setup to render only once.
  73798. */
  73799. RenderTargetTexture.prototype.resetRefreshCounter = function () {
  73800. this._currentRefreshId = -1;
  73801. };
  73802. Object.defineProperty(RenderTargetTexture.prototype, "refreshRate", {
  73803. /**
  73804. * Define the refresh rate of the texture or the rendering frequency.
  73805. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  73806. */
  73807. get: function () {
  73808. return this._refreshRate;
  73809. },
  73810. set: function (value) {
  73811. this._refreshRate = value;
  73812. this.resetRefreshCounter();
  73813. },
  73814. enumerable: true,
  73815. configurable: true
  73816. });
  73817. /**
  73818. * Adds a post process to the render target rendering passes.
  73819. * @param postProcess define the post process to add
  73820. */
  73821. RenderTargetTexture.prototype.addPostProcess = function (postProcess) {
  73822. if (!this._postProcessManager) {
  73823. var scene = this.getScene();
  73824. if (!scene) {
  73825. return;
  73826. }
  73827. this._postProcessManager = new BABYLON.PostProcessManager(scene);
  73828. this._postProcesses = new Array();
  73829. }
  73830. this._postProcesses.push(postProcess);
  73831. this._postProcesses[0].autoClear = false;
  73832. };
  73833. /**
  73834. * Clear all the post processes attached to the render target
  73835. * @param dispose define if the cleared post processesshould also be disposed (false by default)
  73836. */
  73837. RenderTargetTexture.prototype.clearPostProcesses = function (dispose) {
  73838. if (dispose === void 0) { dispose = false; }
  73839. if (!this._postProcesses) {
  73840. return;
  73841. }
  73842. if (dispose) {
  73843. for (var _i = 0, _a = this._postProcesses; _i < _a.length; _i++) {
  73844. var postProcess = _a[_i];
  73845. postProcess.dispose();
  73846. }
  73847. }
  73848. this._postProcesses = [];
  73849. };
  73850. /**
  73851. * Remove one of the post process from the list of attached post processes to the texture
  73852. * @param postProcess define the post process to remove from the list
  73853. */
  73854. RenderTargetTexture.prototype.removePostProcess = function (postProcess) {
  73855. if (!this._postProcesses) {
  73856. return;
  73857. }
  73858. var index = this._postProcesses.indexOf(postProcess);
  73859. if (index === -1) {
  73860. return;
  73861. }
  73862. this._postProcesses.splice(index, 1);
  73863. if (this._postProcesses.length > 0) {
  73864. this._postProcesses[0].autoClear = false;
  73865. }
  73866. };
  73867. /** @hidden */
  73868. RenderTargetTexture.prototype._shouldRender = function () {
  73869. if (this._currentRefreshId === -1) { // At least render once
  73870. this._currentRefreshId = 1;
  73871. return true;
  73872. }
  73873. if (this.refreshRate === this._currentRefreshId) {
  73874. this._currentRefreshId = 1;
  73875. return true;
  73876. }
  73877. this._currentRefreshId++;
  73878. return false;
  73879. };
  73880. /**
  73881. * Gets the actual render size of the texture.
  73882. * @returns the width of the render size
  73883. */
  73884. RenderTargetTexture.prototype.getRenderSize = function () {
  73885. return this.getRenderWidth();
  73886. };
  73887. /**
  73888. * Gets the actual render width of the texture.
  73889. * @returns the width of the render size
  73890. */
  73891. RenderTargetTexture.prototype.getRenderWidth = function () {
  73892. if (this._size.width) {
  73893. return this._size.width;
  73894. }
  73895. return this._size;
  73896. };
  73897. /**
  73898. * Gets the actual render height of the texture.
  73899. * @returns the height of the render size
  73900. */
  73901. RenderTargetTexture.prototype.getRenderHeight = function () {
  73902. if (this._size.width) {
  73903. return this._size.height;
  73904. }
  73905. return this._size;
  73906. };
  73907. Object.defineProperty(RenderTargetTexture.prototype, "canRescale", {
  73908. /**
  73909. * Get if the texture can be rescaled or not.
  73910. */
  73911. get: function () {
  73912. return true;
  73913. },
  73914. enumerable: true,
  73915. configurable: true
  73916. });
  73917. /**
  73918. * Resize the texture using a ratio.
  73919. * @param ratio the ratio to apply to the texture size in order to compute the new target size
  73920. */
  73921. RenderTargetTexture.prototype.scale = function (ratio) {
  73922. var newSize = this.getRenderSize() * ratio;
  73923. this.resize(newSize);
  73924. };
  73925. /**
  73926. * Get the texture reflection matrix used to rotate/transform the reflection.
  73927. * @returns the reflection matrix
  73928. */
  73929. RenderTargetTexture.prototype.getReflectionTextureMatrix = function () {
  73930. if (this.isCube) {
  73931. return this._textureMatrix;
  73932. }
  73933. return _super.prototype.getReflectionTextureMatrix.call(this);
  73934. };
  73935. /**
  73936. * Resize the texture to a new desired size.
  73937. * Be carrefull as it will recreate all the data in the new texture.
  73938. * @param size Define the new size. It can be:
  73939. * - a number for squared texture,
  73940. * - an object containing { width: number, height: number }
  73941. * - or an object containing a ratio { ratio: number }
  73942. */
  73943. RenderTargetTexture.prototype.resize = function (size) {
  73944. this.releaseInternalTexture();
  73945. var scene = this.getScene();
  73946. if (!scene) {
  73947. return;
  73948. }
  73949. this._processSizeParameter(size);
  73950. if (this.isCube) {
  73951. this._texture = scene.getEngine().createRenderTargetCubeTexture(this.getRenderSize(), this._renderTargetOptions);
  73952. }
  73953. else {
  73954. this._texture = scene.getEngine().createRenderTargetTexture(this._size, this._renderTargetOptions);
  73955. }
  73956. };
  73957. /**
  73958. * Renders all the objects from the render list into the texture.
  73959. * @param useCameraPostProcess Define if camera post processes should be used during the rendering
  73960. * @param dumpForDebug Define if the rendering result should be dumped (copied) for debugging purpose
  73961. */
  73962. RenderTargetTexture.prototype.render = function (useCameraPostProcess, dumpForDebug) {
  73963. if (useCameraPostProcess === void 0) { useCameraPostProcess = false; }
  73964. if (dumpForDebug === void 0) { dumpForDebug = false; }
  73965. var scene = this.getScene();
  73966. if (!scene) {
  73967. return;
  73968. }
  73969. var engine = scene.getEngine();
  73970. if (this.useCameraPostProcesses !== undefined) {
  73971. useCameraPostProcess = this.useCameraPostProcesses;
  73972. }
  73973. if (this._waitingRenderList) {
  73974. this.renderList = [];
  73975. for (var index = 0; index < this._waitingRenderList.length; index++) {
  73976. var id = this._waitingRenderList[index];
  73977. var mesh_1 = scene.getMeshByID(id);
  73978. if (mesh_1) {
  73979. this.renderList.push(mesh_1);
  73980. }
  73981. }
  73982. delete this._waitingRenderList;
  73983. }
  73984. // Is predicate defined?
  73985. if (this.renderListPredicate) {
  73986. if (this.renderList) {
  73987. this.renderList.length = 0; // Clear previous renderList
  73988. }
  73989. else {
  73990. this.renderList = [];
  73991. }
  73992. var scene = this.getScene();
  73993. if (!scene) {
  73994. return;
  73995. }
  73996. var sceneMeshes = scene.meshes;
  73997. for (var index = 0; index < sceneMeshes.length; index++) {
  73998. var mesh = sceneMeshes[index];
  73999. if (this.renderListPredicate(mesh)) {
  74000. this.renderList.push(mesh);
  74001. }
  74002. }
  74003. }
  74004. this.onBeforeBindObservable.notifyObservers(this);
  74005. // Set custom projection.
  74006. // Needs to be before binding to prevent changing the aspect ratio.
  74007. var camera;
  74008. if (this.activeCamera) {
  74009. camera = this.activeCamera;
  74010. engine.setViewport(this.activeCamera.viewport, this.getRenderWidth(), this.getRenderHeight());
  74011. if (this.activeCamera !== scene.activeCamera) {
  74012. scene.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix(true));
  74013. }
  74014. }
  74015. else {
  74016. camera = scene.activeCamera;
  74017. if (camera) {
  74018. engine.setViewport(camera.viewport, this.getRenderWidth(), this.getRenderHeight());
  74019. }
  74020. }
  74021. // Prepare renderingManager
  74022. this._renderingManager.reset();
  74023. var currentRenderList = this.renderList ? this.renderList : scene.getActiveMeshes().data;
  74024. var currentRenderListLength = this.renderList ? this.renderList.length : scene.getActiveMeshes().length;
  74025. var sceneRenderId = scene.getRenderId();
  74026. for (var meshIndex = 0; meshIndex < currentRenderListLength; meshIndex++) {
  74027. var mesh = currentRenderList[meshIndex];
  74028. if (mesh) {
  74029. if (!mesh.isReady(this.refreshRate === 0)) {
  74030. this.resetRefreshCounter();
  74031. continue;
  74032. }
  74033. mesh._preActivateForIntermediateRendering(sceneRenderId);
  74034. var isMasked = void 0;
  74035. if (!this.renderList && camera) {
  74036. isMasked = ((mesh.layerMask & camera.layerMask) === 0);
  74037. }
  74038. else {
  74039. isMasked = false;
  74040. }
  74041. if (mesh.isEnabled() && mesh.isVisible && mesh.subMeshes && !isMasked) {
  74042. mesh._activate(sceneRenderId);
  74043. for (var subIndex = 0; subIndex < mesh.subMeshes.length; subIndex++) {
  74044. var subMesh = mesh.subMeshes[subIndex];
  74045. scene._activeIndices.addCount(subMesh.indexCount, false);
  74046. this._renderingManager.dispatch(subMesh, mesh);
  74047. }
  74048. }
  74049. }
  74050. }
  74051. for (var particleIndex = 0; particleIndex < scene.particleSystems.length; particleIndex++) {
  74052. var particleSystem = scene.particleSystems[particleIndex];
  74053. var emitter = particleSystem.emitter;
  74054. if (!particleSystem.isStarted() || !emitter || !emitter.position || !emitter.isEnabled()) {
  74055. continue;
  74056. }
  74057. if (currentRenderList.indexOf(emitter) >= 0) {
  74058. this._renderingManager.dispatchParticles(particleSystem);
  74059. }
  74060. }
  74061. if (this.isCube) {
  74062. for (var face = 0; face < 6; face++) {
  74063. this.renderToTarget(face, currentRenderList, currentRenderListLength, useCameraPostProcess, dumpForDebug);
  74064. scene.incrementRenderId();
  74065. scene.resetCachedMaterial();
  74066. }
  74067. }
  74068. else {
  74069. this.renderToTarget(0, currentRenderList, currentRenderListLength, useCameraPostProcess, dumpForDebug);
  74070. }
  74071. this.onAfterUnbindObservable.notifyObservers(this);
  74072. if (scene.activeCamera) {
  74073. if (this.activeCamera && this.activeCamera !== scene.activeCamera) {
  74074. scene.setTransformMatrix(scene.activeCamera.getViewMatrix(), scene.activeCamera.getProjectionMatrix(true));
  74075. }
  74076. engine.setViewport(scene.activeCamera.viewport);
  74077. }
  74078. scene.resetCachedMaterial();
  74079. };
  74080. RenderTargetTexture.prototype._bestReflectionRenderTargetDimension = function (renderDimension, scale) {
  74081. var minimum = 128;
  74082. var x = renderDimension * scale;
  74083. var curved = BABYLON.Tools.NearestPOT(x + (minimum * minimum / (minimum + x)));
  74084. // Ensure we don't exceed the render dimension (while staying POT)
  74085. return Math.min(BABYLON.Tools.FloorPOT(renderDimension), curved);
  74086. };
  74087. RenderTargetTexture.prototype.unbindFrameBuffer = function (engine, faceIndex) {
  74088. var _this = this;
  74089. if (!this._texture) {
  74090. return;
  74091. }
  74092. engine.unBindFramebuffer(this._texture, this.isCube, function () {
  74093. _this.onAfterRenderObservable.notifyObservers(faceIndex);
  74094. });
  74095. };
  74096. RenderTargetTexture.prototype.renderToTarget = function (faceIndex, currentRenderList, currentRenderListLength, useCameraPostProcess, dumpForDebug) {
  74097. var scene = this.getScene();
  74098. if (!scene) {
  74099. return;
  74100. }
  74101. var engine = scene.getEngine();
  74102. if (!this._texture) {
  74103. return;
  74104. }
  74105. // Bind
  74106. if (this._postProcessManager) {
  74107. this._postProcessManager._prepareFrame(this._texture, this._postProcesses);
  74108. }
  74109. else if (!useCameraPostProcess || !scene.postProcessManager._prepareFrame(this._texture)) {
  74110. if (this._texture) {
  74111. engine.bindFramebuffer(this._texture, this.isCube ? faceIndex : undefined, undefined, undefined, this.ignoreCameraViewport, this.depthStencilTexture ? this.depthStencilTexture : undefined);
  74112. }
  74113. }
  74114. this.onBeforeRenderObservable.notifyObservers(faceIndex);
  74115. // Clear
  74116. if (this.onClearObservable.hasObservers()) {
  74117. this.onClearObservable.notifyObservers(engine);
  74118. }
  74119. else {
  74120. engine.clear(this.clearColor || scene.clearColor, true, true, true);
  74121. }
  74122. if (!this._doNotChangeAspectRatio) {
  74123. scene.updateTransformMatrix(true);
  74124. }
  74125. // Before Camera Draw
  74126. for (var _i = 0, _a = scene._beforeRenderTargetDrawStage; _i < _a.length; _i++) {
  74127. var step = _a[_i];
  74128. step.action(this);
  74129. }
  74130. // Render
  74131. this._renderingManager.render(this.customRenderFunction, currentRenderList, this.renderParticles, this.renderSprites);
  74132. // After Camera Draw
  74133. for (var _b = 0, _c = scene._afterRenderTargetDrawStage; _b < _c.length; _b++) {
  74134. var step = _c[_b];
  74135. step.action(this);
  74136. }
  74137. if (this._postProcessManager) {
  74138. this._postProcessManager._finalizeFrame(false, this._texture, faceIndex, this._postProcesses, this.ignoreCameraViewport);
  74139. }
  74140. else if (useCameraPostProcess) {
  74141. scene.postProcessManager._finalizeFrame(false, this._texture, faceIndex);
  74142. }
  74143. if (!this._doNotChangeAspectRatio) {
  74144. scene.updateTransformMatrix(true);
  74145. }
  74146. // Dump ?
  74147. if (dumpForDebug) {
  74148. BABYLON.Tools.DumpFramebuffer(this.getRenderWidth(), this.getRenderHeight(), engine);
  74149. }
  74150. // Unbind
  74151. if (!this.isCube || faceIndex === 5) {
  74152. if (this.isCube) {
  74153. if (faceIndex === 5) {
  74154. engine.generateMipMapsForCubemap(this._texture);
  74155. }
  74156. }
  74157. this.unbindFrameBuffer(engine, faceIndex);
  74158. }
  74159. else {
  74160. this.onAfterRenderObservable.notifyObservers(faceIndex);
  74161. }
  74162. };
  74163. /**
  74164. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  74165. * This allowed control for front to back rendering or reversly depending of the special needs.
  74166. *
  74167. * @param renderingGroupId The rendering group id corresponding to its index
  74168. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  74169. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  74170. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  74171. */
  74172. RenderTargetTexture.prototype.setRenderingOrder = function (renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn) {
  74173. if (opaqueSortCompareFn === void 0) { opaqueSortCompareFn = null; }
  74174. if (alphaTestSortCompareFn === void 0) { alphaTestSortCompareFn = null; }
  74175. if (transparentSortCompareFn === void 0) { transparentSortCompareFn = null; }
  74176. this._renderingManager.setRenderingOrder(renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn);
  74177. };
  74178. /**
  74179. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  74180. *
  74181. * @param renderingGroupId The rendering group id corresponding to its index
  74182. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  74183. */
  74184. RenderTargetTexture.prototype.setRenderingAutoClearDepthStencil = function (renderingGroupId, autoClearDepthStencil) {
  74185. this._renderingManager.setRenderingAutoClearDepthStencil(renderingGroupId, autoClearDepthStencil);
  74186. this._renderingManager._useSceneAutoClearSetup = false;
  74187. };
  74188. /**
  74189. * Clones the texture.
  74190. * @returns the cloned texture
  74191. */
  74192. RenderTargetTexture.prototype.clone = function () {
  74193. var textureSize = this.getSize();
  74194. 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);
  74195. // Base texture
  74196. newTexture.hasAlpha = this.hasAlpha;
  74197. newTexture.level = this.level;
  74198. // RenderTarget Texture
  74199. newTexture.coordinatesMode = this.coordinatesMode;
  74200. if (this.renderList) {
  74201. newTexture.renderList = this.renderList.slice(0);
  74202. }
  74203. return newTexture;
  74204. };
  74205. /**
  74206. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  74207. * @returns The JSON representation of the texture
  74208. */
  74209. RenderTargetTexture.prototype.serialize = function () {
  74210. if (!this.name) {
  74211. return null;
  74212. }
  74213. var serializationObject = _super.prototype.serialize.call(this);
  74214. serializationObject.renderTargetSize = this.getRenderSize();
  74215. serializationObject.renderList = [];
  74216. if (this.renderList) {
  74217. for (var index = 0; index < this.renderList.length; index++) {
  74218. serializationObject.renderList.push(this.renderList[index].id);
  74219. }
  74220. }
  74221. return serializationObject;
  74222. };
  74223. /**
  74224. * This will remove the attached framebuffer objects. The texture will not be able to be used as render target anymore
  74225. */
  74226. RenderTargetTexture.prototype.disposeFramebufferObjects = function () {
  74227. var objBuffer = this.getInternalTexture();
  74228. var scene = this.getScene();
  74229. if (objBuffer && scene) {
  74230. scene.getEngine()._releaseFramebufferObjects(objBuffer);
  74231. }
  74232. };
  74233. /**
  74234. * Dispose the texture and release its associated resources.
  74235. */
  74236. RenderTargetTexture.prototype.dispose = function () {
  74237. if (this._postProcessManager) {
  74238. this._postProcessManager.dispose();
  74239. this._postProcessManager = null;
  74240. }
  74241. this.clearPostProcesses(true);
  74242. if (this._resizeObserver) {
  74243. this.getScene().getEngine().onResizeObservable.remove(this._resizeObserver);
  74244. this._resizeObserver = null;
  74245. }
  74246. this.renderList = null;
  74247. // Remove from custom render targets
  74248. var scene = this.getScene();
  74249. if (!scene) {
  74250. return;
  74251. }
  74252. var index = scene.customRenderTargets.indexOf(this);
  74253. if (index >= 0) {
  74254. scene.customRenderTargets.splice(index, 1);
  74255. }
  74256. for (var _i = 0, _a = scene.cameras; _i < _a.length; _i++) {
  74257. var camera = _a[_i];
  74258. index = camera.customRenderTargets.indexOf(this);
  74259. if (index >= 0) {
  74260. camera.customRenderTargets.splice(index, 1);
  74261. }
  74262. }
  74263. _super.prototype.dispose.call(this);
  74264. };
  74265. /** @hidden */
  74266. RenderTargetTexture.prototype._rebuild = function () {
  74267. if (this.refreshRate === RenderTargetTexture.REFRESHRATE_RENDER_ONCE) {
  74268. this.refreshRate = RenderTargetTexture.REFRESHRATE_RENDER_ONCE;
  74269. }
  74270. if (this._postProcessManager) {
  74271. this._postProcessManager._rebuild();
  74272. }
  74273. };
  74274. /**
  74275. * Clear the info related to rendering groups preventing retention point in material dispose.
  74276. */
  74277. RenderTargetTexture.prototype.freeRenderingGroups = function () {
  74278. if (this._renderingManager) {
  74279. this._renderingManager.freeRenderingGroups();
  74280. }
  74281. };
  74282. /**
  74283. * The texture will only be rendered once which can be useful to improve performance if everything in your render is static for instance.
  74284. */
  74285. RenderTargetTexture.REFRESHRATE_RENDER_ONCE = 0;
  74286. /**
  74287. * The texture will only be rendered rendered every frame and is recomended for dynamic contents.
  74288. */
  74289. RenderTargetTexture.REFRESHRATE_RENDER_ONEVERYFRAME = 1;
  74290. /**
  74291. * The texture will be rendered every 2 frames which could be enough if your dynamic objects are not
  74292. * the central point of your effect and can save a lot of performances.
  74293. */
  74294. RenderTargetTexture.REFRESHRATE_RENDER_ONEVERYTWOFRAMES = 2;
  74295. return RenderTargetTexture;
  74296. }(BABYLON.Texture));
  74297. BABYLON.RenderTargetTexture = RenderTargetTexture;
  74298. })(BABYLON || (BABYLON = {}));
  74299. //# sourceMappingURL=babylon.renderTargetTexture.js.map
  74300. var BABYLON;
  74301. (function (BABYLON) {
  74302. /**
  74303. * A multi render target, like a render target provides the ability to render to a texture.
  74304. * Unlike the render target, it can render to several draw buffers in one draw.
  74305. * This is specially interesting in deferred rendering or for any effects requiring more than
  74306. * just one color from a single pass.
  74307. */
  74308. var MultiRenderTarget = /** @class */ (function (_super) {
  74309. __extends(MultiRenderTarget, _super);
  74310. /**
  74311. * Instantiate a new multi render target texture.
  74312. * A multi render target, like a render target provides the ability to render to a texture.
  74313. * Unlike the render target, it can render to several draw buffers in one draw.
  74314. * This is specially interesting in deferred rendering or for any effects requiring more than
  74315. * just one color from a single pass.
  74316. * @param name Define the name of the texture
  74317. * @param size Define the size of the buffers to render to
  74318. * @param count Define the number of target we are rendering into
  74319. * @param scene Define the scene the texture belongs to
  74320. * @param options Define the options used to create the multi render target
  74321. */
  74322. function MultiRenderTarget(name, size, count, scene, options) {
  74323. var _this = this;
  74324. var generateMipMaps = options && options.generateMipMaps ? options.generateMipMaps : false;
  74325. var generateDepthTexture = options && options.generateDepthTexture ? options.generateDepthTexture : false;
  74326. var doNotChangeAspectRatio = !options || options.doNotChangeAspectRatio === undefined ? true : options.doNotChangeAspectRatio;
  74327. _this = _super.call(this, name, size, scene, generateMipMaps, doNotChangeAspectRatio) || this;
  74328. _this._engine = scene.getEngine();
  74329. if (!_this.isSupported) {
  74330. _this.dispose();
  74331. return;
  74332. }
  74333. var types = [];
  74334. var samplingModes = [];
  74335. for (var i = 0; i < count; i++) {
  74336. if (options && options.types && options.types[i] !== undefined) {
  74337. types.push(options.types[i]);
  74338. }
  74339. else {
  74340. types.push(options && options.defaultType ? options.defaultType : BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  74341. }
  74342. if (options && options.samplingModes && options.samplingModes[i] !== undefined) {
  74343. samplingModes.push(options.samplingModes[i]);
  74344. }
  74345. else {
  74346. samplingModes.push(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  74347. }
  74348. }
  74349. var generateDepthBuffer = !options || options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
  74350. var generateStencilBuffer = !options || options.generateStencilBuffer === undefined ? false : options.generateStencilBuffer;
  74351. _this._size = size;
  74352. _this._multiRenderTargetOptions = {
  74353. samplingModes: samplingModes,
  74354. generateMipMaps: generateMipMaps,
  74355. generateDepthBuffer: generateDepthBuffer,
  74356. generateStencilBuffer: generateStencilBuffer,
  74357. generateDepthTexture: generateDepthTexture,
  74358. types: types,
  74359. textureCount: count
  74360. };
  74361. _this._createInternalTextures();
  74362. _this._createTextures();
  74363. return _this;
  74364. }
  74365. Object.defineProperty(MultiRenderTarget.prototype, "isSupported", {
  74366. /**
  74367. * Get if draw buffers are currently supported by the used hardware and browser.
  74368. */
  74369. get: function () {
  74370. return this._engine.webGLVersion > 1 || this._engine.getCaps().drawBuffersExtension;
  74371. },
  74372. enumerable: true,
  74373. configurable: true
  74374. });
  74375. Object.defineProperty(MultiRenderTarget.prototype, "textures", {
  74376. /**
  74377. * Get the list of textures generated by the multi render target.
  74378. */
  74379. get: function () {
  74380. return this._textures;
  74381. },
  74382. enumerable: true,
  74383. configurable: true
  74384. });
  74385. Object.defineProperty(MultiRenderTarget.prototype, "depthTexture", {
  74386. /**
  74387. * Get the depth texture generated by the multi render target if options.generateDepthTexture has been set
  74388. */
  74389. get: function () {
  74390. return this._textures[this._textures.length - 1];
  74391. },
  74392. enumerable: true,
  74393. configurable: true
  74394. });
  74395. Object.defineProperty(MultiRenderTarget.prototype, "wrapU", {
  74396. /**
  74397. * Set the wrapping mode on U of all the textures we are rendering to.
  74398. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  74399. */
  74400. set: function (wrap) {
  74401. if (this._textures) {
  74402. for (var i = 0; i < this._textures.length; i++) {
  74403. this._textures[i].wrapU = wrap;
  74404. }
  74405. }
  74406. },
  74407. enumerable: true,
  74408. configurable: true
  74409. });
  74410. Object.defineProperty(MultiRenderTarget.prototype, "wrapV", {
  74411. /**
  74412. * Set the wrapping mode on V of all the textures we are rendering to.
  74413. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  74414. */
  74415. set: function (wrap) {
  74416. if (this._textures) {
  74417. for (var i = 0; i < this._textures.length; i++) {
  74418. this._textures[i].wrapV = wrap;
  74419. }
  74420. }
  74421. },
  74422. enumerable: true,
  74423. configurable: true
  74424. });
  74425. /** @hidden */
  74426. MultiRenderTarget.prototype._rebuild = function () {
  74427. this.releaseInternalTextures();
  74428. this._createInternalTextures();
  74429. for (var i = 0; i < this._internalTextures.length; i++) {
  74430. var texture = this._textures[i];
  74431. texture._texture = this._internalTextures[i];
  74432. }
  74433. // Keeps references to frame buffer and stencil/depth buffer
  74434. this._texture = this._internalTextures[0];
  74435. };
  74436. MultiRenderTarget.prototype._createInternalTextures = function () {
  74437. this._internalTextures = this._engine.createMultipleRenderTarget(this._size, this._multiRenderTargetOptions);
  74438. };
  74439. MultiRenderTarget.prototype._createTextures = function () {
  74440. this._textures = [];
  74441. for (var i = 0; i < this._internalTextures.length; i++) {
  74442. var texture = new BABYLON.Texture(null, this.getScene());
  74443. texture._texture = this._internalTextures[i];
  74444. this._textures.push(texture);
  74445. }
  74446. // Keeps references to frame buffer and stencil/depth buffer
  74447. this._texture = this._internalTextures[0];
  74448. };
  74449. Object.defineProperty(MultiRenderTarget.prototype, "samples", {
  74450. /**
  74451. * Define the number of samples used if MSAA is enabled.
  74452. */
  74453. get: function () {
  74454. return this._samples;
  74455. },
  74456. set: function (value) {
  74457. if (this._samples === value) {
  74458. return;
  74459. }
  74460. this._samples = this._engine.updateMultipleRenderTargetTextureSampleCount(this._internalTextures, value);
  74461. },
  74462. enumerable: true,
  74463. configurable: true
  74464. });
  74465. /**
  74466. * Resize all the textures in the multi render target.
  74467. * Be carrefull as it will recreate all the data in the new texture.
  74468. * @param size Define the new size
  74469. */
  74470. MultiRenderTarget.prototype.resize = function (size) {
  74471. this.releaseInternalTextures();
  74472. this._internalTextures = this._engine.createMultipleRenderTarget(size, this._multiRenderTargetOptions);
  74473. this._createInternalTextures();
  74474. };
  74475. MultiRenderTarget.prototype.unbindFrameBuffer = function (engine, faceIndex) {
  74476. var _this = this;
  74477. engine.unBindMultiColorAttachmentFramebuffer(this._internalTextures, this.isCube, function () {
  74478. _this.onAfterRenderObservable.notifyObservers(faceIndex);
  74479. });
  74480. };
  74481. /**
  74482. * Dispose the render targets and their associated resources
  74483. */
  74484. MultiRenderTarget.prototype.dispose = function () {
  74485. this.releaseInternalTextures();
  74486. _super.prototype.dispose.call(this);
  74487. };
  74488. /**
  74489. * Release all the underlying texture used as draw buffers.
  74490. */
  74491. MultiRenderTarget.prototype.releaseInternalTextures = function () {
  74492. if (!this._internalTextures) {
  74493. return;
  74494. }
  74495. for (var i = this._internalTextures.length - 1; i >= 0; i--) {
  74496. if (this._internalTextures[i] !== undefined) {
  74497. this._internalTextures[i].dispose();
  74498. this._internalTextures.splice(i, 1);
  74499. }
  74500. }
  74501. };
  74502. return MultiRenderTarget;
  74503. }(BABYLON.RenderTargetTexture));
  74504. BABYLON.MultiRenderTarget = MultiRenderTarget;
  74505. })(BABYLON || (BABYLON = {}));
  74506. //# sourceMappingURL=babylon.multiRenderTarget.js.map
  74507. var BABYLON;
  74508. (function (BABYLON) {
  74509. /**
  74510. * Mirror texture can be used to simulate the view from a mirror in a scene.
  74511. * It will dynamically be rendered every frame to adapt to the camera point of view.
  74512. * You can then easily use it as a reflectionTexture on a flat surface.
  74513. * In case the surface is not a plane, please consider relying on reflection probes.
  74514. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  74515. */
  74516. var MirrorTexture = /** @class */ (function (_super) {
  74517. __extends(MirrorTexture, _super);
  74518. /**
  74519. * Instantiates a Mirror Texture.
  74520. * Mirror texture can be used to simulate the view from a mirror in a scene.
  74521. * It will dynamically be rendered every frame to adapt to the camera point of view.
  74522. * You can then easily use it as a reflectionTexture on a flat surface.
  74523. * In case the surface is not a plane, please consider relying on reflection probes.
  74524. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  74525. * @param name
  74526. * @param size
  74527. * @param scene
  74528. * @param generateMipMaps
  74529. * @param type
  74530. * @param samplingMode
  74531. * @param generateDepthBuffer
  74532. */
  74533. function MirrorTexture(name, size, scene, generateMipMaps, type, samplingMode, generateDepthBuffer) {
  74534. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  74535. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  74536. if (generateDepthBuffer === void 0) { generateDepthBuffer = true; }
  74537. var _this = _super.call(this, name, size, scene, generateMipMaps, true, type, false, samplingMode, generateDepthBuffer) || this;
  74538. _this.scene = scene;
  74539. /**
  74540. * Define the reflection plane we want to use. The mirrorPlane is usually set to the constructed reflector.
  74541. * 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.
  74542. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  74543. */
  74544. _this.mirrorPlane = new BABYLON.Plane(0, 1, 0, 1);
  74545. _this._transformMatrix = BABYLON.Matrix.Zero();
  74546. _this._mirrorMatrix = BABYLON.Matrix.Zero();
  74547. _this._adaptiveBlurKernel = 0;
  74548. _this._blurKernelX = 0;
  74549. _this._blurKernelY = 0;
  74550. _this._blurRatio = 1.0;
  74551. _this.ignoreCameraViewport = true;
  74552. _this._updateGammaSpace();
  74553. _this._imageProcessingConfigChangeObserver = scene.imageProcessingConfiguration.onUpdateParameters.add(function () {
  74554. _this._updateGammaSpace;
  74555. });
  74556. _this.onBeforeRenderObservable.add(function () {
  74557. BABYLON.Matrix.ReflectionToRef(_this.mirrorPlane, _this._mirrorMatrix);
  74558. _this._savedViewMatrix = scene.getViewMatrix();
  74559. _this._mirrorMatrix.multiplyToRef(_this._savedViewMatrix, _this._transformMatrix);
  74560. scene.setTransformMatrix(_this._transformMatrix, scene.getProjectionMatrix());
  74561. scene.clipPlane = _this.mirrorPlane;
  74562. scene.getEngine().cullBackFaces = false;
  74563. scene._mirroredCameraPosition = BABYLON.Vector3.TransformCoordinates(scene.activeCamera.globalPosition, _this._mirrorMatrix);
  74564. });
  74565. _this.onAfterRenderObservable.add(function () {
  74566. scene.setTransformMatrix(_this._savedViewMatrix, scene.getProjectionMatrix());
  74567. scene.getEngine().cullBackFaces = true;
  74568. scene._mirroredCameraPosition = null;
  74569. delete scene.clipPlane;
  74570. });
  74571. return _this;
  74572. }
  74573. Object.defineProperty(MirrorTexture.prototype, "blurRatio", {
  74574. get: function () {
  74575. return this._blurRatio;
  74576. },
  74577. /**
  74578. * Define the blur ratio used to blur the reflection if needed.
  74579. */
  74580. set: function (value) {
  74581. if (this._blurRatio === value) {
  74582. return;
  74583. }
  74584. this._blurRatio = value;
  74585. this._preparePostProcesses();
  74586. },
  74587. enumerable: true,
  74588. configurable: true
  74589. });
  74590. Object.defineProperty(MirrorTexture.prototype, "adaptiveBlurKernel", {
  74591. /**
  74592. * Define the adaptive blur kernel used to blur the reflection if needed.
  74593. * This will autocompute the closest best match for the `blurKernel`
  74594. */
  74595. set: function (value) {
  74596. this._adaptiveBlurKernel = value;
  74597. this._autoComputeBlurKernel();
  74598. },
  74599. enumerable: true,
  74600. configurable: true
  74601. });
  74602. Object.defineProperty(MirrorTexture.prototype, "blurKernel", {
  74603. /**
  74604. * Define the blur kernel used to blur the reflection if needed.
  74605. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  74606. */
  74607. set: function (value) {
  74608. this.blurKernelX = value;
  74609. this.blurKernelY = value;
  74610. },
  74611. enumerable: true,
  74612. configurable: true
  74613. });
  74614. Object.defineProperty(MirrorTexture.prototype, "blurKernelX", {
  74615. get: function () {
  74616. return this._blurKernelX;
  74617. },
  74618. /**
  74619. * Define the blur kernel on the X Axis used to blur the reflection if needed.
  74620. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  74621. */
  74622. set: function (value) {
  74623. if (this._blurKernelX === value) {
  74624. return;
  74625. }
  74626. this._blurKernelX = value;
  74627. this._preparePostProcesses();
  74628. },
  74629. enumerable: true,
  74630. configurable: true
  74631. });
  74632. Object.defineProperty(MirrorTexture.prototype, "blurKernelY", {
  74633. get: function () {
  74634. return this._blurKernelY;
  74635. },
  74636. /**
  74637. * Define the blur kernel on the Y Axis used to blur the reflection if needed.
  74638. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  74639. */
  74640. set: function (value) {
  74641. if (this._blurKernelY === value) {
  74642. return;
  74643. }
  74644. this._blurKernelY = value;
  74645. this._preparePostProcesses();
  74646. },
  74647. enumerable: true,
  74648. configurable: true
  74649. });
  74650. MirrorTexture.prototype._autoComputeBlurKernel = function () {
  74651. var engine = this.getScene().getEngine();
  74652. var dw = this.getRenderWidth() / engine.getRenderWidth();
  74653. var dh = this.getRenderHeight() / engine.getRenderHeight();
  74654. this.blurKernelX = this._adaptiveBlurKernel * dw;
  74655. this.blurKernelY = this._adaptiveBlurKernel * dh;
  74656. };
  74657. MirrorTexture.prototype._onRatioRescale = function () {
  74658. if (this._sizeRatio) {
  74659. this.resize(this._initialSizeParameter);
  74660. if (!this._adaptiveBlurKernel) {
  74661. this._preparePostProcesses();
  74662. }
  74663. }
  74664. if (this._adaptiveBlurKernel) {
  74665. this._autoComputeBlurKernel();
  74666. }
  74667. };
  74668. MirrorTexture.prototype._updateGammaSpace = function () {
  74669. this.gammaSpace = !this.scene.imageProcessingConfiguration.isEnabled || !this.scene.imageProcessingConfiguration.applyByPostProcess;
  74670. };
  74671. MirrorTexture.prototype._preparePostProcesses = function () {
  74672. this.clearPostProcesses(true);
  74673. if (this._blurKernelX && this._blurKernelY) {
  74674. var engine = this.getScene().getEngine();
  74675. var textureType = engine.getCaps().textureFloatRender ? BABYLON.Engine.TEXTURETYPE_FLOAT : BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  74676. 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);
  74677. this._blurX.autoClear = false;
  74678. if (this._blurRatio === 1 && this.samples < 2 && this._texture) {
  74679. this._blurX.inputTexture = this._texture;
  74680. }
  74681. else {
  74682. this._blurX.alwaysForcePOT = true;
  74683. }
  74684. 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);
  74685. this._blurY.autoClear = false;
  74686. this._blurY.alwaysForcePOT = this._blurRatio !== 1;
  74687. this.addPostProcess(this._blurX);
  74688. this.addPostProcess(this._blurY);
  74689. }
  74690. else {
  74691. if (this._blurY) {
  74692. this.removePostProcess(this._blurY);
  74693. this._blurY.dispose();
  74694. this._blurY = null;
  74695. }
  74696. if (this._blurX) {
  74697. this.removePostProcess(this._blurX);
  74698. this._blurX.dispose();
  74699. this._blurX = null;
  74700. }
  74701. }
  74702. };
  74703. /**
  74704. * Clone the mirror texture.
  74705. * @returns the cloned texture
  74706. */
  74707. MirrorTexture.prototype.clone = function () {
  74708. var scene = this.getScene();
  74709. if (!scene) {
  74710. return this;
  74711. }
  74712. var textureSize = this.getSize();
  74713. var newTexture = new MirrorTexture(this.name, textureSize.width, scene, this._renderTargetOptions.generateMipMaps, this._renderTargetOptions.type, this._renderTargetOptions.samplingMode, this._renderTargetOptions.generateDepthBuffer);
  74714. // Base texture
  74715. newTexture.hasAlpha = this.hasAlpha;
  74716. newTexture.level = this.level;
  74717. // Mirror Texture
  74718. newTexture.mirrorPlane = this.mirrorPlane.clone();
  74719. if (this.renderList) {
  74720. newTexture.renderList = this.renderList.slice(0);
  74721. }
  74722. return newTexture;
  74723. };
  74724. /**
  74725. * Serialize the texture to a JSON representation you could use in Parse later on
  74726. * @returns the serialized JSON representation
  74727. */
  74728. MirrorTexture.prototype.serialize = function () {
  74729. if (!this.name) {
  74730. return null;
  74731. }
  74732. var serializationObject = _super.prototype.serialize.call(this);
  74733. serializationObject.mirrorPlane = this.mirrorPlane.asArray();
  74734. return serializationObject;
  74735. };
  74736. /**
  74737. * Dispose the texture and release its associated resources.
  74738. */
  74739. MirrorTexture.prototype.dispose = function () {
  74740. _super.prototype.dispose.call(this);
  74741. this.scene.imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingConfigChangeObserver);
  74742. };
  74743. return MirrorTexture;
  74744. }(BABYLON.RenderTargetTexture));
  74745. BABYLON.MirrorTexture = MirrorTexture;
  74746. })(BABYLON || (BABYLON = {}));
  74747. //# sourceMappingURL=babylon.mirrorTexture.js.map
  74748. var BABYLON;
  74749. (function (BABYLON) {
  74750. /**
  74751. * Creates a refraction texture used by refraction channel of the standard material.
  74752. * It is like a mirror but to see through a material.
  74753. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  74754. */
  74755. var RefractionTexture = /** @class */ (function (_super) {
  74756. __extends(RefractionTexture, _super);
  74757. /**
  74758. * Creates a refraction texture used by refraction channel of the standard material.
  74759. * It is like a mirror but to see through a material.
  74760. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  74761. * @param name Define the texture name
  74762. * @param size Define the size of the underlying texture
  74763. * @param scene Define the scene the refraction belongs to
  74764. * @param generateMipMaps Define if we need to generate mips level for the refraction
  74765. */
  74766. function RefractionTexture(name, size, scene, generateMipMaps) {
  74767. var _this = _super.call(this, name, size, scene, generateMipMaps, true) || this;
  74768. /**
  74769. * Define the reflection plane we want to use. The refractionPlane is usually set to the constructed refractor.
  74770. * 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.
  74771. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  74772. */
  74773. _this.refractionPlane = new BABYLON.Plane(0, 1, 0, 1);
  74774. /**
  74775. * Define how deep under the surface we should see.
  74776. */
  74777. _this.depth = 2.0;
  74778. _this.onBeforeRenderObservable.add(function () {
  74779. scene.clipPlane = _this.refractionPlane;
  74780. });
  74781. _this.onAfterRenderObservable.add(function () {
  74782. delete scene.clipPlane;
  74783. });
  74784. return _this;
  74785. }
  74786. /**
  74787. * Clone the refraction texture.
  74788. * @returns the cloned texture
  74789. */
  74790. RefractionTexture.prototype.clone = function () {
  74791. var scene = this.getScene();
  74792. if (!scene) {
  74793. return this;
  74794. }
  74795. var textureSize = this.getSize();
  74796. var newTexture = new RefractionTexture(this.name, textureSize.width, scene, this._generateMipMaps);
  74797. // Base texture
  74798. newTexture.hasAlpha = this.hasAlpha;
  74799. newTexture.level = this.level;
  74800. // Refraction Texture
  74801. newTexture.refractionPlane = this.refractionPlane.clone();
  74802. if (this.renderList) {
  74803. newTexture.renderList = this.renderList.slice(0);
  74804. }
  74805. newTexture.depth = this.depth;
  74806. return newTexture;
  74807. };
  74808. /**
  74809. * Serialize the texture to a JSON representation you could use in Parse later on
  74810. * @returns the serialized JSON representation
  74811. */
  74812. RefractionTexture.prototype.serialize = function () {
  74813. if (!this.name) {
  74814. return null;
  74815. }
  74816. var serializationObject = _super.prototype.serialize.call(this);
  74817. serializationObject.mirrorPlane = this.refractionPlane.asArray();
  74818. serializationObject.depth = this.depth;
  74819. return serializationObject;
  74820. };
  74821. return RefractionTexture;
  74822. }(BABYLON.RenderTargetTexture));
  74823. BABYLON.RefractionTexture = RefractionTexture;
  74824. })(BABYLON || (BABYLON = {}));
  74825. //# sourceMappingURL=babylon.refractionTexture.js.map
  74826. var BABYLON;
  74827. (function (BABYLON) {
  74828. /**
  74829. * A class extending Texture allowing drawing on a texture
  74830. * @see http://doc.babylonjs.com/how_to/dynamictexture
  74831. */
  74832. var DynamicTexture = /** @class */ (function (_super) {
  74833. __extends(DynamicTexture, _super);
  74834. /**
  74835. * Creates a DynamicTexture
  74836. * @param name defines the name of the texture
  74837. * @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
  74838. * @param scene defines the scene where you want the texture
  74839. * @param generateMipMaps defines the use of MinMaps or not (default is false)
  74840. * @param samplingMode defines the sampling mode to use (default is BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  74841. * @param format defines the texture format to use (default is BABYLON.Engine.TEXTUREFORMAT_RGBA)
  74842. */
  74843. function DynamicTexture(name, options, scene, generateMipMaps, samplingMode, format) {
  74844. if (scene === void 0) { scene = null; }
  74845. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  74846. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  74847. var _this = _super.call(this, null, scene, !generateMipMaps, undefined, samplingMode, undefined, undefined, undefined, undefined, format) || this;
  74848. _this.name = name;
  74849. _this._engine = _this.getScene().getEngine();
  74850. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  74851. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  74852. _this._generateMipMaps = generateMipMaps;
  74853. if (options.getContext) {
  74854. _this._canvas = options;
  74855. _this._texture = _this._engine.createDynamicTexture(options.width, options.height, generateMipMaps, samplingMode);
  74856. }
  74857. else {
  74858. _this._canvas = document.createElement("canvas");
  74859. if (options.width || options.width === 0) {
  74860. _this._texture = _this._engine.createDynamicTexture(options.width, options.height, generateMipMaps, samplingMode);
  74861. }
  74862. else {
  74863. _this._texture = _this._engine.createDynamicTexture(options, options, generateMipMaps, samplingMode);
  74864. }
  74865. }
  74866. var textureSize = _this.getSize();
  74867. _this._canvas.width = textureSize.width;
  74868. _this._canvas.height = textureSize.height;
  74869. _this._context = _this._canvas.getContext("2d");
  74870. return _this;
  74871. }
  74872. /**
  74873. * Get the current class name of the texture useful for serialization or dynamic coding.
  74874. * @returns "DynamicTexture"
  74875. */
  74876. DynamicTexture.prototype.getClassName = function () {
  74877. return "DynamicTexture";
  74878. };
  74879. Object.defineProperty(DynamicTexture.prototype, "canRescale", {
  74880. /**
  74881. * Gets the current state of canRescale
  74882. */
  74883. get: function () {
  74884. return true;
  74885. },
  74886. enumerable: true,
  74887. configurable: true
  74888. });
  74889. DynamicTexture.prototype._recreate = function (textureSize) {
  74890. this._canvas.width = textureSize.width;
  74891. this._canvas.height = textureSize.height;
  74892. this.releaseInternalTexture();
  74893. this._texture = this._engine.createDynamicTexture(textureSize.width, textureSize.height, this._generateMipMaps, this._samplingMode);
  74894. };
  74895. /**
  74896. * Scales the texture
  74897. * @param ratio the scale factor to apply to both width and height
  74898. */
  74899. DynamicTexture.prototype.scale = function (ratio) {
  74900. var textureSize = this.getSize();
  74901. textureSize.width *= ratio;
  74902. textureSize.height *= ratio;
  74903. this._recreate(textureSize);
  74904. };
  74905. /**
  74906. * Resizes the texture
  74907. * @param width the new width
  74908. * @param height the new height
  74909. */
  74910. DynamicTexture.prototype.scaleTo = function (width, height) {
  74911. var textureSize = this.getSize();
  74912. textureSize.width = width;
  74913. textureSize.height = height;
  74914. this._recreate(textureSize);
  74915. };
  74916. /**
  74917. * Gets the context of the canvas used by the texture
  74918. * @returns the canvas context of the dynamic texture
  74919. */
  74920. DynamicTexture.prototype.getContext = function () {
  74921. return this._context;
  74922. };
  74923. /**
  74924. * Clears the texture
  74925. */
  74926. DynamicTexture.prototype.clear = function () {
  74927. var size = this.getSize();
  74928. this._context.fillRect(0, 0, size.width, size.height);
  74929. };
  74930. /**
  74931. * Updates the texture
  74932. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  74933. * @param premulAlpha defines if alpha is stored as premultiplied (default is false)
  74934. */
  74935. DynamicTexture.prototype.update = function (invertY, premulAlpha) {
  74936. if (premulAlpha === void 0) { premulAlpha = false; }
  74937. this._engine.updateDynamicTexture(this._texture, this._canvas, invertY === undefined ? true : invertY, premulAlpha, this._format || undefined);
  74938. };
  74939. /**
  74940. * Draws text onto the texture
  74941. * @param text defines the text to be drawn
  74942. * @param x defines the placement of the text from the left
  74943. * @param y defines the placement of the text from the top when invertY is true and from the bottom when false
  74944. * @param font defines the font to be used with font-style, font-size, font-name
  74945. * @param color defines the color used for the text
  74946. * @param clearColor defines the color for the canvas, use null to not overwrite canvas
  74947. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  74948. * @param update defines whether texture is immediately update (default is true)
  74949. */
  74950. DynamicTexture.prototype.drawText = function (text, x, y, font, color, clearColor, invertY, update) {
  74951. if (update === void 0) { update = true; }
  74952. var size = this.getSize();
  74953. if (clearColor) {
  74954. this._context.fillStyle = clearColor;
  74955. this._context.fillRect(0, 0, size.width, size.height);
  74956. }
  74957. this._context.font = font;
  74958. if (x === null || x === undefined) {
  74959. var textSize = this._context.measureText(text);
  74960. x = (size.width - textSize.width) / 2;
  74961. }
  74962. if (y === null || y === undefined) {
  74963. var fontSize = parseInt((font.replace(/\D/g, '')));
  74964. y = (size.height / 2) + (fontSize / 3.65);
  74965. }
  74966. this._context.fillStyle = color;
  74967. this._context.fillText(text, x, y);
  74968. if (update) {
  74969. this.update(invertY);
  74970. }
  74971. };
  74972. /**
  74973. * Clones the texture
  74974. * @returns the clone of the texture.
  74975. */
  74976. DynamicTexture.prototype.clone = function () {
  74977. var scene = this.getScene();
  74978. if (!scene) {
  74979. return this;
  74980. }
  74981. var textureSize = this.getSize();
  74982. var newTexture = new DynamicTexture(this.name, textureSize, scene, this._generateMipMaps);
  74983. // Base texture
  74984. newTexture.hasAlpha = this.hasAlpha;
  74985. newTexture.level = this.level;
  74986. // Dynamic Texture
  74987. newTexture.wrapU = this.wrapU;
  74988. newTexture.wrapV = this.wrapV;
  74989. return newTexture;
  74990. };
  74991. /**
  74992. * Serializes the dynamic texture. The scene should be ready before the dynamic texture is serialized
  74993. * @returns a serialized dynamic texture object
  74994. */
  74995. DynamicTexture.prototype.serialize = function () {
  74996. var scene = this.getScene();
  74997. if (scene && !scene.isReady()) {
  74998. BABYLON.Tools.Warn("The scene must be ready before serializing the dynamic texture");
  74999. }
  75000. var serializationObject = _super.prototype.serialize.call(this);
  75001. serializationObject.base64String = this._canvas.toDataURL();
  75002. serializationObject.invertY = this._invertY;
  75003. serializationObject.samplingMode = this.samplingMode;
  75004. return serializationObject;
  75005. };
  75006. /** @hidden */
  75007. DynamicTexture.prototype._rebuild = function () {
  75008. this.update();
  75009. };
  75010. return DynamicTexture;
  75011. }(BABYLON.Texture));
  75012. BABYLON.DynamicTexture = DynamicTexture;
  75013. })(BABYLON || (BABYLON = {}));
  75014. //# sourceMappingURL=babylon.dynamicTexture.js.map
  75015. var BABYLON;
  75016. (function (BABYLON) {
  75017. /**
  75018. * If you want to display a video in your scene, this is the special texture for that.
  75019. * This special texture works similar to other textures, with the exception of a few parameters.
  75020. * @see https://doc.babylonjs.com/how_to/video_texture
  75021. */
  75022. var VideoTexture = /** @class */ (function (_super) {
  75023. __extends(VideoTexture, _super);
  75024. /**
  75025. * Creates a video texture.
  75026. * If you want to display a video in your scene, this is the special texture for that.
  75027. * This special texture works similar to other textures, with the exception of a few parameters.
  75028. * @see https://doc.babylonjs.com/how_to/video_texture
  75029. * @param name optional name, will detect from video source, if not defined
  75030. * @param src can be used to provide an url, array of urls or an already setup HTML video element.
  75031. * @param scene is obviously the current scene.
  75032. * @param generateMipMaps can be used to turn on mipmaps (Can be expensive for videoTextures because they are often updated).
  75033. * @param invertY is false by default but can be used to invert video on Y axis
  75034. * @param samplingMode controls the sampling method and is set to TRILINEAR_SAMPLINGMODE by default
  75035. * @param settings allows finer control over video usage
  75036. */
  75037. function VideoTexture(name, src, scene, generateMipMaps, invertY, samplingMode, settings) {
  75038. if (generateMipMaps === void 0) { generateMipMaps = false; }
  75039. if (invertY === void 0) { invertY = false; }
  75040. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75041. if (settings === void 0) { settings = {
  75042. autoPlay: true,
  75043. loop: true,
  75044. autoUpdateTexture: true,
  75045. }; }
  75046. var _this = _super.call(this, null, scene, !generateMipMaps, invertY) || this;
  75047. _this._onUserActionRequestedObservable = null;
  75048. _this._stillImageCaptured = false;
  75049. _this._displayingPosterTexture = false;
  75050. _this._createInternalTexture = function () {
  75051. if (_this._texture != null) {
  75052. if (_this._displayingPosterTexture) {
  75053. _this._texture.dispose();
  75054. _this._displayingPosterTexture = false;
  75055. }
  75056. else {
  75057. return;
  75058. }
  75059. }
  75060. if (!_this._engine.needPOTTextures ||
  75061. (BABYLON.Tools.IsExponentOfTwo(_this.video.videoWidth) && BABYLON.Tools.IsExponentOfTwo(_this.video.videoHeight))) {
  75062. _this.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  75063. _this.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  75064. }
  75065. else {
  75066. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  75067. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  75068. _this._generateMipMaps = false;
  75069. }
  75070. _this._texture = _this._engine.createDynamicTexture(_this.video.videoWidth, _this.video.videoHeight, _this._generateMipMaps, _this._samplingMode);
  75071. if (!_this.video.autoplay && !_this._settings.poster) {
  75072. var oldHandler_1 = _this.video.onplaying;
  75073. var error_1 = false;
  75074. _this.video.onplaying = function () {
  75075. _this.video.onplaying = oldHandler_1;
  75076. _this._texture.isReady = true;
  75077. _this._updateInternalTexture();
  75078. if (!error_1) {
  75079. _this.video.pause();
  75080. }
  75081. if (_this.onLoadObservable.hasObservers()) {
  75082. _this.onLoadObservable.notifyObservers(_this);
  75083. }
  75084. };
  75085. var playing = _this.video.play();
  75086. if (playing) {
  75087. playing.then(function () {
  75088. // Everything is good.
  75089. })
  75090. .catch(function () {
  75091. error_1 = true;
  75092. // On Chrome for instance, new policies might prevent playing without user interaction.
  75093. if (_this._onUserActionRequestedObservable && _this._onUserActionRequestedObservable.hasObservers()) {
  75094. _this._onUserActionRequestedObservable.notifyObservers(_this);
  75095. }
  75096. });
  75097. }
  75098. else {
  75099. _this.video.onplaying = oldHandler_1;
  75100. _this._texture.isReady = true;
  75101. _this._updateInternalTexture();
  75102. if (_this.onLoadObservable.hasObservers()) {
  75103. _this.onLoadObservable.notifyObservers(_this);
  75104. }
  75105. }
  75106. }
  75107. else {
  75108. _this._texture.isReady = true;
  75109. _this._updateInternalTexture();
  75110. if (_this.onLoadObservable.hasObservers()) {
  75111. _this.onLoadObservable.notifyObservers(_this);
  75112. }
  75113. }
  75114. };
  75115. _this.reset = function () {
  75116. if (_this._texture == null) {
  75117. return;
  75118. }
  75119. if (!_this._displayingPosterTexture) {
  75120. _this._texture.dispose();
  75121. _this._texture = null;
  75122. }
  75123. };
  75124. _this._updateInternalTexture = function (e) {
  75125. if (_this._texture == null || !_this._texture.isReady) {
  75126. return;
  75127. }
  75128. if (_this.video.readyState < _this.video.HAVE_CURRENT_DATA) {
  75129. return;
  75130. }
  75131. if (_this._displayingPosterTexture) {
  75132. return;
  75133. }
  75134. _this._engine.updateVideoTexture(_this._texture, _this.video, _this._invertY);
  75135. };
  75136. _this._engine = _this.getScene().getEngine();
  75137. _this._generateMipMaps = generateMipMaps;
  75138. _this._samplingMode = samplingMode;
  75139. _this.autoUpdateTexture = settings.autoUpdateTexture;
  75140. _this.name = name || _this._getName(src);
  75141. _this.video = _this._getVideo(src);
  75142. _this._settings = settings;
  75143. if (settings.poster) {
  75144. _this.video.poster = settings.poster;
  75145. }
  75146. if (settings.autoPlay !== undefined) {
  75147. _this.video.autoplay = settings.autoPlay;
  75148. }
  75149. if (settings.loop !== undefined) {
  75150. _this.video.loop = settings.loop;
  75151. }
  75152. _this.video.setAttribute("playsinline", "");
  75153. _this.video.addEventListener("paused", _this._updateInternalTexture);
  75154. _this.video.addEventListener("seeked", _this._updateInternalTexture);
  75155. _this.video.addEventListener("emptied", _this.reset);
  75156. _this._createInternalTextureOnEvent = (settings.poster && !settings.autoPlay) ? "play" : "canplay";
  75157. _this.video.addEventListener(_this._createInternalTextureOnEvent, _this._createInternalTexture);
  75158. var videoHasEnoughData = (_this.video.readyState >= _this.video.HAVE_CURRENT_DATA);
  75159. if (settings.poster &&
  75160. (!settings.autoPlay || !videoHasEnoughData)) {
  75161. _this._texture = _this._engine.createTexture(settings.poster, false, true, scene);
  75162. _this._displayingPosterTexture = true;
  75163. }
  75164. else if (videoHasEnoughData) {
  75165. _this._createInternalTexture();
  75166. }
  75167. return _this;
  75168. }
  75169. Object.defineProperty(VideoTexture.prototype, "onUserActionRequestedObservable", {
  75170. /**
  75171. * Event triggerd when a dom action is required by the user to play the video.
  75172. * This happens due to recent changes in browser policies preventing video to auto start.
  75173. */
  75174. get: function () {
  75175. if (!this._onUserActionRequestedObservable) {
  75176. this._onUserActionRequestedObservable = new BABYLON.Observable();
  75177. }
  75178. return this._onUserActionRequestedObservable;
  75179. },
  75180. enumerable: true,
  75181. configurable: true
  75182. });
  75183. VideoTexture.prototype._getName = function (src) {
  75184. if (src instanceof HTMLVideoElement) {
  75185. return src.currentSrc;
  75186. }
  75187. if (typeof src === "object") {
  75188. return src.toString();
  75189. }
  75190. return src;
  75191. };
  75192. VideoTexture.prototype._getVideo = function (src) {
  75193. if (src instanceof HTMLVideoElement) {
  75194. BABYLON.Tools.SetCorsBehavior(src.currentSrc, src);
  75195. return src;
  75196. }
  75197. var video = document.createElement("video");
  75198. if (typeof src === "string") {
  75199. BABYLON.Tools.SetCorsBehavior(src, video);
  75200. video.src = src;
  75201. }
  75202. else {
  75203. BABYLON.Tools.SetCorsBehavior(src[0], video);
  75204. src.forEach(function (url) {
  75205. var source = document.createElement("source");
  75206. source.src = url;
  75207. video.appendChild(source);
  75208. });
  75209. }
  75210. return video;
  75211. };
  75212. /**
  75213. * @hidden Internal method to initiate `update`.
  75214. */
  75215. VideoTexture.prototype._rebuild = function () {
  75216. this.update();
  75217. };
  75218. /**
  75219. * Update Texture in the `auto` mode. Does not do anything if `settings.autoUpdateTexture` is false.
  75220. */
  75221. VideoTexture.prototype.update = function () {
  75222. if (!this.autoUpdateTexture) {
  75223. // Expecting user to call `updateTexture` manually
  75224. return;
  75225. }
  75226. this.updateTexture(true);
  75227. };
  75228. /**
  75229. * Update Texture in `manual` mode. Does not do anything if not visible or paused.
  75230. * @param isVisible Visibility state, detected by user using `scene.getActiveMeshes()` or othervise.
  75231. */
  75232. VideoTexture.prototype.updateTexture = function (isVisible) {
  75233. if (!isVisible) {
  75234. return;
  75235. }
  75236. if (this.video.paused && this._stillImageCaptured) {
  75237. return;
  75238. }
  75239. this._stillImageCaptured = true;
  75240. this._updateInternalTexture();
  75241. };
  75242. /**
  75243. * Change video content. Changing video instance or setting multiple urls (as in constructor) is not supported.
  75244. * @param url New url.
  75245. */
  75246. VideoTexture.prototype.updateURL = function (url) {
  75247. this.video.src = url;
  75248. };
  75249. /**
  75250. * Dispose the texture and release its associated resources.
  75251. */
  75252. VideoTexture.prototype.dispose = function () {
  75253. _super.prototype.dispose.call(this);
  75254. if (this._onUserActionRequestedObservable) {
  75255. this._onUserActionRequestedObservable.clear();
  75256. this._onUserActionRequestedObservable = null;
  75257. }
  75258. this.video.removeEventListener(this._createInternalTextureOnEvent, this._createInternalTexture);
  75259. this.video.removeEventListener("paused", this._updateInternalTexture);
  75260. this.video.removeEventListener("seeked", this._updateInternalTexture);
  75261. this.video.removeEventListener("emptied", this.reset);
  75262. this.video.pause();
  75263. };
  75264. /**
  75265. * Creates a video texture straight from your WebCam video feed.
  75266. * @param scene Define the scene the texture should be created in
  75267. * @param onReady Define a callback to triggered once the texture will be ready
  75268. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  75269. */
  75270. VideoTexture.CreateFromWebCam = function (scene, onReady, constraints) {
  75271. var video = document.createElement("video");
  75272. video.setAttribute('autoplay', '');
  75273. video.setAttribute('muted', '');
  75274. video.setAttribute('playsinline', '');
  75275. var constraintsDeviceId;
  75276. if (constraints && constraints.deviceId) {
  75277. constraintsDeviceId = {
  75278. exact: constraints.deviceId,
  75279. };
  75280. }
  75281. window.URL = window.URL || window.webkitURL || window.mozURL || window.msURL;
  75282. if (navigator.mediaDevices) {
  75283. navigator.mediaDevices.getUserMedia({ video: constraints })
  75284. .then(function (stream) {
  75285. if (video.mozSrcObject !== undefined) {
  75286. // hack for Firefox < 19
  75287. video.mozSrcObject = stream;
  75288. }
  75289. else {
  75290. video.srcObject = stream;
  75291. }
  75292. var onPlaying = function () {
  75293. if (onReady) {
  75294. onReady(new VideoTexture("video", video, scene, true, true));
  75295. }
  75296. video.removeEventListener("playing", onPlaying);
  75297. };
  75298. video.addEventListener("playing", onPlaying);
  75299. video.play();
  75300. })
  75301. .catch(function (err) {
  75302. BABYLON.Tools.Error(err.name);
  75303. });
  75304. }
  75305. else {
  75306. navigator.getUserMedia =
  75307. navigator.getUserMedia ||
  75308. navigator.webkitGetUserMedia ||
  75309. navigator.mozGetUserMedia ||
  75310. navigator.msGetUserMedia;
  75311. if (navigator.getUserMedia) {
  75312. navigator.getUserMedia({
  75313. video: {
  75314. deviceId: constraintsDeviceId,
  75315. width: {
  75316. min: (constraints && constraints.minWidth) || 256,
  75317. max: (constraints && constraints.maxWidth) || 640,
  75318. },
  75319. height: {
  75320. min: (constraints && constraints.minHeight) || 256,
  75321. max: (constraints && constraints.maxHeight) || 480,
  75322. },
  75323. },
  75324. }, function (stream) {
  75325. if (video.mozSrcObject !== undefined) {
  75326. // hack for Firefox < 19
  75327. video.mozSrcObject = stream;
  75328. }
  75329. else {
  75330. video.src = (window.URL && window.URL.createObjectURL(stream)) || stream;
  75331. }
  75332. video.play();
  75333. if (onReady) {
  75334. onReady(new VideoTexture("video", video, scene, true, true));
  75335. }
  75336. }, function (e) {
  75337. BABYLON.Tools.Error(e.name);
  75338. });
  75339. }
  75340. }
  75341. };
  75342. return VideoTexture;
  75343. }(BABYLON.Texture));
  75344. BABYLON.VideoTexture = VideoTexture;
  75345. })(BABYLON || (BABYLON = {}));
  75346. //# sourceMappingURL=babylon.videoTexture.js.map
  75347. var BABYLON;
  75348. (function (BABYLON) {
  75349. /**
  75350. * Raw texture can help creating a texture directly from an array of data.
  75351. * This can be super useful if you either get the data from an uncompressed source or
  75352. * if you wish to create your texture pixel by pixel.
  75353. */
  75354. var RawTexture = /** @class */ (function (_super) {
  75355. __extends(RawTexture, _super);
  75356. /**
  75357. * Instantiates a new RawTexture.
  75358. * Raw texture can help creating a texture directly from an array of data.
  75359. * This can be super useful if you either get the data from an uncompressed source or
  75360. * if you wish to create your texture pixel by pixel.
  75361. * @param data define the array of data to use to create the texture
  75362. * @param width define the width of the texture
  75363. * @param height define the height of the texture
  75364. * @param format define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  75365. * @param scene define the scene the texture belongs to
  75366. * @param generateMipMaps define whether mip maps should be generated or not
  75367. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75368. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75369. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  75370. */
  75371. function RawTexture(data, width, height,
  75372. /**
  75373. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  75374. */
  75375. format, scene, generateMipMaps, invertY, samplingMode, type) {
  75376. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75377. if (invertY === void 0) { invertY = false; }
  75378. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75379. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  75380. var _this = _super.call(this, null, scene, !generateMipMaps, invertY) || this;
  75381. _this.format = format;
  75382. _this._engine = scene.getEngine();
  75383. _this._texture = scene.getEngine().createRawTexture(data, width, height, format, generateMipMaps, invertY, samplingMode, null, type);
  75384. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  75385. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  75386. return _this;
  75387. }
  75388. /**
  75389. * Updates the texture underlying data.
  75390. * @param data Define the new data of the texture
  75391. */
  75392. RawTexture.prototype.update = function (data) {
  75393. this._engine.updateRawTexture(this._texture, data, this._texture.format, this._texture.invertY, undefined, this._texture.type);
  75394. };
  75395. /**
  75396. * Creates a luminance texture from some data.
  75397. * @param data Define the texture data
  75398. * @param width Define the width of the texture
  75399. * @param height Define the height of the texture
  75400. * @param scene Define the scene the texture belongs to
  75401. * @param generateMipMaps Define whether or not to create mip maps for the texture
  75402. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75403. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75404. * @returns the luminance texture
  75405. */
  75406. RawTexture.CreateLuminanceTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode) {
  75407. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75408. if (invertY === void 0) { invertY = false; }
  75409. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75410. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_LUMINANCE, scene, generateMipMaps, invertY, samplingMode);
  75411. };
  75412. /**
  75413. * Creates a luminance alpha texture from some data.
  75414. * @param data Define the texture data
  75415. * @param width Define the width of the texture
  75416. * @param height Define the height of the texture
  75417. * @param scene Define the scene the texture belongs to
  75418. * @param generateMipMaps Define whether or not to create mip maps for the texture
  75419. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75420. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75421. * @returns the luminance alpha texture
  75422. */
  75423. RawTexture.CreateLuminanceAlphaTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode) {
  75424. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75425. if (invertY === void 0) { invertY = false; }
  75426. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75427. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_LUMINANCE_ALPHA, scene, generateMipMaps, invertY, samplingMode);
  75428. };
  75429. /**
  75430. * Creates an alpha texture from some data.
  75431. * @param data Define the texture data
  75432. * @param width Define the width of the texture
  75433. * @param height Define the height of the texture
  75434. * @param scene Define the scene the texture belongs to
  75435. * @param generateMipMaps Define whether or not to create mip maps for the texture
  75436. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75437. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75438. * @returns the alpha texture
  75439. */
  75440. RawTexture.CreateAlphaTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode) {
  75441. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75442. if (invertY === void 0) { invertY = false; }
  75443. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75444. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_ALPHA, scene, generateMipMaps, invertY, samplingMode);
  75445. };
  75446. /**
  75447. * Creates a RGB texture from some data.
  75448. * @param data Define the texture data
  75449. * @param width Define the width of the texture
  75450. * @param height Define the height of the texture
  75451. * @param scene Define the scene the texture belongs to
  75452. * @param generateMipMaps Define whether or not to create mip maps for the texture
  75453. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75454. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75455. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  75456. * @returns the RGB alpha texture
  75457. */
  75458. RawTexture.CreateRGBTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode, type) {
  75459. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75460. if (invertY === void 0) { invertY = false; }
  75461. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75462. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  75463. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_RGB, scene, generateMipMaps, invertY, samplingMode, type);
  75464. };
  75465. /**
  75466. * Creates a RGBA texture from some data.
  75467. * @param data Define the texture data
  75468. * @param width Define the width of the texture
  75469. * @param height Define the height of the texture
  75470. * @param scene Define the scene the texture belongs to
  75471. * @param generateMipMaps Define whether or not to create mip maps for the texture
  75472. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75473. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75474. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  75475. * @returns the RGBA texture
  75476. */
  75477. RawTexture.CreateRGBATexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode, type) {
  75478. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75479. if (invertY === void 0) { invertY = false; }
  75480. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75481. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  75482. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_RGBA, scene, generateMipMaps, invertY, samplingMode, type);
  75483. };
  75484. /**
  75485. * Creates a R texture from some data.
  75486. * @param data Define the texture data
  75487. * @param width Define the width of the texture
  75488. * @param height Define the height of the texture
  75489. * @param scene Define the scene the texture belongs to
  75490. * @param generateMipMaps Define whether or not to create mip maps for the texture
  75491. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75492. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75493. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  75494. * @returns the R texture
  75495. */
  75496. RawTexture.CreateRTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode, type) {
  75497. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75498. if (invertY === void 0) { invertY = false; }
  75499. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75500. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_FLOAT; }
  75501. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_R, scene, generateMipMaps, invertY, samplingMode, type);
  75502. };
  75503. return RawTexture;
  75504. }(BABYLON.Texture));
  75505. BABYLON.RawTexture = RawTexture;
  75506. })(BABYLON || (BABYLON = {}));
  75507. //# sourceMappingURL=babylon.rawTexture.js.map
  75508. var BABYLON;
  75509. (function (BABYLON) {
  75510. /**
  75511. * Class used to store 3D textures containing user data
  75512. */
  75513. var RawTexture3D = /** @class */ (function (_super) {
  75514. __extends(RawTexture3D, _super);
  75515. /**
  75516. * Create a new RawTexture3D
  75517. * @param data defines the data of the texture
  75518. * @param width defines the width of the texture
  75519. * @param height defines the height of the texture
  75520. * @param depth defines the depth of the texture
  75521. * @param format defines the texture format to use
  75522. * @param scene defines the hosting scene
  75523. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  75524. * @param invertY defines if texture must be stored with Y axis inverted
  75525. * @param samplingMode defines the sampling mode to use (BABYLON.Texture.TRILINEAR_SAMPLINGMODE by default)
  75526. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  75527. */
  75528. function RawTexture3D(data, width, height, depth,
  75529. /** Gets or sets the texture format to use */
  75530. format, scene, generateMipMaps, invertY, samplingMode, textureType) {
  75531. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75532. if (invertY === void 0) { invertY = false; }
  75533. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75534. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  75535. var _this = _super.call(this, null, scene, !generateMipMaps, invertY) || this;
  75536. _this.format = format;
  75537. _this._engine = scene.getEngine();
  75538. _this._texture = scene.getEngine().createRawTexture3D(data, width, height, depth, format, generateMipMaps, invertY, samplingMode, undefined, textureType);
  75539. _this.is3D = true;
  75540. return _this;
  75541. }
  75542. /**
  75543. * Update the texture with new data
  75544. * @param data defines the data to store in the texture
  75545. */
  75546. RawTexture3D.prototype.update = function (data) {
  75547. if (!this._texture) {
  75548. return;
  75549. }
  75550. this._engine.updateRawTexture3D(this._texture, data, this._texture.format, this._texture.invertY, undefined, this._texture.type);
  75551. };
  75552. return RawTexture3D;
  75553. }(BABYLON.Texture));
  75554. BABYLON.RawTexture3D = RawTexture3D;
  75555. })(BABYLON || (BABYLON = {}));
  75556. //# sourceMappingURL=babylon.rawTexture3D.js.map
  75557. var BABYLON;
  75558. (function (BABYLON) {
  75559. /**
  75560. * PostProcessManager is used to manage one or more post processes or post process pipelines
  75561. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  75562. */
  75563. var PostProcessManager = /** @class */ (function () {
  75564. /**
  75565. * Creates a new instance PostProcess
  75566. * @param scene The scene that the post process is associated with.
  75567. */
  75568. function PostProcessManager(scene) {
  75569. this._vertexBuffers = {};
  75570. this._scene = scene;
  75571. }
  75572. PostProcessManager.prototype._prepareBuffers = function () {
  75573. if (this._vertexBuffers[BABYLON.VertexBuffer.PositionKind]) {
  75574. return;
  75575. }
  75576. // VBO
  75577. var vertices = [];
  75578. vertices.push(1, 1);
  75579. vertices.push(-1, 1);
  75580. vertices.push(-1, -1);
  75581. vertices.push(1, -1);
  75582. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(this._scene.getEngine(), vertices, BABYLON.VertexBuffer.PositionKind, false, false, 2);
  75583. this._buildIndexBuffer();
  75584. };
  75585. PostProcessManager.prototype._buildIndexBuffer = function () {
  75586. // Indices
  75587. var indices = [];
  75588. indices.push(0);
  75589. indices.push(1);
  75590. indices.push(2);
  75591. indices.push(0);
  75592. indices.push(2);
  75593. indices.push(3);
  75594. this._indexBuffer = this._scene.getEngine().createIndexBuffer(indices);
  75595. };
  75596. /**
  75597. * Rebuilds the vertex buffers of the manager.
  75598. * @hidden
  75599. */
  75600. PostProcessManager.prototype._rebuild = function () {
  75601. var vb = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  75602. if (!vb) {
  75603. return;
  75604. }
  75605. vb._rebuild();
  75606. this._buildIndexBuffer();
  75607. };
  75608. // Methods
  75609. /**
  75610. * Prepares a frame to be run through a post process.
  75611. * @param sourceTexture The input texture to the post procesess. (default: null)
  75612. * @param postProcesses An array of post processes to be run. (default: null)
  75613. * @returns True if the post processes were able to be run.
  75614. * @hidden
  75615. */
  75616. PostProcessManager.prototype._prepareFrame = function (sourceTexture, postProcesses) {
  75617. if (sourceTexture === void 0) { sourceTexture = null; }
  75618. if (postProcesses === void 0) { postProcesses = null; }
  75619. var camera = this._scene.activeCamera;
  75620. if (!camera) {
  75621. return false;
  75622. }
  75623. var postProcesses = postProcesses || camera._postProcesses.filter(function (pp) { return pp != null; });
  75624. if (!postProcesses || postProcesses.length === 0 || !this._scene.postProcessesEnabled) {
  75625. return false;
  75626. }
  75627. postProcesses[0].activate(camera, sourceTexture, postProcesses !== null && postProcesses !== undefined);
  75628. return true;
  75629. };
  75630. /**
  75631. * Manually render a set of post processes to a texture.
  75632. * @param postProcesses An array of post processes to be run.
  75633. * @param targetTexture The target texture to render to.
  75634. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight
  75635. * @param faceIndex defines the face to render to if a cubemap is defined as the target
  75636. * @param lodLevel defines which lod of the texture to render to
  75637. */
  75638. PostProcessManager.prototype.directRender = function (postProcesses, targetTexture, forceFullscreenViewport, faceIndex, lodLevel) {
  75639. if (targetTexture === void 0) { targetTexture = null; }
  75640. if (forceFullscreenViewport === void 0) { forceFullscreenViewport = false; }
  75641. if (faceIndex === void 0) { faceIndex = 0; }
  75642. if (lodLevel === void 0) { lodLevel = 0; }
  75643. var engine = this._scene.getEngine();
  75644. for (var index = 0; index < postProcesses.length; index++) {
  75645. if (index < postProcesses.length - 1) {
  75646. postProcesses[index + 1].activate(this._scene.activeCamera, targetTexture);
  75647. }
  75648. else {
  75649. if (targetTexture) {
  75650. engine.bindFramebuffer(targetTexture, faceIndex, undefined, undefined, forceFullscreenViewport, undefined, lodLevel);
  75651. }
  75652. else {
  75653. engine.restoreDefaultFramebuffer();
  75654. }
  75655. }
  75656. var pp = postProcesses[index];
  75657. var effect = pp.apply();
  75658. if (effect) {
  75659. pp.onBeforeRenderObservable.notifyObservers(effect);
  75660. // VBOs
  75661. this._prepareBuffers();
  75662. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);
  75663. // Draw order
  75664. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  75665. pp.onAfterRenderObservable.notifyObservers(effect);
  75666. }
  75667. }
  75668. // Restore depth buffer
  75669. engine.setDepthBuffer(true);
  75670. engine.setDepthWrite(true);
  75671. };
  75672. /**
  75673. * Finalize the result of the output of the postprocesses.
  75674. * @param doNotPresent If true the result will not be displayed to the screen.
  75675. * @param targetTexture The target texture to render to.
  75676. * @param faceIndex The index of the face to bind the target texture to.
  75677. * @param postProcesses The array of post processes to render.
  75678. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight (default: false)
  75679. * @hidden
  75680. */
  75681. PostProcessManager.prototype._finalizeFrame = function (doNotPresent, targetTexture, faceIndex, postProcesses, forceFullscreenViewport) {
  75682. if (forceFullscreenViewport === void 0) { forceFullscreenViewport = false; }
  75683. var camera = this._scene.activeCamera;
  75684. if (!camera) {
  75685. return;
  75686. }
  75687. postProcesses = postProcesses || camera._postProcesses.filter(function (pp) { return pp != null; });
  75688. if (postProcesses.length === 0 || !this._scene.postProcessesEnabled) {
  75689. return;
  75690. }
  75691. var engine = this._scene.getEngine();
  75692. for (var index = 0, len = postProcesses.length; index < len; index++) {
  75693. var pp = postProcesses[index];
  75694. if (index < len - 1) {
  75695. pp._outputTexture = postProcesses[index + 1].activate(camera, targetTexture);
  75696. }
  75697. else {
  75698. if (targetTexture) {
  75699. engine.bindFramebuffer(targetTexture, faceIndex, undefined, undefined, forceFullscreenViewport);
  75700. pp._outputTexture = targetTexture;
  75701. }
  75702. else {
  75703. engine.restoreDefaultFramebuffer();
  75704. pp._outputTexture = null;
  75705. }
  75706. }
  75707. if (doNotPresent) {
  75708. break;
  75709. }
  75710. var effect = pp.apply();
  75711. if (effect) {
  75712. pp.onBeforeRenderObservable.notifyObservers(effect);
  75713. // VBOs
  75714. this._prepareBuffers();
  75715. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);
  75716. // Draw order
  75717. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  75718. pp.onAfterRenderObservable.notifyObservers(effect);
  75719. }
  75720. }
  75721. // Restore states
  75722. engine.setDepthBuffer(true);
  75723. engine.setDepthWrite(true);
  75724. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  75725. };
  75726. /**
  75727. * Disposes of the post process manager.
  75728. */
  75729. PostProcessManager.prototype.dispose = function () {
  75730. var buffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  75731. if (buffer) {
  75732. buffer.dispose();
  75733. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  75734. }
  75735. if (this._indexBuffer) {
  75736. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  75737. this._indexBuffer = null;
  75738. }
  75739. };
  75740. return PostProcessManager;
  75741. }());
  75742. BABYLON.PostProcessManager = PostProcessManager;
  75743. })(BABYLON || (BABYLON = {}));
  75744. //# sourceMappingURL=babylon.postProcessManager.js.map
  75745. var BABYLON;
  75746. (function (BABYLON) {
  75747. /**
  75748. * PostProcess can be used to apply a shader to a texture after it has been rendered
  75749. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  75750. */
  75751. var PostProcess = /** @class */ (function () {
  75752. /**
  75753. * Creates a new instance PostProcess
  75754. * @param name The name of the PostProcess.
  75755. * @param fragmentUrl The url of the fragment shader to be used.
  75756. * @param parameters Array of the names of uniform non-sampler2D variables that will be passed to the shader.
  75757. * @param samplers Array of the names of uniform sampler2D variables that will be passed to the shader.
  75758. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  75759. * @param camera The camera to apply the render pass to.
  75760. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  75761. * @param engine The engine which the post process will be applied. (default: current engine)
  75762. * @param reusable If the post process can be reused on the same frame. (default: false)
  75763. * @param defines String of defines that will be set when running the fragment shader. (default: null)
  75764. * @param textureType Type of textures used when performing the post process. (default: 0)
  75765. * @param vertexUrl The url of the vertex shader to be used. (default: "postprocess")
  75766. * @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
  75767. * @param blockCompilation If the shader should not be compiled imediatly. (default: false)
  75768. */
  75769. function PostProcess(
  75770. /** Name of the PostProcess. */
  75771. name, fragmentUrl, parameters, samplers, options, camera, samplingMode, engine, reusable, defines, textureType, vertexUrl, indexParameters, blockCompilation) {
  75772. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.NEAREST_SAMPLINGMODE; }
  75773. if (defines === void 0) { defines = null; }
  75774. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  75775. if (vertexUrl === void 0) { vertexUrl = "postprocess"; }
  75776. if (blockCompilation === void 0) { blockCompilation = false; }
  75777. this.name = name;
  75778. /**
  75779. * Width of the texture to apply the post process on
  75780. */
  75781. this.width = -1;
  75782. /**
  75783. * Height of the texture to apply the post process on
  75784. */
  75785. this.height = -1;
  75786. /**
  75787. * Internal, reference to the location where this postprocess was output to. (Typically the texture on the next postprocess in the chain)
  75788. * @hidden
  75789. */
  75790. this._outputTexture = null;
  75791. /**
  75792. * If the buffer needs to be cleared before applying the post process. (default: true)
  75793. * Should be set to false if shader will overwrite all previous pixels.
  75794. */
  75795. this.autoClear = true;
  75796. /**
  75797. * Type of alpha mode to use when performing the post process (default: Engine.ALPHA_DISABLE)
  75798. */
  75799. this.alphaMode = BABYLON.Engine.ALPHA_DISABLE;
  75800. /**
  75801. * Animations to be used for the post processing
  75802. */
  75803. this.animations = new Array();
  75804. /**
  75805. * Enable Pixel Perfect mode where texture is not scaled to be power of 2.
  75806. * Can only be used on a single postprocess or on the last one of a chain. (default: false)
  75807. */
  75808. this.enablePixelPerfectMode = false;
  75809. /**
  75810. * Force the postprocess to be applied without taking in account viewport
  75811. */
  75812. this.forceFullscreenViewport = true;
  75813. /**
  75814. * Scale mode for the post process (default: Engine.SCALEMODE_FLOOR)
  75815. *
  75816. * | Value | Type | Description |
  75817. * | ----- | ----------------------------------- | ----------- |
  75818. * | 1 | SCALEMODE_FLOOR | [engine.scalemode_floor](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_floor) |
  75819. * | 2 | SCALEMODE_NEAREST | [engine.scalemode_nearest](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_nearest) |
  75820. * | 3 | SCALEMODE_CEILING | [engine.scalemode_ceiling](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_ceiling) |
  75821. *
  75822. */
  75823. this.scaleMode = BABYLON.Engine.SCALEMODE_FLOOR;
  75824. /**
  75825. * Force textures to be a power of two (default: false)
  75826. */
  75827. this.alwaysForcePOT = false;
  75828. this._samples = 1;
  75829. /**
  75830. * Modify the scale of the post process to be the same as the viewport (default: false)
  75831. */
  75832. this.adaptScaleToCurrentViewport = false;
  75833. this._reusable = false;
  75834. /**
  75835. * Smart array of input and output textures for the post process.
  75836. * @hidden
  75837. */
  75838. this._textures = new BABYLON.SmartArray(2);
  75839. /**
  75840. * The index in _textures that corresponds to the output texture.
  75841. * @hidden
  75842. */
  75843. this._currentRenderTextureInd = 0;
  75844. this._scaleRatio = new BABYLON.Vector2(1, 1);
  75845. this._texelSize = BABYLON.Vector2.Zero();
  75846. // Events
  75847. /**
  75848. * An event triggered when the postprocess is activated.
  75849. */
  75850. this.onActivateObservable = new BABYLON.Observable();
  75851. /**
  75852. * An event triggered when the postprocess changes its size.
  75853. */
  75854. this.onSizeChangedObservable = new BABYLON.Observable();
  75855. /**
  75856. * An event triggered when the postprocess applies its effect.
  75857. */
  75858. this.onApplyObservable = new BABYLON.Observable();
  75859. /**
  75860. * An event triggered before rendering the postprocess
  75861. */
  75862. this.onBeforeRenderObservable = new BABYLON.Observable();
  75863. /**
  75864. * An event triggered after rendering the postprocess
  75865. */
  75866. this.onAfterRenderObservable = new BABYLON.Observable();
  75867. if (camera != null) {
  75868. this._camera = camera;
  75869. this._scene = camera.getScene();
  75870. camera.attachPostProcess(this);
  75871. this._engine = this._scene.getEngine();
  75872. this._scene.postProcesses.push(this);
  75873. }
  75874. else if (engine) {
  75875. this._engine = engine;
  75876. this._engine.postProcesses.push(this);
  75877. }
  75878. this._options = options;
  75879. this.renderTargetSamplingMode = samplingMode ? samplingMode : BABYLON.Texture.NEAREST_SAMPLINGMODE;
  75880. this._reusable = reusable || false;
  75881. this._textureType = textureType;
  75882. this._samplers = samplers || [];
  75883. this._samplers.push("textureSampler");
  75884. this._fragmentUrl = fragmentUrl;
  75885. this._vertexUrl = vertexUrl;
  75886. this._parameters = parameters || [];
  75887. this._parameters.push("scale");
  75888. this._indexParameters = indexParameters;
  75889. if (!blockCompilation) {
  75890. this.updateEffect(defines);
  75891. }
  75892. }
  75893. Object.defineProperty(PostProcess.prototype, "samples", {
  75894. /**
  75895. * Number of sample textures (default: 1)
  75896. */
  75897. get: function () {
  75898. return this._samples;
  75899. },
  75900. set: function (n) {
  75901. var _this = this;
  75902. this._samples = n;
  75903. this._textures.forEach(function (texture) {
  75904. if (texture.samples !== _this._samples) {
  75905. _this._engine.updateRenderTargetTextureSampleCount(texture, _this._samples);
  75906. }
  75907. });
  75908. },
  75909. enumerable: true,
  75910. configurable: true
  75911. });
  75912. Object.defineProperty(PostProcess.prototype, "onActivate", {
  75913. /**
  75914. * A function that is added to the onActivateObservable
  75915. */
  75916. set: function (callback) {
  75917. if (this._onActivateObserver) {
  75918. this.onActivateObservable.remove(this._onActivateObserver);
  75919. }
  75920. if (callback) {
  75921. this._onActivateObserver = this.onActivateObservable.add(callback);
  75922. }
  75923. },
  75924. enumerable: true,
  75925. configurable: true
  75926. });
  75927. Object.defineProperty(PostProcess.prototype, "onSizeChanged", {
  75928. /**
  75929. * A function that is added to the onSizeChangedObservable
  75930. */
  75931. set: function (callback) {
  75932. if (this._onSizeChangedObserver) {
  75933. this.onSizeChangedObservable.remove(this._onSizeChangedObserver);
  75934. }
  75935. this._onSizeChangedObserver = this.onSizeChangedObservable.add(callback);
  75936. },
  75937. enumerable: true,
  75938. configurable: true
  75939. });
  75940. Object.defineProperty(PostProcess.prototype, "onApply", {
  75941. /**
  75942. * A function that is added to the onApplyObservable
  75943. */
  75944. set: function (callback) {
  75945. if (this._onApplyObserver) {
  75946. this.onApplyObservable.remove(this._onApplyObserver);
  75947. }
  75948. this._onApplyObserver = this.onApplyObservable.add(callback);
  75949. },
  75950. enumerable: true,
  75951. configurable: true
  75952. });
  75953. Object.defineProperty(PostProcess.prototype, "onBeforeRender", {
  75954. /**
  75955. * A function that is added to the onBeforeRenderObservable
  75956. */
  75957. set: function (callback) {
  75958. if (this._onBeforeRenderObserver) {
  75959. this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);
  75960. }
  75961. this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);
  75962. },
  75963. enumerable: true,
  75964. configurable: true
  75965. });
  75966. Object.defineProperty(PostProcess.prototype, "onAfterRender", {
  75967. /**
  75968. * A function that is added to the onAfterRenderObservable
  75969. */
  75970. set: function (callback) {
  75971. if (this._onAfterRenderObserver) {
  75972. this.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  75973. }
  75974. this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);
  75975. },
  75976. enumerable: true,
  75977. configurable: true
  75978. });
  75979. Object.defineProperty(PostProcess.prototype, "inputTexture", {
  75980. /**
  75981. * 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
  75982. * render it's output into this texture and this texture will be used as textureSampler in the fragment shader of this post process.
  75983. */
  75984. get: function () {
  75985. return this._textures.data[this._currentRenderTextureInd];
  75986. },
  75987. set: function (value) {
  75988. this._forcedOutputTexture = value;
  75989. },
  75990. enumerable: true,
  75991. configurable: true
  75992. });
  75993. /**
  75994. * Gets the camera which post process is applied to.
  75995. * @returns The camera the post process is applied to.
  75996. */
  75997. PostProcess.prototype.getCamera = function () {
  75998. return this._camera;
  75999. };
  76000. Object.defineProperty(PostProcess.prototype, "texelSize", {
  76001. /**
  76002. * Gets the texel size of the postprocess.
  76003. * See https://en.wikipedia.org/wiki/Texel_(graphics)
  76004. */
  76005. get: function () {
  76006. if (this._shareOutputWithPostProcess) {
  76007. return this._shareOutputWithPostProcess.texelSize;
  76008. }
  76009. if (this._forcedOutputTexture) {
  76010. this._texelSize.copyFromFloats(1.0 / this._forcedOutputTexture.width, 1.0 / this._forcedOutputTexture.height);
  76011. }
  76012. return this._texelSize;
  76013. },
  76014. enumerable: true,
  76015. configurable: true
  76016. });
  76017. /**
  76018. * Gets the engine which this post process belongs to.
  76019. * @returns The engine the post process was enabled with.
  76020. */
  76021. PostProcess.prototype.getEngine = function () {
  76022. return this._engine;
  76023. };
  76024. /**
  76025. * The effect that is created when initializing the post process.
  76026. * @returns The created effect corrisponding the the postprocess.
  76027. */
  76028. PostProcess.prototype.getEffect = function () {
  76029. return this._effect;
  76030. };
  76031. /**
  76032. * To avoid multiple redundant textures for multiple post process, the output the output texture for this post process can be shared with another.
  76033. * @param postProcess The post process to share the output with.
  76034. * @returns This post process.
  76035. */
  76036. PostProcess.prototype.shareOutputWith = function (postProcess) {
  76037. this._disposeTextures();
  76038. this._shareOutputWithPostProcess = postProcess;
  76039. return this;
  76040. };
  76041. /**
  76042. * Reverses the effect of calling shareOutputWith and returns the post process back to its original state.
  76043. * This should be called if the post process that shares output with this post process is disabled/disposed.
  76044. */
  76045. PostProcess.prototype.useOwnOutput = function () {
  76046. if (this._textures.length == 0) {
  76047. this._textures = new BABYLON.SmartArray(2);
  76048. }
  76049. this._shareOutputWithPostProcess = null;
  76050. };
  76051. /**
  76052. * Updates the effect with the current post process compile time values and recompiles the shader.
  76053. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  76054. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  76055. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  76056. * @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
  76057. * @param onCompiled Called when the shader has been compiled.
  76058. * @param onError Called if there is an error when compiling a shader.
  76059. */
  76060. PostProcess.prototype.updateEffect = function (defines, uniforms, samplers, indexParameters, onCompiled, onError) {
  76061. if (defines === void 0) { defines = null; }
  76062. if (uniforms === void 0) { uniforms = null; }
  76063. if (samplers === void 0) { samplers = null; }
  76064. 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);
  76065. };
  76066. /**
  76067. * The post process is reusable if it can be used multiple times within one frame.
  76068. * @returns If the post process is reusable
  76069. */
  76070. PostProcess.prototype.isReusable = function () {
  76071. return this._reusable;
  76072. };
  76073. /** invalidate frameBuffer to hint the postprocess to create a depth buffer */
  76074. PostProcess.prototype.markTextureDirty = function () {
  76075. this.width = -1;
  76076. };
  76077. /**
  76078. * Activates the post process by intializing the textures to be used when executed. Notifies onActivateObservable.
  76079. * 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.
  76080. * @param camera The camera that will be used in the post process. This camera will be used when calling onActivateObservable.
  76081. * @param sourceTexture The source texture to be inspected to get the width and height if not specified in the post process constructor. (default: null)
  76082. * @param forceDepthStencil If true, a depth and stencil buffer will be generated. (default: false)
  76083. * @returns The target texture that was bound to be written to.
  76084. */
  76085. PostProcess.prototype.activate = function (camera, sourceTexture, forceDepthStencil) {
  76086. var _this = this;
  76087. if (sourceTexture === void 0) { sourceTexture = null; }
  76088. camera = camera || this._camera;
  76089. var scene = camera.getScene();
  76090. var engine = scene.getEngine();
  76091. var maxSize = engine.getCaps().maxTextureSize;
  76092. var requiredWidth = ((sourceTexture ? sourceTexture.width : this._engine.getRenderWidth(true)) * this._options) | 0;
  76093. var requiredHeight = ((sourceTexture ? sourceTexture.height : this._engine.getRenderHeight(true)) * this._options) | 0;
  76094. // 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
  76095. var webVRCamera = camera.parent;
  76096. if (webVRCamera && (webVRCamera.leftCamera == camera || webVRCamera.rightCamera == camera)) {
  76097. requiredWidth /= 2;
  76098. }
  76099. var desiredWidth = (this._options.width || requiredWidth);
  76100. var desiredHeight = this._options.height || requiredHeight;
  76101. if (!this._shareOutputWithPostProcess && !this._forcedOutputTexture) {
  76102. if (this.adaptScaleToCurrentViewport) {
  76103. var currentViewport = engine.currentViewport;
  76104. if (currentViewport) {
  76105. desiredWidth *= currentViewport.width;
  76106. desiredHeight *= currentViewport.height;
  76107. }
  76108. }
  76109. if (this.renderTargetSamplingMode === BABYLON.Texture.TRILINEAR_SAMPLINGMODE || this.alwaysForcePOT) {
  76110. if (!this._options.width) {
  76111. desiredWidth = engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(desiredWidth, maxSize, this.scaleMode) : desiredWidth;
  76112. }
  76113. if (!this._options.height) {
  76114. desiredHeight = engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(desiredHeight, maxSize, this.scaleMode) : desiredHeight;
  76115. }
  76116. }
  76117. if (this.width !== desiredWidth || this.height !== desiredHeight) {
  76118. if (this._textures.length > 0) {
  76119. for (var i = 0; i < this._textures.length; i++) {
  76120. this._engine._releaseTexture(this._textures.data[i]);
  76121. }
  76122. this._textures.reset();
  76123. }
  76124. this.width = desiredWidth;
  76125. this.height = desiredHeight;
  76126. var textureSize = { width: this.width, height: this.height };
  76127. var textureOptions = {
  76128. generateMipMaps: false,
  76129. generateDepthBuffer: forceDepthStencil || camera._postProcesses.indexOf(this) === 0,
  76130. generateStencilBuffer: (forceDepthStencil || camera._postProcesses.indexOf(this) === 0) && this._engine.isStencilEnable,
  76131. samplingMode: this.renderTargetSamplingMode,
  76132. type: this._textureType
  76133. };
  76134. this._textures.push(this._engine.createRenderTargetTexture(textureSize, textureOptions));
  76135. if (this._reusable) {
  76136. this._textures.push(this._engine.createRenderTargetTexture(textureSize, textureOptions));
  76137. }
  76138. this._texelSize.copyFromFloats(1.0 / this.width, 1.0 / this.height);
  76139. this.onSizeChangedObservable.notifyObservers(this);
  76140. }
  76141. this._textures.forEach(function (texture) {
  76142. if (texture.samples !== _this.samples) {
  76143. _this._engine.updateRenderTargetTextureSampleCount(texture, _this.samples);
  76144. }
  76145. });
  76146. }
  76147. var target;
  76148. if (this._shareOutputWithPostProcess) {
  76149. target = this._shareOutputWithPostProcess.inputTexture;
  76150. }
  76151. else if (this._forcedOutputTexture) {
  76152. target = this._forcedOutputTexture;
  76153. this.width = this._forcedOutputTexture.width;
  76154. this.height = this._forcedOutputTexture.height;
  76155. }
  76156. else {
  76157. target = this.inputTexture;
  76158. }
  76159. // Bind the input of this post process to be used as the output of the previous post process.
  76160. if (this.enablePixelPerfectMode) {
  76161. this._scaleRatio.copyFromFloats(requiredWidth / desiredWidth, requiredHeight / desiredHeight);
  76162. this._engine.bindFramebuffer(target, 0, requiredWidth, requiredHeight, this.forceFullscreenViewport);
  76163. }
  76164. else {
  76165. this._scaleRatio.copyFromFloats(1, 1);
  76166. this._engine.bindFramebuffer(target, 0, undefined, undefined, this.forceFullscreenViewport);
  76167. }
  76168. this.onActivateObservable.notifyObservers(camera);
  76169. // Clear
  76170. if (this.autoClear && this.alphaMode === BABYLON.Engine.ALPHA_DISABLE) {
  76171. this._engine.clear(this.clearColor ? this.clearColor : scene.clearColor, scene._allowPostProcessClearColor, true, true);
  76172. }
  76173. if (this._reusable) {
  76174. this._currentRenderTextureInd = (this._currentRenderTextureInd + 1) % 2;
  76175. }
  76176. return target;
  76177. };
  76178. Object.defineProperty(PostProcess.prototype, "isSupported", {
  76179. /**
  76180. * If the post process is supported.
  76181. */
  76182. get: function () {
  76183. return this._effect.isSupported;
  76184. },
  76185. enumerable: true,
  76186. configurable: true
  76187. });
  76188. Object.defineProperty(PostProcess.prototype, "aspectRatio", {
  76189. /**
  76190. * The aspect ratio of the output texture.
  76191. */
  76192. get: function () {
  76193. if (this._shareOutputWithPostProcess) {
  76194. return this._shareOutputWithPostProcess.aspectRatio;
  76195. }
  76196. if (this._forcedOutputTexture) {
  76197. return this._forcedOutputTexture.width / this._forcedOutputTexture.height;
  76198. }
  76199. return this.width / this.height;
  76200. },
  76201. enumerable: true,
  76202. configurable: true
  76203. });
  76204. /**
  76205. * Get a value indicating if the post-process is ready to be used
  76206. * @returns true if the post-process is ready (shader is compiled)
  76207. */
  76208. PostProcess.prototype.isReady = function () {
  76209. return this._effect && this._effect.isReady();
  76210. };
  76211. /**
  76212. * Binds all textures and uniforms to the shader, this will be run on every pass.
  76213. * @returns the effect corrisponding to this post process. Null if not compiled or not ready.
  76214. */
  76215. PostProcess.prototype.apply = function () {
  76216. // Check
  76217. if (!this._effect || !this._effect.isReady()) {
  76218. return null;
  76219. }
  76220. // States
  76221. this._engine.enableEffect(this._effect);
  76222. this._engine.setState(false);
  76223. this._engine.setDepthBuffer(false);
  76224. this._engine.setDepthWrite(false);
  76225. // Alpha
  76226. this._engine.setAlphaMode(this.alphaMode);
  76227. if (this.alphaConstants) {
  76228. this.getEngine().setAlphaConstants(this.alphaConstants.r, this.alphaConstants.g, this.alphaConstants.b, this.alphaConstants.a);
  76229. }
  76230. // Bind the output texture of the preivous post process as the input to this post process.
  76231. var source;
  76232. if (this._shareOutputWithPostProcess) {
  76233. source = this._shareOutputWithPostProcess.inputTexture;
  76234. }
  76235. else if (this._forcedOutputTexture) {
  76236. source = this._forcedOutputTexture;
  76237. }
  76238. else {
  76239. source = this.inputTexture;
  76240. }
  76241. this._effect._bindTexture("textureSampler", source);
  76242. // Parameters
  76243. this._effect.setVector2("scale", this._scaleRatio);
  76244. this.onApplyObservable.notifyObservers(this._effect);
  76245. return this._effect;
  76246. };
  76247. PostProcess.prototype._disposeTextures = function () {
  76248. if (this._shareOutputWithPostProcess || this._forcedOutputTexture) {
  76249. return;
  76250. }
  76251. if (this._textures.length > 0) {
  76252. for (var i = 0; i < this._textures.length; i++) {
  76253. this._engine._releaseTexture(this._textures.data[i]);
  76254. }
  76255. }
  76256. this._textures.dispose();
  76257. };
  76258. /**
  76259. * Disposes the post process.
  76260. * @param camera The camera to dispose the post process on.
  76261. */
  76262. PostProcess.prototype.dispose = function (camera) {
  76263. camera = camera || this._camera;
  76264. this._disposeTextures();
  76265. if (this._scene) {
  76266. var index_1 = this._scene.postProcesses.indexOf(this);
  76267. if (index_1 !== -1) {
  76268. this._scene.postProcesses.splice(index_1, 1);
  76269. }
  76270. }
  76271. else {
  76272. var index_2 = this._engine.postProcesses.indexOf(this);
  76273. if (index_2 !== -1) {
  76274. this._engine.postProcesses.splice(index_2, 1);
  76275. }
  76276. }
  76277. if (!camera) {
  76278. return;
  76279. }
  76280. camera.detachPostProcess(this);
  76281. var index = camera._postProcesses.indexOf(this);
  76282. if (index === 0 && camera._postProcesses.length > 0) {
  76283. var firstPostProcess = this._camera._getFirstPostProcess();
  76284. if (firstPostProcess) {
  76285. firstPostProcess.markTextureDirty();
  76286. }
  76287. }
  76288. this.onActivateObservable.clear();
  76289. this.onAfterRenderObservable.clear();
  76290. this.onApplyObservable.clear();
  76291. this.onBeforeRenderObservable.clear();
  76292. this.onSizeChangedObservable.clear();
  76293. };
  76294. return PostProcess;
  76295. }());
  76296. BABYLON.PostProcess = PostProcess;
  76297. })(BABYLON || (BABYLON = {}));
  76298. //# sourceMappingURL=babylon.postProcess.js.map
  76299. var BABYLON;
  76300. (function (BABYLON) {
  76301. /**
  76302. * PassPostProcess which produces an output the same as it's input
  76303. */
  76304. var PassPostProcess = /** @class */ (function (_super) {
  76305. __extends(PassPostProcess, _super);
  76306. /**
  76307. * Creates the PassPostProcess
  76308. * @param name The name of the effect.
  76309. * @param options The required width/height ratio to downsize to before computing the render pass.
  76310. * @param camera The camera to apply the render pass to.
  76311. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  76312. * @param engine The engine which the post process will be applied. (default: current engine)
  76313. * @param reusable If the post process can be reused on the same frame. (default: false)
  76314. * @param textureType The type of texture to be used when performing the post processing.
  76315. * @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)
  76316. */
  76317. function PassPostProcess(name, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  76318. if (camera === void 0) { camera = null; }
  76319. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  76320. if (blockCompilation === void 0) { blockCompilation = false; }
  76321. return _super.call(this, name, "pass", null, null, options, camera, samplingMode, engine, reusable, undefined, textureType, undefined, null, blockCompilation) || this;
  76322. }
  76323. return PassPostProcess;
  76324. }(BABYLON.PostProcess));
  76325. BABYLON.PassPostProcess = PassPostProcess;
  76326. /**
  76327. * PassCubePostProcess which produces an output the same as it's input (which must be a cube texture)
  76328. */
  76329. var PassCubePostProcess = /** @class */ (function (_super) {
  76330. __extends(PassCubePostProcess, _super);
  76331. /**
  76332. * Creates the PassCubePostProcess
  76333. * @param name The name of the effect.
  76334. * @param options The required width/height ratio to downsize to before computing the render pass.
  76335. * @param camera The camera to apply the render pass to.
  76336. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  76337. * @param engine The engine which the post process will be applied. (default: current engine)
  76338. * @param reusable If the post process can be reused on the same frame. (default: false)
  76339. * @param textureType The type of texture to be used when performing the post processing.
  76340. * @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)
  76341. */
  76342. function PassCubePostProcess(name, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  76343. if (camera === void 0) { camera = null; }
  76344. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  76345. if (blockCompilation === void 0) { blockCompilation = false; }
  76346. var _this = _super.call(this, name, "passCube", null, null, options, camera, samplingMode, engine, reusable, "#define POSITIVEX", textureType, undefined, null, blockCompilation) || this;
  76347. _this._face = 0;
  76348. return _this;
  76349. }
  76350. Object.defineProperty(PassCubePostProcess.prototype, "face", {
  76351. /**
  76352. * Gets or sets the cube face to display.
  76353. * * 0 is +X
  76354. * * 1 is -X
  76355. * * 2 is +Y
  76356. * * 3 is -Y
  76357. * * 4 is +Z
  76358. * * 5 is -Z
  76359. */
  76360. get: function () {
  76361. return this._face;
  76362. },
  76363. set: function (value) {
  76364. if (value < 0 || value > 5) {
  76365. return;
  76366. }
  76367. this._face = value;
  76368. switch (this._face) {
  76369. case 0:
  76370. this.updateEffect("#define POSITIVEX");
  76371. break;
  76372. case 1:
  76373. this.updateEffect("#define NEGATIVEX");
  76374. break;
  76375. case 2:
  76376. this.updateEffect("#define POSITIVEY");
  76377. break;
  76378. case 3:
  76379. this.updateEffect("#define NEGATIVEY");
  76380. break;
  76381. case 4:
  76382. this.updateEffect("#define POSITIVEZ");
  76383. break;
  76384. case 5:
  76385. this.updateEffect("#define NEGATIVEZ");
  76386. break;
  76387. }
  76388. },
  76389. enumerable: true,
  76390. configurable: true
  76391. });
  76392. return PassCubePostProcess;
  76393. }(BABYLON.PostProcess));
  76394. BABYLON.PassCubePostProcess = PassCubePostProcess;
  76395. })(BABYLON || (BABYLON = {}));
  76396. //# sourceMappingURL=babylon.passPostProcess.js.map
  76397. var __assign = (this && this.__assign) || function () {
  76398. __assign = Object.assign || function(t) {
  76399. for (var s, i = 1, n = arguments.length; i < n; i++) {
  76400. s = arguments[i];
  76401. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  76402. t[p] = s[p];
  76403. }
  76404. return t;
  76405. };
  76406. return __assign.apply(this, arguments);
  76407. };
  76408. var BABYLON;
  76409. (function (BABYLON) {
  76410. /**
  76411. * Default implementation IShadowGenerator.
  76412. * This is the main object responsible of generating shadows in the framework.
  76413. * Documentation: https://doc.babylonjs.com/babylon101/shadows
  76414. */
  76415. var ShadowGenerator = /** @class */ (function () {
  76416. /**
  76417. * Creates a ShadowGenerator object.
  76418. * A ShadowGenerator is the required tool to use the shadows.
  76419. * Each light casting shadows needs to use its own ShadowGenerator.
  76420. * Documentation : https://doc.babylonjs.com/babylon101/shadows
  76421. * @param mapSize The size of the texture what stores the shadows. Example : 1024.
  76422. * @param light The light object generating the shadows.
  76423. * @param usefulFloatFirst By default the generator will try to use half float textures but if you need precision (for self shadowing for instance), you can use this option to enforce full float texture.
  76424. */
  76425. function ShadowGenerator(mapSize, light, usefulFloatFirst) {
  76426. this._bias = 0.00005;
  76427. this._normalBias = 0;
  76428. this._blurBoxOffset = 1;
  76429. this._blurScale = 2;
  76430. this._blurKernel = 1;
  76431. this._useKernelBlur = false;
  76432. this._filter = ShadowGenerator.FILTER_NONE;
  76433. this._filteringQuality = ShadowGenerator.QUALITY_HIGH;
  76434. this._contactHardeningLightSizeUVRatio = 0.1;
  76435. this._darkness = 0;
  76436. this._transparencyShadow = false;
  76437. /**
  76438. * Controls the extent to which the shadows fade out at the edge of the frustum
  76439. * Used only by directionals and spots
  76440. */
  76441. this.frustumEdgeFalloff = 0;
  76442. /**
  76443. * If true the shadow map is generated by rendering the back face of the mesh instead of the front face.
  76444. * This can help with self-shadowing as the geometry making up the back of objects is slightly offset.
  76445. * It might on the other hand introduce peter panning.
  76446. */
  76447. this.forceBackFacesOnly = false;
  76448. this._lightDirection = BABYLON.Vector3.Zero();
  76449. this._viewMatrix = BABYLON.Matrix.Zero();
  76450. this._projectionMatrix = BABYLON.Matrix.Zero();
  76451. this._transformMatrix = BABYLON.Matrix.Zero();
  76452. this._cachedPosition = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  76453. this._cachedDirection = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  76454. this._currentFaceIndex = 0;
  76455. this._currentFaceIndexCache = 0;
  76456. this._defaultTextureMatrix = BABYLON.Matrix.Identity();
  76457. this._mapSize = mapSize;
  76458. this._light = light;
  76459. this._scene = light.getScene();
  76460. light._shadowGenerator = this;
  76461. var component = this._scene._getComponent(BABYLON.SceneComponentConstants.NAME_SHADOWGENERATOR);
  76462. if (!component) {
  76463. component = new BABYLON.ShadowGeneratorSceneComponent(this._scene);
  76464. this._scene._addComponent(component);
  76465. }
  76466. // Texture type fallback from float to int if not supported.
  76467. var caps = this._scene.getEngine().getCaps();
  76468. if (!usefulFloatFirst) {
  76469. if (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering) {
  76470. this._textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  76471. }
  76472. else if (caps.textureFloatRender && caps.textureFloatLinearFiltering) {
  76473. this._textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  76474. }
  76475. else {
  76476. this._textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  76477. }
  76478. }
  76479. else {
  76480. if (caps.textureFloatRender && caps.textureFloatLinearFiltering) {
  76481. this._textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  76482. }
  76483. else if (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering) {
  76484. this._textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  76485. }
  76486. else {
  76487. this._textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  76488. }
  76489. }
  76490. this._initializeGenerator();
  76491. this._applyFilterValues();
  76492. }
  76493. Object.defineProperty(ShadowGenerator.prototype, "bias", {
  76494. /**
  76495. * Gets the bias: offset applied on the depth preventing acnea (in light direction).
  76496. */
  76497. get: function () {
  76498. return this._bias;
  76499. },
  76500. /**
  76501. * Sets the bias: offset applied on the depth preventing acnea (in light direction).
  76502. */
  76503. set: function (bias) {
  76504. this._bias = bias;
  76505. },
  76506. enumerable: true,
  76507. configurable: true
  76508. });
  76509. Object.defineProperty(ShadowGenerator.prototype, "normalBias", {
  76510. /**
  76511. * Gets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  76512. */
  76513. get: function () {
  76514. return this._normalBias;
  76515. },
  76516. /**
  76517. * Sets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  76518. */
  76519. set: function (normalBias) {
  76520. this._normalBias = normalBias;
  76521. },
  76522. enumerable: true,
  76523. configurable: true
  76524. });
  76525. Object.defineProperty(ShadowGenerator.prototype, "blurBoxOffset", {
  76526. /**
  76527. * Gets the blur box offset: offset applied during the blur pass.
  76528. * Only useful if useKernelBlur = false
  76529. */
  76530. get: function () {
  76531. return this._blurBoxOffset;
  76532. },
  76533. /**
  76534. * Sets the blur box offset: offset applied during the blur pass.
  76535. * Only useful if useKernelBlur = false
  76536. */
  76537. set: function (value) {
  76538. if (this._blurBoxOffset === value) {
  76539. return;
  76540. }
  76541. this._blurBoxOffset = value;
  76542. this._disposeBlurPostProcesses();
  76543. },
  76544. enumerable: true,
  76545. configurable: true
  76546. });
  76547. Object.defineProperty(ShadowGenerator.prototype, "blurScale", {
  76548. /**
  76549. * Gets the blur scale: scale of the blurred texture compared to the main shadow map.
  76550. * 2 means half of the size.
  76551. */
  76552. get: function () {
  76553. return this._blurScale;
  76554. },
  76555. /**
  76556. * Sets the blur scale: scale of the blurred texture compared to the main shadow map.
  76557. * 2 means half of the size.
  76558. */
  76559. set: function (value) {
  76560. if (this._blurScale === value) {
  76561. return;
  76562. }
  76563. this._blurScale = value;
  76564. this._disposeBlurPostProcesses();
  76565. },
  76566. enumerable: true,
  76567. configurable: true
  76568. });
  76569. Object.defineProperty(ShadowGenerator.prototype, "blurKernel", {
  76570. /**
  76571. * Gets the blur kernel: kernel size of the blur pass.
  76572. * Only useful if useKernelBlur = true
  76573. */
  76574. get: function () {
  76575. return this._blurKernel;
  76576. },
  76577. /**
  76578. * Sets the blur kernel: kernel size of the blur pass.
  76579. * Only useful if useKernelBlur = true
  76580. */
  76581. set: function (value) {
  76582. if (this._blurKernel === value) {
  76583. return;
  76584. }
  76585. this._blurKernel = value;
  76586. this._disposeBlurPostProcesses();
  76587. },
  76588. enumerable: true,
  76589. configurable: true
  76590. });
  76591. Object.defineProperty(ShadowGenerator.prototype, "useKernelBlur", {
  76592. /**
  76593. * Gets whether the blur pass is a kernel blur (if true) or box blur.
  76594. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  76595. */
  76596. get: function () {
  76597. return this._useKernelBlur;
  76598. },
  76599. /**
  76600. * Sets whether the blur pass is a kernel blur (if true) or box blur.
  76601. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  76602. */
  76603. set: function (value) {
  76604. if (this._useKernelBlur === value) {
  76605. return;
  76606. }
  76607. this._useKernelBlur = value;
  76608. this._disposeBlurPostProcesses();
  76609. },
  76610. enumerable: true,
  76611. configurable: true
  76612. });
  76613. Object.defineProperty(ShadowGenerator.prototype, "depthScale", {
  76614. /**
  76615. * Gets the depth scale used in ESM mode.
  76616. */
  76617. get: function () {
  76618. return this._depthScale !== undefined ? this._depthScale : this._light.getDepthScale();
  76619. },
  76620. /**
  76621. * Sets the depth scale used in ESM mode.
  76622. * This can override the scale stored on the light.
  76623. */
  76624. set: function (value) {
  76625. this._depthScale = value;
  76626. },
  76627. enumerable: true,
  76628. configurable: true
  76629. });
  76630. Object.defineProperty(ShadowGenerator.prototype, "filter", {
  76631. /**
  76632. * Gets the current mode of the shadow generator (normal, PCF, ESM...).
  76633. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  76634. */
  76635. get: function () {
  76636. return this._filter;
  76637. },
  76638. /**
  76639. * Sets the current mode of the shadow generator (normal, PCF, ESM...).
  76640. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  76641. */
  76642. set: function (value) {
  76643. // Blurring the cubemap is going to be too expensive. Reverting to unblurred version
  76644. if (this._light.needCube()) {
  76645. if (value === ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP) {
  76646. this.useExponentialShadowMap = true;
  76647. return;
  76648. }
  76649. else if (value === ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP) {
  76650. this.useCloseExponentialShadowMap = true;
  76651. return;
  76652. }
  76653. // PCF on cubemap would also be expensive
  76654. else if (value === ShadowGenerator.FILTER_PCF || value === ShadowGenerator.FILTER_PCSS) {
  76655. this.usePoissonSampling = true;
  76656. return;
  76657. }
  76658. }
  76659. // Weblg1 fallback for PCF.
  76660. if (value === ShadowGenerator.FILTER_PCF || value === ShadowGenerator.FILTER_PCSS) {
  76661. if (this._scene.getEngine().webGLVersion === 1) {
  76662. this.usePoissonSampling = true;
  76663. return;
  76664. }
  76665. }
  76666. if (this._filter === value) {
  76667. return;
  76668. }
  76669. this._filter = value;
  76670. this._disposeBlurPostProcesses();
  76671. this._applyFilterValues();
  76672. this._light._markMeshesAsLightDirty();
  76673. },
  76674. enumerable: true,
  76675. configurable: true
  76676. });
  76677. Object.defineProperty(ShadowGenerator.prototype, "usePoissonSampling", {
  76678. /**
  76679. * Gets if the current filter is set to Poisson Sampling.
  76680. */
  76681. get: function () {
  76682. return this.filter === ShadowGenerator.FILTER_POISSONSAMPLING;
  76683. },
  76684. /**
  76685. * Sets the current filter to Poisson Sampling.
  76686. */
  76687. set: function (value) {
  76688. if (!value && this.filter !== ShadowGenerator.FILTER_POISSONSAMPLING) {
  76689. return;
  76690. }
  76691. this.filter = (value ? ShadowGenerator.FILTER_POISSONSAMPLING : ShadowGenerator.FILTER_NONE);
  76692. },
  76693. enumerable: true,
  76694. configurable: true
  76695. });
  76696. Object.defineProperty(ShadowGenerator.prototype, "useExponentialShadowMap", {
  76697. /**
  76698. * Gets if the current filter is set to ESM.
  76699. */
  76700. get: function () {
  76701. return this.filter === ShadowGenerator.FILTER_EXPONENTIALSHADOWMAP;
  76702. },
  76703. /**
  76704. * Sets the current filter is to ESM.
  76705. */
  76706. set: function (value) {
  76707. if (!value && this.filter !== ShadowGenerator.FILTER_EXPONENTIALSHADOWMAP) {
  76708. return;
  76709. }
  76710. this.filter = (value ? ShadowGenerator.FILTER_EXPONENTIALSHADOWMAP : ShadowGenerator.FILTER_NONE);
  76711. },
  76712. enumerable: true,
  76713. configurable: true
  76714. });
  76715. Object.defineProperty(ShadowGenerator.prototype, "useBlurExponentialShadowMap", {
  76716. /**
  76717. * Gets if the current filter is set to filtered ESM.
  76718. */
  76719. get: function () {
  76720. return this.filter === ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP;
  76721. },
  76722. /**
  76723. * Gets if the current filter is set to filtered ESM.
  76724. */
  76725. set: function (value) {
  76726. if (!value && this.filter !== ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP) {
  76727. return;
  76728. }
  76729. this.filter = (value ? ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP : ShadowGenerator.FILTER_NONE);
  76730. },
  76731. enumerable: true,
  76732. configurable: true
  76733. });
  76734. Object.defineProperty(ShadowGenerator.prototype, "useCloseExponentialShadowMap", {
  76735. /**
  76736. * Gets if the current filter is set to "close ESM" (using the inverse of the
  76737. * exponential to prevent steep falloff artifacts).
  76738. */
  76739. get: function () {
  76740. return this.filter === ShadowGenerator.FILTER_CLOSEEXPONENTIALSHADOWMAP;
  76741. },
  76742. /**
  76743. * Sets the current filter to "close ESM" (using the inverse of the
  76744. * exponential to prevent steep falloff artifacts).
  76745. */
  76746. set: function (value) {
  76747. if (!value && this.filter !== ShadowGenerator.FILTER_CLOSEEXPONENTIALSHADOWMAP) {
  76748. return;
  76749. }
  76750. this.filter = (value ? ShadowGenerator.FILTER_CLOSEEXPONENTIALSHADOWMAP : ShadowGenerator.FILTER_NONE);
  76751. },
  76752. enumerable: true,
  76753. configurable: true
  76754. });
  76755. Object.defineProperty(ShadowGenerator.prototype, "useBlurCloseExponentialShadowMap", {
  76756. /**
  76757. * Gets if the current filter is set to filtered "close ESM" (using the inverse of the
  76758. * exponential to prevent steep falloff artifacts).
  76759. */
  76760. get: function () {
  76761. return this.filter === ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP;
  76762. },
  76763. /**
  76764. * Sets the current filter to filtered "close ESM" (using the inverse of the
  76765. * exponential to prevent steep falloff artifacts).
  76766. */
  76767. set: function (value) {
  76768. if (!value && this.filter !== ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP) {
  76769. return;
  76770. }
  76771. this.filter = (value ? ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP : ShadowGenerator.FILTER_NONE);
  76772. },
  76773. enumerable: true,
  76774. configurable: true
  76775. });
  76776. Object.defineProperty(ShadowGenerator.prototype, "usePercentageCloserFiltering", {
  76777. /**
  76778. * Gets if the current filter is set to "PCF" (percentage closer filtering).
  76779. */
  76780. get: function () {
  76781. return this.filter === ShadowGenerator.FILTER_PCF;
  76782. },
  76783. /**
  76784. * Sets the current filter to "PCF" (percentage closer filtering).
  76785. */
  76786. set: function (value) {
  76787. if (!value && this.filter !== ShadowGenerator.FILTER_PCF) {
  76788. return;
  76789. }
  76790. this.filter = (value ? ShadowGenerator.FILTER_PCF : ShadowGenerator.FILTER_NONE);
  76791. },
  76792. enumerable: true,
  76793. configurable: true
  76794. });
  76795. Object.defineProperty(ShadowGenerator.prototype, "filteringQuality", {
  76796. /**
  76797. * Gets the PCF or PCSS Quality.
  76798. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  76799. */
  76800. get: function () {
  76801. return this._filteringQuality;
  76802. },
  76803. /**
  76804. * Sets the PCF or PCSS Quality.
  76805. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  76806. */
  76807. set: function (filteringQuality) {
  76808. this._filteringQuality = filteringQuality;
  76809. },
  76810. enumerable: true,
  76811. configurable: true
  76812. });
  76813. Object.defineProperty(ShadowGenerator.prototype, "useContactHardeningShadow", {
  76814. /**
  76815. * Gets if the current filter is set to "PCSS" (contact hardening).
  76816. */
  76817. get: function () {
  76818. return this.filter === ShadowGenerator.FILTER_PCSS;
  76819. },
  76820. /**
  76821. * Sets the current filter to "PCSS" (contact hardening).
  76822. */
  76823. set: function (value) {
  76824. if (!value && this.filter !== ShadowGenerator.FILTER_PCSS) {
  76825. return;
  76826. }
  76827. this.filter = (value ? ShadowGenerator.FILTER_PCSS : ShadowGenerator.FILTER_NONE);
  76828. },
  76829. enumerable: true,
  76830. configurable: true
  76831. });
  76832. Object.defineProperty(ShadowGenerator.prototype, "contactHardeningLightSizeUVRatio", {
  76833. /**
  76834. * Gets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  76835. * Using a ratio helps keeping shape stability independently of the map size.
  76836. *
  76837. * It does not account for the light projection as it was having too much
  76838. * instability during the light setup or during light position changes.
  76839. *
  76840. * Only valid if useContactHardeningShadow is true.
  76841. */
  76842. get: function () {
  76843. return this._contactHardeningLightSizeUVRatio;
  76844. },
  76845. /**
  76846. * Sets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  76847. * Using a ratio helps keeping shape stability independently of the map size.
  76848. *
  76849. * It does not account for the light projection as it was having too much
  76850. * instability during the light setup or during light position changes.
  76851. *
  76852. * Only valid if useContactHardeningShadow is true.
  76853. */
  76854. set: function (contactHardeningLightSizeUVRatio) {
  76855. this._contactHardeningLightSizeUVRatio = contactHardeningLightSizeUVRatio;
  76856. },
  76857. enumerable: true,
  76858. configurable: true
  76859. });
  76860. /**
  76861. * Returns the darkness value (float). This can only decrease the actual darkness of a shadow.
  76862. * 0 means strongest and 1 would means no shadow.
  76863. * @returns the darkness.
  76864. */
  76865. ShadowGenerator.prototype.getDarkness = function () {
  76866. return this._darkness;
  76867. };
  76868. /**
  76869. * Sets the darkness value (float). This can only decrease the actual darkness of a shadow.
  76870. * @param darkness The darkness value 0 means strongest and 1 would means no shadow.
  76871. * @returns the shadow generator allowing fluent coding.
  76872. */
  76873. ShadowGenerator.prototype.setDarkness = function (darkness) {
  76874. if (darkness >= 1.0) {
  76875. this._darkness = 1.0;
  76876. }
  76877. else if (darkness <= 0.0) {
  76878. this._darkness = 0.0;
  76879. }
  76880. else {
  76881. this._darkness = darkness;
  76882. }
  76883. return this;
  76884. };
  76885. /**
  76886. * Sets the ability to have transparent shadow (boolean).
  76887. * @param transparent True if transparent else False
  76888. * @returns the shadow generator allowing fluent coding
  76889. */
  76890. ShadowGenerator.prototype.setTransparencyShadow = function (transparent) {
  76891. this._transparencyShadow = transparent;
  76892. return this;
  76893. };
  76894. /**
  76895. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  76896. * @returns The render target texture if present otherwise, null
  76897. */
  76898. ShadowGenerator.prototype.getShadowMap = function () {
  76899. return this._shadowMap;
  76900. };
  76901. /**
  76902. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  76903. * @returns The render target texture if the shadow map is present otherwise, null
  76904. */
  76905. ShadowGenerator.prototype.getShadowMapForRendering = function () {
  76906. if (this._shadowMap2) {
  76907. return this._shadowMap2;
  76908. }
  76909. return this._shadowMap;
  76910. };
  76911. /**
  76912. * Helper function to add a mesh and its descendants to the list of shadow casters.
  76913. * @param mesh Mesh to add
  76914. * @param includeDescendants boolean indicating if the descendants should be added. Default to true
  76915. * @returns the Shadow Generator itself
  76916. */
  76917. ShadowGenerator.prototype.addShadowCaster = function (mesh, includeDescendants) {
  76918. if (includeDescendants === void 0) { includeDescendants = true; }
  76919. var _a;
  76920. if (!this._shadowMap) {
  76921. return this;
  76922. }
  76923. if (!this._shadowMap.renderList) {
  76924. this._shadowMap.renderList = [];
  76925. }
  76926. this._shadowMap.renderList.push(mesh);
  76927. if (includeDescendants) {
  76928. (_a = this._shadowMap.renderList).push.apply(_a, mesh.getChildMeshes());
  76929. }
  76930. return this;
  76931. };
  76932. /**
  76933. * Helper function to remove a mesh and its descendants from the list of shadow casters
  76934. * @param mesh Mesh to remove
  76935. * @param includeDescendants boolean indicating if the descendants should be removed. Default to true
  76936. * @returns the Shadow Generator itself
  76937. */
  76938. ShadowGenerator.prototype.removeShadowCaster = function (mesh, includeDescendants) {
  76939. if (includeDescendants === void 0) { includeDescendants = true; }
  76940. if (!this._shadowMap || !this._shadowMap.renderList) {
  76941. return this;
  76942. }
  76943. var index = this._shadowMap.renderList.indexOf(mesh);
  76944. if (index !== -1) {
  76945. this._shadowMap.renderList.splice(index, 1);
  76946. }
  76947. if (includeDescendants) {
  76948. for (var _i = 0, _a = mesh.getChildren(); _i < _a.length; _i++) {
  76949. var child = _a[_i];
  76950. this.removeShadowCaster(child);
  76951. }
  76952. }
  76953. return this;
  76954. };
  76955. /**
  76956. * Returns the associated light object.
  76957. * @returns the light generating the shadow
  76958. */
  76959. ShadowGenerator.prototype.getLight = function () {
  76960. return this._light;
  76961. };
  76962. ShadowGenerator.prototype._initializeGenerator = function () {
  76963. this._light._markMeshesAsLightDirty();
  76964. this._initializeShadowMap();
  76965. };
  76966. ShadowGenerator.prototype._initializeShadowMap = function () {
  76967. var _this = this;
  76968. // Render target
  76969. var engine = this._scene.getEngine();
  76970. if (engine.webGLVersion > 1) {
  76971. this._shadowMap = new BABYLON.RenderTargetTexture(this._light.name + "_shadowMap", this._mapSize, this._scene, false, true, this._textureType, this._light.needCube(), undefined, false, false);
  76972. this._shadowMap.createDepthStencilTexture(BABYLON.Engine.LESS, true);
  76973. }
  76974. else {
  76975. this._shadowMap = new BABYLON.RenderTargetTexture(this._light.name + "_shadowMap", this._mapSize, this._scene, false, true, this._textureType, this._light.needCube());
  76976. }
  76977. this._shadowMap.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  76978. this._shadowMap.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  76979. this._shadowMap.anisotropicFilteringLevel = 1;
  76980. this._shadowMap.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  76981. this._shadowMap.renderParticles = false;
  76982. this._shadowMap.ignoreCameraViewport = true;
  76983. // Record Face Index before render.
  76984. this._shadowMap.onBeforeRenderObservable.add(function (faceIndex) {
  76985. _this._currentFaceIndex = faceIndex;
  76986. if (_this._filter === ShadowGenerator.FILTER_PCF) {
  76987. engine.setColorWrite(false);
  76988. }
  76989. });
  76990. // Custom render function.
  76991. this._shadowMap.customRenderFunction = this._renderForShadowMap.bind(this);
  76992. // Blur if required afer render.
  76993. this._shadowMap.onAfterUnbindObservable.add(function () {
  76994. if (_this._filter === ShadowGenerator.FILTER_PCF) {
  76995. engine.setColorWrite(true);
  76996. }
  76997. if (!_this.useBlurExponentialShadowMap && !_this.useBlurCloseExponentialShadowMap) {
  76998. return;
  76999. }
  77000. var shadowMap = _this.getShadowMapForRendering();
  77001. if (shadowMap) {
  77002. _this._scene.postProcessManager.directRender(_this._blurPostProcesses, shadowMap.getInternalTexture(), true);
  77003. }
  77004. });
  77005. // Clear according to the chosen filter.
  77006. var clearZero = new BABYLON.Color4(0, 0, 0, 0);
  77007. var clearOne = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  77008. this._shadowMap.onClearObservable.add(function (engine) {
  77009. if (_this._filter === ShadowGenerator.FILTER_PCF) {
  77010. engine.clear(clearOne, false, true, false);
  77011. }
  77012. else if (_this.useExponentialShadowMap || _this.useBlurExponentialShadowMap) {
  77013. engine.clear(clearZero, true, true, false);
  77014. }
  77015. else {
  77016. engine.clear(clearOne, true, true, false);
  77017. }
  77018. });
  77019. };
  77020. ShadowGenerator.prototype._initializeBlurRTTAndPostProcesses = function () {
  77021. var _this = this;
  77022. var engine = this._scene.getEngine();
  77023. var targetSize = this._mapSize / this.blurScale;
  77024. if (!this.useKernelBlur || this.blurScale !== 1.0) {
  77025. this._shadowMap2 = new BABYLON.RenderTargetTexture(this._light.name + "_shadowMap2", targetSize, this._scene, false, true, this._textureType);
  77026. this._shadowMap2.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  77027. this._shadowMap2.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  77028. this._shadowMap2.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  77029. }
  77030. if (this.useKernelBlur) {
  77031. 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);
  77032. this._kernelBlurXPostprocess.width = targetSize;
  77033. this._kernelBlurXPostprocess.height = targetSize;
  77034. this._kernelBlurXPostprocess.onApplyObservable.add(function (effect) {
  77035. effect.setTexture("textureSampler", _this._shadowMap);
  77036. });
  77037. 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);
  77038. this._kernelBlurXPostprocess.autoClear = false;
  77039. this._kernelBlurYPostprocess.autoClear = false;
  77040. if (this._textureType === BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT) {
  77041. this._kernelBlurXPostprocess.packedFloat = true;
  77042. this._kernelBlurYPostprocess.packedFloat = true;
  77043. }
  77044. this._blurPostProcesses = [this._kernelBlurXPostprocess, this._kernelBlurYPostprocess];
  77045. }
  77046. else {
  77047. 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);
  77048. this._boxBlurPostprocess.onApplyObservable.add(function (effect) {
  77049. effect.setFloat2("screenSize", targetSize, targetSize);
  77050. effect.setTexture("textureSampler", _this._shadowMap);
  77051. });
  77052. this._boxBlurPostprocess.autoClear = false;
  77053. this._blurPostProcesses = [this._boxBlurPostprocess];
  77054. }
  77055. };
  77056. ShadowGenerator.prototype._renderForShadowMap = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) {
  77057. var index;
  77058. var engine = this._scene.getEngine();
  77059. if (depthOnlySubMeshes.length) {
  77060. engine.setColorWrite(false);
  77061. for (index = 0; index < depthOnlySubMeshes.length; index++) {
  77062. this._renderSubMeshForShadowMap(depthOnlySubMeshes.data[index]);
  77063. }
  77064. engine.setColorWrite(true);
  77065. }
  77066. for (index = 0; index < opaqueSubMeshes.length; index++) {
  77067. this._renderSubMeshForShadowMap(opaqueSubMeshes.data[index]);
  77068. }
  77069. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  77070. this._renderSubMeshForShadowMap(alphaTestSubMeshes.data[index]);
  77071. }
  77072. if (this._transparencyShadow) {
  77073. for (index = 0; index < transparentSubMeshes.length; index++) {
  77074. this._renderSubMeshForShadowMap(transparentSubMeshes.data[index]);
  77075. }
  77076. }
  77077. };
  77078. ShadowGenerator.prototype._renderSubMeshForShadowMap = function (subMesh) {
  77079. var _this = this;
  77080. var mesh = subMesh.getRenderingMesh();
  77081. var scene = this._scene;
  77082. var engine = scene.getEngine();
  77083. var material = subMesh.getMaterial();
  77084. if (!material || subMesh.verticesCount === 0) {
  77085. return;
  77086. }
  77087. // Culling
  77088. engine.setState(material.backFaceCulling);
  77089. // Managing instances
  77090. var batch = mesh._getInstancesRenderList(subMesh._id);
  77091. if (batch.mustReturn) {
  77092. return;
  77093. }
  77094. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
  77095. if (this.isReady(subMesh, hardwareInstancedRendering)) {
  77096. engine.enableEffect(this._effect);
  77097. mesh._bind(subMesh, this._effect, BABYLON.Material.TriangleFillMode);
  77098. this._effect.setFloat3("biasAndScale", this.bias, this.normalBias, this.depthScale);
  77099. this._effect.setMatrix("viewProjection", this.getTransformMatrix());
  77100. if (this.getLight().getTypeID() === BABYLON.Light.LIGHTTYPEID_DIRECTIONALLIGHT) {
  77101. this._effect.setVector3("lightData", this._cachedDirection);
  77102. }
  77103. else {
  77104. this._effect.setVector3("lightData", this._cachedPosition);
  77105. }
  77106. if (scene.activeCamera) {
  77107. this._effect.setFloat2("depthValues", this.getLight().getDepthMinZ(scene.activeCamera), this.getLight().getDepthMinZ(scene.activeCamera) + this.getLight().getDepthMaxZ(scene.activeCamera));
  77108. }
  77109. // Alpha test
  77110. if (material && material.needAlphaTesting()) {
  77111. var alphaTexture = material.getAlphaTestTexture();
  77112. if (alphaTexture) {
  77113. this._effect.setTexture("diffuseSampler", alphaTexture);
  77114. this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix() || this._defaultTextureMatrix);
  77115. }
  77116. }
  77117. // Bones
  77118. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  77119. var skeleton = mesh.skeleton;
  77120. if (skeleton.isUsingTextureForMatrices) {
  77121. var boneTexture = skeleton.getTransformMatrixTexture();
  77122. if (!boneTexture) {
  77123. return;
  77124. }
  77125. this._effect.setTexture("boneSampler", boneTexture);
  77126. this._effect.setFloat("boneTextureWidth", 4.0 * (skeleton.bones.length + 1));
  77127. }
  77128. else {
  77129. this._effect.setMatrices("mBones", skeleton.getTransformMatrices((mesh)));
  77130. }
  77131. }
  77132. // Morph targets
  77133. BABYLON.MaterialHelper.BindMorphTargetParameters(mesh, this._effect);
  77134. if (this.forceBackFacesOnly) {
  77135. engine.setState(true, 0, false, true);
  77136. }
  77137. // Draw
  77138. mesh._processRendering(subMesh, this._effect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return _this._effect.setMatrix("world", world); });
  77139. if (this.forceBackFacesOnly) {
  77140. engine.setState(true, 0, false, false);
  77141. }
  77142. }
  77143. else {
  77144. // Need to reset refresh rate of the shadowMap
  77145. if (this._shadowMap) {
  77146. this._shadowMap.resetRefreshCounter();
  77147. }
  77148. }
  77149. };
  77150. ShadowGenerator.prototype._applyFilterValues = function () {
  77151. if (!this._shadowMap) {
  77152. return;
  77153. }
  77154. if (this.filter === ShadowGenerator.FILTER_NONE || this.filter === ShadowGenerator.FILTER_PCSS) {
  77155. this._shadowMap.updateSamplingMode(BABYLON.Texture.NEAREST_SAMPLINGMODE);
  77156. }
  77157. else {
  77158. this._shadowMap.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  77159. }
  77160. };
  77161. /**
  77162. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  77163. * @param onCompiled Callback triggered at the and of the effects compilation
  77164. * @param options Sets of optional options forcing the compilation with different modes
  77165. */
  77166. ShadowGenerator.prototype.forceCompilation = function (onCompiled, options) {
  77167. var _this = this;
  77168. var localOptions = __assign({ useInstances: false }, options);
  77169. var shadowMap = this.getShadowMap();
  77170. if (!shadowMap) {
  77171. if (onCompiled) {
  77172. onCompiled(this);
  77173. }
  77174. return;
  77175. }
  77176. var renderList = shadowMap.renderList;
  77177. if (!renderList) {
  77178. if (onCompiled) {
  77179. onCompiled(this);
  77180. }
  77181. return;
  77182. }
  77183. var subMeshes = new Array();
  77184. for (var _i = 0, renderList_1 = renderList; _i < renderList_1.length; _i++) {
  77185. var mesh = renderList_1[_i];
  77186. subMeshes.push.apply(subMeshes, mesh.subMeshes);
  77187. }
  77188. if (subMeshes.length === 0) {
  77189. if (onCompiled) {
  77190. onCompiled(this);
  77191. }
  77192. return;
  77193. }
  77194. var currentIndex = 0;
  77195. var checkReady = function () {
  77196. if (!_this._scene || !_this._scene.getEngine()) {
  77197. return;
  77198. }
  77199. while (_this.isReady(subMeshes[currentIndex], localOptions.useInstances)) {
  77200. currentIndex++;
  77201. if (currentIndex >= subMeshes.length) {
  77202. if (onCompiled) {
  77203. onCompiled(_this);
  77204. }
  77205. return;
  77206. }
  77207. }
  77208. setTimeout(checkReady, 16);
  77209. };
  77210. checkReady();
  77211. };
  77212. /**
  77213. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  77214. * @param options Sets of optional options forcing the compilation with different modes
  77215. * @returns A promise that resolves when the compilation completes
  77216. */
  77217. ShadowGenerator.prototype.forceCompilationAsync = function (options) {
  77218. var _this = this;
  77219. return new Promise(function (resolve) {
  77220. _this.forceCompilation(function () {
  77221. resolve();
  77222. }, options);
  77223. });
  77224. };
  77225. /**
  77226. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  77227. * @param subMesh The submesh we want to render in the shadow map
  77228. * @param useInstances Defines wether will draw in the map using instances
  77229. * @returns true if ready otherwise, false
  77230. */
  77231. ShadowGenerator.prototype.isReady = function (subMesh, useInstances) {
  77232. var defines = [];
  77233. if (this._textureType !== BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT) {
  77234. defines.push("#define FLOAT");
  77235. }
  77236. if (this.useExponentialShadowMap || this.useBlurExponentialShadowMap) {
  77237. defines.push("#define ESM");
  77238. }
  77239. else if (this.usePercentageCloserFiltering || this.useContactHardeningShadow) {
  77240. defines.push("#define DEPTHTEXTURE");
  77241. }
  77242. var attribs = [BABYLON.VertexBuffer.PositionKind];
  77243. var mesh = subMesh.getMesh();
  77244. var material = subMesh.getMaterial();
  77245. // Normal bias.
  77246. if (this.normalBias && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  77247. attribs.push(BABYLON.VertexBuffer.NormalKind);
  77248. defines.push("#define NORMAL");
  77249. if (mesh.nonUniformScaling) {
  77250. defines.push("#define NONUNIFORMSCALING");
  77251. }
  77252. if (this.getLight().getTypeID() === BABYLON.Light.LIGHTTYPEID_DIRECTIONALLIGHT) {
  77253. defines.push("#define DIRECTIONINLIGHTDATA");
  77254. }
  77255. }
  77256. // Alpha test
  77257. if (material && material.needAlphaTesting()) {
  77258. var alphaTexture = material.getAlphaTestTexture();
  77259. if (alphaTexture) {
  77260. defines.push("#define ALPHATEST");
  77261. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  77262. attribs.push(BABYLON.VertexBuffer.UVKind);
  77263. defines.push("#define UV1");
  77264. }
  77265. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  77266. if (alphaTexture.coordinatesIndex === 1) {
  77267. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  77268. defines.push("#define UV2");
  77269. }
  77270. }
  77271. }
  77272. }
  77273. // Bones
  77274. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  77275. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  77276. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  77277. if (mesh.numBoneInfluencers > 4) {
  77278. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  77279. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  77280. }
  77281. var skeleton = mesh.skeleton;
  77282. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  77283. if (skeleton.isUsingTextureForMatrices) {
  77284. defines.push("#define BONETEXTURE");
  77285. }
  77286. else {
  77287. defines.push("#define BonesPerMesh " + (skeleton.bones.length + 1));
  77288. }
  77289. }
  77290. else {
  77291. defines.push("#define NUM_BONE_INFLUENCERS 0");
  77292. }
  77293. // Morph targets
  77294. var manager = mesh.morphTargetManager;
  77295. var morphInfluencers = 0;
  77296. if (manager) {
  77297. if (manager.numInfluencers > 0) {
  77298. defines.push("#define MORPHTARGETS");
  77299. morphInfluencers = manager.numInfluencers;
  77300. defines.push("#define NUM_MORPH_INFLUENCERS " + morphInfluencers);
  77301. BABYLON.MaterialHelper.PrepareAttributesForMorphTargets(attribs, mesh, { "NUM_MORPH_INFLUENCERS": morphInfluencers });
  77302. }
  77303. }
  77304. // Instances
  77305. if (useInstances) {
  77306. defines.push("#define INSTANCES");
  77307. attribs.push("world0");
  77308. attribs.push("world1");
  77309. attribs.push("world2");
  77310. attribs.push("world3");
  77311. }
  77312. // Get correct effect
  77313. var join = defines.join("\n");
  77314. if (this._cachedDefines !== join) {
  77315. this._cachedDefines = join;
  77316. this._effect = this._scene.getEngine().createEffect("shadowMap", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "lightData", "depthValues", "biasAndScale", "morphTargetInfluences", "boneTextureWidth"], ["diffuseSampler", "boneSampler"], join, undefined, undefined, undefined, { maxSimultaneousMorphTargets: morphInfluencers });
  77317. }
  77318. if (!this._effect.isReady()) {
  77319. return false;
  77320. }
  77321. if (this.useBlurExponentialShadowMap || this.useBlurCloseExponentialShadowMap) {
  77322. if (!this._blurPostProcesses || !this._blurPostProcesses.length) {
  77323. this._initializeBlurRTTAndPostProcesses();
  77324. }
  77325. }
  77326. if (this._kernelBlurXPostprocess && !this._kernelBlurXPostprocess.isReady()) {
  77327. return false;
  77328. }
  77329. if (this._kernelBlurYPostprocess && !this._kernelBlurYPostprocess.isReady()) {
  77330. return false;
  77331. }
  77332. if (this._boxBlurPostprocess && !this._boxBlurPostprocess.isReady()) {
  77333. return false;
  77334. }
  77335. return true;
  77336. };
  77337. /**
  77338. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  77339. * @param defines Defines of the material we want to update
  77340. * @param lightIndex Index of the light in the enabled light list of the material
  77341. */
  77342. ShadowGenerator.prototype.prepareDefines = function (defines, lightIndex) {
  77343. var scene = this._scene;
  77344. var light = this._light;
  77345. if (!scene.shadowsEnabled || !light.shadowEnabled) {
  77346. return;
  77347. }
  77348. defines["SHADOW" + lightIndex] = true;
  77349. if (this.useContactHardeningShadow) {
  77350. defines["SHADOWPCSS" + lightIndex] = true;
  77351. if (this._filteringQuality === ShadowGenerator.QUALITY_LOW) {
  77352. defines["SHADOWLOWQUALITY" + lightIndex] = true;
  77353. }
  77354. else if (this._filteringQuality === ShadowGenerator.QUALITY_MEDIUM) {
  77355. defines["SHADOWMEDIUMQUALITY" + lightIndex] = true;
  77356. }
  77357. // else default to high.
  77358. }
  77359. if (this.usePercentageCloserFiltering) {
  77360. defines["SHADOWPCF" + lightIndex] = true;
  77361. if (this._filteringQuality === ShadowGenerator.QUALITY_LOW) {
  77362. defines["SHADOWLOWQUALITY" + lightIndex] = true;
  77363. }
  77364. else if (this._filteringQuality === ShadowGenerator.QUALITY_MEDIUM) {
  77365. defines["SHADOWMEDIUMQUALITY" + lightIndex] = true;
  77366. }
  77367. // else default to high.
  77368. }
  77369. else if (this.usePoissonSampling) {
  77370. defines["SHADOWPOISSON" + lightIndex] = true;
  77371. }
  77372. else if (this.useExponentialShadowMap || this.useBlurExponentialShadowMap) {
  77373. defines["SHADOWESM" + lightIndex] = true;
  77374. }
  77375. else if (this.useCloseExponentialShadowMap || this.useBlurCloseExponentialShadowMap) {
  77376. defines["SHADOWCLOSEESM" + lightIndex] = true;
  77377. }
  77378. if (light.needCube()) {
  77379. defines["SHADOWCUBE" + lightIndex] = true;
  77380. }
  77381. };
  77382. /**
  77383. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  77384. * defined in the generator but impacting the effect).
  77385. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  77386. * @param effect The effect we are binfing the information for
  77387. */
  77388. ShadowGenerator.prototype.bindShadowLight = function (lightIndex, effect) {
  77389. var light = this._light;
  77390. var scene = this._scene;
  77391. if (!scene.shadowsEnabled || !light.shadowEnabled) {
  77392. return;
  77393. }
  77394. var camera = scene.activeCamera;
  77395. if (!camera) {
  77396. return;
  77397. }
  77398. var shadowMap = this.getShadowMap();
  77399. if (!shadowMap) {
  77400. return;
  77401. }
  77402. if (!light.needCube()) {
  77403. effect.setMatrix("lightMatrix" + lightIndex, this.getTransformMatrix());
  77404. }
  77405. // Only PCF uses depth stencil texture.
  77406. if (this._filter === ShadowGenerator.FILTER_PCF) {
  77407. effect.setDepthStencilTexture("shadowSampler" + lightIndex, this.getShadowMapForRendering());
  77408. light._uniformBuffer.updateFloat4("shadowsInfo", this.getDarkness(), shadowMap.getSize().width, 1 / shadowMap.getSize().width, this.frustumEdgeFalloff, lightIndex);
  77409. }
  77410. else if (this._filter === ShadowGenerator.FILTER_PCSS) {
  77411. effect.setDepthStencilTexture("shadowSampler" + lightIndex, this.getShadowMapForRendering());
  77412. effect.setTexture("depthSampler" + lightIndex, this.getShadowMapForRendering());
  77413. light._uniformBuffer.updateFloat4("shadowsInfo", this.getDarkness(), 1 / shadowMap.getSize().width, this._contactHardeningLightSizeUVRatio * shadowMap.getSize().width, this.frustumEdgeFalloff, lightIndex);
  77414. }
  77415. else {
  77416. effect.setTexture("shadowSampler" + lightIndex, this.getShadowMapForRendering());
  77417. light._uniformBuffer.updateFloat4("shadowsInfo", this.getDarkness(), this.blurScale / shadowMap.getSize().width, this.depthScale, this.frustumEdgeFalloff, lightIndex);
  77418. }
  77419. light._uniformBuffer.updateFloat2("depthValues", this.getLight().getDepthMinZ(camera), this.getLight().getDepthMinZ(camera) + this.getLight().getDepthMaxZ(camera), lightIndex);
  77420. };
  77421. /**
  77422. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  77423. * (eq to shadow prjection matrix * light transform matrix)
  77424. * @returns The transform matrix used to create the shadow map
  77425. */
  77426. ShadowGenerator.prototype.getTransformMatrix = function () {
  77427. var scene = this._scene;
  77428. if (this._currentRenderID === scene.getRenderId() && this._currentFaceIndexCache === this._currentFaceIndex) {
  77429. return this._transformMatrix;
  77430. }
  77431. this._currentRenderID = scene.getRenderId();
  77432. this._currentFaceIndexCache = this._currentFaceIndex;
  77433. var lightPosition = this._light.position;
  77434. if (this._light.computeTransformedInformation()) {
  77435. lightPosition = this._light.transformedPosition;
  77436. }
  77437. BABYLON.Vector3.NormalizeToRef(this._light.getShadowDirection(this._currentFaceIndex), this._lightDirection);
  77438. if (Math.abs(BABYLON.Vector3.Dot(this._lightDirection, BABYLON.Vector3.Up())) === 1.0) {
  77439. this._lightDirection.z = 0.0000000000001; // Required to avoid perfectly perpendicular light
  77440. }
  77441. if (this._light.needProjectionMatrixCompute() || !this._cachedPosition || !this._cachedDirection || !lightPosition.equals(this._cachedPosition) || !this._lightDirection.equals(this._cachedDirection)) {
  77442. this._cachedPosition.copyFrom(lightPosition);
  77443. this._cachedDirection.copyFrom(this._lightDirection);
  77444. BABYLON.Matrix.LookAtLHToRef(lightPosition, lightPosition.add(this._lightDirection), BABYLON.Vector3.Up(), this._viewMatrix);
  77445. var shadowMap = this.getShadowMap();
  77446. if (shadowMap) {
  77447. var renderList = shadowMap.renderList;
  77448. if (renderList) {
  77449. this._light.setShadowProjectionMatrix(this._projectionMatrix, this._viewMatrix, renderList);
  77450. }
  77451. }
  77452. this._viewMatrix.multiplyToRef(this._projectionMatrix, this._transformMatrix);
  77453. }
  77454. return this._transformMatrix;
  77455. };
  77456. /**
  77457. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  77458. * Cube and 2D textures for instance.
  77459. */
  77460. ShadowGenerator.prototype.recreateShadowMap = function () {
  77461. var shadowMap = this._shadowMap;
  77462. if (!shadowMap) {
  77463. return;
  77464. }
  77465. // Track render list.
  77466. var renderList = shadowMap.renderList;
  77467. // Clean up existing data.
  77468. this._disposeRTTandPostProcesses();
  77469. // Reinitializes.
  77470. this._initializeGenerator();
  77471. // Reaffect the filter to ensure a correct fallback if necessary.
  77472. this.filter = this.filter;
  77473. // Reaffect the filter.
  77474. this._applyFilterValues();
  77475. // Reaffect Render List.
  77476. this._shadowMap.renderList = renderList;
  77477. };
  77478. ShadowGenerator.prototype._disposeBlurPostProcesses = function () {
  77479. if (this._shadowMap2) {
  77480. this._shadowMap2.dispose();
  77481. this._shadowMap2 = null;
  77482. }
  77483. if (this._boxBlurPostprocess) {
  77484. this._boxBlurPostprocess.dispose();
  77485. this._boxBlurPostprocess = null;
  77486. }
  77487. if (this._kernelBlurXPostprocess) {
  77488. this._kernelBlurXPostprocess.dispose();
  77489. this._kernelBlurXPostprocess = null;
  77490. }
  77491. if (this._kernelBlurYPostprocess) {
  77492. this._kernelBlurYPostprocess.dispose();
  77493. this._kernelBlurYPostprocess = null;
  77494. }
  77495. this._blurPostProcesses = [];
  77496. };
  77497. ShadowGenerator.prototype._disposeRTTandPostProcesses = function () {
  77498. if (this._shadowMap) {
  77499. this._shadowMap.dispose();
  77500. this._shadowMap = null;
  77501. }
  77502. this._disposeBlurPostProcesses();
  77503. };
  77504. /**
  77505. * Disposes the ShadowGenerator.
  77506. * Returns nothing.
  77507. */
  77508. ShadowGenerator.prototype.dispose = function () {
  77509. this._disposeRTTandPostProcesses();
  77510. if (this._light) {
  77511. this._light._shadowGenerator = null;
  77512. this._light._markMeshesAsLightDirty();
  77513. }
  77514. };
  77515. /**
  77516. * Serializes the shadow generator setup to a json object.
  77517. * @returns The serialized JSON object
  77518. */
  77519. ShadowGenerator.prototype.serialize = function () {
  77520. var serializationObject = {};
  77521. var shadowMap = this.getShadowMap();
  77522. if (!shadowMap) {
  77523. return serializationObject;
  77524. }
  77525. serializationObject.lightId = this._light.id;
  77526. serializationObject.mapSize = shadowMap.getRenderSize();
  77527. serializationObject.useExponentialShadowMap = this.useExponentialShadowMap;
  77528. serializationObject.useBlurExponentialShadowMap = this.useBlurExponentialShadowMap;
  77529. serializationObject.useCloseExponentialShadowMap = this.useBlurExponentialShadowMap;
  77530. serializationObject.useBlurCloseExponentialShadowMap = this.useBlurExponentialShadowMap;
  77531. serializationObject.usePoissonSampling = this.usePoissonSampling;
  77532. serializationObject.forceBackFacesOnly = this.forceBackFacesOnly;
  77533. serializationObject.depthScale = this.depthScale;
  77534. serializationObject.darkness = this.getDarkness();
  77535. serializationObject.blurBoxOffset = this.blurBoxOffset;
  77536. serializationObject.blurKernel = this.blurKernel;
  77537. serializationObject.blurScale = this.blurScale;
  77538. serializationObject.useKernelBlur = this.useKernelBlur;
  77539. serializationObject.transparencyShadow = this._transparencyShadow;
  77540. serializationObject.frustumEdgeFalloff = this.frustumEdgeFalloff;
  77541. serializationObject.bias = this.bias;
  77542. serializationObject.normalBias = this.normalBias;
  77543. serializationObject.usePercentageCloserFiltering = this.usePercentageCloserFiltering;
  77544. serializationObject.useContactHardeningShadow = this.useContactHardeningShadow;
  77545. serializationObject.filteringQuality = this.filteringQuality;
  77546. serializationObject.contactHardeningLightSizeUVRatio = this.contactHardeningLightSizeUVRatio;
  77547. serializationObject.renderList = [];
  77548. if (shadowMap.renderList) {
  77549. for (var meshIndex = 0; meshIndex < shadowMap.renderList.length; meshIndex++) {
  77550. var mesh = shadowMap.renderList[meshIndex];
  77551. serializationObject.renderList.push(mesh.id);
  77552. }
  77553. }
  77554. return serializationObject;
  77555. };
  77556. /**
  77557. * Parses a serialized ShadowGenerator and returns a new ShadowGenerator.
  77558. * @param parsedShadowGenerator The JSON object to parse
  77559. * @param scene The scene to create the shadow map for
  77560. * @returns The parsed shadow generator
  77561. */
  77562. ShadowGenerator.Parse = function (parsedShadowGenerator, scene) {
  77563. var light = scene.getLightByID(parsedShadowGenerator.lightId);
  77564. var shadowGenerator = new ShadowGenerator(parsedShadowGenerator.mapSize, light);
  77565. var shadowMap = shadowGenerator.getShadowMap();
  77566. for (var meshIndex = 0; meshIndex < parsedShadowGenerator.renderList.length; meshIndex++) {
  77567. var meshes = scene.getMeshesByID(parsedShadowGenerator.renderList[meshIndex]);
  77568. meshes.forEach(function (mesh) {
  77569. if (!shadowMap) {
  77570. return;
  77571. }
  77572. if (!shadowMap.renderList) {
  77573. shadowMap.renderList = [];
  77574. }
  77575. shadowMap.renderList.push(mesh);
  77576. });
  77577. }
  77578. if (parsedShadowGenerator.usePoissonSampling) {
  77579. shadowGenerator.usePoissonSampling = true;
  77580. }
  77581. else if (parsedShadowGenerator.useExponentialShadowMap) {
  77582. shadowGenerator.useExponentialShadowMap = true;
  77583. }
  77584. else if (parsedShadowGenerator.useBlurExponentialShadowMap) {
  77585. shadowGenerator.useBlurExponentialShadowMap = true;
  77586. }
  77587. else if (parsedShadowGenerator.useCloseExponentialShadowMap) {
  77588. shadowGenerator.useCloseExponentialShadowMap = true;
  77589. }
  77590. else if (parsedShadowGenerator.useBlurCloseExponentialShadowMap) {
  77591. shadowGenerator.useBlurCloseExponentialShadowMap = true;
  77592. }
  77593. else if (parsedShadowGenerator.usePercentageCloserFiltering) {
  77594. shadowGenerator.usePercentageCloserFiltering = true;
  77595. }
  77596. else if (parsedShadowGenerator.useContactHardeningShadow) {
  77597. shadowGenerator.useContactHardeningShadow = true;
  77598. }
  77599. if (parsedShadowGenerator.filteringQuality) {
  77600. shadowGenerator.filteringQuality = parsedShadowGenerator.filteringQuality;
  77601. }
  77602. if (parsedShadowGenerator.contactHardeningLightSizeUVRatio) {
  77603. shadowGenerator.contactHardeningLightSizeUVRatio = parsedShadowGenerator.contactHardeningLightSizeUVRatio;
  77604. }
  77605. // Backward compat
  77606. else if (parsedShadowGenerator.useVarianceShadowMap) {
  77607. shadowGenerator.useExponentialShadowMap = true;
  77608. }
  77609. else if (parsedShadowGenerator.useBlurVarianceShadowMap) {
  77610. shadowGenerator.useBlurExponentialShadowMap = true;
  77611. }
  77612. if (parsedShadowGenerator.depthScale) {
  77613. shadowGenerator.depthScale = parsedShadowGenerator.depthScale;
  77614. }
  77615. if (parsedShadowGenerator.blurScale) {
  77616. shadowGenerator.blurScale = parsedShadowGenerator.blurScale;
  77617. }
  77618. if (parsedShadowGenerator.blurBoxOffset) {
  77619. shadowGenerator.blurBoxOffset = parsedShadowGenerator.blurBoxOffset;
  77620. }
  77621. if (parsedShadowGenerator.useKernelBlur) {
  77622. shadowGenerator.useKernelBlur = parsedShadowGenerator.useKernelBlur;
  77623. }
  77624. if (parsedShadowGenerator.blurKernel) {
  77625. shadowGenerator.blurKernel = parsedShadowGenerator.blurKernel;
  77626. }
  77627. if (parsedShadowGenerator.bias !== undefined) {
  77628. shadowGenerator.bias = parsedShadowGenerator.bias;
  77629. }
  77630. if (parsedShadowGenerator.normalBias !== undefined) {
  77631. shadowGenerator.normalBias = parsedShadowGenerator.normalBias;
  77632. }
  77633. if (parsedShadowGenerator.frustumEdgeFalloff !== undefined) {
  77634. shadowGenerator.frustumEdgeFalloff = parsedShadowGenerator.frustumEdgeFalloff;
  77635. }
  77636. if (parsedShadowGenerator.darkness) {
  77637. shadowGenerator.setDarkness(parsedShadowGenerator.darkness);
  77638. }
  77639. if (parsedShadowGenerator.transparencyShadow) {
  77640. shadowGenerator.setTransparencyShadow(true);
  77641. }
  77642. shadowGenerator.forceBackFacesOnly = parsedShadowGenerator.forceBackFacesOnly;
  77643. return shadowGenerator;
  77644. };
  77645. /**
  77646. * Shadow generator mode None: no filtering applied.
  77647. */
  77648. ShadowGenerator.FILTER_NONE = 0;
  77649. /**
  77650. * Shadow generator mode ESM: Exponential Shadow Mapping.
  77651. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  77652. */
  77653. ShadowGenerator.FILTER_EXPONENTIALSHADOWMAP = 1;
  77654. /**
  77655. * Shadow generator mode Poisson Sampling: Percentage Closer Filtering.
  77656. * (Multiple Tap around evenly distributed around the pixel are used to evaluate the shadow strength)
  77657. */
  77658. ShadowGenerator.FILTER_POISSONSAMPLING = 2;
  77659. /**
  77660. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping.
  77661. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  77662. */
  77663. ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP = 3;
  77664. /**
  77665. * Shadow generator mode ESM: Exponential Shadow Mapping using the inverse of the exponential preventing
  77666. * edge artifacts on steep falloff.
  77667. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  77668. */
  77669. ShadowGenerator.FILTER_CLOSEEXPONENTIALSHADOWMAP = 4;
  77670. /**
  77671. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping using the inverse of the exponential preventing
  77672. * edge artifacts on steep falloff.
  77673. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  77674. */
  77675. ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP = 5;
  77676. /**
  77677. * Shadow generator mode PCF: Percentage Closer Filtering
  77678. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  77679. * (https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch11.html)
  77680. */
  77681. ShadowGenerator.FILTER_PCF = 6;
  77682. /**
  77683. * Shadow generator mode PCSS: Percentage Closering Soft Shadow.
  77684. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  77685. * Contact Hardening
  77686. */
  77687. ShadowGenerator.FILTER_PCSS = 7;
  77688. /**
  77689. * Reserved for PCF and PCSS
  77690. * Highest Quality.
  77691. *
  77692. * Execute PCF on a 5*5 kernel improving a lot the shadow aliasing artifacts.
  77693. *
  77694. * Execute PCSS with 32 taps blocker search and 64 taps PCF.
  77695. */
  77696. ShadowGenerator.QUALITY_HIGH = 0;
  77697. /**
  77698. * Reserved for PCF and PCSS
  77699. * Good tradeoff for quality/perf cross devices
  77700. *
  77701. * Execute PCF on a 3*3 kernel.
  77702. *
  77703. * Execute PCSS with 16 taps blocker search and 32 taps PCF.
  77704. */
  77705. ShadowGenerator.QUALITY_MEDIUM = 1;
  77706. /**
  77707. * Reserved for PCF and PCSS
  77708. * The lowest quality but the fastest.
  77709. *
  77710. * Execute PCF on a 1*1 kernel.
  77711. *
  77712. * Execute PCSS with 16 taps blocker search and 16 taps PCF.
  77713. */
  77714. ShadowGenerator.QUALITY_LOW = 2;
  77715. return ShadowGenerator;
  77716. }());
  77717. BABYLON.ShadowGenerator = ShadowGenerator;
  77718. })(BABYLON || (BABYLON = {}));
  77719. //# sourceMappingURL=babylon.shadowGenerator.js.map
  77720. var BABYLON;
  77721. (function (BABYLON) {
  77722. // Adds the parser to the scene parsers.
  77723. BABYLON.AbstractScene.AddParser(BABYLON.SceneComponentConstants.NAME_SHADOWGENERATOR, function (parsedData, scene, container, rootUrl) {
  77724. // Shadows
  77725. if (parsedData.shadowGenerators !== undefined && parsedData.shadowGenerators !== null) {
  77726. for (var index = 0, cache = parsedData.shadowGenerators.length; index < cache; index++) {
  77727. var parsedShadowGenerator = parsedData.shadowGenerators[index];
  77728. BABYLON.ShadowGenerator.Parse(parsedShadowGenerator, scene);
  77729. // SG would be available on their associated lights
  77730. }
  77731. }
  77732. });
  77733. /**
  77734. * Defines the shadow generator component responsible to manage any shadow generators
  77735. * in a given scene.
  77736. */
  77737. var ShadowGeneratorSceneComponent = /** @class */ (function () {
  77738. /**
  77739. * Creates a new instance of the component for the given scene
  77740. * @param scene Defines the scene to register the component in
  77741. */
  77742. function ShadowGeneratorSceneComponent(scene) {
  77743. /**
  77744. * The component name helpfull to identify the component in the list of scene components.
  77745. */
  77746. this.name = BABYLON.SceneComponentConstants.NAME_SHADOWGENERATOR;
  77747. this.scene = scene;
  77748. }
  77749. /**
  77750. * Registers the component in a given scene
  77751. */
  77752. ShadowGeneratorSceneComponent.prototype.register = function () {
  77753. this.scene._gatherRenderTargetsStage.registerStep(BABYLON.SceneComponentConstants.STEP_GATHERRENDERTARGETS_SHADOWGENERATOR, this, this._gatherRenderTargets);
  77754. };
  77755. /**
  77756. * Rebuilds the elements related to this component in case of
  77757. * context lost for instance.
  77758. */
  77759. ShadowGeneratorSceneComponent.prototype.rebuild = function () {
  77760. // Nothing To Do Here.
  77761. };
  77762. /**
  77763. * Serializes the component data to the specified json object
  77764. * @param serializationObject The object to serialize to
  77765. */
  77766. ShadowGeneratorSceneComponent.prototype.serialize = function (serializationObject) {
  77767. // Shadows
  77768. serializationObject.shadowGenerators = [];
  77769. var lights = this.scene.lights;
  77770. for (var _i = 0, lights_1 = lights; _i < lights_1.length; _i++) {
  77771. var light = lights_1[_i];
  77772. var shadowGenerator = light.getShadowGenerator();
  77773. if (shadowGenerator) {
  77774. serializationObject.shadowGenerators.push(shadowGenerator.serialize());
  77775. }
  77776. }
  77777. };
  77778. /**
  77779. * Adds all the element from the container to the scene
  77780. * @param container the container holding the elements
  77781. */
  77782. ShadowGeneratorSceneComponent.prototype.addFromContainer = function (container) {
  77783. // Nothing To Do Here. (directly attached to a light)
  77784. };
  77785. /**
  77786. * Removes all the elements in the container from the scene
  77787. * @param container contains the elements to remove
  77788. */
  77789. ShadowGeneratorSceneComponent.prototype.removeFromContainer = function (container) {
  77790. // Nothing To Do Here. (directly attached to a light)
  77791. };
  77792. /**
  77793. * Rebuilds the elements related to this component in case of
  77794. * context lost for instance.
  77795. */
  77796. ShadowGeneratorSceneComponent.prototype.dispose = function () {
  77797. // Nothing To Do Here.
  77798. };
  77799. ShadowGeneratorSceneComponent.prototype._gatherRenderTargets = function (renderTargets) {
  77800. // Shadows
  77801. var scene = this.scene;
  77802. if (this.scene.shadowsEnabled) {
  77803. for (var lightIndex = 0; lightIndex < scene.lights.length; lightIndex++) {
  77804. var light = scene.lights[lightIndex];
  77805. var shadowGenerator = light.getShadowGenerator();
  77806. if (light.isEnabled() && light.shadowEnabled && shadowGenerator) {
  77807. var shadowMap = (shadowGenerator.getShadowMap());
  77808. if (scene.textures.indexOf(shadowMap) !== -1) {
  77809. renderTargets.push(shadowMap);
  77810. }
  77811. }
  77812. }
  77813. }
  77814. };
  77815. return ShadowGeneratorSceneComponent;
  77816. }());
  77817. BABYLON.ShadowGeneratorSceneComponent = ShadowGeneratorSceneComponent;
  77818. })(BABYLON || (BABYLON = {}));
  77819. //# sourceMappingURL=babylon.shadowGeneratorSceneComponent.js.map
  77820. var BABYLON;
  77821. (function (BABYLON) {
  77822. /**
  77823. * Class used for the default loading screen
  77824. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  77825. */
  77826. var DefaultLoadingScreen = /** @class */ (function () {
  77827. /**
  77828. * Creates a new default loading screen
  77829. * @param _renderingCanvas defines the canvas used to render the scene
  77830. * @param _loadingText defines the default text to display
  77831. * @param _loadingDivBackgroundColor defines the default background color
  77832. */
  77833. function DefaultLoadingScreen(_renderingCanvas, _loadingText, _loadingDivBackgroundColor) {
  77834. if (_loadingText === void 0) { _loadingText = ""; }
  77835. if (_loadingDivBackgroundColor === void 0) { _loadingDivBackgroundColor = "black"; }
  77836. var _this = this;
  77837. this._renderingCanvas = _renderingCanvas;
  77838. this._loadingText = _loadingText;
  77839. this._loadingDivBackgroundColor = _loadingDivBackgroundColor;
  77840. // Resize
  77841. this._resizeLoadingUI = function () {
  77842. var canvasRect = _this._renderingCanvas.getBoundingClientRect();
  77843. var canvasPositioning = window.getComputedStyle(_this._renderingCanvas).position;
  77844. if (!_this._loadingDiv) {
  77845. return;
  77846. }
  77847. _this._loadingDiv.style.position = (canvasPositioning === "fixed") ? "fixed" : "absolute";
  77848. _this._loadingDiv.style.left = canvasRect.left + "px";
  77849. _this._loadingDiv.style.top = canvasRect.top + "px";
  77850. _this._loadingDiv.style.width = canvasRect.width + "px";
  77851. _this._loadingDiv.style.height = canvasRect.height + "px";
  77852. };
  77853. }
  77854. /**
  77855. * Function called to display the loading screen
  77856. */
  77857. DefaultLoadingScreen.prototype.displayLoadingUI = function () {
  77858. if (this._loadingDiv) {
  77859. // Do not add a loading screen if there is already one
  77860. return;
  77861. }
  77862. this._loadingDiv = document.createElement("div");
  77863. this._loadingDiv.id = "babylonjsLoadingDiv";
  77864. this._loadingDiv.style.opacity = "0";
  77865. this._loadingDiv.style.transition = "opacity 1.5s ease";
  77866. this._loadingDiv.style.pointerEvents = "none";
  77867. // Loading text
  77868. this._loadingTextDiv = document.createElement("div");
  77869. this._loadingTextDiv.style.position = "absolute";
  77870. this._loadingTextDiv.style.left = "0";
  77871. this._loadingTextDiv.style.top = "50%";
  77872. this._loadingTextDiv.style.marginTop = "80px";
  77873. this._loadingTextDiv.style.width = "100%";
  77874. this._loadingTextDiv.style.height = "20px";
  77875. this._loadingTextDiv.style.fontFamily = "Arial";
  77876. this._loadingTextDiv.style.fontSize = "14px";
  77877. this._loadingTextDiv.style.color = "white";
  77878. this._loadingTextDiv.style.textAlign = "center";
  77879. this._loadingTextDiv.innerHTML = "Loading";
  77880. this._loadingDiv.appendChild(this._loadingTextDiv);
  77881. //set the predefined text
  77882. this._loadingTextDiv.innerHTML = this._loadingText;
  77883. // Generating keyframes
  77884. var style = document.createElement('style');
  77885. style.type = 'text/css';
  77886. 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 }";
  77887. style.innerHTML = keyFrames;
  77888. document.getElementsByTagName('head')[0].appendChild(style);
  77889. // Loading img
  77890. var imgBack = new Image();
  77891. imgBack.src = "data:image/png;base64,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";
  77892. imgBack.style.position = "absolute";
  77893. imgBack.style.left = "50%";
  77894. imgBack.style.top = "50%";
  77895. imgBack.style.marginLeft = "-60px";
  77896. imgBack.style.marginTop = "-60px";
  77897. imgBack.style.animation = "spin1 2s infinite ease-in-out";
  77898. imgBack.style.webkitAnimation = "spin1 2s infinite ease-in-out";
  77899. imgBack.style.transformOrigin = "50% 50%";
  77900. imgBack.style.webkitTransformOrigin = "50% 50%";
  77901. this._loadingDiv.appendChild(imgBack);
  77902. this._resizeLoadingUI();
  77903. window.addEventListener("resize", this._resizeLoadingUI);
  77904. this._loadingDiv.style.backgroundColor = this._loadingDivBackgroundColor;
  77905. document.body.appendChild(this._loadingDiv);
  77906. this._loadingDiv.style.opacity = "1";
  77907. };
  77908. /**
  77909. * Function called to hide the loading screen
  77910. */
  77911. DefaultLoadingScreen.prototype.hideLoadingUI = function () {
  77912. var _this = this;
  77913. if (!this._loadingDiv) {
  77914. return;
  77915. }
  77916. var onTransitionEnd = function () {
  77917. if (!_this._loadingDiv) {
  77918. return;
  77919. }
  77920. if (_this._loadingDiv.parentElement) {
  77921. _this._loadingDiv.parentElement.removeChild(_this._loadingDiv);
  77922. }
  77923. window.removeEventListener("resize", _this._resizeLoadingUI);
  77924. _this._loadingDiv = null;
  77925. };
  77926. this._loadingDiv.style.opacity = "0";
  77927. this._loadingDiv.addEventListener("transitionend", onTransitionEnd);
  77928. };
  77929. Object.defineProperty(DefaultLoadingScreen.prototype, "loadingUIText", {
  77930. get: function () {
  77931. return this._loadingText;
  77932. },
  77933. /**
  77934. * Gets or sets the text to display while loading
  77935. */
  77936. set: function (text) {
  77937. this._loadingText = text;
  77938. if (this._loadingTextDiv) {
  77939. this._loadingTextDiv.innerHTML = this._loadingText;
  77940. }
  77941. },
  77942. enumerable: true,
  77943. configurable: true
  77944. });
  77945. Object.defineProperty(DefaultLoadingScreen.prototype, "loadingUIBackgroundColor", {
  77946. /**
  77947. * Gets or sets the color to use for the background
  77948. */
  77949. get: function () {
  77950. return this._loadingDivBackgroundColor;
  77951. },
  77952. set: function (color) {
  77953. this._loadingDivBackgroundColor = color;
  77954. if (!this._loadingDiv) {
  77955. return;
  77956. }
  77957. this._loadingDiv.style.backgroundColor = this._loadingDivBackgroundColor;
  77958. },
  77959. enumerable: true,
  77960. configurable: true
  77961. });
  77962. return DefaultLoadingScreen;
  77963. }());
  77964. BABYLON.DefaultLoadingScreen = DefaultLoadingScreen;
  77965. })(BABYLON || (BABYLON = {}));
  77966. //# sourceMappingURL=babylon.loadingScreen.js.map
  77967. var BABYLON;
  77968. (function (BABYLON) {
  77969. /**
  77970. * Class used to represent data loading progression
  77971. */
  77972. var SceneLoaderProgressEvent = /** @class */ (function () {
  77973. /**
  77974. * Create a new progress event
  77975. * @param lengthComputable defines if data length to load can be evaluated
  77976. * @param loaded defines the loaded data length
  77977. * @param total defines the data length to load
  77978. */
  77979. function SceneLoaderProgressEvent(
  77980. /** defines if data length to load can be evaluated */
  77981. lengthComputable,
  77982. /** defines the loaded data length */
  77983. loaded,
  77984. /** defines the data length to load */
  77985. total) {
  77986. this.lengthComputable = lengthComputable;
  77987. this.loaded = loaded;
  77988. this.total = total;
  77989. }
  77990. /**
  77991. * Creates a new SceneLoaderProgressEvent from a ProgressEvent
  77992. * @param event defines the source event
  77993. * @returns a new SceneLoaderProgressEvent
  77994. */
  77995. SceneLoaderProgressEvent.FromProgressEvent = function (event) {
  77996. return new SceneLoaderProgressEvent(event.lengthComputable, event.loaded, event.total);
  77997. };
  77998. return SceneLoaderProgressEvent;
  77999. }());
  78000. BABYLON.SceneLoaderProgressEvent = SceneLoaderProgressEvent;
  78001. /**
  78002. * Class used to load scene from various file formats using registered plugins
  78003. * @see http://doc.babylonjs.com/how_to/load_from_any_file_type
  78004. */
  78005. var SceneLoader = /** @class */ (function () {
  78006. function SceneLoader() {
  78007. }
  78008. Object.defineProperty(SceneLoader, "ForceFullSceneLoadingForIncremental", {
  78009. /**
  78010. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  78011. */
  78012. get: function () {
  78013. return SceneLoader._ForceFullSceneLoadingForIncremental;
  78014. },
  78015. set: function (value) {
  78016. SceneLoader._ForceFullSceneLoadingForIncremental = value;
  78017. },
  78018. enumerable: true,
  78019. configurable: true
  78020. });
  78021. Object.defineProperty(SceneLoader, "ShowLoadingScreen", {
  78022. /**
  78023. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  78024. */
  78025. get: function () {
  78026. return SceneLoader._ShowLoadingScreen;
  78027. },
  78028. set: function (value) {
  78029. SceneLoader._ShowLoadingScreen = value;
  78030. },
  78031. enumerable: true,
  78032. configurable: true
  78033. });
  78034. Object.defineProperty(SceneLoader, "loggingLevel", {
  78035. /**
  78036. * Defines the current logging level (while loading the scene)
  78037. * @ignorenaming
  78038. */
  78039. get: function () {
  78040. return SceneLoader._loggingLevel;
  78041. },
  78042. set: function (value) {
  78043. SceneLoader._loggingLevel = value;
  78044. },
  78045. enumerable: true,
  78046. configurable: true
  78047. });
  78048. Object.defineProperty(SceneLoader, "CleanBoneMatrixWeights", {
  78049. /**
  78050. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  78051. */
  78052. get: function () {
  78053. return SceneLoader._CleanBoneMatrixWeights;
  78054. },
  78055. set: function (value) {
  78056. SceneLoader._CleanBoneMatrixWeights = value;
  78057. },
  78058. enumerable: true,
  78059. configurable: true
  78060. });
  78061. SceneLoader._getDefaultPlugin = function () {
  78062. return SceneLoader._registeredPlugins[".babylon"];
  78063. };
  78064. SceneLoader._getPluginForExtension = function (extension) {
  78065. var registeredPlugin = SceneLoader._registeredPlugins[extension];
  78066. if (registeredPlugin) {
  78067. return registeredPlugin;
  78068. }
  78069. 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");
  78070. return SceneLoader._getDefaultPlugin();
  78071. };
  78072. SceneLoader._getPluginForDirectLoad = function (data) {
  78073. for (var extension in SceneLoader._registeredPlugins) {
  78074. var plugin = SceneLoader._registeredPlugins[extension].plugin;
  78075. if (plugin.canDirectLoad && plugin.canDirectLoad(data)) {
  78076. return SceneLoader._registeredPlugins[extension];
  78077. }
  78078. }
  78079. return SceneLoader._getDefaultPlugin();
  78080. };
  78081. SceneLoader._getPluginForFilename = function (sceneFilename) {
  78082. var queryStringPosition = sceneFilename.indexOf("?");
  78083. if (queryStringPosition !== -1) {
  78084. sceneFilename = sceneFilename.substring(0, queryStringPosition);
  78085. }
  78086. var dotPosition = sceneFilename.lastIndexOf(".");
  78087. var extension = sceneFilename.substring(dotPosition, sceneFilename.length).toLowerCase();
  78088. return SceneLoader._getPluginForExtension(extension);
  78089. };
  78090. // use babylon file loader directly if sceneFilename is prefixed with "data:"
  78091. SceneLoader._getDirectLoad = function (sceneFilename) {
  78092. if (sceneFilename.substr(0, 5) === "data:") {
  78093. return sceneFilename.substr(5);
  78094. }
  78095. return null;
  78096. };
  78097. SceneLoader._loadData = function (fileInfo, scene, onSuccess, onProgress, onError, onDispose, pluginExtension) {
  78098. var directLoad = SceneLoader._getDirectLoad(fileInfo.name);
  78099. var registeredPlugin = pluginExtension ? SceneLoader._getPluginForExtension(pluginExtension) : (directLoad ? SceneLoader._getPluginForDirectLoad(fileInfo.name) : SceneLoader._getPluginForFilename(fileInfo.name));
  78100. var plugin;
  78101. if (registeredPlugin.plugin.createPlugin) {
  78102. plugin = registeredPlugin.plugin.createPlugin();
  78103. }
  78104. else {
  78105. plugin = registeredPlugin.plugin;
  78106. }
  78107. var useArrayBuffer = registeredPlugin.isBinary;
  78108. var offlineProvider;
  78109. SceneLoader.OnPluginActivatedObservable.notifyObservers(plugin);
  78110. var dataCallback = function (data, responseURL) {
  78111. if (scene.isDisposed) {
  78112. onError("Scene has been disposed");
  78113. return;
  78114. }
  78115. scene.offlineProvider = offlineProvider;
  78116. onSuccess(plugin, data, responseURL);
  78117. };
  78118. var request = null;
  78119. var pluginDisposed = false;
  78120. var onDisposeObservable = plugin.onDisposeObservable;
  78121. if (onDisposeObservable) {
  78122. onDisposeObservable.add(function () {
  78123. pluginDisposed = true;
  78124. if (request) {
  78125. request.abort();
  78126. request = null;
  78127. }
  78128. onDispose();
  78129. });
  78130. }
  78131. var manifestChecked = function () {
  78132. if (pluginDisposed) {
  78133. return;
  78134. }
  78135. request = BABYLON.Tools.LoadFile(fileInfo.url, dataCallback, onProgress ? function (event) {
  78136. onProgress(SceneLoaderProgressEvent.FromProgressEvent(event));
  78137. } : undefined, offlineProvider, useArrayBuffer, function (request, exception) {
  78138. onError("Failed to load scene." + (exception ? " " + exception.message : ""), exception);
  78139. });
  78140. };
  78141. if (directLoad) {
  78142. dataCallback(directLoad);
  78143. return plugin;
  78144. }
  78145. var file = BABYLON.FilesInput.FilesToLoad[fileInfo.name.toLowerCase()];
  78146. if (fileInfo.rootUrl.indexOf("file:") === -1 || (fileInfo.rootUrl.indexOf("file:") !== -1 && !file)) {
  78147. var engine = scene.getEngine();
  78148. var canUseOfflineSupport = engine.enableOfflineSupport;
  78149. if (canUseOfflineSupport) {
  78150. // Also check for exceptions
  78151. var exceptionFound = false;
  78152. for (var _i = 0, _a = scene.disableOfflineSupportExceptionRules; _i < _a.length; _i++) {
  78153. var regex = _a[_i];
  78154. if (regex.test(fileInfo.url)) {
  78155. exceptionFound = true;
  78156. break;
  78157. }
  78158. }
  78159. canUseOfflineSupport = !exceptionFound;
  78160. }
  78161. if (canUseOfflineSupport && BABYLON.Engine.OfflineProviderFactory) {
  78162. // Checking if a manifest file has been set for this scene and if offline mode has been requested
  78163. offlineProvider = BABYLON.Engine.OfflineProviderFactory(fileInfo.url, manifestChecked, engine.disableManifestCheck);
  78164. }
  78165. else {
  78166. manifestChecked();
  78167. }
  78168. }
  78169. // Loading file from disk via input file or drag'n'drop
  78170. else {
  78171. if (file) {
  78172. request = BABYLON.Tools.ReadFile(file, dataCallback, onProgress, useArrayBuffer);
  78173. }
  78174. else {
  78175. onError("Unable to find file named " + fileInfo.name);
  78176. }
  78177. }
  78178. return plugin;
  78179. };
  78180. SceneLoader._getFileInfo = function (rootUrl, sceneFilename) {
  78181. var url;
  78182. var name;
  78183. if (!sceneFilename) {
  78184. url = rootUrl;
  78185. name = BABYLON.Tools.GetFilename(rootUrl);
  78186. rootUrl = BABYLON.Tools.GetFolderPath(rootUrl);
  78187. }
  78188. else {
  78189. if (sceneFilename.substr(0, 1) === "/") {
  78190. BABYLON.Tools.Error("Wrong sceneFilename parameter");
  78191. return null;
  78192. }
  78193. url = rootUrl + sceneFilename;
  78194. name = sceneFilename;
  78195. }
  78196. return {
  78197. url: url,
  78198. rootUrl: rootUrl,
  78199. name: name
  78200. };
  78201. };
  78202. // Public functions
  78203. /**
  78204. * Gets a plugin that can load the given extension
  78205. * @param extension defines the extension to load
  78206. * @returns a plugin or null if none works
  78207. */
  78208. SceneLoader.GetPluginForExtension = function (extension) {
  78209. return SceneLoader._getPluginForExtension(extension).plugin;
  78210. };
  78211. /**
  78212. * Gets a boolean indicating that the given extension can be loaded
  78213. * @param extension defines the extension to load
  78214. * @returns true if the extension is supported
  78215. */
  78216. SceneLoader.IsPluginForExtensionAvailable = function (extension) {
  78217. return !!SceneLoader._registeredPlugins[extension];
  78218. };
  78219. /**
  78220. * Adds a new plugin to the list of registered plugins
  78221. * @param plugin defines the plugin to add
  78222. */
  78223. SceneLoader.RegisterPlugin = function (plugin) {
  78224. if (typeof plugin.extensions === "string") {
  78225. var extension = plugin.extensions;
  78226. SceneLoader._registeredPlugins[extension.toLowerCase()] = {
  78227. plugin: plugin,
  78228. isBinary: false
  78229. };
  78230. }
  78231. else {
  78232. var extensions = plugin.extensions;
  78233. Object.keys(extensions).forEach(function (extension) {
  78234. SceneLoader._registeredPlugins[extension.toLowerCase()] = {
  78235. plugin: plugin,
  78236. isBinary: extensions[extension].isBinary
  78237. };
  78238. });
  78239. }
  78240. };
  78241. /**
  78242. * Import meshes into a scene
  78243. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  78244. * @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)
  78245. * @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)
  78246. * @param scene the instance of BABYLON.Scene to append to
  78247. * @param onSuccess a callback with a list of imported meshes, particleSystems, and skeletons when import succeeds
  78248. * @param onProgress a callback with a progress event for each file being loaded
  78249. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  78250. * @param pluginExtension the extension used to determine the plugin
  78251. * @returns The loaded plugin
  78252. */
  78253. SceneLoader.ImportMesh = function (meshNames, rootUrl, sceneFilename, scene, onSuccess, onProgress, onError, pluginExtension) {
  78254. if (sceneFilename === void 0) { sceneFilename = ""; }
  78255. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  78256. if (onSuccess === void 0) { onSuccess = null; }
  78257. if (onProgress === void 0) { onProgress = null; }
  78258. if (onError === void 0) { onError = null; }
  78259. if (pluginExtension === void 0) { pluginExtension = null; }
  78260. if (!scene) {
  78261. BABYLON.Tools.Error("No scene available to import mesh to");
  78262. return null;
  78263. }
  78264. var fileInfo = SceneLoader._getFileInfo(rootUrl, sceneFilename);
  78265. if (!fileInfo) {
  78266. return null;
  78267. }
  78268. var loadingToken = {};
  78269. scene._addPendingData(loadingToken);
  78270. var disposeHandler = function () {
  78271. scene._removePendingData(loadingToken);
  78272. };
  78273. var errorHandler = function (message, exception) {
  78274. var errorMessage = "Unable to import meshes from " + fileInfo.url + ": " + message;
  78275. if (onError) {
  78276. onError(scene, errorMessage, exception);
  78277. }
  78278. else {
  78279. BABYLON.Tools.Error(errorMessage);
  78280. // should the exception be thrown?
  78281. }
  78282. disposeHandler();
  78283. };
  78284. var progressHandler = onProgress ? function (event) {
  78285. try {
  78286. onProgress(event);
  78287. }
  78288. catch (e) {
  78289. errorHandler("Error in onProgress callback", e);
  78290. }
  78291. } : undefined;
  78292. var successHandler = function (meshes, particleSystems, skeletons, animationGroups) {
  78293. scene.importedMeshesFiles.push(fileInfo.url);
  78294. if (onSuccess) {
  78295. try {
  78296. onSuccess(meshes, particleSystems, skeletons, animationGroups);
  78297. }
  78298. catch (e) {
  78299. errorHandler("Error in onSuccess callback", e);
  78300. }
  78301. }
  78302. scene._removePendingData(loadingToken);
  78303. };
  78304. return SceneLoader._loadData(fileInfo, scene, function (plugin, data, responseURL) {
  78305. if (plugin.rewriteRootURL) {
  78306. fileInfo.rootUrl = plugin.rewriteRootURL(fileInfo.rootUrl, responseURL);
  78307. }
  78308. if (plugin.importMesh) {
  78309. var syncedPlugin = plugin;
  78310. var meshes = new Array();
  78311. var particleSystems = new Array();
  78312. var skeletons = new Array();
  78313. if (!syncedPlugin.importMesh(meshNames, scene, data, fileInfo.rootUrl, meshes, particleSystems, skeletons, errorHandler)) {
  78314. return;
  78315. }
  78316. scene.loadingPluginName = plugin.name;
  78317. successHandler(meshes, particleSystems, skeletons, []);
  78318. }
  78319. else {
  78320. var asyncedPlugin = plugin;
  78321. asyncedPlugin.importMeshAsync(meshNames, scene, data, fileInfo.rootUrl, progressHandler, fileInfo.name).then(function (result) {
  78322. scene.loadingPluginName = plugin.name;
  78323. successHandler(result.meshes, result.particleSystems, result.skeletons, result.animationGroups);
  78324. }).catch(function (error) {
  78325. errorHandler(error.message, error);
  78326. });
  78327. }
  78328. }, progressHandler, errorHandler, disposeHandler, pluginExtension);
  78329. };
  78330. /**
  78331. * Import meshes into a scene
  78332. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  78333. * @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)
  78334. * @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)
  78335. * @param scene the instance of BABYLON.Scene to append to
  78336. * @param onProgress a callback with a progress event for each file being loaded
  78337. * @param pluginExtension the extension used to determine the plugin
  78338. * @returns The loaded list of imported meshes, particle systems, skeletons, and animation groups
  78339. */
  78340. SceneLoader.ImportMeshAsync = function (meshNames, rootUrl, sceneFilename, scene, onProgress, pluginExtension) {
  78341. if (sceneFilename === void 0) { sceneFilename = ""; }
  78342. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  78343. if (onProgress === void 0) { onProgress = null; }
  78344. if (pluginExtension === void 0) { pluginExtension = null; }
  78345. return new Promise(function (resolve, reject) {
  78346. SceneLoader.ImportMesh(meshNames, rootUrl, sceneFilename, scene, function (meshes, particleSystems, skeletons, animationGroups) {
  78347. resolve({
  78348. meshes: meshes,
  78349. particleSystems: particleSystems,
  78350. skeletons: skeletons,
  78351. animationGroups: animationGroups
  78352. });
  78353. }, onProgress, function (scene, message, exception) {
  78354. reject(exception || new Error(message));
  78355. }, pluginExtension);
  78356. });
  78357. };
  78358. /**
  78359. * Load a scene
  78360. * @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)
  78361. * @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)
  78362. * @param engine is the instance of BABYLON.Engine to use to create the scene
  78363. * @param onSuccess a callback with the scene when import succeeds
  78364. * @param onProgress a callback with a progress event for each file being loaded
  78365. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  78366. * @param pluginExtension the extension used to determine the plugin
  78367. * @returns The loaded plugin
  78368. */
  78369. SceneLoader.Load = function (rootUrl, sceneFilename, engine, onSuccess, onProgress, onError, pluginExtension) {
  78370. if (onSuccess === void 0) { onSuccess = null; }
  78371. if (onProgress === void 0) { onProgress = null; }
  78372. if (onError === void 0) { onError = null; }
  78373. if (pluginExtension === void 0) { pluginExtension = null; }
  78374. return SceneLoader.Append(rootUrl, sceneFilename, new BABYLON.Scene(engine), onSuccess, onProgress, onError, pluginExtension);
  78375. };
  78376. /**
  78377. * Load a scene
  78378. * @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)
  78379. * @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)
  78380. * @param engine is the instance of BABYLON.Engine to use to create the scene
  78381. * @param onProgress a callback with a progress event for each file being loaded
  78382. * @param pluginExtension the extension used to determine the plugin
  78383. * @returns The loaded scene
  78384. */
  78385. SceneLoader.LoadAsync = function (rootUrl, sceneFilename, engine, onProgress, pluginExtension) {
  78386. if (onProgress === void 0) { onProgress = null; }
  78387. if (pluginExtension === void 0) { pluginExtension = null; }
  78388. return new Promise(function (resolve, reject) {
  78389. SceneLoader.Load(rootUrl, sceneFilename, engine, function (scene) {
  78390. resolve(scene);
  78391. }, onProgress, function (scene, message, exception) {
  78392. reject(exception || new Error(message));
  78393. }, pluginExtension);
  78394. });
  78395. };
  78396. /**
  78397. * Append a scene
  78398. * @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)
  78399. * @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)
  78400. * @param scene is the instance of BABYLON.Scene to append to
  78401. * @param onSuccess a callback with the scene when import succeeds
  78402. * @param onProgress a callback with a progress event for each file being loaded
  78403. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  78404. * @param pluginExtension the extension used to determine the plugin
  78405. * @returns The loaded plugin
  78406. */
  78407. SceneLoader.Append = function (rootUrl, sceneFilename, scene, onSuccess, onProgress, onError, pluginExtension) {
  78408. if (sceneFilename === void 0) { sceneFilename = ""; }
  78409. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  78410. if (onSuccess === void 0) { onSuccess = null; }
  78411. if (onProgress === void 0) { onProgress = null; }
  78412. if (onError === void 0) { onError = null; }
  78413. if (pluginExtension === void 0) { pluginExtension = null; }
  78414. if (!scene) {
  78415. BABYLON.Tools.Error("No scene available to append to");
  78416. return null;
  78417. }
  78418. var fileInfo = SceneLoader._getFileInfo(rootUrl, sceneFilename);
  78419. if (!fileInfo) {
  78420. return null;
  78421. }
  78422. if (SceneLoader.ShowLoadingScreen) {
  78423. scene.getEngine().displayLoadingUI();
  78424. }
  78425. var loadingToken = {};
  78426. scene._addPendingData(loadingToken);
  78427. var disposeHandler = function () {
  78428. scene._removePendingData(loadingToken);
  78429. scene.getEngine().hideLoadingUI();
  78430. };
  78431. var errorHandler = function (message, exception) {
  78432. var errorMessage = "Unable to load from " + fileInfo.url + (message ? ": " + message : "");
  78433. if (onError) {
  78434. onError(scene, errorMessage, exception);
  78435. }
  78436. else {
  78437. BABYLON.Tools.Error(errorMessage);
  78438. // should the exception be thrown?
  78439. }
  78440. disposeHandler();
  78441. };
  78442. var progressHandler = onProgress ? function (event) {
  78443. try {
  78444. onProgress(event);
  78445. }
  78446. catch (e) {
  78447. errorHandler("Error in onProgress callback", e);
  78448. }
  78449. } : undefined;
  78450. var successHandler = function () {
  78451. if (onSuccess) {
  78452. try {
  78453. onSuccess(scene);
  78454. }
  78455. catch (e) {
  78456. errorHandler("Error in onSuccess callback", e);
  78457. }
  78458. }
  78459. scene._removePendingData(loadingToken);
  78460. };
  78461. return SceneLoader._loadData(fileInfo, scene, function (plugin, data, responseURL) {
  78462. if (plugin.load) {
  78463. var syncedPlugin = plugin;
  78464. if (!syncedPlugin.load(scene, data, fileInfo.rootUrl, errorHandler)) {
  78465. return;
  78466. }
  78467. scene.loadingPluginName = plugin.name;
  78468. successHandler();
  78469. }
  78470. else {
  78471. var asyncedPlugin = plugin;
  78472. asyncedPlugin.loadAsync(scene, data, fileInfo.rootUrl, progressHandler, fileInfo.name).then(function () {
  78473. scene.loadingPluginName = plugin.name;
  78474. successHandler();
  78475. }).catch(function (error) {
  78476. errorHandler(error.message, error);
  78477. });
  78478. }
  78479. if (SceneLoader.ShowLoadingScreen) {
  78480. scene.executeWhenReady(function () {
  78481. scene.getEngine().hideLoadingUI();
  78482. });
  78483. }
  78484. }, progressHandler, errorHandler, disposeHandler, pluginExtension);
  78485. };
  78486. /**
  78487. * Append a scene
  78488. * @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)
  78489. * @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)
  78490. * @param scene is the instance of BABYLON.Scene to append to
  78491. * @param onProgress a callback with a progress event for each file being loaded
  78492. * @param pluginExtension the extension used to determine the plugin
  78493. * @returns The given scene
  78494. */
  78495. SceneLoader.AppendAsync = function (rootUrl, sceneFilename, scene, onProgress, pluginExtension) {
  78496. if (sceneFilename === void 0) { sceneFilename = ""; }
  78497. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  78498. if (onProgress === void 0) { onProgress = null; }
  78499. if (pluginExtension === void 0) { pluginExtension = null; }
  78500. return new Promise(function (resolve, reject) {
  78501. SceneLoader.Append(rootUrl, sceneFilename, scene, function (scene) {
  78502. resolve(scene);
  78503. }, onProgress, function (scene, message, exception) {
  78504. reject(exception || new Error(message));
  78505. }, pluginExtension);
  78506. });
  78507. };
  78508. /**
  78509. * Load a scene into an asset container
  78510. * @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)
  78511. * @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)
  78512. * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)
  78513. * @param onSuccess a callback with the scene when import succeeds
  78514. * @param onProgress a callback with a progress event for each file being loaded
  78515. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  78516. * @param pluginExtension the extension used to determine the plugin
  78517. * @returns The loaded plugin
  78518. */
  78519. SceneLoader.LoadAssetContainer = function (rootUrl, sceneFilename, scene, onSuccess, onProgress, onError, pluginExtension) {
  78520. if (sceneFilename === void 0) { sceneFilename = ""; }
  78521. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  78522. if (onSuccess === void 0) { onSuccess = null; }
  78523. if (onProgress === void 0) { onProgress = null; }
  78524. if (onError === void 0) { onError = null; }
  78525. if (pluginExtension === void 0) { pluginExtension = null; }
  78526. if (!scene) {
  78527. BABYLON.Tools.Error("No scene available to load asset container to");
  78528. return null;
  78529. }
  78530. var fileInfo = SceneLoader._getFileInfo(rootUrl, sceneFilename);
  78531. if (!fileInfo) {
  78532. return null;
  78533. }
  78534. var loadingToken = {};
  78535. scene._addPendingData(loadingToken);
  78536. var disposeHandler = function () {
  78537. scene._removePendingData(loadingToken);
  78538. };
  78539. var errorHandler = function (message, exception) {
  78540. var errorMessage = "Unable to load assets from " + fileInfo.url + (message ? ": " + message : "");
  78541. if (onError) {
  78542. onError(scene, errorMessage, exception);
  78543. }
  78544. else {
  78545. BABYLON.Tools.Error(errorMessage);
  78546. // should the exception be thrown?
  78547. }
  78548. disposeHandler();
  78549. };
  78550. var progressHandler = onProgress ? function (event) {
  78551. try {
  78552. onProgress(event);
  78553. }
  78554. catch (e) {
  78555. errorHandler("Error in onProgress callback", e);
  78556. }
  78557. } : undefined;
  78558. var successHandler = function (assets) {
  78559. if (onSuccess) {
  78560. try {
  78561. onSuccess(assets);
  78562. }
  78563. catch (e) {
  78564. errorHandler("Error in onSuccess callback", e);
  78565. }
  78566. }
  78567. scene._removePendingData(loadingToken);
  78568. };
  78569. return SceneLoader._loadData(fileInfo, scene, function (plugin, data, responseURL) {
  78570. if (plugin.loadAssetContainer) {
  78571. var syncedPlugin = plugin;
  78572. var assetContainer = syncedPlugin.loadAssetContainer(scene, data, fileInfo.rootUrl, errorHandler);
  78573. if (!assetContainer) {
  78574. return;
  78575. }
  78576. scene.loadingPluginName = plugin.name;
  78577. successHandler(assetContainer);
  78578. }
  78579. else if (plugin.loadAssetContainerAsync) {
  78580. var asyncedPlugin = plugin;
  78581. asyncedPlugin.loadAssetContainerAsync(scene, data, fileInfo.rootUrl, progressHandler, fileInfo.name).then(function (assetContainer) {
  78582. scene.loadingPluginName = plugin.name;
  78583. successHandler(assetContainer);
  78584. }).catch(function (error) {
  78585. errorHandler(error.message, error);
  78586. });
  78587. }
  78588. else {
  78589. errorHandler("LoadAssetContainer is not supported by this plugin. Plugin did not provide a loadAssetContainer or loadAssetContainerAsync method.");
  78590. }
  78591. if (SceneLoader.ShowLoadingScreen) {
  78592. scene.executeWhenReady(function () {
  78593. scene.getEngine().hideLoadingUI();
  78594. });
  78595. }
  78596. }, progressHandler, errorHandler, disposeHandler, pluginExtension);
  78597. };
  78598. /**
  78599. * Load a scene into an asset container
  78600. * @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)
  78601. * @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)
  78602. * @param scene is the instance of BABYLON.Scene to append to
  78603. * @param onProgress a callback with a progress event for each file being loaded
  78604. * @param pluginExtension the extension used to determine the plugin
  78605. * @returns The loaded asset container
  78606. */
  78607. SceneLoader.LoadAssetContainerAsync = function (rootUrl, sceneFilename, scene, onProgress, pluginExtension) {
  78608. if (sceneFilename === void 0) { sceneFilename = ""; }
  78609. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  78610. if (onProgress === void 0) { onProgress = null; }
  78611. if (pluginExtension === void 0) { pluginExtension = null; }
  78612. return new Promise(function (resolve, reject) {
  78613. SceneLoader.LoadAssetContainer(rootUrl, sceneFilename, scene, function (assetContainer) {
  78614. resolve(assetContainer);
  78615. }, onProgress, function (scene, message, exception) {
  78616. reject(exception || new Error(message));
  78617. }, pluginExtension);
  78618. });
  78619. };
  78620. // Flags
  78621. SceneLoader._ForceFullSceneLoadingForIncremental = false;
  78622. SceneLoader._ShowLoadingScreen = true;
  78623. SceneLoader._CleanBoneMatrixWeights = false;
  78624. /**
  78625. * No logging while loading
  78626. */
  78627. SceneLoader.NO_LOGGING = 0;
  78628. /**
  78629. * Minimal logging while loading
  78630. */
  78631. SceneLoader.MINIMAL_LOGGING = 1;
  78632. /**
  78633. * Summary logging while loading
  78634. */
  78635. SceneLoader.SUMMARY_LOGGING = 2;
  78636. /**
  78637. * Detailled logging while loading
  78638. */
  78639. SceneLoader.DETAILED_LOGGING = 3;
  78640. SceneLoader._loggingLevel = SceneLoader.NO_LOGGING;
  78641. // Members
  78642. /**
  78643. * Event raised when a plugin is used to load a scene
  78644. */
  78645. SceneLoader.OnPluginActivatedObservable = new BABYLON.Observable();
  78646. SceneLoader._registeredPlugins = {};
  78647. return SceneLoader;
  78648. }());
  78649. BABYLON.SceneLoader = SceneLoader;
  78650. })(BABYLON || (BABYLON = {}));
  78651. //# sourceMappingURL=babylon.sceneLoader.js.map
  78652. var BABYLON;
  78653. (function (BABYLON) {
  78654. var parseMaterialById = function (id, parsedData, scene, rootUrl) {
  78655. for (var index = 0, cache = parsedData.materials.length; index < cache; index++) {
  78656. var parsedMaterial = parsedData.materials[index];
  78657. if (parsedMaterial.id === id) {
  78658. return BABYLON.Material.Parse(parsedMaterial, scene, rootUrl);
  78659. }
  78660. }
  78661. return null;
  78662. };
  78663. var isDescendantOf = function (mesh, names, hierarchyIds) {
  78664. for (var i in names) {
  78665. if (mesh.name === names[i]) {
  78666. hierarchyIds.push(mesh.id);
  78667. return true;
  78668. }
  78669. }
  78670. if (mesh.parentId && hierarchyIds.indexOf(mesh.parentId) !== -1) {
  78671. hierarchyIds.push(mesh.id);
  78672. return true;
  78673. }
  78674. return false;
  78675. };
  78676. var logOperation = function (operation, producer) {
  78677. return operation + " of " + (producer ? producer.file + " from " + producer.name + " version: " + producer.version + ", exporter version: " + producer.exporter_version : "unknown");
  78678. };
  78679. var loadAssetContainer = function (scene, data, rootUrl, onError, addToScene) {
  78680. if (addToScene === void 0) { addToScene = false; }
  78681. var container = new BABYLON.AssetContainer(scene);
  78682. // Entire method running in try block, so ALWAYS logs as far as it got, only actually writes details
  78683. // when SceneLoader.debugLogging = true (default), or exception encountered.
  78684. // Everything stored in var log instead of writing separate lines to support only writing in exception,
  78685. // and avoid problems with multiple concurrent .babylon loads.
  78686. var log = "importScene has failed JSON parse";
  78687. try {
  78688. var parsedData = JSON.parse(data);
  78689. log = "";
  78690. var fullDetails = BABYLON.SceneLoader.loggingLevel === BABYLON.SceneLoader.DETAILED_LOGGING;
  78691. var index;
  78692. var cache;
  78693. // Lights
  78694. if (parsedData.lights !== undefined && parsedData.lights !== null) {
  78695. for (index = 0, cache = parsedData.lights.length; index < cache; index++) {
  78696. var parsedLight = parsedData.lights[index];
  78697. var light = BABYLON.Light.Parse(parsedLight, scene);
  78698. if (light) {
  78699. container.lights.push(light);
  78700. log += (index === 0 ? "\n\tLights:" : "");
  78701. log += "\n\t\t" + light.toString(fullDetails);
  78702. }
  78703. }
  78704. }
  78705. // Reflection probes
  78706. if (parsedData.reflectionProbes !== undefined && parsedData.reflectionProbes !== null) {
  78707. for (index = 0, cache = parsedData.reflectionProbes.length; index < cache; index++) {
  78708. var parsedReflectionProbe = parsedData.reflectionProbes[index];
  78709. var reflectionProbe = BABYLON.ReflectionProbe.Parse(parsedReflectionProbe, scene, rootUrl);
  78710. if (reflectionProbe) {
  78711. container.reflectionProbes.push(reflectionProbe);
  78712. log += (index === 0 ? "\n\tReflection Probes:" : "");
  78713. log += "\n\t\t" + reflectionProbe.toString(fullDetails);
  78714. }
  78715. }
  78716. }
  78717. // Animations
  78718. if (parsedData.animations !== undefined && parsedData.animations !== null) {
  78719. for (index = 0, cache = parsedData.animations.length; index < cache; index++) {
  78720. var parsedAnimation = parsedData.animations[index];
  78721. var animation = BABYLON.Animation.Parse(parsedAnimation);
  78722. scene.animations.push(animation);
  78723. container.animations.push(animation);
  78724. log += (index === 0 ? "\n\tAnimations:" : "");
  78725. log += "\n\t\t" + animation.toString(fullDetails);
  78726. }
  78727. }
  78728. // Materials
  78729. if (parsedData.materials !== undefined && parsedData.materials !== null) {
  78730. for (index = 0, cache = parsedData.materials.length; index < cache; index++) {
  78731. var parsedMaterial = parsedData.materials[index];
  78732. var mat = BABYLON.Material.Parse(parsedMaterial, scene, rootUrl);
  78733. container.materials.push(mat);
  78734. log += (index === 0 ? "\n\tMaterials:" : "");
  78735. log += "\n\t\t" + mat.toString(fullDetails);
  78736. }
  78737. }
  78738. if (parsedData.multiMaterials !== undefined && parsedData.multiMaterials !== null) {
  78739. for (index = 0, cache = parsedData.multiMaterials.length; index < cache; index++) {
  78740. var parsedMultiMaterial = parsedData.multiMaterials[index];
  78741. var mmat = BABYLON.Material.ParseMultiMaterial(parsedMultiMaterial, scene);
  78742. container.multiMaterials.push(mmat);
  78743. log += (index === 0 ? "\n\tMultiMaterials:" : "");
  78744. log += "\n\t\t" + mmat.toString(fullDetails);
  78745. }
  78746. }
  78747. // Morph targets
  78748. if (parsedData.morphTargetManagers !== undefined && parsedData.morphTargetManagers !== null) {
  78749. for (var _i = 0, _a = parsedData.morphTargetManagers; _i < _a.length; _i++) {
  78750. var managerData = _a[_i];
  78751. container.morphTargetManagers.push(BABYLON.MorphTargetManager.Parse(managerData, scene));
  78752. }
  78753. }
  78754. // Skeletons
  78755. if (parsedData.skeletons !== undefined && parsedData.skeletons !== null) {
  78756. for (index = 0, cache = parsedData.skeletons.length; index < cache; index++) {
  78757. var parsedSkeleton = parsedData.skeletons[index];
  78758. var skeleton = BABYLON.Skeleton.Parse(parsedSkeleton, scene);
  78759. container.skeletons.push(skeleton);
  78760. log += (index === 0 ? "\n\tSkeletons:" : "");
  78761. log += "\n\t\t" + skeleton.toString(fullDetails);
  78762. }
  78763. }
  78764. // Geometries
  78765. var geometries = parsedData.geometries;
  78766. if (geometries !== undefined && geometries !== null) {
  78767. var addedGeometry = new Array();
  78768. // Boxes
  78769. var boxes = geometries.boxes;
  78770. if (boxes !== undefined && boxes !== null) {
  78771. for (index = 0, cache = boxes.length; index < cache; index++) {
  78772. var parsedBox = boxes[index];
  78773. addedGeometry.push(BABYLON.BoxGeometry.Parse(parsedBox, scene));
  78774. }
  78775. }
  78776. // Spheres
  78777. var spheres = geometries.spheres;
  78778. if (spheres !== undefined && spheres !== null) {
  78779. for (index = 0, cache = spheres.length; index < cache; index++) {
  78780. var parsedSphere = spheres[index];
  78781. addedGeometry.push(BABYLON.SphereGeometry.Parse(parsedSphere, scene));
  78782. }
  78783. }
  78784. // Cylinders
  78785. var cylinders = geometries.cylinders;
  78786. if (cylinders !== undefined && cylinders !== null) {
  78787. for (index = 0, cache = cylinders.length; index < cache; index++) {
  78788. var parsedCylinder = cylinders[index];
  78789. addedGeometry.push(BABYLON.CylinderGeometry.Parse(parsedCylinder, scene));
  78790. }
  78791. }
  78792. // Toruses
  78793. var toruses = geometries.toruses;
  78794. if (toruses !== undefined && toruses !== null) {
  78795. for (index = 0, cache = toruses.length; index < cache; index++) {
  78796. var parsedTorus = toruses[index];
  78797. addedGeometry.push(BABYLON.TorusGeometry.Parse(parsedTorus, scene));
  78798. }
  78799. }
  78800. // Grounds
  78801. var grounds = geometries.grounds;
  78802. if (grounds !== undefined && grounds !== null) {
  78803. for (index = 0, cache = grounds.length; index < cache; index++) {
  78804. var parsedGround = grounds[index];
  78805. addedGeometry.push(BABYLON.GroundGeometry.Parse(parsedGround, scene));
  78806. }
  78807. }
  78808. // Planes
  78809. var planes = geometries.planes;
  78810. if (planes !== undefined && planes !== null) {
  78811. for (index = 0, cache = planes.length; index < cache; index++) {
  78812. var parsedPlane = planes[index];
  78813. addedGeometry.push(BABYLON.PlaneGeometry.Parse(parsedPlane, scene));
  78814. }
  78815. }
  78816. // TorusKnots
  78817. var torusKnots = geometries.torusKnots;
  78818. if (torusKnots !== undefined && torusKnots !== null) {
  78819. for (index = 0, cache = torusKnots.length; index < cache; index++) {
  78820. var parsedTorusKnot = torusKnots[index];
  78821. addedGeometry.push(BABYLON.TorusKnotGeometry.Parse(parsedTorusKnot, scene));
  78822. }
  78823. }
  78824. // VertexData
  78825. var vertexData = geometries.vertexData;
  78826. if (vertexData !== undefined && vertexData !== null) {
  78827. for (index = 0, cache = vertexData.length; index < cache; index++) {
  78828. var parsedVertexData = vertexData[index];
  78829. addedGeometry.push(BABYLON.Geometry.Parse(parsedVertexData, scene, rootUrl));
  78830. }
  78831. }
  78832. addedGeometry.forEach(function (g) {
  78833. if (g) {
  78834. container.geometries.push(g);
  78835. }
  78836. });
  78837. }
  78838. // Transform nodes
  78839. if (parsedData.transformNodes !== undefined && parsedData.transformNodes !== null) {
  78840. for (index = 0, cache = parsedData.transformNodes.length; index < cache; index++) {
  78841. var parsedTransformNode = parsedData.transformNodes[index];
  78842. var node = BABYLON.TransformNode.Parse(parsedTransformNode, scene, rootUrl);
  78843. container.transformNodes.push(node);
  78844. }
  78845. }
  78846. // Meshes
  78847. if (parsedData.meshes !== undefined && parsedData.meshes !== null) {
  78848. for (index = 0, cache = parsedData.meshes.length; index < cache; index++) {
  78849. var parsedMesh = parsedData.meshes[index];
  78850. var mesh = BABYLON.Mesh.Parse(parsedMesh, scene, rootUrl);
  78851. container.meshes.push(mesh);
  78852. log += (index === 0 ? "\n\tMeshes:" : "");
  78853. log += "\n\t\t" + mesh.toString(fullDetails);
  78854. }
  78855. }
  78856. // Cameras
  78857. if (parsedData.cameras !== undefined && parsedData.cameras !== null) {
  78858. for (index = 0, cache = parsedData.cameras.length; index < cache; index++) {
  78859. var parsedCamera = parsedData.cameras[index];
  78860. var camera = BABYLON.Camera.Parse(parsedCamera, scene);
  78861. container.cameras.push(camera);
  78862. log += (index === 0 ? "\n\tCameras:" : "");
  78863. log += "\n\t\t" + camera.toString(fullDetails);
  78864. }
  78865. }
  78866. // Animation Groups
  78867. if (parsedData.animationGroups !== undefined && parsedData.animationGroups !== null) {
  78868. for (index = 0, cache = parsedData.animationGroups.length; index < cache; index++) {
  78869. var parsedAnimationGroup = parsedData.animationGroups[index];
  78870. var animationGroup = BABYLON.AnimationGroup.Parse(parsedAnimationGroup, scene);
  78871. container.animationGroups.push(animationGroup);
  78872. log += (index === 0 ? "\n\tAnimationGroups:" : "");
  78873. log += "\n\t\t" + animationGroup.toString(fullDetails);
  78874. }
  78875. }
  78876. // Browsing all the graph to connect the dots
  78877. for (index = 0, cache = scene.cameras.length; index < cache; index++) {
  78878. var camera = scene.cameras[index];
  78879. if (camera._waitingParentId) {
  78880. camera.parent = scene.getLastEntryByID(camera._waitingParentId);
  78881. camera._waitingParentId = null;
  78882. }
  78883. }
  78884. for (index = 0, cache = scene.lights.length; index < cache; index++) {
  78885. var light_1 = scene.lights[index];
  78886. if (light_1 && light_1._waitingParentId) {
  78887. light_1.parent = scene.getLastEntryByID(light_1._waitingParentId);
  78888. light_1._waitingParentId = null;
  78889. }
  78890. }
  78891. // Connect parents & children and parse actions
  78892. for (index = 0, cache = scene.transformNodes.length; index < cache; index++) {
  78893. var transformNode = scene.transformNodes[index];
  78894. if (transformNode._waitingParentId) {
  78895. transformNode.parent = scene.getLastEntryByID(transformNode._waitingParentId);
  78896. transformNode._waitingParentId = null;
  78897. }
  78898. }
  78899. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  78900. var mesh = scene.meshes[index];
  78901. if (mesh._waitingParentId) {
  78902. mesh.parent = scene.getLastEntryByID(mesh._waitingParentId);
  78903. mesh._waitingParentId = null;
  78904. }
  78905. }
  78906. // freeze world matrix application
  78907. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  78908. var currentMesh = scene.meshes[index];
  78909. if (currentMesh._waitingFreezeWorldMatrix) {
  78910. currentMesh.freezeWorldMatrix();
  78911. currentMesh._waitingFreezeWorldMatrix = null;
  78912. }
  78913. else {
  78914. currentMesh.computeWorldMatrix(true);
  78915. }
  78916. }
  78917. // Lights exclusions / inclusions
  78918. for (index = 0, cache = scene.lights.length; index < cache; index++) {
  78919. var light_2 = scene.lights[index];
  78920. // Excluded check
  78921. if (light_2._excludedMeshesIds.length > 0) {
  78922. for (var excludedIndex = 0; excludedIndex < light_2._excludedMeshesIds.length; excludedIndex++) {
  78923. var excludedMesh = scene.getMeshByID(light_2._excludedMeshesIds[excludedIndex]);
  78924. if (excludedMesh) {
  78925. light_2.excludedMeshes.push(excludedMesh);
  78926. }
  78927. }
  78928. light_2._excludedMeshesIds = [];
  78929. }
  78930. // Included check
  78931. if (light_2._includedOnlyMeshesIds.length > 0) {
  78932. for (var includedOnlyIndex = 0; includedOnlyIndex < light_2._includedOnlyMeshesIds.length; includedOnlyIndex++) {
  78933. var includedOnlyMesh = scene.getMeshByID(light_2._includedOnlyMeshesIds[includedOnlyIndex]);
  78934. if (includedOnlyMesh) {
  78935. light_2.includedOnlyMeshes.push(includedOnlyMesh);
  78936. }
  78937. }
  78938. light_2._includedOnlyMeshesIds = [];
  78939. }
  78940. }
  78941. BABYLON.AbstractScene.Parse(parsedData, scene, container, rootUrl);
  78942. // Actions (scene) Done last as it can access other objects.
  78943. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  78944. var mesh = scene.meshes[index];
  78945. if (mesh._waitingActions) {
  78946. BABYLON.ActionManager.Parse(mesh._waitingActions, mesh, scene);
  78947. mesh._waitingActions = null;
  78948. }
  78949. }
  78950. if (parsedData.actions !== undefined && parsedData.actions !== null) {
  78951. BABYLON.ActionManager.Parse(parsedData.actions, null, scene);
  78952. }
  78953. if (!addToScene) {
  78954. container.removeAllFromScene();
  78955. }
  78956. }
  78957. catch (err) {
  78958. var msg = logOperation("loadAssets", parsedData ? parsedData.producer : "Unknown") + log;
  78959. if (onError) {
  78960. onError(msg, err);
  78961. }
  78962. else {
  78963. BABYLON.Tools.Log(msg);
  78964. throw err;
  78965. }
  78966. }
  78967. finally {
  78968. if (log !== null && BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.NO_LOGGING) {
  78969. BABYLON.Tools.Log(logOperation("loadAssets", parsedData ? parsedData.producer : "Unknown") + (BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.MINIMAL_LOGGING ? log : ""));
  78970. }
  78971. }
  78972. return container;
  78973. };
  78974. BABYLON.SceneLoader.RegisterPlugin({
  78975. name: "babylon.js",
  78976. extensions: ".babylon",
  78977. canDirectLoad: function (data) {
  78978. if (data.indexOf("babylon") !== -1) { // We consider that the producer string is filled
  78979. return true;
  78980. }
  78981. return false;
  78982. },
  78983. importMesh: function (meshesNames, scene, data, rootUrl, meshes, particleSystems, skeletons, onError) {
  78984. // Entire method running in try block, so ALWAYS logs as far as it got, only actually writes details
  78985. // when SceneLoader.debugLogging = true (default), or exception encountered.
  78986. // Everything stored in var log instead of writing separate lines to support only writing in exception,
  78987. // and avoid problems with multiple concurrent .babylon loads.
  78988. var log = "importMesh has failed JSON parse";
  78989. try {
  78990. var parsedData = JSON.parse(data);
  78991. log = "";
  78992. var fullDetails = BABYLON.SceneLoader.loggingLevel === BABYLON.SceneLoader.DETAILED_LOGGING;
  78993. if (!meshesNames) {
  78994. meshesNames = null;
  78995. }
  78996. else if (!Array.isArray(meshesNames)) {
  78997. meshesNames = [meshesNames];
  78998. }
  78999. var hierarchyIds = new Array();
  79000. if (parsedData.meshes !== undefined && parsedData.meshes !== null) {
  79001. var loadedSkeletonsIds = [];
  79002. var loadedMaterialsIds = [];
  79003. var index;
  79004. var cache;
  79005. for (index = 0, cache = parsedData.meshes.length; index < cache; index++) {
  79006. var parsedMesh = parsedData.meshes[index];
  79007. if (meshesNames === null || isDescendantOf(parsedMesh, meshesNames, hierarchyIds)) {
  79008. if (meshesNames !== null) {
  79009. // Remove found mesh name from list.
  79010. delete meshesNames[meshesNames.indexOf(parsedMesh.name)];
  79011. }
  79012. //Geometry?
  79013. if (parsedMesh.geometryId !== undefined && parsedMesh.geometryId !== null) {
  79014. //does the file contain geometries?
  79015. if (parsedData.geometries !== undefined && parsedData.geometries !== null) {
  79016. //find the correct geometry and add it to the scene
  79017. var found = false;
  79018. ["boxes", "spheres", "cylinders", "toruses", "grounds", "planes", "torusKnots", "vertexData"].forEach(function (geometryType) {
  79019. if (found === true || !parsedData.geometries[geometryType] || !(Array.isArray(parsedData.geometries[geometryType]))) {
  79020. return;
  79021. }
  79022. else {
  79023. parsedData.geometries[geometryType].forEach(function (parsedGeometryData) {
  79024. if (parsedGeometryData.id === parsedMesh.geometryId) {
  79025. switch (geometryType) {
  79026. case "boxes":
  79027. BABYLON.BoxGeometry.Parse(parsedGeometryData, scene);
  79028. break;
  79029. case "spheres":
  79030. BABYLON.SphereGeometry.Parse(parsedGeometryData, scene);
  79031. break;
  79032. case "cylinders":
  79033. BABYLON.CylinderGeometry.Parse(parsedGeometryData, scene);
  79034. break;
  79035. case "toruses":
  79036. BABYLON.TorusGeometry.Parse(parsedGeometryData, scene);
  79037. break;
  79038. case "grounds":
  79039. BABYLON.GroundGeometry.Parse(parsedGeometryData, scene);
  79040. break;
  79041. case "planes":
  79042. BABYLON.PlaneGeometry.Parse(parsedGeometryData, scene);
  79043. break;
  79044. case "torusKnots":
  79045. BABYLON.TorusKnotGeometry.Parse(parsedGeometryData, scene);
  79046. break;
  79047. case "vertexData":
  79048. BABYLON.Geometry.Parse(parsedGeometryData, scene, rootUrl);
  79049. break;
  79050. }
  79051. found = true;
  79052. }
  79053. });
  79054. }
  79055. });
  79056. if (found === false) {
  79057. BABYLON.Tools.Warn("Geometry not found for mesh " + parsedMesh.id);
  79058. }
  79059. }
  79060. }
  79061. // Material ?
  79062. if (parsedMesh.materialId) {
  79063. var materialFound = (loadedMaterialsIds.indexOf(parsedMesh.materialId) !== -1);
  79064. if (materialFound === false && parsedData.multiMaterials !== undefined && parsedData.multiMaterials !== null) {
  79065. for (var multimatIndex = 0, multimatCache = parsedData.multiMaterials.length; multimatIndex < multimatCache; multimatIndex++) {
  79066. var parsedMultiMaterial = parsedData.multiMaterials[multimatIndex];
  79067. if (parsedMultiMaterial.id === parsedMesh.materialId) {
  79068. for (var matIndex = 0, matCache = parsedMultiMaterial.materials.length; matIndex < matCache; matIndex++) {
  79069. var subMatId = parsedMultiMaterial.materials[matIndex];
  79070. loadedMaterialsIds.push(subMatId);
  79071. var mat = parseMaterialById(subMatId, parsedData, scene, rootUrl);
  79072. if (mat) {
  79073. log += "\n\tMaterial " + mat.toString(fullDetails);
  79074. }
  79075. }
  79076. loadedMaterialsIds.push(parsedMultiMaterial.id);
  79077. var mmat = BABYLON.Material.ParseMultiMaterial(parsedMultiMaterial, scene);
  79078. if (mmat) {
  79079. materialFound = true;
  79080. log += "\n\tMulti-Material " + mmat.toString(fullDetails);
  79081. }
  79082. break;
  79083. }
  79084. }
  79085. }
  79086. if (materialFound === false) {
  79087. loadedMaterialsIds.push(parsedMesh.materialId);
  79088. var mat = parseMaterialById(parsedMesh.materialId, parsedData, scene, rootUrl);
  79089. if (!mat) {
  79090. BABYLON.Tools.Warn("Material not found for mesh " + parsedMesh.id);
  79091. }
  79092. else {
  79093. log += "\n\tMaterial " + mat.toString(fullDetails);
  79094. }
  79095. }
  79096. }
  79097. // Skeleton ?
  79098. if (parsedMesh.skeletonId > -1 && parsedData.skeletons !== undefined && parsedData.skeletons !== null) {
  79099. var skeletonAlreadyLoaded = (loadedSkeletonsIds.indexOf(parsedMesh.skeletonId) > -1);
  79100. if (skeletonAlreadyLoaded === false) {
  79101. for (var skeletonIndex = 0, skeletonCache = parsedData.skeletons.length; skeletonIndex < skeletonCache; skeletonIndex++) {
  79102. var parsedSkeleton = parsedData.skeletons[skeletonIndex];
  79103. if (parsedSkeleton.id === parsedMesh.skeletonId) {
  79104. var skeleton = BABYLON.Skeleton.Parse(parsedSkeleton, scene);
  79105. skeletons.push(skeleton);
  79106. loadedSkeletonsIds.push(parsedSkeleton.id);
  79107. log += "\n\tSkeleton " + skeleton.toString(fullDetails);
  79108. }
  79109. }
  79110. }
  79111. }
  79112. // Morph targets ?
  79113. if (parsedData.morphTargetManagers !== undefined && parsedData.morphTargetManagers !== null) {
  79114. for (var _i = 0, _a = parsedData.morphTargetManagers; _i < _a.length; _i++) {
  79115. var managerData = _a[_i];
  79116. BABYLON.MorphTargetManager.Parse(managerData, scene);
  79117. }
  79118. }
  79119. var mesh = BABYLON.Mesh.Parse(parsedMesh, scene, rootUrl);
  79120. meshes.push(mesh);
  79121. log += "\n\tMesh " + mesh.toString(fullDetails);
  79122. }
  79123. }
  79124. // Connecting parents
  79125. var currentMesh;
  79126. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  79127. currentMesh = scene.meshes[index];
  79128. if (currentMesh._waitingParentId) {
  79129. currentMesh.parent = scene.getLastEntryByID(currentMesh._waitingParentId);
  79130. currentMesh._waitingParentId = null;
  79131. }
  79132. }
  79133. // freeze and compute world matrix application
  79134. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  79135. currentMesh = scene.meshes[index];
  79136. if (currentMesh._waitingFreezeWorldMatrix) {
  79137. currentMesh.freezeWorldMatrix();
  79138. currentMesh._waitingFreezeWorldMatrix = null;
  79139. }
  79140. else {
  79141. currentMesh.computeWorldMatrix(true);
  79142. }
  79143. }
  79144. }
  79145. // Particles
  79146. if (parsedData.particleSystems !== undefined && parsedData.particleSystems !== null) {
  79147. var parser = BABYLON.AbstractScene.GetIndividualParser(BABYLON.SceneComponentConstants.NAME_PARTICLESYSTEM);
  79148. if (parser) {
  79149. for (index = 0, cache = parsedData.particleSystems.length; index < cache; index++) {
  79150. var parsedParticleSystem = parsedData.particleSystems[index];
  79151. if (hierarchyIds.indexOf(parsedParticleSystem.emitterId) !== -1) {
  79152. particleSystems.push(parser(parsedParticleSystem, scene, rootUrl));
  79153. }
  79154. }
  79155. }
  79156. }
  79157. return true;
  79158. }
  79159. catch (err) {
  79160. var msg = logOperation("importMesh", parsedData ? parsedData.producer : "Unknown") + log;
  79161. if (onError) {
  79162. onError(msg, err);
  79163. }
  79164. else {
  79165. BABYLON.Tools.Log(msg);
  79166. throw err;
  79167. }
  79168. }
  79169. finally {
  79170. if (log !== null && BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.NO_LOGGING) {
  79171. BABYLON.Tools.Log(logOperation("importMesh", parsedData ? parsedData.producer : "Unknown") + (BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.MINIMAL_LOGGING ? log : ""));
  79172. }
  79173. }
  79174. return false;
  79175. },
  79176. load: function (scene, data, rootUrl, onError) {
  79177. // Entire method running in try block, so ALWAYS logs as far as it got, only actually writes details
  79178. // when SceneLoader.debugLogging = true (default), or exception encountered.
  79179. // Everything stored in var log instead of writing separate lines to support only writing in exception,
  79180. // and avoid problems with multiple concurrent .babylon loads.
  79181. var log = "importScene has failed JSON parse";
  79182. try {
  79183. var parsedData = JSON.parse(data);
  79184. log = "";
  79185. // Scene
  79186. if (parsedData.useDelayedTextureLoading !== undefined && parsedData.useDelayedTextureLoading !== null) {
  79187. scene.useDelayedTextureLoading = parsedData.useDelayedTextureLoading && !BABYLON.SceneLoader.ForceFullSceneLoadingForIncremental;
  79188. }
  79189. if (parsedData.autoClear !== undefined && parsedData.autoClear !== null) {
  79190. scene.autoClear = parsedData.autoClear;
  79191. }
  79192. if (parsedData.clearColor !== undefined && parsedData.clearColor !== null) {
  79193. scene.clearColor = BABYLON.Color4.FromArray(parsedData.clearColor);
  79194. }
  79195. if (parsedData.ambientColor !== undefined && parsedData.ambientColor !== null) {
  79196. scene.ambientColor = BABYLON.Color3.FromArray(parsedData.ambientColor);
  79197. }
  79198. if (parsedData.gravity !== undefined && parsedData.gravity !== null) {
  79199. scene.gravity = BABYLON.Vector3.FromArray(parsedData.gravity);
  79200. }
  79201. // Fog
  79202. if (parsedData.fogMode && parsedData.fogMode !== 0) {
  79203. scene.fogMode = parsedData.fogMode;
  79204. scene.fogColor = BABYLON.Color3.FromArray(parsedData.fogColor);
  79205. scene.fogStart = parsedData.fogStart;
  79206. scene.fogEnd = parsedData.fogEnd;
  79207. scene.fogDensity = parsedData.fogDensity;
  79208. log += "\tFog mode for scene: ";
  79209. switch (scene.fogMode) {
  79210. // getters not compiling, so using hardcoded
  79211. case 1:
  79212. log += "exp\n";
  79213. break;
  79214. case 2:
  79215. log += "exp2\n";
  79216. break;
  79217. case 3:
  79218. log += "linear\n";
  79219. break;
  79220. }
  79221. }
  79222. //Physics
  79223. if (parsedData.physicsEnabled) {
  79224. var physicsPlugin;
  79225. if (parsedData.physicsEngine === "cannon") {
  79226. physicsPlugin = new BABYLON.CannonJSPlugin();
  79227. }
  79228. else if (parsedData.physicsEngine === "oimo") {
  79229. physicsPlugin = new BABYLON.OimoJSPlugin();
  79230. }
  79231. log = "\tPhysics engine " + (parsedData.physicsEngine ? parsedData.physicsEngine : "oimo") + " enabled\n";
  79232. //else - default engine, which is currently oimo
  79233. var physicsGravity = parsedData.physicsGravity ? BABYLON.Vector3.FromArray(parsedData.physicsGravity) : null;
  79234. scene.enablePhysics(physicsGravity, physicsPlugin);
  79235. }
  79236. // Metadata
  79237. if (parsedData.metadata !== undefined && parsedData.metadata !== null) {
  79238. scene.metadata = parsedData.metadata;
  79239. }
  79240. //collisions, if defined. otherwise, default is true
  79241. if (parsedData.collisionsEnabled !== undefined && parsedData.collisionsEnabled !== null) {
  79242. scene.collisionsEnabled = parsedData.collisionsEnabled;
  79243. }
  79244. scene.workerCollisions = !!parsedData.workerCollisions;
  79245. var container = loadAssetContainer(scene, data, rootUrl, onError, true);
  79246. if (!container) {
  79247. return false;
  79248. }
  79249. if (parsedData.autoAnimate) {
  79250. scene.beginAnimation(scene, parsedData.autoAnimateFrom, parsedData.autoAnimateTo, parsedData.autoAnimateLoop, parsedData.autoAnimateSpeed || 1.0);
  79251. }
  79252. if (parsedData.activeCameraID !== undefined && parsedData.activeCameraID !== null) {
  79253. scene.setActiveCameraByID(parsedData.activeCameraID);
  79254. }
  79255. // Environment texture
  79256. if (parsedData.environmentTexture !== undefined && parsedData.environmentTexture !== null) {
  79257. if (parsedData.environmentTextureType && parsedData.environmentTextureType === "BABYLON.HDRCubeTexture") {
  79258. var hdrSize = (parsedData.environmentTextureSize) ? parsedData.environmentTextureSize : 128;
  79259. var hdrTexture = new BABYLON.HDRCubeTexture(rootUrl + parsedData.environmentTexture, scene, hdrSize);
  79260. if (parsedData.environmentTextureRotationY) {
  79261. hdrTexture.rotationY = parsedData.environmentTextureRotationY;
  79262. }
  79263. scene.environmentTexture = hdrTexture;
  79264. }
  79265. else {
  79266. var cubeTexture = BABYLON.CubeTexture.CreateFromPrefilteredData(rootUrl + parsedData.environmentTexture, scene);
  79267. if (parsedData.environmentTextureRotationY) {
  79268. cubeTexture.rotationY = parsedData.environmentTextureRotationY;
  79269. }
  79270. scene.environmentTexture = cubeTexture;
  79271. }
  79272. if (parsedData.createDefaultSkybox === true) {
  79273. var skyboxScale = (scene.activeCamera !== undefined && scene.activeCamera !== null) ? (scene.activeCamera.maxZ - scene.activeCamera.minZ) / 2 : 1000;
  79274. var skyboxBlurLevel = parsedData.skyboxBlurLevel || 0;
  79275. scene.createDefaultSkybox(undefined, true, skyboxScale, skyboxBlurLevel);
  79276. }
  79277. }
  79278. // Finish
  79279. return true;
  79280. }
  79281. catch (err) {
  79282. var msg = logOperation("importScene", parsedData ? parsedData.producer : "Unknown") + log;
  79283. if (onError) {
  79284. onError(msg, err);
  79285. }
  79286. else {
  79287. BABYLON.Tools.Log(msg);
  79288. throw err;
  79289. }
  79290. }
  79291. finally {
  79292. if (log !== null && BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.NO_LOGGING) {
  79293. BABYLON.Tools.Log(logOperation("importScene", parsedData ? parsedData.producer : "Unknown") + (BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.MINIMAL_LOGGING ? log : ""));
  79294. }
  79295. }
  79296. return false;
  79297. },
  79298. loadAssetContainer: function (scene, data, rootUrl, onError) {
  79299. var container = loadAssetContainer(scene, data, rootUrl, onError);
  79300. return container;
  79301. }
  79302. });
  79303. })(BABYLON || (BABYLON = {}));
  79304. //# sourceMappingURL=babylon.babylonFileLoader.js.map
  79305. var BABYLON;
  79306. (function (BABYLON) {
  79307. /**
  79308. * Class used to help managing file picking and drag'n'drop
  79309. */
  79310. var FilesInput = /** @class */ (function () {
  79311. /**
  79312. * Creates a new FilesInput
  79313. * @param engine defines the rendering engine
  79314. * @param scene defines the hosting scene
  79315. * @param sceneLoadedCallback callback called when scene is loaded
  79316. * @param progressCallback callback called to track progress
  79317. * @param additionalRenderLoopLogicCallback callback called to add user logic to the rendering loop
  79318. * @param textureLoadingCallback callback called when a texture is loading
  79319. * @param startingProcessingFilesCallback callback called when the system is about to process all files
  79320. * @param onReloadCallback callback called when a reload is requested
  79321. * @param errorCallback callback call if an error occurs
  79322. */
  79323. function FilesInput(engine, scene, sceneLoadedCallback, progressCallback, additionalRenderLoopLogicCallback, textureLoadingCallback, startingProcessingFilesCallback, onReloadCallback, errorCallback) {
  79324. /**
  79325. * Callback called when a file is processed
  79326. */
  79327. this.onProcessFileCallback = function () { return true; };
  79328. this._engine = engine;
  79329. this._currentScene = scene;
  79330. this._sceneLoadedCallback = sceneLoadedCallback;
  79331. this._progressCallback = progressCallback;
  79332. this._additionalRenderLoopLogicCallback = additionalRenderLoopLogicCallback;
  79333. this._textureLoadingCallback = textureLoadingCallback;
  79334. this._startingProcessingFilesCallback = startingProcessingFilesCallback;
  79335. this._onReloadCallback = onReloadCallback;
  79336. this._errorCallback = errorCallback;
  79337. }
  79338. /**
  79339. * Calls this function to listen to drag'n'drop events on a specific DOM element
  79340. * @param elementToMonitor defines the DOM element to track
  79341. */
  79342. FilesInput.prototype.monitorElementForDragNDrop = function (elementToMonitor) {
  79343. var _this = this;
  79344. if (elementToMonitor) {
  79345. this._elementToMonitor = elementToMonitor;
  79346. this._dragEnterHandler = function (e) { _this.drag(e); };
  79347. this._dragOverHandler = function (e) { _this.drag(e); };
  79348. this._dropHandler = function (e) { _this.drop(e); };
  79349. this._elementToMonitor.addEventListener("dragenter", this._dragEnterHandler, false);
  79350. this._elementToMonitor.addEventListener("dragover", this._dragOverHandler, false);
  79351. this._elementToMonitor.addEventListener("drop", this._dropHandler, false);
  79352. }
  79353. };
  79354. /**
  79355. * Release all associated resources
  79356. */
  79357. FilesInput.prototype.dispose = function () {
  79358. if (!this._elementToMonitor) {
  79359. return;
  79360. }
  79361. this._elementToMonitor.removeEventListener("dragenter", this._dragEnterHandler);
  79362. this._elementToMonitor.removeEventListener("dragover", this._dragOverHandler);
  79363. this._elementToMonitor.removeEventListener("drop", this._dropHandler);
  79364. };
  79365. FilesInput.prototype.renderFunction = function () {
  79366. if (this._additionalRenderLoopLogicCallback) {
  79367. this._additionalRenderLoopLogicCallback();
  79368. }
  79369. if (this._currentScene) {
  79370. if (this._textureLoadingCallback) {
  79371. var remaining = this._currentScene.getWaitingItemsCount();
  79372. if (remaining > 0) {
  79373. this._textureLoadingCallback(remaining);
  79374. }
  79375. }
  79376. this._currentScene.render();
  79377. }
  79378. };
  79379. FilesInput.prototype.drag = function (e) {
  79380. e.stopPropagation();
  79381. e.preventDefault();
  79382. };
  79383. FilesInput.prototype.drop = function (eventDrop) {
  79384. eventDrop.stopPropagation();
  79385. eventDrop.preventDefault();
  79386. this.loadFiles(eventDrop);
  79387. };
  79388. FilesInput.prototype._traverseFolder = function (folder, files, remaining, callback) {
  79389. var _this = this;
  79390. var reader = folder.createReader();
  79391. var relativePath = folder.fullPath.replace(/^\//, "").replace(/(.+?)\/?$/, "$1/");
  79392. reader.readEntries(function (entries) {
  79393. remaining.count += entries.length;
  79394. for (var _i = 0, entries_1 = entries; _i < entries_1.length; _i++) {
  79395. var entry = entries_1[_i];
  79396. if (entry.isFile) {
  79397. entry.file(function (file) {
  79398. file.correctName = relativePath + file.name;
  79399. files.push(file);
  79400. if (--remaining.count === 0) {
  79401. callback();
  79402. }
  79403. });
  79404. }
  79405. else if (entry.isDirectory) {
  79406. _this._traverseFolder(entry, files, remaining, callback);
  79407. }
  79408. }
  79409. if (--remaining.count) {
  79410. callback();
  79411. }
  79412. });
  79413. };
  79414. FilesInput.prototype._processFiles = function (files) {
  79415. for (var i = 0; i < files.length; i++) {
  79416. var name = files[i].correctName.toLowerCase();
  79417. var extension = name.split('.').pop();
  79418. if (!this.onProcessFileCallback(files[i], name, extension)) {
  79419. continue;
  79420. }
  79421. if ((extension === "babylon" || extension === "stl" || extension === "obj" || extension === "gltf" || extension === "glb")
  79422. && name.indexOf(".binary.babylon") === -1 && name.indexOf(".incremental.babylon") === -1) {
  79423. this._sceneFileToLoad = files[i];
  79424. }
  79425. FilesInput.FilesToLoad[name] = files[i];
  79426. }
  79427. };
  79428. /**
  79429. * Load files from a drop event
  79430. * @param event defines the drop event to use as source
  79431. */
  79432. FilesInput.prototype.loadFiles = function (event) {
  79433. var _this = this;
  79434. // Handling data transfer via drag'n'drop
  79435. if (event && event.dataTransfer && event.dataTransfer.files) {
  79436. this._filesToLoad = event.dataTransfer.files;
  79437. }
  79438. // Handling files from input files
  79439. if (event && event.target && event.target.files) {
  79440. this._filesToLoad = event.target.files;
  79441. }
  79442. if (!this._filesToLoad || this._filesToLoad.length === 0) {
  79443. return;
  79444. }
  79445. if (this._startingProcessingFilesCallback) {
  79446. this._startingProcessingFilesCallback(this._filesToLoad);
  79447. }
  79448. if (this._filesToLoad && this._filesToLoad.length > 0) {
  79449. var files_1 = new Array();
  79450. var folders = [];
  79451. var items = event.dataTransfer ? event.dataTransfer.items : null;
  79452. for (var i = 0; i < this._filesToLoad.length; i++) {
  79453. var fileToLoad = this._filesToLoad[i];
  79454. var name_1 = fileToLoad.name.toLowerCase();
  79455. var entry = void 0;
  79456. fileToLoad.correctName = name_1;
  79457. if (items) {
  79458. var item = items[i];
  79459. if (item.getAsEntry) {
  79460. entry = item.getAsEntry();
  79461. }
  79462. else if (item.webkitGetAsEntry) {
  79463. entry = item.webkitGetAsEntry();
  79464. }
  79465. }
  79466. if (!entry) {
  79467. files_1.push(fileToLoad);
  79468. }
  79469. else {
  79470. if (entry.isDirectory) {
  79471. folders.push(entry);
  79472. }
  79473. else {
  79474. files_1.push(fileToLoad);
  79475. }
  79476. }
  79477. }
  79478. if (folders.length === 0) {
  79479. this._processFiles(files_1);
  79480. this._processReload();
  79481. }
  79482. else {
  79483. var remaining = { count: folders.length };
  79484. for (var _i = 0, folders_1 = folders; _i < folders_1.length; _i++) {
  79485. var folder = folders_1[_i];
  79486. this._traverseFolder(folder, files_1, remaining, function () {
  79487. _this._processFiles(files_1);
  79488. if (remaining.count === 0) {
  79489. _this._processReload();
  79490. }
  79491. });
  79492. }
  79493. }
  79494. }
  79495. };
  79496. FilesInput.prototype._processReload = function () {
  79497. if (this._onReloadCallback) {
  79498. this._onReloadCallback(this._sceneFileToLoad);
  79499. }
  79500. else {
  79501. this.reload();
  79502. }
  79503. };
  79504. /**
  79505. * Reload the current scene from the loaded files
  79506. */
  79507. FilesInput.prototype.reload = function () {
  79508. var _this = this;
  79509. // If a scene file has been provided
  79510. if (this._sceneFileToLoad) {
  79511. if (this._currentScene) {
  79512. if (BABYLON.Tools.errorsCount > 0) {
  79513. BABYLON.Tools.ClearLogCache();
  79514. }
  79515. this._engine.stopRenderLoop();
  79516. }
  79517. BABYLON.SceneLoader.LoadAsync("file:", this._sceneFileToLoad.name, this._engine, function (progress) {
  79518. if (_this._progressCallback) {
  79519. _this._progressCallback(progress);
  79520. }
  79521. }).then(function (scene) {
  79522. if (_this._currentScene) {
  79523. _this._currentScene.dispose();
  79524. }
  79525. _this._currentScene = scene;
  79526. if (_this._sceneLoadedCallback) {
  79527. _this._sceneLoadedCallback(_this._sceneFileToLoad, _this._currentScene);
  79528. }
  79529. // Wait for textures and shaders to be ready
  79530. _this._currentScene.executeWhenReady(function () {
  79531. _this._engine.runRenderLoop(function () {
  79532. _this.renderFunction();
  79533. });
  79534. });
  79535. }).catch(function (error) {
  79536. if (_this._errorCallback) {
  79537. _this._errorCallback(_this._sceneFileToLoad, _this._currentScene, error.message);
  79538. }
  79539. });
  79540. }
  79541. else {
  79542. BABYLON.Tools.Error("Please provide a valid .babylon file.");
  79543. }
  79544. };
  79545. /**
  79546. * List of files ready to be loaded
  79547. */
  79548. FilesInput.FilesToLoad = {};
  79549. return FilesInput;
  79550. }());
  79551. BABYLON.FilesInput = FilesInput;
  79552. })(BABYLON || (BABYLON = {}));
  79553. //# sourceMappingURL=babylon.filesInput.js.map
  79554. var BABYLON;
  79555. (function (BABYLON) {
  79556. /**
  79557. * Class used to store custom tags
  79558. */
  79559. var Tags = /** @class */ (function () {
  79560. function Tags() {
  79561. }
  79562. /**
  79563. * Adds support for tags on the given object
  79564. * @param obj defines the object to use
  79565. */
  79566. Tags.EnableFor = function (obj) {
  79567. obj._tags = obj._tags || {};
  79568. obj.hasTags = function () {
  79569. return Tags.HasTags(obj);
  79570. };
  79571. obj.addTags = function (tagsString) {
  79572. return Tags.AddTagsTo(obj, tagsString);
  79573. };
  79574. obj.removeTags = function (tagsString) {
  79575. return Tags.RemoveTagsFrom(obj, tagsString);
  79576. };
  79577. obj.matchesTagsQuery = function (tagsQuery) {
  79578. return Tags.MatchesQuery(obj, tagsQuery);
  79579. };
  79580. };
  79581. /**
  79582. * Removes tags support
  79583. * @param obj defines the object to use
  79584. */
  79585. Tags.DisableFor = function (obj) {
  79586. delete obj._tags;
  79587. delete obj.hasTags;
  79588. delete obj.addTags;
  79589. delete obj.removeTags;
  79590. delete obj.matchesTagsQuery;
  79591. };
  79592. /**
  79593. * Gets a boolean indicating if the given object has tags
  79594. * @param obj defines the object to use
  79595. * @returns a boolean
  79596. */
  79597. Tags.HasTags = function (obj) {
  79598. if (!obj._tags) {
  79599. return false;
  79600. }
  79601. return !BABYLON.Tools.IsEmpty(obj._tags);
  79602. };
  79603. /**
  79604. * Gets the tags available on a given object
  79605. * @param obj defines the object to use
  79606. * @param asString defines if the tags must be returned as a string instead of an array of strings
  79607. * @returns the tags
  79608. */
  79609. Tags.GetTags = function (obj, asString) {
  79610. if (asString === void 0) { asString = true; }
  79611. if (!obj._tags) {
  79612. return null;
  79613. }
  79614. if (asString) {
  79615. var tagsArray = [];
  79616. for (var tag in obj._tags) {
  79617. if (obj._tags.hasOwnProperty(tag) && obj._tags[tag] === true) {
  79618. tagsArray.push(tag);
  79619. }
  79620. }
  79621. return tagsArray.join(" ");
  79622. }
  79623. else {
  79624. return obj._tags;
  79625. }
  79626. };
  79627. /**
  79628. * Adds tags to an object
  79629. * @param obj defines the object to use
  79630. * @param tagsString defines the tag string. The tags 'true' and 'false' are reserved and cannot be used as tags.
  79631. * A tag cannot start with '||', '&&', and '!'. It cannot contain whitespaces
  79632. */
  79633. Tags.AddTagsTo = function (obj, tagsString) {
  79634. if (!tagsString) {
  79635. return;
  79636. }
  79637. if (typeof tagsString !== "string") {
  79638. return;
  79639. }
  79640. var tags = tagsString.split(" ");
  79641. tags.forEach(function (tag, index, array) {
  79642. Tags._AddTagTo(obj, tag);
  79643. });
  79644. };
  79645. /**
  79646. * @hidden
  79647. */
  79648. Tags._AddTagTo = function (obj, tag) {
  79649. tag = tag.trim();
  79650. if (tag === "" || tag === "true" || tag === "false") {
  79651. return;
  79652. }
  79653. if (tag.match(/[\s]/) || tag.match(/^([!]|([|]|[&]){2})/)) {
  79654. return;
  79655. }
  79656. Tags.EnableFor(obj);
  79657. obj._tags[tag] = true;
  79658. };
  79659. /**
  79660. * Removes specific tags from a specific object
  79661. * @param obj defines the object to use
  79662. * @param tagsString defines the tags to remove
  79663. */
  79664. Tags.RemoveTagsFrom = function (obj, tagsString) {
  79665. if (!Tags.HasTags(obj)) {
  79666. return;
  79667. }
  79668. var tags = tagsString.split(" ");
  79669. for (var t in tags) {
  79670. Tags._RemoveTagFrom(obj, tags[t]);
  79671. }
  79672. };
  79673. /**
  79674. * @hidden
  79675. */
  79676. Tags._RemoveTagFrom = function (obj, tag) {
  79677. delete obj._tags[tag];
  79678. };
  79679. /**
  79680. * Defines if tags hosted on an object match a given query
  79681. * @param obj defines the object to use
  79682. * @param tagsQuery defines the tag query
  79683. * @returns a boolean
  79684. */
  79685. Tags.MatchesQuery = function (obj, tagsQuery) {
  79686. if (tagsQuery === undefined) {
  79687. return true;
  79688. }
  79689. if (tagsQuery === "") {
  79690. return Tags.HasTags(obj);
  79691. }
  79692. return BABYLON.AndOrNotEvaluator.Eval(tagsQuery, function (r) { return Tags.HasTags(obj) && obj._tags[r]; });
  79693. };
  79694. return Tags;
  79695. }());
  79696. BABYLON.Tags = Tags;
  79697. })(BABYLON || (BABYLON = {}));
  79698. //# sourceMappingURL=babylon.tags.js.map
  79699. var BABYLON;
  79700. (function (BABYLON) {
  79701. /**
  79702. * Class used to evalaute queries containing `and` and `or` operators
  79703. */
  79704. var AndOrNotEvaluator = /** @class */ (function () {
  79705. function AndOrNotEvaluator() {
  79706. }
  79707. /**
  79708. * Evaluate a query
  79709. * @param query defines the query to evaluate
  79710. * @param evaluateCallback defines the callback used to filter result
  79711. * @returns true if the query matches
  79712. */
  79713. AndOrNotEvaluator.Eval = function (query, evaluateCallback) {
  79714. if (!query.match(/\([^\(\)]*\)/g)) {
  79715. query = AndOrNotEvaluator._HandleParenthesisContent(query, evaluateCallback);
  79716. }
  79717. else {
  79718. query = query.replace(/\([^\(\)]*\)/g, function (r) {
  79719. // remove parenthesis
  79720. r = r.slice(1, r.length - 1);
  79721. return AndOrNotEvaluator._HandleParenthesisContent(r, evaluateCallback);
  79722. });
  79723. }
  79724. if (query === "true") {
  79725. return true;
  79726. }
  79727. if (query === "false") {
  79728. return false;
  79729. }
  79730. return AndOrNotEvaluator.Eval(query, evaluateCallback);
  79731. };
  79732. AndOrNotEvaluator._HandleParenthesisContent = function (parenthesisContent, evaluateCallback) {
  79733. evaluateCallback = evaluateCallback || (function (r) {
  79734. return r === "true" ? true : false;
  79735. });
  79736. var result;
  79737. var or = parenthesisContent.split("||");
  79738. for (var i in or) {
  79739. if (or.hasOwnProperty(i)) {
  79740. var ori = AndOrNotEvaluator._SimplifyNegation(or[i].trim());
  79741. var and = ori.split("&&");
  79742. if (and.length > 1) {
  79743. for (var j = 0; j < and.length; ++j) {
  79744. var andj = AndOrNotEvaluator._SimplifyNegation(and[j].trim());
  79745. if (andj !== "true" && andj !== "false") {
  79746. if (andj[0] === "!") {
  79747. result = !evaluateCallback(andj.substring(1));
  79748. }
  79749. else {
  79750. result = evaluateCallback(andj);
  79751. }
  79752. }
  79753. else {
  79754. result = andj === "true" ? true : false;
  79755. }
  79756. if (!result) { // no need to continue since 'false && ... && ...' will always return false
  79757. ori = "false";
  79758. break;
  79759. }
  79760. }
  79761. }
  79762. if (result || ori === "true") { // no need to continue since 'true || ... || ...' will always return true
  79763. result = true;
  79764. break;
  79765. }
  79766. // result equals false (or undefined)
  79767. if (ori !== "true" && ori !== "false") {
  79768. if (ori[0] === "!") {
  79769. result = !evaluateCallback(ori.substring(1));
  79770. }
  79771. else {
  79772. result = evaluateCallback(ori);
  79773. }
  79774. }
  79775. else {
  79776. result = ori === "true" ? true : false;
  79777. }
  79778. }
  79779. }
  79780. // the whole parenthesis scope is replaced by 'true' or 'false'
  79781. return result ? "true" : "false";
  79782. };
  79783. AndOrNotEvaluator._SimplifyNegation = function (booleanString) {
  79784. booleanString = booleanString.replace(/^[\s!]+/, function (r) {
  79785. // remove whitespaces
  79786. r = r.replace(/[\s]/g, function () { return ""; });
  79787. return r.length % 2 ? "!" : "";
  79788. });
  79789. booleanString = booleanString.trim();
  79790. if (booleanString === "!true") {
  79791. booleanString = "false";
  79792. }
  79793. else if (booleanString === "!false") {
  79794. booleanString = "true";
  79795. }
  79796. return booleanString;
  79797. };
  79798. return AndOrNotEvaluator;
  79799. }());
  79800. BABYLON.AndOrNotEvaluator = AndOrNotEvaluator;
  79801. })(BABYLON || (BABYLON = {}));
  79802. //# sourceMappingURL=babylon.andOrNotEvaluator.js.map
  79803. var BABYLON;
  79804. (function (BABYLON) {
  79805. // Sets the default offline provider to Babylon.js
  79806. BABYLON.Engine.OfflineProviderFactory = function (urlToScene, callbackManifestChecked, disableManifestCheck) {
  79807. if (disableManifestCheck === void 0) { disableManifestCheck = false; }
  79808. return new Database(urlToScene, callbackManifestChecked, disableManifestCheck);
  79809. };
  79810. /**
  79811. * Class used to enable access to IndexedDB
  79812. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  79813. */
  79814. var Database = /** @class */ (function () {
  79815. /**
  79816. * Creates a new Database
  79817. * @param urlToScene defines the url to load the scene
  79818. * @param callbackManifestChecked defines the callback to use when manifest is checked
  79819. * @param disableManifestCheck defines a boolean indicating that we want to skip the manifest validation (it will be considered validated and up to date)
  79820. */
  79821. function Database(urlToScene, callbackManifestChecked, disableManifestCheck) {
  79822. if (disableManifestCheck === void 0) { disableManifestCheck = false; }
  79823. var _this = this;
  79824. // Handling various flavors of prefixed version of IndexedDB
  79825. this._idbFactory = (window.indexedDB || window.mozIndexedDB || window.webkitIndexedDB || window.msIndexedDB);
  79826. this._callbackManifestChecked = callbackManifestChecked;
  79827. this._currentSceneUrl = Database._ReturnFullUrlLocation(urlToScene);
  79828. this._db = null;
  79829. this._enableSceneOffline = false;
  79830. this._enableTexturesOffline = false;
  79831. this._manifestVersionFound = 0;
  79832. this._mustUpdateRessources = false;
  79833. this._hasReachedQuota = false;
  79834. if (!Database.IDBStorageEnabled) {
  79835. this._callbackManifestChecked(true);
  79836. }
  79837. else {
  79838. if (disableManifestCheck) {
  79839. this._enableSceneOffline = true;
  79840. this._enableTexturesOffline = true;
  79841. this._manifestVersionFound = 1;
  79842. BABYLON.Tools.SetImmediate(function () {
  79843. _this._callbackManifestChecked(true);
  79844. });
  79845. }
  79846. else {
  79847. this._checkManifestFile();
  79848. }
  79849. }
  79850. }
  79851. Object.defineProperty(Database.prototype, "enableSceneOffline", {
  79852. /**
  79853. * Gets a boolean indicating if scene must be saved in the database
  79854. */
  79855. get: function () {
  79856. return this._enableSceneOffline;
  79857. },
  79858. enumerable: true,
  79859. configurable: true
  79860. });
  79861. Object.defineProperty(Database.prototype, "enableTexturesOffline", {
  79862. /**
  79863. * Gets a boolean indicating if textures must be saved in the database
  79864. */
  79865. get: function () {
  79866. return this._enableTexturesOffline;
  79867. },
  79868. enumerable: true,
  79869. configurable: true
  79870. });
  79871. Database.prototype._checkManifestFile = function () {
  79872. var _this = this;
  79873. var noManifestFile = function () {
  79874. _this._enableSceneOffline = false;
  79875. _this._enableTexturesOffline = false;
  79876. _this._callbackManifestChecked(false);
  79877. };
  79878. var timeStampUsed = false;
  79879. var manifestURL = this._currentSceneUrl + ".manifest";
  79880. var xhr = new XMLHttpRequest();
  79881. if (navigator.onLine) {
  79882. // Adding a timestamp to by-pass browsers' cache
  79883. timeStampUsed = true;
  79884. manifestURL = manifestURL + (manifestURL.match(/\?/) == null ? "?" : "&") + Date.now();
  79885. }
  79886. xhr.open("GET", manifestURL, true);
  79887. xhr.addEventListener("load", function () {
  79888. if (xhr.status === 200 || BABYLON.Tools.ValidateXHRData(xhr, 1)) {
  79889. try {
  79890. var manifestFile = JSON.parse(xhr.response);
  79891. _this._enableSceneOffline = manifestFile.enableSceneOffline;
  79892. _this._enableTexturesOffline = manifestFile.enableTexturesOffline && Database.IsUASupportingBlobStorage;
  79893. if (manifestFile.version && !isNaN(parseInt(manifestFile.version))) {
  79894. _this._manifestVersionFound = manifestFile.version;
  79895. }
  79896. if (_this._callbackManifestChecked) {
  79897. _this._callbackManifestChecked(true);
  79898. }
  79899. }
  79900. catch (ex) {
  79901. noManifestFile();
  79902. }
  79903. }
  79904. else {
  79905. noManifestFile();
  79906. }
  79907. }, false);
  79908. xhr.addEventListener("error", function (event) {
  79909. if (timeStampUsed) {
  79910. timeStampUsed = false;
  79911. // Let's retry without the timeStamp
  79912. // It could fail when coupled with HTML5 Offline API
  79913. var retryManifestURL = _this._currentSceneUrl + ".manifest";
  79914. xhr.open("GET", retryManifestURL, true);
  79915. if (BABYLON.Tools.UseCustomRequestHeaders) {
  79916. BABYLON.Tools.InjectCustomRequestHeaders(xhr);
  79917. }
  79918. xhr.send();
  79919. }
  79920. else {
  79921. noManifestFile();
  79922. }
  79923. }, false);
  79924. try {
  79925. if (BABYLON.Tools.UseCustomRequestHeaders) {
  79926. BABYLON.Tools.InjectCustomRequestHeaders(xhr);
  79927. }
  79928. xhr.send();
  79929. }
  79930. catch (ex) {
  79931. BABYLON.Tools.Error("Error on XHR send request.");
  79932. this._callbackManifestChecked(false);
  79933. }
  79934. };
  79935. /**
  79936. * Open the database and make it available
  79937. * @param successCallback defines the callback to call on success
  79938. * @param errorCallback defines the callback to call on error
  79939. */
  79940. Database.prototype.open = function (successCallback, errorCallback) {
  79941. var _this = this;
  79942. var handleError = function () {
  79943. _this._isSupported = false;
  79944. if (errorCallback) {
  79945. errorCallback();
  79946. }
  79947. };
  79948. if (!this._idbFactory || !(this._enableSceneOffline || this._enableTexturesOffline)) {
  79949. // Your browser doesn't support IndexedDB
  79950. this._isSupported = false;
  79951. if (errorCallback) {
  79952. errorCallback();
  79953. }
  79954. }
  79955. else {
  79956. // If the DB hasn't been opened or created yet
  79957. if (!this._db) {
  79958. this._hasReachedQuota = false;
  79959. this._isSupported = true;
  79960. var request = this._idbFactory.open("babylonjs", 1);
  79961. // Could occur if user is blocking the quota for the DB and/or doesn't grant access to IndexedDB
  79962. request.onerror = function (event) {
  79963. handleError();
  79964. };
  79965. // executes when a version change transaction cannot complete due to other active transactions
  79966. request.onblocked = function (event) {
  79967. BABYLON.Tools.Error("IDB request blocked. Please reload the page.");
  79968. handleError();
  79969. };
  79970. // DB has been opened successfully
  79971. request.onsuccess = function (event) {
  79972. _this._db = request.result;
  79973. successCallback();
  79974. };
  79975. // Initialization of the DB. Creating Scenes & Textures stores
  79976. request.onupgradeneeded = function (event) {
  79977. _this._db = (event.target).result;
  79978. if (_this._db) {
  79979. try {
  79980. _this._db.createObjectStore("scenes", { keyPath: "sceneUrl" });
  79981. _this._db.createObjectStore("versions", { keyPath: "sceneUrl" });
  79982. _this._db.createObjectStore("textures", { keyPath: "textureUrl" });
  79983. }
  79984. catch (ex) {
  79985. BABYLON.Tools.Error("Error while creating object stores. Exception: " + ex.message);
  79986. handleError();
  79987. }
  79988. }
  79989. };
  79990. }
  79991. // DB has already been created and opened
  79992. else {
  79993. if (successCallback) {
  79994. successCallback();
  79995. }
  79996. }
  79997. }
  79998. };
  79999. /**
  80000. * Loads an image from the database
  80001. * @param url defines the url to load from
  80002. * @param image defines the target DOM image
  80003. */
  80004. Database.prototype.loadImage = function (url, image) {
  80005. var _this = this;
  80006. var completeURL = Database._ReturnFullUrlLocation(url);
  80007. var saveAndLoadImage = function () {
  80008. if (!_this._hasReachedQuota && _this._db !== null) {
  80009. // the texture is not yet in the DB, let's try to save it
  80010. _this._saveImageIntoDBAsync(completeURL, image);
  80011. }
  80012. // If the texture is not in the DB and we've reached the DB quota limit
  80013. // let's load it directly from the web
  80014. else {
  80015. image.src = url;
  80016. }
  80017. };
  80018. if (!this._mustUpdateRessources) {
  80019. this._loadImageFromDBAsync(completeURL, image, saveAndLoadImage);
  80020. }
  80021. // First time we're download the images or update requested in the manifest file by a version change
  80022. else {
  80023. saveAndLoadImage();
  80024. }
  80025. };
  80026. Database.prototype._loadImageFromDBAsync = function (url, image, notInDBCallback) {
  80027. if (this._isSupported && this._db !== null) {
  80028. var texture;
  80029. var transaction = this._db.transaction(["textures"]);
  80030. transaction.onabort = function (event) {
  80031. image.src = url;
  80032. };
  80033. transaction.oncomplete = function (event) {
  80034. var blobTextureURL;
  80035. if (texture) {
  80036. var URL = window.URL || window.webkitURL;
  80037. blobTextureURL = URL.createObjectURL(texture.data);
  80038. image.onerror = function () {
  80039. BABYLON.Tools.Error("Error loading image from blob URL: " + blobTextureURL + " switching back to web url: " + url);
  80040. image.src = url;
  80041. };
  80042. image.src = blobTextureURL;
  80043. }
  80044. else {
  80045. notInDBCallback();
  80046. }
  80047. };
  80048. var getRequest = transaction.objectStore("textures").get(url);
  80049. getRequest.onsuccess = function (event) {
  80050. texture = (event.target).result;
  80051. };
  80052. getRequest.onerror = function (event) {
  80053. BABYLON.Tools.Error("Error loading texture " + url + " from DB.");
  80054. image.src = url;
  80055. };
  80056. }
  80057. else {
  80058. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  80059. image.src = url;
  80060. }
  80061. };
  80062. Database.prototype._saveImageIntoDBAsync = function (url, image) {
  80063. var _this = this;
  80064. if (this._isSupported) {
  80065. // In case of error (type not supported or quota exceeded), we're at least sending back XHR data to allow texture loading later on
  80066. var generateBlobUrl = function () {
  80067. var blobTextureURL;
  80068. if (blob) {
  80069. var URL = window.URL || window.webkitURL;
  80070. try {
  80071. blobTextureURL = URL.createObjectURL(blob);
  80072. }
  80073. // Chrome is raising a type error if we're setting the oneTimeOnly parameter
  80074. catch (ex) {
  80075. blobTextureURL = URL.createObjectURL(blob);
  80076. }
  80077. }
  80078. if (blobTextureURL) {
  80079. image.src = blobTextureURL;
  80080. }
  80081. };
  80082. if (Database.IsUASupportingBlobStorage) { // Create XHR
  80083. var xhr = new XMLHttpRequest(), blob;
  80084. xhr.open("GET", url, true);
  80085. xhr.responseType = "blob";
  80086. xhr.addEventListener("load", function () {
  80087. if (xhr.status === 200 && _this._db) {
  80088. // Blob as response (XHR2)
  80089. blob = xhr.response;
  80090. var transaction = _this._db.transaction(["textures"], "readwrite");
  80091. // the transaction could abort because of a QuotaExceededError error
  80092. transaction.onabort = function (event) {
  80093. try {
  80094. //backwards compatibility with ts 1.0, srcElement doesn't have an "error" according to ts 1.3
  80095. var srcElement = (event.srcElement || event.target);
  80096. var error = srcElement.error;
  80097. if (error && error.name === "QuotaExceededError") {
  80098. _this._hasReachedQuota = true;
  80099. }
  80100. }
  80101. catch (ex) { }
  80102. generateBlobUrl();
  80103. };
  80104. transaction.oncomplete = function (event) {
  80105. generateBlobUrl();
  80106. };
  80107. var newTexture = { textureUrl: url, data: blob };
  80108. try {
  80109. // Put the blob into the dabase
  80110. var addRequest = transaction.objectStore("textures").put(newTexture);
  80111. addRequest.onsuccess = function (event) {
  80112. };
  80113. addRequest.onerror = function (event) {
  80114. generateBlobUrl();
  80115. };
  80116. }
  80117. catch (ex) {
  80118. // "DataCloneError" generated by Chrome when you try to inject blob into IndexedDB
  80119. if (ex.code === 25) {
  80120. Database.IsUASupportingBlobStorage = false;
  80121. _this._enableTexturesOffline = false;
  80122. }
  80123. image.src = url;
  80124. }
  80125. }
  80126. else {
  80127. image.src = url;
  80128. }
  80129. }, false);
  80130. xhr.addEventListener("error", function (event) {
  80131. BABYLON.Tools.Error("Error in XHR request in BABYLON.Database.");
  80132. image.src = url;
  80133. }, false);
  80134. if (BABYLON.Tools.CustomRequestHeaders) {
  80135. BABYLON.Tools.InjectCustomRequestHeaders(xhr);
  80136. }
  80137. xhr.send();
  80138. }
  80139. else {
  80140. image.src = url;
  80141. }
  80142. }
  80143. else {
  80144. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  80145. image.src = url;
  80146. }
  80147. };
  80148. Database.prototype._checkVersionFromDB = function (url, versionLoaded) {
  80149. var _this = this;
  80150. var updateVersion = function () {
  80151. // the version is not yet in the DB or we need to update it
  80152. _this._saveVersionIntoDBAsync(url, versionLoaded);
  80153. };
  80154. this._loadVersionFromDBAsync(url, versionLoaded, updateVersion);
  80155. };
  80156. Database.prototype._loadVersionFromDBAsync = function (url, callback, updateInDBCallback) {
  80157. var _this = this;
  80158. if (this._isSupported && this._db) {
  80159. var version;
  80160. try {
  80161. var transaction = this._db.transaction(["versions"]);
  80162. transaction.oncomplete = function (event) {
  80163. if (version) {
  80164. // If the version in the JSON file is different from the version in DB
  80165. if (_this._manifestVersionFound !== version.data) {
  80166. _this._mustUpdateRessources = true;
  80167. updateInDBCallback();
  80168. }
  80169. else {
  80170. callback(version.data);
  80171. }
  80172. }
  80173. // version was not found in DB
  80174. else {
  80175. _this._mustUpdateRessources = true;
  80176. updateInDBCallback();
  80177. }
  80178. };
  80179. transaction.onabort = function (event) {
  80180. callback(-1);
  80181. };
  80182. var getRequest = transaction.objectStore("versions").get(url);
  80183. getRequest.onsuccess = function (event) {
  80184. version = (event.target).result;
  80185. };
  80186. getRequest.onerror = function (event) {
  80187. BABYLON.Tools.Error("Error loading version for scene " + url + " from DB.");
  80188. callback(-1);
  80189. };
  80190. }
  80191. catch (ex) {
  80192. BABYLON.Tools.Error("Error while accessing 'versions' object store (READ OP). Exception: " + ex.message);
  80193. callback(-1);
  80194. }
  80195. }
  80196. else {
  80197. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  80198. callback(-1);
  80199. }
  80200. };
  80201. Database.prototype._saveVersionIntoDBAsync = function (url, callback) {
  80202. var _this = this;
  80203. if (this._isSupported && !this._hasReachedQuota && this._db) {
  80204. try {
  80205. // Open a transaction to the database
  80206. var transaction = this._db.transaction(["versions"], "readwrite");
  80207. // the transaction could abort because of a QuotaExceededError error
  80208. transaction.onabort = function (event) {
  80209. try { //backwards compatibility with ts 1.0, srcElement doesn't have an "error" according to ts 1.3
  80210. var error = event.srcElement['error'];
  80211. if (error && error.name === "QuotaExceededError") {
  80212. _this._hasReachedQuota = true;
  80213. }
  80214. }
  80215. catch (ex) { }
  80216. callback(-1);
  80217. };
  80218. transaction.oncomplete = function (event) {
  80219. callback(_this._manifestVersionFound);
  80220. };
  80221. var newVersion = { sceneUrl: url, data: this._manifestVersionFound };
  80222. // Put the scene into the database
  80223. var addRequest = transaction.objectStore("versions").put(newVersion);
  80224. addRequest.onsuccess = function (event) {
  80225. };
  80226. addRequest.onerror = function (event) {
  80227. BABYLON.Tools.Error("Error in DB add version request in BABYLON.Database.");
  80228. };
  80229. }
  80230. catch (ex) {
  80231. BABYLON.Tools.Error("Error while accessing 'versions' object store (WRITE OP). Exception: " + ex.message);
  80232. callback(-1);
  80233. }
  80234. }
  80235. else {
  80236. callback(-1);
  80237. }
  80238. };
  80239. /**
  80240. * Loads a file from database
  80241. * @param url defines the URL to load from
  80242. * @param sceneLoaded defines a callback to call on success
  80243. * @param progressCallBack defines a callback to call when progress changed
  80244. * @param errorCallback defines a callback to call on error
  80245. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  80246. */
  80247. Database.prototype.loadFile = function (url, sceneLoaded, progressCallBack, errorCallback, useArrayBuffer) {
  80248. var _this = this;
  80249. var completeUrl = Database._ReturnFullUrlLocation(url);
  80250. var saveAndLoadFile = function () {
  80251. // the scene is not yet in the DB, let's try to save it
  80252. _this._saveFileAsync(completeUrl, sceneLoaded, progressCallBack, useArrayBuffer, errorCallback);
  80253. };
  80254. this._checkVersionFromDB(completeUrl, function (version) {
  80255. if (version !== -1) {
  80256. if (!_this._mustUpdateRessources) {
  80257. _this._loadFileAsync(completeUrl, sceneLoaded, saveAndLoadFile, useArrayBuffer);
  80258. }
  80259. else {
  80260. _this._saveFileAsync(completeUrl, sceneLoaded, progressCallBack, useArrayBuffer, errorCallback);
  80261. }
  80262. }
  80263. else {
  80264. if (errorCallback) {
  80265. errorCallback();
  80266. }
  80267. }
  80268. });
  80269. };
  80270. Database.prototype._loadFileAsync = function (url, callback, notInDBCallback, useArrayBuffer) {
  80271. if (this._isSupported && this._db) {
  80272. var targetStore;
  80273. if (url.indexOf(".babylon") !== -1) {
  80274. targetStore = "scenes";
  80275. }
  80276. else {
  80277. targetStore = "textures";
  80278. }
  80279. var file;
  80280. var transaction = this._db.transaction([targetStore]);
  80281. transaction.oncomplete = function (event) {
  80282. if (file) {
  80283. callback(file.data);
  80284. }
  80285. // file was not found in DB
  80286. else {
  80287. notInDBCallback();
  80288. }
  80289. };
  80290. transaction.onabort = function (event) {
  80291. notInDBCallback();
  80292. };
  80293. var getRequest = transaction.objectStore(targetStore).get(url);
  80294. getRequest.onsuccess = function (event) {
  80295. file = (event.target).result;
  80296. };
  80297. getRequest.onerror = function (event) {
  80298. BABYLON.Tools.Error("Error loading file " + url + " from DB.");
  80299. notInDBCallback();
  80300. };
  80301. }
  80302. else {
  80303. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  80304. callback();
  80305. }
  80306. };
  80307. Database.prototype._saveFileAsync = function (url, callback, progressCallback, useArrayBuffer, errorCallback) {
  80308. var _this = this;
  80309. if (this._isSupported) {
  80310. var targetStore;
  80311. if (url.indexOf(".babylon") !== -1) {
  80312. targetStore = "scenes";
  80313. }
  80314. else {
  80315. targetStore = "textures";
  80316. }
  80317. // Create XHR
  80318. var xhr = new XMLHttpRequest();
  80319. var fileData;
  80320. xhr.open("GET", url + "?" + Date.now(), true);
  80321. if (useArrayBuffer) {
  80322. xhr.responseType = "arraybuffer";
  80323. }
  80324. if (progressCallback) {
  80325. xhr.onprogress = progressCallback;
  80326. }
  80327. xhr.addEventListener("load", function () {
  80328. if (xhr.status === 200 || (xhr.status < 400 && BABYLON.Tools.ValidateXHRData(xhr, !useArrayBuffer ? 1 : 6))) {
  80329. // Blob as response (XHR2)
  80330. fileData = !useArrayBuffer ? xhr.responseText : xhr.response;
  80331. if (!_this._hasReachedQuota && _this._db) {
  80332. // Open a transaction to the database
  80333. var transaction = _this._db.transaction([targetStore], "readwrite");
  80334. // the transaction could abort because of a QuotaExceededError error
  80335. transaction.onabort = function (event) {
  80336. try {
  80337. //backwards compatibility with ts 1.0, srcElement doesn't have an "error" according to ts 1.3
  80338. var error = event.srcElement['error'];
  80339. if (error && error.name === "QuotaExceededError") {
  80340. _this._hasReachedQuota = true;
  80341. }
  80342. }
  80343. catch (ex) { }
  80344. callback(fileData);
  80345. };
  80346. transaction.oncomplete = function (event) {
  80347. callback(fileData);
  80348. };
  80349. var newFile;
  80350. if (targetStore === "scenes") {
  80351. newFile = { sceneUrl: url, data: fileData, version: _this._manifestVersionFound };
  80352. }
  80353. else {
  80354. newFile = { textureUrl: url, data: fileData };
  80355. }
  80356. try {
  80357. // Put the scene into the database
  80358. var addRequest = transaction.objectStore(targetStore).put(newFile);
  80359. addRequest.onsuccess = function (event) {
  80360. };
  80361. addRequest.onerror = function (event) {
  80362. BABYLON.Tools.Error("Error in DB add file request in BABYLON.Database.");
  80363. };
  80364. }
  80365. catch (ex) {
  80366. callback(fileData);
  80367. }
  80368. }
  80369. else {
  80370. callback(fileData);
  80371. }
  80372. }
  80373. else {
  80374. if (xhr.status >= 400 && errorCallback) {
  80375. errorCallback(xhr);
  80376. }
  80377. else {
  80378. callback();
  80379. }
  80380. }
  80381. }, false);
  80382. xhr.addEventListener("error", function (event) {
  80383. BABYLON.Tools.Error("error on XHR request.");
  80384. callback();
  80385. }, false);
  80386. if (BABYLON.Tools.UseCustomRequestHeaders) {
  80387. BABYLON.Tools.InjectCustomRequestHeaders(xhr);
  80388. }
  80389. xhr.send();
  80390. }
  80391. else {
  80392. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or Babylon.js Database is not open.");
  80393. callback();
  80394. }
  80395. };
  80396. /** Gets a boolean indicating if the user agent supports blob storage (this value will be updated after creating the first Database object) */
  80397. Database.IsUASupportingBlobStorage = true;
  80398. /**
  80399. * Gets a boolean indicating if Database storate is enabled (off by default)
  80400. */
  80401. Database.IDBStorageEnabled = false;
  80402. Database._ParseURL = function (url) {
  80403. var a = document.createElement('a');
  80404. a.href = url;
  80405. var urlWithoutHash = url.substring(0, url.lastIndexOf("#"));
  80406. var fileName = url.substring(urlWithoutHash.lastIndexOf("/") + 1, url.length);
  80407. var absLocation = url.substring(0, url.indexOf(fileName, 0));
  80408. return absLocation;
  80409. };
  80410. Database._ReturnFullUrlLocation = function (url) {
  80411. if (url.indexOf("http:/") === -1 && url.indexOf("https:/") === -1) {
  80412. return (Database._ParseURL(window.location.href) + url);
  80413. }
  80414. else {
  80415. return url;
  80416. }
  80417. };
  80418. return Database;
  80419. }());
  80420. BABYLON.Database = Database;
  80421. })(BABYLON || (BABYLON = {}));
  80422. //# sourceMappingURL=babylon.database.js.map
  80423. var BABYLON;
  80424. (function (BABYLON) {
  80425. /**
  80426. * This represents all the required information to add a fresnel effect on a material:
  80427. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  80428. */
  80429. var FresnelParameters = /** @class */ (function () {
  80430. function FresnelParameters() {
  80431. this._isEnabled = true;
  80432. /**
  80433. * Define the color used on edges (grazing angle)
  80434. */
  80435. this.leftColor = BABYLON.Color3.White();
  80436. /**
  80437. * Define the color used on center
  80438. */
  80439. this.rightColor = BABYLON.Color3.Black();
  80440. /**
  80441. * Define bias applied to computed fresnel term
  80442. */
  80443. this.bias = 0;
  80444. /**
  80445. * Defined the power exponent applied to fresnel term
  80446. */
  80447. this.power = 1;
  80448. }
  80449. Object.defineProperty(FresnelParameters.prototype, "isEnabled", {
  80450. /**
  80451. * Define if the fresnel effect is enable or not.
  80452. */
  80453. get: function () {
  80454. return this._isEnabled;
  80455. },
  80456. set: function (value) {
  80457. if (this._isEnabled === value) {
  80458. return;
  80459. }
  80460. this._isEnabled = value;
  80461. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.FresnelDirtyFlag | BABYLON.Material.MiscDirtyFlag);
  80462. },
  80463. enumerable: true,
  80464. configurable: true
  80465. });
  80466. /**
  80467. * Clones the current fresnel and its valuues
  80468. * @returns a clone fresnel configuration
  80469. */
  80470. FresnelParameters.prototype.clone = function () {
  80471. var newFresnelParameters = new FresnelParameters();
  80472. BABYLON.Tools.DeepCopy(this, newFresnelParameters);
  80473. return newFresnelParameters;
  80474. };
  80475. /**
  80476. * Serializes the current fresnel parameters to a JSON representation.
  80477. * @return the JSON serialization
  80478. */
  80479. FresnelParameters.prototype.serialize = function () {
  80480. var serializationObject = {};
  80481. serializationObject.isEnabled = this.isEnabled;
  80482. serializationObject.leftColor = this.leftColor.asArray();
  80483. serializationObject.rightColor = this.rightColor.asArray();
  80484. serializationObject.bias = this.bias;
  80485. serializationObject.power = this.power;
  80486. return serializationObject;
  80487. };
  80488. /**
  80489. * Parse a JSON object and deserialize it to a new Fresnel parameter object.
  80490. * @param parsedFresnelParameters Define the JSON representation
  80491. * @returns the parsed parameters
  80492. */
  80493. FresnelParameters.Parse = function (parsedFresnelParameters) {
  80494. var fresnelParameters = new FresnelParameters();
  80495. fresnelParameters.isEnabled = parsedFresnelParameters.isEnabled;
  80496. fresnelParameters.leftColor = BABYLON.Color3.FromArray(parsedFresnelParameters.leftColor);
  80497. fresnelParameters.rightColor = BABYLON.Color3.FromArray(parsedFresnelParameters.rightColor);
  80498. fresnelParameters.bias = parsedFresnelParameters.bias;
  80499. fresnelParameters.power = parsedFresnelParameters.power || 1.0;
  80500. return fresnelParameters;
  80501. };
  80502. return FresnelParameters;
  80503. }());
  80504. BABYLON.FresnelParameters = FresnelParameters;
  80505. })(BABYLON || (BABYLON = {}));
  80506. //# sourceMappingURL=babylon.fresnelParameters.js.map
  80507. var BABYLON;
  80508. (function (BABYLON) {
  80509. /**
  80510. * A multi-material is used to apply different materials to different parts of the same object without the need of
  80511. * separate meshes. This can be use to improve performances.
  80512. * @see http://doc.babylonjs.com/how_to/multi_materials
  80513. */
  80514. var MultiMaterial = /** @class */ (function (_super) {
  80515. __extends(MultiMaterial, _super);
  80516. /**
  80517. * Instantiates a new Multi Material
  80518. * A multi-material is used to apply different materials to different parts of the same object without the need of
  80519. * separate meshes. This can be use to improve performances.
  80520. * @see http://doc.babylonjs.com/how_to/multi_materials
  80521. * @param name Define the name in the scene
  80522. * @param scene Define the scene the material belongs to
  80523. */
  80524. function MultiMaterial(name, scene) {
  80525. var _this = _super.call(this, name, scene, true) || this;
  80526. scene.multiMaterials.push(_this);
  80527. _this.subMaterials = new Array();
  80528. _this._storeEffectOnSubMeshes = true; // multimaterial is considered like a push material
  80529. return _this;
  80530. }
  80531. Object.defineProperty(MultiMaterial.prototype, "subMaterials", {
  80532. /**
  80533. * Gets or Sets the list of Materials used within the multi material.
  80534. * They need to be ordered according to the submeshes order in the associated mesh
  80535. */
  80536. get: function () {
  80537. return this._subMaterials;
  80538. },
  80539. set: function (value) {
  80540. this._subMaterials = value;
  80541. this._hookArray(value);
  80542. },
  80543. enumerable: true,
  80544. configurable: true
  80545. });
  80546. /**
  80547. * Function used to align with Node.getChildren()
  80548. * @returns the list of Materials used within the multi material
  80549. */
  80550. MultiMaterial.prototype.getChildren = function () {
  80551. return this.subMaterials;
  80552. };
  80553. MultiMaterial.prototype._hookArray = function (array) {
  80554. var _this = this;
  80555. var oldPush = array.push;
  80556. array.push = function () {
  80557. var items = [];
  80558. for (var _i = 0; _i < arguments.length; _i++) {
  80559. items[_i] = arguments[_i];
  80560. }
  80561. var result = oldPush.apply(array, items);
  80562. _this._markAllSubMeshesAsTexturesDirty();
  80563. return result;
  80564. };
  80565. var oldSplice = array.splice;
  80566. array.splice = function (index, deleteCount) {
  80567. var deleted = oldSplice.apply(array, [index, deleteCount]);
  80568. _this._markAllSubMeshesAsTexturesDirty();
  80569. return deleted;
  80570. };
  80571. };
  80572. /**
  80573. * Get one of the submaterial by its index in the submaterials array
  80574. * @param index The index to look the sub material at
  80575. * @returns The Material if the index has been defined
  80576. */
  80577. MultiMaterial.prototype.getSubMaterial = function (index) {
  80578. if (index < 0 || index >= this.subMaterials.length) {
  80579. return this.getScene().defaultMaterial;
  80580. }
  80581. return this.subMaterials[index];
  80582. };
  80583. /**
  80584. * Get the list of active textures for the whole sub materials list.
  80585. * @returns All the textures that will be used during the rendering
  80586. */
  80587. MultiMaterial.prototype.getActiveTextures = function () {
  80588. var _a;
  80589. return (_a = _super.prototype.getActiveTextures.call(this)).concat.apply(_a, this.subMaterials.map(function (subMaterial) {
  80590. if (subMaterial) {
  80591. return subMaterial.getActiveTextures();
  80592. }
  80593. else {
  80594. return [];
  80595. }
  80596. }));
  80597. };
  80598. /**
  80599. * Gets the current class name of the material e.g. "MultiMaterial"
  80600. * Mainly use in serialization.
  80601. * @returns the class name
  80602. */
  80603. MultiMaterial.prototype.getClassName = function () {
  80604. return "MultiMaterial";
  80605. };
  80606. /**
  80607. * Checks if the material is ready to render the requested sub mesh
  80608. * @param mesh Define the mesh the submesh belongs to
  80609. * @param subMesh Define the sub mesh to look readyness for
  80610. * @param useInstances Define whether or not the material is used with instances
  80611. * @returns true if ready, otherwise false
  80612. */
  80613. MultiMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  80614. for (var index = 0; index < this.subMaterials.length; index++) {
  80615. var subMaterial = this.subMaterials[index];
  80616. if (subMaterial) {
  80617. if (subMaterial._storeEffectOnSubMeshes) {
  80618. if (!subMaterial.isReadyForSubMesh(mesh, subMesh, useInstances)) {
  80619. return false;
  80620. }
  80621. continue;
  80622. }
  80623. if (!subMaterial.isReady(mesh)) {
  80624. return false;
  80625. }
  80626. }
  80627. }
  80628. return true;
  80629. };
  80630. /**
  80631. * Clones the current material and its related sub materials
  80632. * @param name Define the name of the newly cloned material
  80633. * @param cloneChildren Define if submaterial will be cloned or shared with the parent instance
  80634. * @returns the cloned material
  80635. */
  80636. MultiMaterial.prototype.clone = function (name, cloneChildren) {
  80637. var newMultiMaterial = new MultiMaterial(name, this.getScene());
  80638. for (var index = 0; index < this.subMaterials.length; index++) {
  80639. var subMaterial = null;
  80640. var current = this.subMaterials[index];
  80641. if (cloneChildren && current) {
  80642. subMaterial = current.clone(name + "-" + current.name);
  80643. }
  80644. else {
  80645. subMaterial = this.subMaterials[index];
  80646. }
  80647. newMultiMaterial.subMaterials.push(subMaterial);
  80648. }
  80649. return newMultiMaterial;
  80650. };
  80651. /**
  80652. * Serializes the materials into a JSON representation.
  80653. * @returns the JSON representation
  80654. */
  80655. MultiMaterial.prototype.serialize = function () {
  80656. var serializationObject = {};
  80657. serializationObject.name = this.name;
  80658. serializationObject.id = this.id;
  80659. if (BABYLON.Tags) {
  80660. serializationObject.tags = BABYLON.Tags.GetTags(this);
  80661. }
  80662. serializationObject.materials = [];
  80663. for (var matIndex = 0; matIndex < this.subMaterials.length; matIndex++) {
  80664. var subMat = this.subMaterials[matIndex];
  80665. if (subMat) {
  80666. serializationObject.materials.push(subMat.id);
  80667. }
  80668. else {
  80669. serializationObject.materials.push(null);
  80670. }
  80671. }
  80672. return serializationObject;
  80673. };
  80674. /**
  80675. * Dispose the material and release its associated resources
  80676. * @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)
  80677. * @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)
  80678. */
  80679. MultiMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures) {
  80680. var scene = this.getScene();
  80681. if (!scene) {
  80682. return;
  80683. }
  80684. var index = scene.multiMaterials.indexOf(this);
  80685. if (index >= 0) {
  80686. scene.multiMaterials.splice(index, 1);
  80687. }
  80688. _super.prototype.dispose.call(this, forceDisposeEffect, forceDisposeTextures);
  80689. };
  80690. return MultiMaterial;
  80691. }(BABYLON.Material));
  80692. BABYLON.MultiMaterial = MultiMaterial;
  80693. })(BABYLON || (BABYLON = {}));
  80694. //# sourceMappingURL=babylon.multiMaterial.js.map
  80695. var BABYLON;
  80696. (function (BABYLON) {
  80697. /**
  80698. * Manage the touch inputs to control the movement of a free camera.
  80699. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  80700. */
  80701. var FreeCameraTouchInput = /** @class */ (function () {
  80702. function FreeCameraTouchInput() {
  80703. /**
  80704. * Defines the touch sensibility for rotation.
  80705. * The higher the faster.
  80706. */
  80707. this.touchAngularSensibility = 200000.0;
  80708. /**
  80709. * Defines the touch sensibility for move.
  80710. * The higher the faster.
  80711. */
  80712. this.touchMoveSensibility = 250.0;
  80713. this._offsetX = null;
  80714. this._offsetY = null;
  80715. this._pointerPressed = new Array();
  80716. }
  80717. /**
  80718. * Attach the input controls to a specific dom element to get the input from.
  80719. * @param element Defines the element the controls should be listened from
  80720. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  80721. */
  80722. FreeCameraTouchInput.prototype.attachControl = function (element, noPreventDefault) {
  80723. var _this = this;
  80724. var previousPosition = null;
  80725. if (this._pointerInput === undefined) {
  80726. this._onLostFocus = function (evt) {
  80727. _this._offsetX = null;
  80728. _this._offsetY = null;
  80729. };
  80730. this._pointerInput = function (p, s) {
  80731. var evt = p.event;
  80732. if (evt.pointerType === "mouse") {
  80733. return;
  80734. }
  80735. if (p.type === BABYLON.PointerEventTypes.POINTERDOWN) {
  80736. if (!noPreventDefault) {
  80737. evt.preventDefault();
  80738. }
  80739. _this._pointerPressed.push(evt.pointerId);
  80740. if (_this._pointerPressed.length !== 1) {
  80741. return;
  80742. }
  80743. previousPosition = {
  80744. x: evt.clientX,
  80745. y: evt.clientY
  80746. };
  80747. }
  80748. else if (p.type === BABYLON.PointerEventTypes.POINTERUP) {
  80749. if (!noPreventDefault) {
  80750. evt.preventDefault();
  80751. }
  80752. var index = _this._pointerPressed.indexOf(evt.pointerId);
  80753. if (index === -1) {
  80754. return;
  80755. }
  80756. _this._pointerPressed.splice(index, 1);
  80757. if (index != 0) {
  80758. return;
  80759. }
  80760. previousPosition = null;
  80761. _this._offsetX = null;
  80762. _this._offsetY = null;
  80763. }
  80764. else if (p.type === BABYLON.PointerEventTypes.POINTERMOVE) {
  80765. if (!noPreventDefault) {
  80766. evt.preventDefault();
  80767. }
  80768. if (!previousPosition) {
  80769. return;
  80770. }
  80771. var index = _this._pointerPressed.indexOf(evt.pointerId);
  80772. if (index != 0) {
  80773. return;
  80774. }
  80775. _this._offsetX = evt.clientX - previousPosition.x;
  80776. _this._offsetY = -(evt.clientY - previousPosition.y);
  80777. }
  80778. };
  80779. }
  80780. this._observer = this.camera.getScene().onPointerObservable.add(this._pointerInput, BABYLON.PointerEventTypes.POINTERDOWN | BABYLON.PointerEventTypes.POINTERUP | BABYLON.PointerEventTypes.POINTERMOVE);
  80781. if (this._onLostFocus) {
  80782. element.addEventListener("blur", this._onLostFocus);
  80783. }
  80784. };
  80785. /**
  80786. * Detach the current controls from the specified dom element.
  80787. * @param element Defines the element to stop listening the inputs from
  80788. */
  80789. FreeCameraTouchInput.prototype.detachControl = function (element) {
  80790. if (this._pointerInput && element) {
  80791. if (this._observer) {
  80792. this.camera.getScene().onPointerObservable.remove(this._observer);
  80793. this._observer = null;
  80794. }
  80795. if (this._onLostFocus) {
  80796. element.removeEventListener("blur", this._onLostFocus);
  80797. this._onLostFocus = null;
  80798. }
  80799. this._pointerPressed = [];
  80800. this._offsetX = null;
  80801. this._offsetY = null;
  80802. }
  80803. };
  80804. /**
  80805. * Update the current camera state depending on the inputs that have been used this frame.
  80806. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  80807. */
  80808. FreeCameraTouchInput.prototype.checkInputs = function () {
  80809. if (this._offsetX && this._offsetY) {
  80810. var camera = this.camera;
  80811. camera.cameraRotation.y += this._offsetX / this.touchAngularSensibility;
  80812. if (this._pointerPressed.length > 1) {
  80813. camera.cameraRotation.x += -this._offsetY / this.touchAngularSensibility;
  80814. }
  80815. else {
  80816. var speed = camera._computeLocalCameraSpeed();
  80817. var direction = new BABYLON.Vector3(0, 0, speed * this._offsetY / this.touchMoveSensibility);
  80818. BABYLON.Matrix.RotationYawPitchRollToRef(camera.rotation.y, camera.rotation.x, 0, camera._cameraRotationMatrix);
  80819. camera.cameraDirection.addInPlace(BABYLON.Vector3.TransformCoordinates(direction, camera._cameraRotationMatrix));
  80820. }
  80821. }
  80822. };
  80823. /**
  80824. * Gets the class name of the current intput.
  80825. * @returns the class name
  80826. */
  80827. FreeCameraTouchInput.prototype.getClassName = function () {
  80828. return "FreeCameraTouchInput";
  80829. };
  80830. /**
  80831. * Get the friendly name associated with the input class.
  80832. * @returns the input friendly name
  80833. */
  80834. FreeCameraTouchInput.prototype.getSimpleName = function () {
  80835. return "touch";
  80836. };
  80837. __decorate([
  80838. BABYLON.serialize()
  80839. ], FreeCameraTouchInput.prototype, "touchAngularSensibility", void 0);
  80840. __decorate([
  80841. BABYLON.serialize()
  80842. ], FreeCameraTouchInput.prototype, "touchMoveSensibility", void 0);
  80843. return FreeCameraTouchInput;
  80844. }());
  80845. BABYLON.FreeCameraTouchInput = FreeCameraTouchInput;
  80846. BABYLON.CameraInputTypes["FreeCameraTouchInput"] = FreeCameraTouchInput;
  80847. })(BABYLON || (BABYLON = {}));
  80848. //# sourceMappingURL=babylon.freeCameraTouchInput.js.map
  80849. var BABYLON;
  80850. (function (BABYLON) {
  80851. BABYLON.Node.AddNodeConstructor("TouchCamera", function (name, scene) {
  80852. return function () { return new TouchCamera(name, BABYLON.Vector3.Zero(), scene); };
  80853. });
  80854. /**
  80855. * This represents a FPS type of camera controlled by touch.
  80856. * This is like a universal camera minus the Gamepad controls.
  80857. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  80858. */
  80859. var TouchCamera = /** @class */ (function (_super) {
  80860. __extends(TouchCamera, _super);
  80861. /**
  80862. * Instantiates a new touch camera.
  80863. * This represents a FPS type of camera controlled by touch.
  80864. * This is like a universal camera minus the Gamepad controls.
  80865. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  80866. * @param name Define the name of the camera in the scene
  80867. * @param position Define the start position of the camera in the scene
  80868. * @param scene Define the scene the camera belongs to
  80869. */
  80870. function TouchCamera(name, position, scene) {
  80871. var _this = _super.call(this, name, position, scene) || this;
  80872. _this.inputs.addTouch();
  80873. _this._setupInputs();
  80874. return _this;
  80875. }
  80876. Object.defineProperty(TouchCamera.prototype, "touchAngularSensibility", {
  80877. /**
  80878. * Defines the touch sensibility for rotation.
  80879. * The higher the faster.
  80880. */
  80881. get: function () {
  80882. var touch = this.inputs.attached["touch"];
  80883. if (touch) {
  80884. return touch.touchAngularSensibility;
  80885. }
  80886. return 0;
  80887. },
  80888. set: function (value) {
  80889. var touch = this.inputs.attached["touch"];
  80890. if (touch) {
  80891. touch.touchAngularSensibility = value;
  80892. }
  80893. },
  80894. enumerable: true,
  80895. configurable: true
  80896. });
  80897. Object.defineProperty(TouchCamera.prototype, "touchMoveSensibility", {
  80898. /**
  80899. * Defines the touch sensibility for move.
  80900. * The higher the faster.
  80901. */
  80902. get: function () {
  80903. var touch = this.inputs.attached["touch"];
  80904. if (touch) {
  80905. return touch.touchMoveSensibility;
  80906. }
  80907. return 0;
  80908. },
  80909. set: function (value) {
  80910. var touch = this.inputs.attached["touch"];
  80911. if (touch) {
  80912. touch.touchMoveSensibility = value;
  80913. }
  80914. },
  80915. enumerable: true,
  80916. configurable: true
  80917. });
  80918. /**
  80919. * Gets the current object class name.
  80920. * @return the class name
  80921. */
  80922. TouchCamera.prototype.getClassName = function () {
  80923. return "TouchCamera";
  80924. };
  80925. /** @hidden */
  80926. TouchCamera.prototype._setupInputs = function () {
  80927. var mouse = this.inputs.attached["mouse"];
  80928. if (mouse) {
  80929. mouse.touchEnabled = false;
  80930. }
  80931. };
  80932. return TouchCamera;
  80933. }(BABYLON.FreeCamera));
  80934. BABYLON.TouchCamera = TouchCamera;
  80935. })(BABYLON || (BABYLON = {}));
  80936. //# sourceMappingURL=babylon.touchCamera.js.map
  80937. var BABYLON;
  80938. (function (BABYLON) {
  80939. /**
  80940. * 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.
  80941. * This is the base class of any Procedural texture and contains most of the shareable code.
  80942. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  80943. */
  80944. var ProceduralTexture = /** @class */ (function (_super) {
  80945. __extends(ProceduralTexture, _super);
  80946. /**
  80947. * Instantiates a new procedural texture.
  80948. * 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.
  80949. * This is the base class of any Procedural texture and contains most of the shareable code.
  80950. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  80951. * @param name Define the name of the texture
  80952. * @param size Define the size of the texture to create
  80953. * @param fragment Define the fragment shader to use to generate the texture or null if it is defined later
  80954. * @param scene Define the scene the texture belongs to
  80955. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  80956. * @param generateMipMaps Define if the texture should creates mip maps or not
  80957. * @param isCube Define if the texture is a cube texture or not (this will render each faces of the cube)
  80958. */
  80959. function ProceduralTexture(name, size, fragment, scene, fallbackTexture, generateMipMaps, isCube) {
  80960. if (fallbackTexture === void 0) { fallbackTexture = null; }
  80961. if (generateMipMaps === void 0) { generateMipMaps = true; }
  80962. if (isCube === void 0) { isCube = false; }
  80963. var _this = _super.call(this, null, scene, !generateMipMaps) || this;
  80964. _this.isCube = isCube;
  80965. /**
  80966. * Define if the texture is enabled or not (disabled texture will not render)
  80967. */
  80968. _this.isEnabled = true;
  80969. /**
  80970. * Define if the texture must be cleared before rendering (default is true)
  80971. */
  80972. _this.autoClear = true;
  80973. /**
  80974. * Event raised when the texture is generated
  80975. */
  80976. _this.onGeneratedObservable = new BABYLON.Observable();
  80977. /** @hidden */
  80978. _this._textures = {};
  80979. _this._currentRefreshId = -1;
  80980. _this._refreshRate = 1;
  80981. _this._vertexBuffers = {};
  80982. _this._uniforms = new Array();
  80983. _this._samplers = new Array();
  80984. _this._floats = {};
  80985. _this._ints = {};
  80986. _this._floatsArrays = {};
  80987. _this._colors3 = {};
  80988. _this._colors4 = {};
  80989. _this._vectors2 = {};
  80990. _this._vectors3 = {};
  80991. _this._matrices = {};
  80992. _this._fallbackTextureUsed = false;
  80993. _this._cachedDefines = "";
  80994. _this._contentUpdateId = -1;
  80995. scene = _this.getScene();
  80996. var component = scene._getComponent(BABYLON.SceneComponentConstants.NAME_PROCEDURALTEXTURE);
  80997. if (!component) {
  80998. component = new BABYLON.ProceduralTextureSceneComponent(scene);
  80999. scene._addComponent(component);
  81000. }
  81001. scene.proceduralTextures.push(_this);
  81002. _this._engine = scene.getEngine();
  81003. _this.name = name;
  81004. _this.isRenderTarget = true;
  81005. _this._size = size;
  81006. _this._generateMipMaps = generateMipMaps;
  81007. _this.setFragment(fragment);
  81008. _this._fallbackTexture = fallbackTexture;
  81009. if (isCube) {
  81010. _this._texture = _this._engine.createRenderTargetCubeTexture(size, { generateMipMaps: generateMipMaps, generateDepthBuffer: false, generateStencilBuffer: false });
  81011. _this.setFloat("face", 0);
  81012. }
  81013. else {
  81014. _this._texture = _this._engine.createRenderTargetTexture(size, { generateMipMaps: generateMipMaps, generateDepthBuffer: false, generateStencilBuffer: false });
  81015. }
  81016. // VBO
  81017. var vertices = [];
  81018. vertices.push(1, 1);
  81019. vertices.push(-1, 1);
  81020. vertices.push(-1, -1);
  81021. vertices.push(1, -1);
  81022. _this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(_this._engine, vertices, BABYLON.VertexBuffer.PositionKind, false, false, 2);
  81023. _this._createIndexBuffer();
  81024. return _this;
  81025. }
  81026. /**
  81027. * The effect that is created when initializing the post process.
  81028. * @returns The created effect corrisponding the the postprocess.
  81029. */
  81030. ProceduralTexture.prototype.getEffect = function () {
  81031. return this._effect;
  81032. };
  81033. /**
  81034. * Gets texture content (Use this function wisely as reading from a texture can be slow)
  81035. * @returns an ArrayBufferView (Uint8Array or Float32Array)
  81036. */
  81037. ProceduralTexture.prototype.getContent = function () {
  81038. if (this._contentData && this._currentRefreshId == this._contentUpdateId) {
  81039. return this._contentData;
  81040. }
  81041. this._contentData = this.readPixels(0, 0, this._contentData);
  81042. this._contentUpdateId = this._currentRefreshId;
  81043. return this._contentData;
  81044. };
  81045. ProceduralTexture.prototype._createIndexBuffer = function () {
  81046. var engine = this._engine;
  81047. // Indices
  81048. var indices = [];
  81049. indices.push(0);
  81050. indices.push(1);
  81051. indices.push(2);
  81052. indices.push(0);
  81053. indices.push(2);
  81054. indices.push(3);
  81055. this._indexBuffer = engine.createIndexBuffer(indices);
  81056. };
  81057. /** @hidden */
  81058. ProceduralTexture.prototype._rebuild = function () {
  81059. var vb = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  81060. if (vb) {
  81061. vb._rebuild();
  81062. }
  81063. this._createIndexBuffer();
  81064. if (this.refreshRate === BABYLON.RenderTargetTexture.REFRESHRATE_RENDER_ONCE) {
  81065. this.refreshRate = BABYLON.RenderTargetTexture.REFRESHRATE_RENDER_ONCE;
  81066. }
  81067. };
  81068. /**
  81069. * Resets the texture in order to recreate its associated resources.
  81070. * This can be called in case of context loss
  81071. */
  81072. ProceduralTexture.prototype.reset = function () {
  81073. if (this._effect === undefined) {
  81074. return;
  81075. }
  81076. var engine = this._engine;
  81077. engine._releaseEffect(this._effect);
  81078. };
  81079. ProceduralTexture.prototype._getDefines = function () {
  81080. return "";
  81081. };
  81082. /**
  81083. * Is the texture ready to be used ? (rendered at least once)
  81084. * @returns true if ready, otherwise, false.
  81085. */
  81086. ProceduralTexture.prototype.isReady = function () {
  81087. var _this = this;
  81088. var engine = this._engine;
  81089. var shaders;
  81090. if (!this._fragment) {
  81091. return false;
  81092. }
  81093. if (this._fallbackTextureUsed) {
  81094. return true;
  81095. }
  81096. var defines = this._getDefines();
  81097. if (this._effect && defines === this._cachedDefines && this._effect.isReady()) {
  81098. return true;
  81099. }
  81100. if (this._fragment.fragmentElement !== undefined) {
  81101. shaders = { vertex: "procedural", fragmentElement: this._fragment.fragmentElement };
  81102. }
  81103. else {
  81104. shaders = { vertex: "procedural", fragment: this._fragment };
  81105. }
  81106. this._cachedDefines = defines;
  81107. this._effect = engine.createEffect(shaders, [BABYLON.VertexBuffer.PositionKind], this._uniforms, this._samplers, defines, undefined, undefined, function () {
  81108. _this.releaseInternalTexture();
  81109. if (_this._fallbackTexture) {
  81110. _this._texture = _this._fallbackTexture._texture;
  81111. if (_this._texture) {
  81112. _this._texture.incrementReferences();
  81113. }
  81114. }
  81115. _this._fallbackTextureUsed = true;
  81116. });
  81117. return this._effect.isReady();
  81118. };
  81119. /**
  81120. * Resets the refresh counter of the texture and start bak from scratch.
  81121. * Could be useful to regenerate the texture if it is setup to render only once.
  81122. */
  81123. ProceduralTexture.prototype.resetRefreshCounter = function () {
  81124. this._currentRefreshId = -1;
  81125. };
  81126. /**
  81127. * Set the fragment shader to use in order to render the texture.
  81128. * @param fragment This can be set to a path (into the shader store) or to a json object containing a fragmentElement property.
  81129. */
  81130. ProceduralTexture.prototype.setFragment = function (fragment) {
  81131. this._fragment = fragment;
  81132. };
  81133. Object.defineProperty(ProceduralTexture.prototype, "refreshRate", {
  81134. /**
  81135. * Define the refresh rate of the texture or the rendering frequency.
  81136. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  81137. */
  81138. get: function () {
  81139. return this._refreshRate;
  81140. },
  81141. set: function (value) {
  81142. this._refreshRate = value;
  81143. this.resetRefreshCounter();
  81144. },
  81145. enumerable: true,
  81146. configurable: true
  81147. });
  81148. /** @hidden */
  81149. ProceduralTexture.prototype._shouldRender = function () {
  81150. if (!this.isEnabled || !this.isReady() || !this._texture) {
  81151. if (this._texture) {
  81152. this._texture.isReady = false;
  81153. }
  81154. return false;
  81155. }
  81156. if (this._fallbackTextureUsed) {
  81157. return false;
  81158. }
  81159. if (this._currentRefreshId === -1) { // At least render once
  81160. this._currentRefreshId = 1;
  81161. return true;
  81162. }
  81163. if (this.refreshRate === this._currentRefreshId) {
  81164. this._currentRefreshId = 1;
  81165. return true;
  81166. }
  81167. this._currentRefreshId++;
  81168. return false;
  81169. };
  81170. /**
  81171. * Get the size the texture is rendering at.
  81172. * @returns the size (texture is always squared)
  81173. */
  81174. ProceduralTexture.prototype.getRenderSize = function () {
  81175. return this._size;
  81176. };
  81177. /**
  81178. * Resize the texture to new value.
  81179. * @param size Define the new size the texture should have
  81180. * @param generateMipMaps Define whether the new texture should create mip maps
  81181. */
  81182. ProceduralTexture.prototype.resize = function (size, generateMipMaps) {
  81183. if (this._fallbackTextureUsed) {
  81184. return;
  81185. }
  81186. this.releaseInternalTexture();
  81187. this._texture = this._engine.createRenderTargetTexture(size, generateMipMaps);
  81188. // Update properties
  81189. this._size = size;
  81190. this._generateMipMaps = generateMipMaps;
  81191. };
  81192. ProceduralTexture.prototype._checkUniform = function (uniformName) {
  81193. if (this._uniforms.indexOf(uniformName) === -1) {
  81194. this._uniforms.push(uniformName);
  81195. }
  81196. };
  81197. /**
  81198. * Set a texture in the shader program used to render.
  81199. * @param name Define the name of the uniform samplers as defined in the shader
  81200. * @param texture Define the texture to bind to this sampler
  81201. * @return the texture itself allowing "fluent" like uniform updates
  81202. */
  81203. ProceduralTexture.prototype.setTexture = function (name, texture) {
  81204. if (this._samplers.indexOf(name) === -1) {
  81205. this._samplers.push(name);
  81206. }
  81207. this._textures[name] = texture;
  81208. return this;
  81209. };
  81210. /**
  81211. * Set a float in the shader.
  81212. * @param name Define the name of the uniform as defined in the shader
  81213. * @param value Define the value to give to the uniform
  81214. * @return the texture itself allowing "fluent" like uniform updates
  81215. */
  81216. ProceduralTexture.prototype.setFloat = function (name, value) {
  81217. this._checkUniform(name);
  81218. this._floats[name] = value;
  81219. return this;
  81220. };
  81221. /**
  81222. * Set a int in the shader.
  81223. * @param name Define the name of the uniform as defined in the shader
  81224. * @param value Define the value to give to the uniform
  81225. * @return the texture itself allowing "fluent" like uniform updates
  81226. */
  81227. ProceduralTexture.prototype.setInt = function (name, value) {
  81228. this._checkUniform(name);
  81229. this._ints[name] = value;
  81230. return this;
  81231. };
  81232. /**
  81233. * Set an array of floats in the shader.
  81234. * @param name Define the name of the uniform as defined in the shader
  81235. * @param value Define the value to give to the uniform
  81236. * @return the texture itself allowing "fluent" like uniform updates
  81237. */
  81238. ProceduralTexture.prototype.setFloats = function (name, value) {
  81239. this._checkUniform(name);
  81240. this._floatsArrays[name] = value;
  81241. return this;
  81242. };
  81243. /**
  81244. * Set a vec3 in the shader from a Color3.
  81245. * @param name Define the name of the uniform as defined in the shader
  81246. * @param value Define the value to give to the uniform
  81247. * @return the texture itself allowing "fluent" like uniform updates
  81248. */
  81249. ProceduralTexture.prototype.setColor3 = function (name, value) {
  81250. this._checkUniform(name);
  81251. this._colors3[name] = value;
  81252. return this;
  81253. };
  81254. /**
  81255. * Set a vec4 in the shader from a Color4.
  81256. * @param name Define the name of the uniform as defined in the shader
  81257. * @param value Define the value to give to the uniform
  81258. * @return the texture itself allowing "fluent" like uniform updates
  81259. */
  81260. ProceduralTexture.prototype.setColor4 = function (name, value) {
  81261. this._checkUniform(name);
  81262. this._colors4[name] = value;
  81263. return this;
  81264. };
  81265. /**
  81266. * Set a vec2 in the shader from a Vector2.
  81267. * @param name Define the name of the uniform as defined in the shader
  81268. * @param value Define the value to give to the uniform
  81269. * @return the texture itself allowing "fluent" like uniform updates
  81270. */
  81271. ProceduralTexture.prototype.setVector2 = function (name, value) {
  81272. this._checkUniform(name);
  81273. this._vectors2[name] = value;
  81274. return this;
  81275. };
  81276. /**
  81277. * Set a vec3 in the shader from a Vector3.
  81278. * @param name Define the name of the uniform as defined in the shader
  81279. * @param value Define the value to give to the uniform
  81280. * @return the texture itself allowing "fluent" like uniform updates
  81281. */
  81282. ProceduralTexture.prototype.setVector3 = function (name, value) {
  81283. this._checkUniform(name);
  81284. this._vectors3[name] = value;
  81285. return this;
  81286. };
  81287. /**
  81288. * Set a mat4 in the shader from a MAtrix.
  81289. * @param name Define the name of the uniform as defined in the shader
  81290. * @param value Define the value to give to the uniform
  81291. * @return the texture itself allowing "fluent" like uniform updates
  81292. */
  81293. ProceduralTexture.prototype.setMatrix = function (name, value) {
  81294. this._checkUniform(name);
  81295. this._matrices[name] = value;
  81296. return this;
  81297. };
  81298. /**
  81299. * Render the texture to its associated render target.
  81300. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  81301. */
  81302. ProceduralTexture.prototype.render = function (useCameraPostProcess) {
  81303. var scene = this.getScene();
  81304. if (!scene) {
  81305. return;
  81306. }
  81307. var engine = this._engine;
  81308. // Render
  81309. engine.enableEffect(this._effect);
  81310. engine.setState(false);
  81311. // Texture
  81312. for (var name in this._textures) {
  81313. this._effect.setTexture(name, this._textures[name]);
  81314. }
  81315. // Float
  81316. for (name in this._ints) {
  81317. this._effect.setInt(name, this._ints[name]);
  81318. }
  81319. // Float
  81320. for (name in this._floats) {
  81321. this._effect.setFloat(name, this._floats[name]);
  81322. }
  81323. // Floats
  81324. for (name in this._floatsArrays) {
  81325. this._effect.setArray(name, this._floatsArrays[name]);
  81326. }
  81327. // Color3
  81328. for (name in this._colors3) {
  81329. this._effect.setColor3(name, this._colors3[name]);
  81330. }
  81331. // Color4
  81332. for (name in this._colors4) {
  81333. var color = this._colors4[name];
  81334. this._effect.setFloat4(name, color.r, color.g, color.b, color.a);
  81335. }
  81336. // Vector2
  81337. for (name in this._vectors2) {
  81338. this._effect.setVector2(name, this._vectors2[name]);
  81339. }
  81340. // Vector3
  81341. for (name in this._vectors3) {
  81342. this._effect.setVector3(name, this._vectors3[name]);
  81343. }
  81344. // Matrix
  81345. for (name in this._matrices) {
  81346. this._effect.setMatrix(name, this._matrices[name]);
  81347. }
  81348. if (!this._texture) {
  81349. return;
  81350. }
  81351. if (this.isCube) {
  81352. for (var face = 0; face < 6; face++) {
  81353. engine.bindFramebuffer(this._texture, face, undefined, undefined, true);
  81354. // VBOs
  81355. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._effect);
  81356. this._effect.setFloat("face", face);
  81357. // Clear
  81358. if (this.autoClear) {
  81359. engine.clear(scene.clearColor, true, false, false);
  81360. }
  81361. // Draw order
  81362. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  81363. // Mipmaps
  81364. if (face === 5) {
  81365. engine.generateMipMapsForCubemap(this._texture);
  81366. }
  81367. }
  81368. }
  81369. else {
  81370. engine.bindFramebuffer(this._texture, 0, undefined, undefined, true);
  81371. // VBOs
  81372. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._effect);
  81373. // Clear
  81374. if (this.autoClear) {
  81375. engine.clear(scene.clearColor, true, false, false);
  81376. }
  81377. // Draw order
  81378. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  81379. }
  81380. // Unbind
  81381. engine.unBindFramebuffer(this._texture, this.isCube);
  81382. if (this.onGenerated) {
  81383. this.onGenerated();
  81384. }
  81385. this.onGeneratedObservable.notifyObservers(this);
  81386. };
  81387. /**
  81388. * Clone the texture.
  81389. * @returns the cloned texture
  81390. */
  81391. ProceduralTexture.prototype.clone = function () {
  81392. var textureSize = this.getSize();
  81393. var newTexture = new ProceduralTexture(this.name, textureSize.width, this._fragment, this.getScene(), this._fallbackTexture, this._generateMipMaps);
  81394. // Base texture
  81395. newTexture.hasAlpha = this.hasAlpha;
  81396. newTexture.level = this.level;
  81397. // RenderTarget Texture
  81398. newTexture.coordinatesMode = this.coordinatesMode;
  81399. return newTexture;
  81400. };
  81401. /**
  81402. * Dispose the texture and release its asoociated resources.
  81403. */
  81404. ProceduralTexture.prototype.dispose = function () {
  81405. var scene = this.getScene();
  81406. if (!scene) {
  81407. return;
  81408. }
  81409. var index = scene.proceduralTextures.indexOf(this);
  81410. if (index >= 0) {
  81411. scene.proceduralTextures.splice(index, 1);
  81412. }
  81413. var vertexBuffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  81414. if (vertexBuffer) {
  81415. vertexBuffer.dispose();
  81416. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  81417. }
  81418. if (this._indexBuffer && this._engine._releaseBuffer(this._indexBuffer)) {
  81419. this._indexBuffer = null;
  81420. }
  81421. _super.prototype.dispose.call(this);
  81422. };
  81423. __decorate([
  81424. BABYLON.serialize()
  81425. ], ProceduralTexture.prototype, "isEnabled", void 0);
  81426. __decorate([
  81427. BABYLON.serialize()
  81428. ], ProceduralTexture.prototype, "autoClear", void 0);
  81429. __decorate([
  81430. BABYLON.serialize()
  81431. ], ProceduralTexture.prototype, "_generateMipMaps", void 0);
  81432. __decorate([
  81433. BABYLON.serialize()
  81434. ], ProceduralTexture.prototype, "_size", void 0);
  81435. __decorate([
  81436. BABYLON.serialize()
  81437. ], ProceduralTexture.prototype, "refreshRate", null);
  81438. return ProceduralTexture;
  81439. }(BABYLON.Texture));
  81440. BABYLON.ProceduralTexture = ProceduralTexture;
  81441. })(BABYLON || (BABYLON = {}));
  81442. //# sourceMappingURL=babylon.proceduralTexture.js.map
  81443. var BABYLON;
  81444. (function (BABYLON) {
  81445. /**
  81446. * Defines the Procedural Texture scene component responsible to manage any Procedural Texture
  81447. * in a given scene.
  81448. */
  81449. var ProceduralTextureSceneComponent = /** @class */ (function () {
  81450. /**
  81451. * Creates a new instance of the component for the given scene
  81452. * @param scene Defines the scene to register the component in
  81453. */
  81454. function ProceduralTextureSceneComponent(scene) {
  81455. /**
  81456. * The component name helpfull to identify the component in the list of scene components.
  81457. */
  81458. this.name = BABYLON.SceneComponentConstants.NAME_PROCEDURALTEXTURE;
  81459. this.scene = scene;
  81460. this.scene.proceduralTextures = new Array();
  81461. scene.layers = new Array();
  81462. }
  81463. /**
  81464. * Registers the component in a given scene
  81465. */
  81466. ProceduralTextureSceneComponent.prototype.register = function () {
  81467. this.scene._beforeClearStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORECLEAR_PROCEDURALTEXTURE, this, this._beforeClear);
  81468. };
  81469. /**
  81470. * Rebuilds the elements related to this component in case of
  81471. * context lost for instance.
  81472. */
  81473. ProceduralTextureSceneComponent.prototype.rebuild = function () {
  81474. // Nothing to do here.
  81475. };
  81476. /**
  81477. * Disposes the component and the associated ressources.
  81478. */
  81479. ProceduralTextureSceneComponent.prototype.dispose = function () {
  81480. // Nothing to do here.
  81481. };
  81482. ProceduralTextureSceneComponent.prototype._beforeClear = function () {
  81483. if (this.scene.proceduralTexturesEnabled) {
  81484. BABYLON.Tools.StartPerformanceCounter("Procedural textures", this.scene.proceduralTextures.length > 0);
  81485. for (var proceduralIndex = 0; proceduralIndex < this.scene.proceduralTextures.length; proceduralIndex++) {
  81486. var proceduralTexture = this.scene.proceduralTextures[proceduralIndex];
  81487. if (proceduralTexture._shouldRender()) {
  81488. proceduralTexture.render();
  81489. }
  81490. }
  81491. BABYLON.Tools.EndPerformanceCounter("Procedural textures", this.scene.proceduralTextures.length > 0);
  81492. }
  81493. };
  81494. return ProceduralTextureSceneComponent;
  81495. }());
  81496. BABYLON.ProceduralTextureSceneComponent = ProceduralTextureSceneComponent;
  81497. })(BABYLON || (BABYLON = {}));
  81498. //# sourceMappingURL=babylon.proceduralTextureSceneComponent.js.map
  81499. var BABYLON;
  81500. (function (BABYLON) {
  81501. /**
  81502. * 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.
  81503. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  81504. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  81505. */
  81506. var CustomProceduralTexture = /** @class */ (function (_super) {
  81507. __extends(CustomProceduralTexture, _super);
  81508. /**
  81509. * Instantiates a new Custom Procedural Texture.
  81510. * 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.
  81511. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  81512. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  81513. * @param name Define the name of the texture
  81514. * @param texturePath Define the folder path containing all the cutom texture related files (config, shaders...)
  81515. * @param size Define the size of the texture to create
  81516. * @param scene Define the scene the texture belongs to
  81517. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  81518. * @param generateMipMaps Define if the texture should creates mip maps or not
  81519. */
  81520. function CustomProceduralTexture(name, texturePath, size, scene, fallbackTexture, generateMipMaps) {
  81521. var _this = _super.call(this, name, size, null, scene, fallbackTexture, generateMipMaps) || this;
  81522. _this._animate = true;
  81523. _this._time = 0;
  81524. _this._texturePath = texturePath;
  81525. //Try to load json
  81526. _this._loadJson(texturePath);
  81527. _this.refreshRate = 1;
  81528. return _this;
  81529. }
  81530. CustomProceduralTexture.prototype._loadJson = function (jsonUrl) {
  81531. var _this = this;
  81532. var noConfigFile = function () {
  81533. BABYLON.Tools.Log("No config file found in " + jsonUrl + " trying to use ShadersStore or DOM element");
  81534. try {
  81535. _this.setFragment(_this._texturePath);
  81536. }
  81537. catch (ex) {
  81538. BABYLON.Tools.Error("No json or ShaderStore or DOM element found for CustomProceduralTexture");
  81539. }
  81540. };
  81541. var configFileUrl = jsonUrl + "/config.json";
  81542. var xhr = new XMLHttpRequest();
  81543. xhr.open("GET", configFileUrl, true);
  81544. xhr.addEventListener("load", function () {
  81545. if (xhr.status === 200 || BABYLON.Tools.ValidateXHRData(xhr, 1)) {
  81546. try {
  81547. _this._config = JSON.parse(xhr.response);
  81548. _this.updateShaderUniforms();
  81549. _this.updateTextures();
  81550. _this.setFragment(_this._texturePath + "/custom");
  81551. _this._animate = _this._config.animate;
  81552. _this.refreshRate = _this._config.refreshrate;
  81553. }
  81554. catch (ex) {
  81555. noConfigFile();
  81556. }
  81557. }
  81558. else {
  81559. noConfigFile();
  81560. }
  81561. }, false);
  81562. xhr.addEventListener("error", function () {
  81563. noConfigFile();
  81564. }, false);
  81565. try {
  81566. if (BABYLON.Tools.UseCustomRequestHeaders) {
  81567. BABYLON.Tools.InjectCustomRequestHeaders(xhr);
  81568. }
  81569. xhr.send();
  81570. }
  81571. catch (ex) {
  81572. BABYLON.Tools.Error("CustomProceduralTexture: Error on XHR send request.");
  81573. }
  81574. };
  81575. /**
  81576. * Is the texture ready to be used ? (rendered at least once)
  81577. * @returns true if ready, otherwise, false.
  81578. */
  81579. CustomProceduralTexture.prototype.isReady = function () {
  81580. if (!_super.prototype.isReady.call(this)) {
  81581. return false;
  81582. }
  81583. for (var name in this._textures) {
  81584. var texture = this._textures[name];
  81585. if (!texture.isReady()) {
  81586. return false;
  81587. }
  81588. }
  81589. return true;
  81590. };
  81591. /**
  81592. * Render the texture to its associated render target.
  81593. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  81594. */
  81595. CustomProceduralTexture.prototype.render = function (useCameraPostProcess) {
  81596. var scene = this.getScene();
  81597. if (this._animate && scene) {
  81598. this._time += scene.getAnimationRatio() * 0.03;
  81599. this.updateShaderUniforms();
  81600. }
  81601. _super.prototype.render.call(this, useCameraPostProcess);
  81602. };
  81603. /**
  81604. * Update the list of dependant textures samplers in the shader.
  81605. */
  81606. CustomProceduralTexture.prototype.updateTextures = function () {
  81607. for (var i = 0; i < this._config.sampler2Ds.length; i++) {
  81608. this.setTexture(this._config.sampler2Ds[i].sample2Dname, new BABYLON.Texture(this._texturePath + "/" + this._config.sampler2Ds[i].textureRelativeUrl, this.getScene()));
  81609. }
  81610. };
  81611. /**
  81612. * Update the uniform values of the procedural texture in the shader.
  81613. */
  81614. CustomProceduralTexture.prototype.updateShaderUniforms = function () {
  81615. if (this._config) {
  81616. for (var j = 0; j < this._config.uniforms.length; j++) {
  81617. var uniform = this._config.uniforms[j];
  81618. switch (uniform.type) {
  81619. case "float":
  81620. this.setFloat(uniform.name, uniform.value);
  81621. break;
  81622. case "color3":
  81623. this.setColor3(uniform.name, new BABYLON.Color3(uniform.r, uniform.g, uniform.b));
  81624. break;
  81625. case "color4":
  81626. this.setColor4(uniform.name, new BABYLON.Color4(uniform.r, uniform.g, uniform.b, uniform.a));
  81627. break;
  81628. case "vector2":
  81629. this.setVector2(uniform.name, new BABYLON.Vector2(uniform.x, uniform.y));
  81630. break;
  81631. case "vector3":
  81632. this.setVector3(uniform.name, new BABYLON.Vector3(uniform.x, uniform.y, uniform.z));
  81633. break;
  81634. }
  81635. }
  81636. }
  81637. this.setFloat("time", this._time);
  81638. };
  81639. Object.defineProperty(CustomProceduralTexture.prototype, "animate", {
  81640. /**
  81641. * Define if the texture animates or not.
  81642. */
  81643. get: function () {
  81644. return this._animate;
  81645. },
  81646. set: function (value) {
  81647. this._animate = value;
  81648. },
  81649. enumerable: true,
  81650. configurable: true
  81651. });
  81652. return CustomProceduralTexture;
  81653. }(BABYLON.ProceduralTexture));
  81654. BABYLON.CustomProceduralTexture = CustomProceduralTexture;
  81655. })(BABYLON || (BABYLON = {}));
  81656. //# sourceMappingURL=babylon.customProceduralTexture.js.map
  81657. var BABYLON;
  81658. (function (BABYLON) {
  81659. /**
  81660. * Manage the gamepad inputs to control a free camera.
  81661. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  81662. */
  81663. var FreeCameraGamepadInput = /** @class */ (function () {
  81664. function FreeCameraGamepadInput() {
  81665. /**
  81666. * Defines the gamepad rotation sensiblity.
  81667. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  81668. */
  81669. this.gamepadAngularSensibility = 200;
  81670. /**
  81671. * Defines the gamepad move sensiblity.
  81672. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  81673. */
  81674. this.gamepadMoveSensibility = 40;
  81675. this._cameraTransform = BABYLON.Matrix.Identity();
  81676. this._deltaTransform = BABYLON.Vector3.Zero();
  81677. this._vector3 = BABYLON.Vector3.Zero();
  81678. this._vector2 = BABYLON.Vector2.Zero();
  81679. }
  81680. /**
  81681. * Attach the input controls to a specific dom element to get the input from.
  81682. * @param element Defines the element the controls should be listened from
  81683. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  81684. */
  81685. FreeCameraGamepadInput.prototype.attachControl = function (element, noPreventDefault) {
  81686. var _this = this;
  81687. var manager = this.camera.getScene().gamepadManager;
  81688. this._onGamepadConnectedObserver = manager.onGamepadConnectedObservable.add(function (gamepad) {
  81689. if (gamepad.type !== BABYLON.Gamepad.POSE_ENABLED) {
  81690. // prioritize XBOX gamepads.
  81691. if (!_this.gamepad || gamepad.type === BABYLON.Gamepad.XBOX) {
  81692. _this.gamepad = gamepad;
  81693. }
  81694. }
  81695. });
  81696. this._onGamepadDisconnectedObserver = manager.onGamepadDisconnectedObservable.add(function (gamepad) {
  81697. if (_this.gamepad === gamepad) {
  81698. _this.gamepad = null;
  81699. }
  81700. });
  81701. this.gamepad = manager.getGamepadByType(BABYLON.Gamepad.XBOX);
  81702. };
  81703. /**
  81704. * Detach the current controls from the specified dom element.
  81705. * @param element Defines the element to stop listening the inputs from
  81706. */
  81707. FreeCameraGamepadInput.prototype.detachControl = function (element) {
  81708. this.camera.getScene().gamepadManager.onGamepadConnectedObservable.remove(this._onGamepadConnectedObserver);
  81709. this.camera.getScene().gamepadManager.onGamepadDisconnectedObservable.remove(this._onGamepadDisconnectedObserver);
  81710. this.gamepad = null;
  81711. };
  81712. /**
  81713. * Update the current camera state depending on the inputs that have been used this frame.
  81714. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  81715. */
  81716. FreeCameraGamepadInput.prototype.checkInputs = function () {
  81717. if (this.gamepad && this.gamepad.leftStick) {
  81718. var camera = this.camera;
  81719. var LSValues = this.gamepad.leftStick;
  81720. var normalizedLX = LSValues.x / this.gamepadMoveSensibility;
  81721. var normalizedLY = LSValues.y / this.gamepadMoveSensibility;
  81722. LSValues.x = Math.abs(normalizedLX) > 0.005 ? 0 + normalizedLX : 0;
  81723. LSValues.y = Math.abs(normalizedLY) > 0.005 ? 0 + normalizedLY : 0;
  81724. var RSValues = this.gamepad.rightStick;
  81725. if (RSValues) {
  81726. var normalizedRX = RSValues.x / this.gamepadAngularSensibility;
  81727. var normalizedRY = RSValues.y / this.gamepadAngularSensibility;
  81728. RSValues.x = Math.abs(normalizedRX) > 0.001 ? 0 + normalizedRX : 0;
  81729. RSValues.y = Math.abs(normalizedRY) > 0.001 ? 0 + normalizedRY : 0;
  81730. }
  81731. else {
  81732. RSValues = { x: 0, y: 0 };
  81733. }
  81734. if (!camera.rotationQuaternion) {
  81735. BABYLON.Matrix.RotationYawPitchRollToRef(camera.rotation.y, camera.rotation.x, 0, this._cameraTransform);
  81736. }
  81737. else {
  81738. camera.rotationQuaternion.toRotationMatrix(this._cameraTransform);
  81739. }
  81740. var speed = camera._computeLocalCameraSpeed() * 50.0;
  81741. this._vector3.copyFromFloats(LSValues.x * speed, 0, -LSValues.y * speed);
  81742. BABYLON.Vector3.TransformCoordinatesToRef(this._vector3, this._cameraTransform, this._deltaTransform);
  81743. camera.cameraDirection.addInPlace(this._deltaTransform);
  81744. this._vector2.copyFromFloats(RSValues.y, RSValues.x);
  81745. camera.cameraRotation.addInPlace(this._vector2);
  81746. }
  81747. };
  81748. /**
  81749. * Gets the class name of the current intput.
  81750. * @returns the class name
  81751. */
  81752. FreeCameraGamepadInput.prototype.getClassName = function () {
  81753. return "FreeCameraGamepadInput";
  81754. };
  81755. /**
  81756. * Get the friendly name associated with the input class.
  81757. * @returns the input friendly name
  81758. */
  81759. FreeCameraGamepadInput.prototype.getSimpleName = function () {
  81760. return "gamepad";
  81761. };
  81762. __decorate([
  81763. BABYLON.serialize()
  81764. ], FreeCameraGamepadInput.prototype, "gamepadAngularSensibility", void 0);
  81765. __decorate([
  81766. BABYLON.serialize()
  81767. ], FreeCameraGamepadInput.prototype, "gamepadMoveSensibility", void 0);
  81768. return FreeCameraGamepadInput;
  81769. }());
  81770. BABYLON.FreeCameraGamepadInput = FreeCameraGamepadInput;
  81771. BABYLON.CameraInputTypes["FreeCameraGamepadInput"] = FreeCameraGamepadInput;
  81772. })(BABYLON || (BABYLON = {}));
  81773. //# sourceMappingURL=babylon.freeCameraGamepadInput.js.map
  81774. var BABYLON;
  81775. (function (BABYLON) {
  81776. /**
  81777. * Manage the gamepad inputs to control an arc rotate camera.
  81778. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  81779. */
  81780. var ArcRotateCameraGamepadInput = /** @class */ (function () {
  81781. function ArcRotateCameraGamepadInput() {
  81782. /**
  81783. * Defines the gamepad rotation sensiblity.
  81784. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  81785. */
  81786. this.gamepadRotationSensibility = 80;
  81787. /**
  81788. * Defines the gamepad move sensiblity.
  81789. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  81790. */
  81791. this.gamepadMoveSensibility = 40;
  81792. }
  81793. /**
  81794. * Attach the input controls to a specific dom element to get the input from.
  81795. * @param element Defines the element the controls should be listened from
  81796. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  81797. */
  81798. ArcRotateCameraGamepadInput.prototype.attachControl = function (element, noPreventDefault) {
  81799. var _this = this;
  81800. var manager = this.camera.getScene().gamepadManager;
  81801. this._onGamepadConnectedObserver = manager.onGamepadConnectedObservable.add(function (gamepad) {
  81802. if (gamepad.type !== BABYLON.Gamepad.POSE_ENABLED) {
  81803. // prioritize XBOX gamepads.
  81804. if (!_this.gamepad || gamepad.type === BABYLON.Gamepad.XBOX) {
  81805. _this.gamepad = gamepad;
  81806. }
  81807. }
  81808. });
  81809. this._onGamepadDisconnectedObserver = manager.onGamepadDisconnectedObservable.add(function (gamepad) {
  81810. if (_this.gamepad === gamepad) {
  81811. _this.gamepad = null;
  81812. }
  81813. });
  81814. this.gamepad = manager.getGamepadByType(BABYLON.Gamepad.XBOX);
  81815. };
  81816. /**
  81817. * Detach the current controls from the specified dom element.
  81818. * @param element Defines the element to stop listening the inputs from
  81819. */
  81820. ArcRotateCameraGamepadInput.prototype.detachControl = function (element) {
  81821. this.camera.getScene().gamepadManager.onGamepadConnectedObservable.remove(this._onGamepadConnectedObserver);
  81822. this.camera.getScene().gamepadManager.onGamepadDisconnectedObservable.remove(this._onGamepadDisconnectedObserver);
  81823. this.gamepad = null;
  81824. };
  81825. /**
  81826. * Update the current camera state depending on the inputs that have been used this frame.
  81827. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  81828. */
  81829. ArcRotateCameraGamepadInput.prototype.checkInputs = function () {
  81830. if (this.gamepad) {
  81831. var camera = this.camera;
  81832. var RSValues = this.gamepad.rightStick;
  81833. if (RSValues) {
  81834. if (RSValues.x != 0) {
  81835. var normalizedRX = RSValues.x / this.gamepadRotationSensibility;
  81836. if (normalizedRX != 0 && Math.abs(normalizedRX) > 0.005) {
  81837. camera.inertialAlphaOffset += normalizedRX;
  81838. }
  81839. }
  81840. if (RSValues.y != 0) {
  81841. var normalizedRY = RSValues.y / this.gamepadRotationSensibility;
  81842. if (normalizedRY != 0 && Math.abs(normalizedRY) > 0.005) {
  81843. camera.inertialBetaOffset += normalizedRY;
  81844. }
  81845. }
  81846. }
  81847. var LSValues = this.gamepad.leftStick;
  81848. if (LSValues && LSValues.y != 0) {
  81849. var normalizedLY = LSValues.y / this.gamepadMoveSensibility;
  81850. if (normalizedLY != 0 && Math.abs(normalizedLY) > 0.005) {
  81851. this.camera.inertialRadiusOffset -= normalizedLY;
  81852. }
  81853. }
  81854. }
  81855. };
  81856. /**
  81857. * Gets the class name of the current intput.
  81858. * @returns the class name
  81859. */
  81860. ArcRotateCameraGamepadInput.prototype.getClassName = function () {
  81861. return "ArcRotateCameraGamepadInput";
  81862. };
  81863. /**
  81864. * Get the friendly name associated with the input class.
  81865. * @returns the input friendly name
  81866. */
  81867. ArcRotateCameraGamepadInput.prototype.getSimpleName = function () {
  81868. return "gamepad";
  81869. };
  81870. __decorate([
  81871. BABYLON.serialize()
  81872. ], ArcRotateCameraGamepadInput.prototype, "gamepadRotationSensibility", void 0);
  81873. __decorate([
  81874. BABYLON.serialize()
  81875. ], ArcRotateCameraGamepadInput.prototype, "gamepadMoveSensibility", void 0);
  81876. return ArcRotateCameraGamepadInput;
  81877. }());
  81878. BABYLON.ArcRotateCameraGamepadInput = ArcRotateCameraGamepadInput;
  81879. BABYLON.CameraInputTypes["ArcRotateCameraGamepadInput"] = ArcRotateCameraGamepadInput;
  81880. })(BABYLON || (BABYLON = {}));
  81881. //# sourceMappingURL=babylon.arcRotateCameraGamepadInput.js.map
  81882. var BABYLON;
  81883. (function (BABYLON) {
  81884. /**
  81885. * Manager for handling gamepads
  81886. */
  81887. var GamepadManager = /** @class */ (function () {
  81888. /**
  81889. * Initializes the gamepad manager
  81890. * @param _scene BabylonJS scene
  81891. */
  81892. function GamepadManager(_scene) {
  81893. var _this = this;
  81894. this._scene = _scene;
  81895. this._babylonGamepads = [];
  81896. this._oneGamepadConnected = false;
  81897. /** @hidden */
  81898. this._isMonitoring = false;
  81899. /**
  81900. * observable to be triggered when the gamepad controller has been disconnected
  81901. */
  81902. this.onGamepadDisconnectedObservable = new BABYLON.Observable();
  81903. if (!BABYLON.Tools.IsWindowObjectExist()) {
  81904. this._gamepadEventSupported = false;
  81905. }
  81906. else {
  81907. this._gamepadEventSupported = 'GamepadEvent' in window;
  81908. this._gamepadSupport = (navigator.getGamepads ||
  81909. navigator.webkitGetGamepads || navigator.msGetGamepads || navigator.webkitGamepads);
  81910. }
  81911. this.onGamepadConnectedObservable = new BABYLON.Observable(function (observer) {
  81912. // This will be used to raise the onGamepadConnected for all gamepads ALREADY connected
  81913. for (var i in _this._babylonGamepads) {
  81914. var gamepad = _this._babylonGamepads[i];
  81915. if (gamepad && gamepad._isConnected) {
  81916. _this.onGamepadConnectedObservable.notifyObserver(observer, gamepad);
  81917. }
  81918. }
  81919. });
  81920. this._onGamepadConnectedEvent = function (evt) {
  81921. var gamepad = evt.gamepad;
  81922. if (gamepad.index in _this._babylonGamepads) {
  81923. if (_this._babylonGamepads[gamepad.index].isConnected) {
  81924. return;
  81925. }
  81926. }
  81927. var newGamepad;
  81928. if (_this._babylonGamepads[gamepad.index]) {
  81929. newGamepad = _this._babylonGamepads[gamepad.index];
  81930. newGamepad.browserGamepad = gamepad;
  81931. newGamepad._isConnected = true;
  81932. }
  81933. else {
  81934. newGamepad = _this._addNewGamepad(gamepad);
  81935. }
  81936. _this.onGamepadConnectedObservable.notifyObservers(newGamepad);
  81937. _this._startMonitoringGamepads();
  81938. };
  81939. this._onGamepadDisconnectedEvent = function (evt) {
  81940. var gamepad = evt.gamepad;
  81941. // Remove the gamepad from the list of gamepads to monitor.
  81942. for (var i in _this._babylonGamepads) {
  81943. if (_this._babylonGamepads[i].index === gamepad.index) {
  81944. var disconnectedGamepad = _this._babylonGamepads[i];
  81945. disconnectedGamepad._isConnected = false;
  81946. _this.onGamepadDisconnectedObservable.notifyObservers(disconnectedGamepad);
  81947. break;
  81948. }
  81949. }
  81950. };
  81951. if (this._gamepadSupport) {
  81952. //first add already-connected gamepads
  81953. this._updateGamepadObjects();
  81954. if (this._babylonGamepads.length) {
  81955. this._startMonitoringGamepads();
  81956. }
  81957. // Checking if the gamepad connected event is supported (like in Firefox)
  81958. if (this._gamepadEventSupported) {
  81959. window.addEventListener('gamepadconnected', this._onGamepadConnectedEvent, false);
  81960. window.addEventListener('gamepaddisconnected', this._onGamepadDisconnectedEvent, false);
  81961. }
  81962. else {
  81963. this._startMonitoringGamepads();
  81964. }
  81965. }
  81966. }
  81967. Object.defineProperty(GamepadManager.prototype, "gamepads", {
  81968. /**
  81969. * The gamepads in the game pad manager
  81970. */
  81971. get: function () {
  81972. return this._babylonGamepads;
  81973. },
  81974. enumerable: true,
  81975. configurable: true
  81976. });
  81977. /**
  81978. * Get the gamepad controllers based on type
  81979. * @param type The type of gamepad controller
  81980. * @returns Nullable gamepad
  81981. */
  81982. GamepadManager.prototype.getGamepadByType = function (type) {
  81983. if (type === void 0) { type = BABYLON.Gamepad.XBOX; }
  81984. for (var _i = 0, _a = this._babylonGamepads; _i < _a.length; _i++) {
  81985. var gamepad = _a[_i];
  81986. if (gamepad && gamepad.type === type) {
  81987. return gamepad;
  81988. }
  81989. }
  81990. return null;
  81991. };
  81992. /**
  81993. * Disposes the gamepad manager
  81994. */
  81995. GamepadManager.prototype.dispose = function () {
  81996. if (this._gamepadEventSupported) {
  81997. if (this._onGamepadConnectedEvent) {
  81998. window.removeEventListener('gamepadconnected', this._onGamepadConnectedEvent);
  81999. }
  82000. if (this._onGamepadDisconnectedEvent) {
  82001. window.removeEventListener('gamepaddisconnected', this._onGamepadDisconnectedEvent);
  82002. }
  82003. this._onGamepadConnectedEvent = null;
  82004. this._onGamepadDisconnectedEvent = null;
  82005. }
  82006. this._babylonGamepads.forEach(function (gamepad) {
  82007. gamepad.dispose();
  82008. });
  82009. this.onGamepadConnectedObservable.clear();
  82010. this.onGamepadDisconnectedObservable.clear();
  82011. this._oneGamepadConnected = false;
  82012. this._stopMonitoringGamepads();
  82013. this._babylonGamepads = [];
  82014. };
  82015. GamepadManager.prototype._addNewGamepad = function (gamepad) {
  82016. if (!this._oneGamepadConnected) {
  82017. this._oneGamepadConnected = true;
  82018. }
  82019. var newGamepad;
  82020. var xboxOne = (gamepad.id.search("Xbox One") !== -1);
  82021. if (xboxOne || gamepad.id.search("Xbox 360") !== -1 || gamepad.id.search("xinput") !== -1) {
  82022. newGamepad = new BABYLON.Xbox360Pad(gamepad.id, gamepad.index, gamepad, xboxOne);
  82023. }
  82024. // if pose is supported, use the (WebVR) pose enabled controller
  82025. else if (gamepad.pose) {
  82026. newGamepad = BABYLON.PoseEnabledControllerHelper.InitiateController(gamepad);
  82027. }
  82028. else {
  82029. newGamepad = new BABYLON.GenericPad(gamepad.id, gamepad.index, gamepad);
  82030. }
  82031. this._babylonGamepads[newGamepad.index] = newGamepad;
  82032. return newGamepad;
  82033. };
  82034. GamepadManager.prototype._startMonitoringGamepads = function () {
  82035. if (!this._isMonitoring) {
  82036. this._isMonitoring = true;
  82037. //back-comp
  82038. if (!this._scene) {
  82039. this._checkGamepadsStatus();
  82040. }
  82041. }
  82042. };
  82043. GamepadManager.prototype._stopMonitoringGamepads = function () {
  82044. this._isMonitoring = false;
  82045. };
  82046. /** @hidden */
  82047. GamepadManager.prototype._checkGamepadsStatus = function () {
  82048. var _this = this;
  82049. // Hack to be compatible Chrome
  82050. this._updateGamepadObjects();
  82051. for (var i in this._babylonGamepads) {
  82052. var gamepad = this._babylonGamepads[i];
  82053. if (!gamepad || !gamepad.isConnected) {
  82054. continue;
  82055. }
  82056. gamepad.update();
  82057. }
  82058. if (this._isMonitoring && !this._scene) {
  82059. BABYLON.Tools.QueueNewFrame(function () { _this._checkGamepadsStatus(); });
  82060. }
  82061. };
  82062. // This function is called only on Chrome, which does not properly support
  82063. // connection/disconnection events and forces you to recopy again the gamepad object
  82064. GamepadManager.prototype._updateGamepadObjects = function () {
  82065. var gamepads = navigator.getGamepads ? navigator.getGamepads() : (navigator.webkitGetGamepads ? navigator.webkitGetGamepads() : []);
  82066. for (var i = 0; i < gamepads.length; i++) {
  82067. var gamepad = gamepads[i];
  82068. if (gamepad) {
  82069. if (!this._babylonGamepads[gamepad.index]) {
  82070. var newGamepad = this._addNewGamepad(gamepad);
  82071. this.onGamepadConnectedObservable.notifyObservers(newGamepad);
  82072. }
  82073. else {
  82074. // Forced to copy again this object for Chrome for unknown reason
  82075. this._babylonGamepads[i].browserGamepad = gamepad;
  82076. if (!this._babylonGamepads[i].isConnected) {
  82077. this._babylonGamepads[i]._isConnected = true;
  82078. this.onGamepadConnectedObservable.notifyObservers(this._babylonGamepads[i]);
  82079. }
  82080. }
  82081. }
  82082. }
  82083. };
  82084. return GamepadManager;
  82085. }());
  82086. BABYLON.GamepadManager = GamepadManager;
  82087. })(BABYLON || (BABYLON = {}));
  82088. //# sourceMappingURL=babylon.gamepadManager.js.map
  82089. var BABYLON;
  82090. (function (BABYLON) {
  82091. /**
  82092. * Represents a gamepad control stick position
  82093. */
  82094. var StickValues = /** @class */ (function () {
  82095. /**
  82096. * Initializes the gamepad x and y control stick values
  82097. * @param x The x component of the gamepad control stick value
  82098. * @param y The y component of the gamepad control stick value
  82099. */
  82100. function StickValues(
  82101. /**
  82102. * The x component of the control stick
  82103. */
  82104. x,
  82105. /**
  82106. * The y component of the control stick
  82107. */
  82108. y) {
  82109. this.x = x;
  82110. this.y = y;
  82111. }
  82112. return StickValues;
  82113. }());
  82114. BABYLON.StickValues = StickValues;
  82115. /**
  82116. * Represents a gamepad
  82117. */
  82118. var Gamepad = /** @class */ (function () {
  82119. /**
  82120. * Initializes the gamepad
  82121. * @param id The id of the gamepad
  82122. * @param index The index of the gamepad
  82123. * @param browserGamepad The browser gamepad
  82124. * @param leftStickX The x component of the left joystick
  82125. * @param leftStickY The y component of the left joystick
  82126. * @param rightStickX The x component of the right joystick
  82127. * @param rightStickY The y component of the right joystick
  82128. */
  82129. function Gamepad(
  82130. /**
  82131. * The id of the gamepad
  82132. */
  82133. id,
  82134. /**
  82135. * The index of the gamepad
  82136. */
  82137. index,
  82138. /**
  82139. * The browser gamepad
  82140. */
  82141. browserGamepad, leftStickX, leftStickY, rightStickX, rightStickY) {
  82142. if (leftStickX === void 0) { leftStickX = 0; }
  82143. if (leftStickY === void 0) { leftStickY = 1; }
  82144. if (rightStickX === void 0) { rightStickX = 2; }
  82145. if (rightStickY === void 0) { rightStickY = 3; }
  82146. this.id = id;
  82147. this.index = index;
  82148. this.browserGamepad = browserGamepad;
  82149. this._leftStick = { x: 0, y: 0 };
  82150. this._rightStick = { x: 0, y: 0 };
  82151. /** @hidden */
  82152. this._isConnected = true;
  82153. /**
  82154. * Specifies whether the left control stick should be Y-inverted
  82155. */
  82156. this._invertLeftStickY = false;
  82157. this.type = Gamepad.GAMEPAD;
  82158. this._leftStickAxisX = leftStickX;
  82159. this._leftStickAxisY = leftStickY;
  82160. this._rightStickAxisX = rightStickX;
  82161. this._rightStickAxisY = rightStickY;
  82162. if (this.browserGamepad.axes.length >= 2) {
  82163. this._leftStick = { x: this.browserGamepad.axes[this._leftStickAxisX], y: this.browserGamepad.axes[this._leftStickAxisY] };
  82164. }
  82165. if (this.browserGamepad.axes.length >= 4) {
  82166. this._rightStick = { x: this.browserGamepad.axes[this._rightStickAxisX], y: this.browserGamepad.axes[this._rightStickAxisY] };
  82167. }
  82168. }
  82169. Object.defineProperty(Gamepad.prototype, "isConnected", {
  82170. /**
  82171. * Specifies if the gamepad has been connected
  82172. */
  82173. get: function () {
  82174. return this._isConnected;
  82175. },
  82176. enumerable: true,
  82177. configurable: true
  82178. });
  82179. /**
  82180. * Callback triggered when the left joystick has changed
  82181. * @param callback
  82182. */
  82183. Gamepad.prototype.onleftstickchanged = function (callback) {
  82184. this._onleftstickchanged = callback;
  82185. };
  82186. /**
  82187. * Callback triggered when the right joystick has changed
  82188. * @param callback
  82189. */
  82190. Gamepad.prototype.onrightstickchanged = function (callback) {
  82191. this._onrightstickchanged = callback;
  82192. };
  82193. Object.defineProperty(Gamepad.prototype, "leftStick", {
  82194. /**
  82195. * Gets the left joystick
  82196. */
  82197. get: function () {
  82198. return this._leftStick;
  82199. },
  82200. /**
  82201. * Sets the left joystick values
  82202. */
  82203. set: function (newValues) {
  82204. if (this._onleftstickchanged && (this._leftStick.x !== newValues.x || this._leftStick.y !== newValues.y)) {
  82205. this._onleftstickchanged(newValues);
  82206. }
  82207. this._leftStick = newValues;
  82208. },
  82209. enumerable: true,
  82210. configurable: true
  82211. });
  82212. Object.defineProperty(Gamepad.prototype, "rightStick", {
  82213. /**
  82214. * Gets the right joystick
  82215. */
  82216. get: function () {
  82217. return this._rightStick;
  82218. },
  82219. /**
  82220. * Sets the right joystick value
  82221. */
  82222. set: function (newValues) {
  82223. if (this._onrightstickchanged && (this._rightStick.x !== newValues.x || this._rightStick.y !== newValues.y)) {
  82224. this._onrightstickchanged(newValues);
  82225. }
  82226. this._rightStick = newValues;
  82227. },
  82228. enumerable: true,
  82229. configurable: true
  82230. });
  82231. /**
  82232. * Updates the gamepad joystick positions
  82233. */
  82234. Gamepad.prototype.update = function () {
  82235. if (this._leftStick) {
  82236. this.leftStick = { x: this.browserGamepad.axes[this._leftStickAxisX], y: this.browserGamepad.axes[this._leftStickAxisY] };
  82237. if (this._invertLeftStickY) {
  82238. this.leftStick.y *= -1;
  82239. }
  82240. }
  82241. if (this._rightStick) {
  82242. this.rightStick = { x: this.browserGamepad.axes[this._rightStickAxisX], y: this.browserGamepad.axes[this._rightStickAxisY] };
  82243. }
  82244. };
  82245. /**
  82246. * Disposes the gamepad
  82247. */
  82248. Gamepad.prototype.dispose = function () {
  82249. };
  82250. /**
  82251. * Represents a gamepad controller
  82252. */
  82253. Gamepad.GAMEPAD = 0;
  82254. /**
  82255. * Represents a generic controller
  82256. */
  82257. Gamepad.GENERIC = 1;
  82258. /**
  82259. * Represents an XBox controller
  82260. */
  82261. Gamepad.XBOX = 2;
  82262. /**
  82263. * Represents a pose-enabled controller
  82264. */
  82265. Gamepad.POSE_ENABLED = 3;
  82266. return Gamepad;
  82267. }());
  82268. BABYLON.Gamepad = Gamepad;
  82269. /**
  82270. * Represents a generic gamepad
  82271. */
  82272. var GenericPad = /** @class */ (function (_super) {
  82273. __extends(GenericPad, _super);
  82274. /**
  82275. * Initializes the generic gamepad
  82276. * @param id The id of the generic gamepad
  82277. * @param index The index of the generic gamepad
  82278. * @param browserGamepad The browser gamepad
  82279. */
  82280. function GenericPad(id, index, browserGamepad) {
  82281. var _this = _super.call(this, id, index, browserGamepad) || this;
  82282. /**
  82283. * Observable triggered when a button has been pressed
  82284. */
  82285. _this.onButtonDownObservable = new BABYLON.Observable();
  82286. /**
  82287. * Observable triggered when a button has been released
  82288. */
  82289. _this.onButtonUpObservable = new BABYLON.Observable();
  82290. _this.type = Gamepad.GENERIC;
  82291. _this._buttons = new Array(browserGamepad.buttons.length);
  82292. return _this;
  82293. }
  82294. /**
  82295. * Callback triggered when a button has been pressed
  82296. * @param callback Called when a button has been pressed
  82297. */
  82298. GenericPad.prototype.onbuttondown = function (callback) {
  82299. this._onbuttondown = callback;
  82300. };
  82301. /**
  82302. * Callback triggered when a button has been released
  82303. * @param callback Called when a button has been released
  82304. */
  82305. GenericPad.prototype.onbuttonup = function (callback) {
  82306. this._onbuttonup = callback;
  82307. };
  82308. GenericPad.prototype._setButtonValue = function (newValue, currentValue, buttonIndex) {
  82309. if (newValue !== currentValue) {
  82310. if (newValue === 1) {
  82311. if (this._onbuttondown) {
  82312. this._onbuttondown(buttonIndex);
  82313. }
  82314. this.onButtonDownObservable.notifyObservers(buttonIndex);
  82315. }
  82316. if (newValue === 0) {
  82317. if (this._onbuttonup) {
  82318. this._onbuttonup(buttonIndex);
  82319. }
  82320. this.onButtonUpObservable.notifyObservers(buttonIndex);
  82321. }
  82322. }
  82323. return newValue;
  82324. };
  82325. /**
  82326. * Updates the generic gamepad
  82327. */
  82328. GenericPad.prototype.update = function () {
  82329. _super.prototype.update.call(this);
  82330. for (var index = 0; index < this._buttons.length; index++) {
  82331. this._buttons[index] = this._setButtonValue(this.browserGamepad.buttons[index].value, this._buttons[index], index);
  82332. }
  82333. };
  82334. /**
  82335. * Disposes the generic gamepad
  82336. */
  82337. GenericPad.prototype.dispose = function () {
  82338. _super.prototype.dispose.call(this);
  82339. this.onButtonDownObservable.clear();
  82340. this.onButtonUpObservable.clear();
  82341. };
  82342. return GenericPad;
  82343. }(Gamepad));
  82344. BABYLON.GenericPad = GenericPad;
  82345. })(BABYLON || (BABYLON = {}));
  82346. //# sourceMappingURL=babylon.gamepad.js.map
  82347. var BABYLON;
  82348. (function (BABYLON) {
  82349. /**
  82350. * Defines supported buttons for XBox360 compatible gamepads
  82351. */
  82352. var Xbox360Button;
  82353. (function (Xbox360Button) {
  82354. /** A */
  82355. Xbox360Button[Xbox360Button["A"] = 0] = "A";
  82356. /** B */
  82357. Xbox360Button[Xbox360Button["B"] = 1] = "B";
  82358. /** X */
  82359. Xbox360Button[Xbox360Button["X"] = 2] = "X";
  82360. /** Y */
  82361. Xbox360Button[Xbox360Button["Y"] = 3] = "Y";
  82362. /** Start */
  82363. Xbox360Button[Xbox360Button["Start"] = 4] = "Start";
  82364. /** Back */
  82365. Xbox360Button[Xbox360Button["Back"] = 5] = "Back";
  82366. /** Left button */
  82367. Xbox360Button[Xbox360Button["LB"] = 6] = "LB";
  82368. /** Right button */
  82369. Xbox360Button[Xbox360Button["RB"] = 7] = "RB";
  82370. /** Left stick */
  82371. Xbox360Button[Xbox360Button["LeftStick"] = 8] = "LeftStick";
  82372. /** Right stick */
  82373. Xbox360Button[Xbox360Button["RightStick"] = 9] = "RightStick";
  82374. })(Xbox360Button = BABYLON.Xbox360Button || (BABYLON.Xbox360Button = {}));
  82375. /** Defines values for XBox360 DPad */
  82376. var Xbox360Dpad;
  82377. (function (Xbox360Dpad) {
  82378. /** Up */
  82379. Xbox360Dpad[Xbox360Dpad["Up"] = 0] = "Up";
  82380. /** Down */
  82381. Xbox360Dpad[Xbox360Dpad["Down"] = 1] = "Down";
  82382. /** Left */
  82383. Xbox360Dpad[Xbox360Dpad["Left"] = 2] = "Left";
  82384. /** Right */
  82385. Xbox360Dpad[Xbox360Dpad["Right"] = 3] = "Right";
  82386. })(Xbox360Dpad = BABYLON.Xbox360Dpad || (BABYLON.Xbox360Dpad = {}));
  82387. /**
  82388. * Defines a XBox360 gamepad
  82389. */
  82390. var Xbox360Pad = /** @class */ (function (_super) {
  82391. __extends(Xbox360Pad, _super);
  82392. /**
  82393. * Creates a new XBox360 gamepad object
  82394. * @param id defines the id of this gamepad
  82395. * @param index defines its index
  82396. * @param gamepad defines the internal HTML gamepad object
  82397. * @param xboxOne defines if it is a XBox One gamepad
  82398. */
  82399. function Xbox360Pad(id, index, gamepad, xboxOne) {
  82400. if (xboxOne === void 0) { xboxOne = false; }
  82401. var _this = _super.call(this, id, index, gamepad, 0, 1, 2, 3) || this;
  82402. _this._leftTrigger = 0;
  82403. _this._rightTrigger = 0;
  82404. /** Observable raised when a button is pressed */
  82405. _this.onButtonDownObservable = new BABYLON.Observable();
  82406. /** Observable raised when a button is released */
  82407. _this.onButtonUpObservable = new BABYLON.Observable();
  82408. /** Observable raised when a pad is pressed */
  82409. _this.onPadDownObservable = new BABYLON.Observable();
  82410. /** Observable raised when a pad is released */
  82411. _this.onPadUpObservable = new BABYLON.Observable();
  82412. _this._buttonA = 0;
  82413. _this._buttonB = 0;
  82414. _this._buttonX = 0;
  82415. _this._buttonY = 0;
  82416. _this._buttonBack = 0;
  82417. _this._buttonStart = 0;
  82418. _this._buttonLB = 0;
  82419. _this._buttonRB = 0;
  82420. _this._buttonLeftStick = 0;
  82421. _this._buttonRightStick = 0;
  82422. _this._dPadUp = 0;
  82423. _this._dPadDown = 0;
  82424. _this._dPadLeft = 0;
  82425. _this._dPadRight = 0;
  82426. _this._isXboxOnePad = false;
  82427. _this.type = BABYLON.Gamepad.XBOX;
  82428. _this._isXboxOnePad = xboxOne;
  82429. return _this;
  82430. }
  82431. /**
  82432. * Defines the callback to call when left trigger is pressed
  82433. * @param callback defines the callback to use
  82434. */
  82435. Xbox360Pad.prototype.onlefttriggerchanged = function (callback) {
  82436. this._onlefttriggerchanged = callback;
  82437. };
  82438. /**
  82439. * Defines the callback to call when right trigger is pressed
  82440. * @param callback defines the callback to use
  82441. */
  82442. Xbox360Pad.prototype.onrighttriggerchanged = function (callback) {
  82443. this._onrighttriggerchanged = callback;
  82444. };
  82445. Object.defineProperty(Xbox360Pad.prototype, "leftTrigger", {
  82446. /**
  82447. * Gets the left trigger value
  82448. */
  82449. get: function () {
  82450. return this._leftTrigger;
  82451. },
  82452. /**
  82453. * Sets the left trigger value
  82454. */
  82455. set: function (newValue) {
  82456. if (this._onlefttriggerchanged && this._leftTrigger !== newValue) {
  82457. this._onlefttriggerchanged(newValue);
  82458. }
  82459. this._leftTrigger = newValue;
  82460. },
  82461. enumerable: true,
  82462. configurable: true
  82463. });
  82464. Object.defineProperty(Xbox360Pad.prototype, "rightTrigger", {
  82465. /**
  82466. * Gets the right trigger value
  82467. */
  82468. get: function () {
  82469. return this._rightTrigger;
  82470. },
  82471. /**
  82472. * Sets the right trigger value
  82473. */
  82474. set: function (newValue) {
  82475. if (this._onrighttriggerchanged && this._rightTrigger !== newValue) {
  82476. this._onrighttriggerchanged(newValue);
  82477. }
  82478. this._rightTrigger = newValue;
  82479. },
  82480. enumerable: true,
  82481. configurable: true
  82482. });
  82483. /**
  82484. * Defines the callback to call when a button is pressed
  82485. * @param callback defines the callback to use
  82486. */
  82487. Xbox360Pad.prototype.onbuttondown = function (callback) {
  82488. this._onbuttondown = callback;
  82489. };
  82490. /**
  82491. * Defines the callback to call when a button is released
  82492. * @param callback defines the callback to use
  82493. */
  82494. Xbox360Pad.prototype.onbuttonup = function (callback) {
  82495. this._onbuttonup = callback;
  82496. };
  82497. /**
  82498. * Defines the callback to call when a pad is pressed
  82499. * @param callback defines the callback to use
  82500. */
  82501. Xbox360Pad.prototype.ondpaddown = function (callback) {
  82502. this._ondpaddown = callback;
  82503. };
  82504. /**
  82505. * Defines the callback to call when a pad is released
  82506. * @param callback defines the callback to use
  82507. */
  82508. Xbox360Pad.prototype.ondpadup = function (callback) {
  82509. this._ondpadup = callback;
  82510. };
  82511. Xbox360Pad.prototype._setButtonValue = function (newValue, currentValue, buttonType) {
  82512. if (newValue !== currentValue) {
  82513. if (newValue === 1) {
  82514. if (this._onbuttondown) {
  82515. this._onbuttondown(buttonType);
  82516. }
  82517. this.onButtonDownObservable.notifyObservers(buttonType);
  82518. }
  82519. if (newValue === 0) {
  82520. if (this._onbuttonup) {
  82521. this._onbuttonup(buttonType);
  82522. }
  82523. this.onButtonUpObservable.notifyObservers(buttonType);
  82524. }
  82525. }
  82526. return newValue;
  82527. };
  82528. Xbox360Pad.prototype._setDPadValue = function (newValue, currentValue, buttonType) {
  82529. if (newValue !== currentValue) {
  82530. if (newValue === 1) {
  82531. if (this._ondpaddown) {
  82532. this._ondpaddown(buttonType);
  82533. }
  82534. this.onPadDownObservable.notifyObservers(buttonType);
  82535. }
  82536. if (newValue === 0) {
  82537. if (this._ondpadup) {
  82538. this._ondpadup(buttonType);
  82539. }
  82540. this.onPadUpObservable.notifyObservers(buttonType);
  82541. }
  82542. }
  82543. return newValue;
  82544. };
  82545. Object.defineProperty(Xbox360Pad.prototype, "buttonA", {
  82546. /**
  82547. * Gets the value of the `A` button
  82548. */
  82549. get: function () {
  82550. return this._buttonA;
  82551. },
  82552. /**
  82553. * Sets the value of the `A` button
  82554. */
  82555. set: function (value) {
  82556. this._buttonA = this._setButtonValue(value, this._buttonA, Xbox360Button.A);
  82557. },
  82558. enumerable: true,
  82559. configurable: true
  82560. });
  82561. Object.defineProperty(Xbox360Pad.prototype, "buttonB", {
  82562. /**
  82563. * Gets the value of the `B` button
  82564. */
  82565. get: function () {
  82566. return this._buttonB;
  82567. },
  82568. /**
  82569. * Sets the value of the `B` button
  82570. */
  82571. set: function (value) {
  82572. this._buttonB = this._setButtonValue(value, this._buttonB, Xbox360Button.B);
  82573. },
  82574. enumerable: true,
  82575. configurable: true
  82576. });
  82577. Object.defineProperty(Xbox360Pad.prototype, "buttonX", {
  82578. /**
  82579. * Gets the value of the `X` button
  82580. */
  82581. get: function () {
  82582. return this._buttonX;
  82583. },
  82584. /**
  82585. * Sets the value of the `X` button
  82586. */
  82587. set: function (value) {
  82588. this._buttonX = this._setButtonValue(value, this._buttonX, Xbox360Button.X);
  82589. },
  82590. enumerable: true,
  82591. configurable: true
  82592. });
  82593. Object.defineProperty(Xbox360Pad.prototype, "buttonY", {
  82594. /**
  82595. * Gets the value of the `Y` button
  82596. */
  82597. get: function () {
  82598. return this._buttonY;
  82599. },
  82600. /**
  82601. * Sets the value of the `Y` button
  82602. */
  82603. set: function (value) {
  82604. this._buttonY = this._setButtonValue(value, this._buttonY, Xbox360Button.Y);
  82605. },
  82606. enumerable: true,
  82607. configurable: true
  82608. });
  82609. Object.defineProperty(Xbox360Pad.prototype, "buttonStart", {
  82610. /**
  82611. * Gets the value of the `Start` button
  82612. */
  82613. get: function () {
  82614. return this._buttonStart;
  82615. },
  82616. /**
  82617. * Sets the value of the `Start` button
  82618. */
  82619. set: function (value) {
  82620. this._buttonStart = this._setButtonValue(value, this._buttonStart, Xbox360Button.Start);
  82621. },
  82622. enumerable: true,
  82623. configurable: true
  82624. });
  82625. Object.defineProperty(Xbox360Pad.prototype, "buttonBack", {
  82626. /**
  82627. * Gets the value of the `Back` button
  82628. */
  82629. get: function () {
  82630. return this._buttonBack;
  82631. },
  82632. /**
  82633. * Sets the value of the `Back` button
  82634. */
  82635. set: function (value) {
  82636. this._buttonBack = this._setButtonValue(value, this._buttonBack, Xbox360Button.Back);
  82637. },
  82638. enumerable: true,
  82639. configurable: true
  82640. });
  82641. Object.defineProperty(Xbox360Pad.prototype, "buttonLB", {
  82642. /**
  82643. * Gets the value of the `Left` button
  82644. */
  82645. get: function () {
  82646. return this._buttonLB;
  82647. },
  82648. /**
  82649. * Sets the value of the `Left` button
  82650. */
  82651. set: function (value) {
  82652. this._buttonLB = this._setButtonValue(value, this._buttonLB, Xbox360Button.LB);
  82653. },
  82654. enumerable: true,
  82655. configurable: true
  82656. });
  82657. Object.defineProperty(Xbox360Pad.prototype, "buttonRB", {
  82658. /**
  82659. * Gets the value of the `Right` button
  82660. */
  82661. get: function () {
  82662. return this._buttonRB;
  82663. },
  82664. /**
  82665. * Sets the value of the `Right` button
  82666. */
  82667. set: function (value) {
  82668. this._buttonRB = this._setButtonValue(value, this._buttonRB, Xbox360Button.RB);
  82669. },
  82670. enumerable: true,
  82671. configurable: true
  82672. });
  82673. Object.defineProperty(Xbox360Pad.prototype, "buttonLeftStick", {
  82674. /**
  82675. * Gets the value of the Left joystick
  82676. */
  82677. get: function () {
  82678. return this._buttonLeftStick;
  82679. },
  82680. /**
  82681. * Sets the value of the Left joystick
  82682. */
  82683. set: function (value) {
  82684. this._buttonLeftStick = this._setButtonValue(value, this._buttonLeftStick, Xbox360Button.LeftStick);
  82685. },
  82686. enumerable: true,
  82687. configurable: true
  82688. });
  82689. Object.defineProperty(Xbox360Pad.prototype, "buttonRightStick", {
  82690. /**
  82691. * Gets the value of the Right joystick
  82692. */
  82693. get: function () {
  82694. return this._buttonRightStick;
  82695. },
  82696. /**
  82697. * Sets the value of the Right joystick
  82698. */
  82699. set: function (value) {
  82700. this._buttonRightStick = this._setButtonValue(value, this._buttonRightStick, Xbox360Button.RightStick);
  82701. },
  82702. enumerable: true,
  82703. configurable: true
  82704. });
  82705. Object.defineProperty(Xbox360Pad.prototype, "dPadUp", {
  82706. /**
  82707. * Gets the value of D-pad up
  82708. */
  82709. get: function () {
  82710. return this._dPadUp;
  82711. },
  82712. /**
  82713. * Sets the value of D-pad up
  82714. */
  82715. set: function (value) {
  82716. this._dPadUp = this._setDPadValue(value, this._dPadUp, Xbox360Dpad.Up);
  82717. },
  82718. enumerable: true,
  82719. configurable: true
  82720. });
  82721. Object.defineProperty(Xbox360Pad.prototype, "dPadDown", {
  82722. /**
  82723. * Gets the value of D-pad down
  82724. */
  82725. get: function () {
  82726. return this._dPadDown;
  82727. },
  82728. /**
  82729. * Sets the value of D-pad down
  82730. */
  82731. set: function (value) {
  82732. this._dPadDown = this._setDPadValue(value, this._dPadDown, Xbox360Dpad.Down);
  82733. },
  82734. enumerable: true,
  82735. configurable: true
  82736. });
  82737. Object.defineProperty(Xbox360Pad.prototype, "dPadLeft", {
  82738. /**
  82739. * Gets the value of D-pad left
  82740. */
  82741. get: function () {
  82742. return this._dPadLeft;
  82743. },
  82744. /**
  82745. * Sets the value of D-pad left
  82746. */
  82747. set: function (value) {
  82748. this._dPadLeft = this._setDPadValue(value, this._dPadLeft, Xbox360Dpad.Left);
  82749. },
  82750. enumerable: true,
  82751. configurable: true
  82752. });
  82753. Object.defineProperty(Xbox360Pad.prototype, "dPadRight", {
  82754. /**
  82755. * Gets the value of D-pad right
  82756. */
  82757. get: function () {
  82758. return this._dPadRight;
  82759. },
  82760. /**
  82761. * Sets the value of D-pad right
  82762. */
  82763. set: function (value) {
  82764. this._dPadRight = this._setDPadValue(value, this._dPadRight, Xbox360Dpad.Right);
  82765. },
  82766. enumerable: true,
  82767. configurable: true
  82768. });
  82769. /**
  82770. * Force the gamepad to synchronize with device values
  82771. */
  82772. Xbox360Pad.prototype.update = function () {
  82773. _super.prototype.update.call(this);
  82774. if (this._isXboxOnePad) {
  82775. this.buttonA = this.browserGamepad.buttons[0].value;
  82776. this.buttonB = this.browserGamepad.buttons[1].value;
  82777. this.buttonX = this.browserGamepad.buttons[2].value;
  82778. this.buttonY = this.browserGamepad.buttons[3].value;
  82779. this.buttonLB = this.browserGamepad.buttons[4].value;
  82780. this.buttonRB = this.browserGamepad.buttons[5].value;
  82781. this.leftTrigger = this.browserGamepad.axes[2];
  82782. this.rightTrigger = this.browserGamepad.axes[5];
  82783. this.buttonBack = this.browserGamepad.buttons[9].value;
  82784. this.buttonStart = this.browserGamepad.buttons[8].value;
  82785. this.buttonLeftStick = this.browserGamepad.buttons[6].value;
  82786. this.buttonRightStick = this.browserGamepad.buttons[7].value;
  82787. this.dPadUp = this.browserGamepad.buttons[11].value;
  82788. this.dPadDown = this.browserGamepad.buttons[12].value;
  82789. this.dPadLeft = this.browserGamepad.buttons[13].value;
  82790. this.dPadRight = this.browserGamepad.buttons[14].value;
  82791. }
  82792. else {
  82793. this.buttonA = this.browserGamepad.buttons[0].value;
  82794. this.buttonB = this.browserGamepad.buttons[1].value;
  82795. this.buttonX = this.browserGamepad.buttons[2].value;
  82796. this.buttonY = this.browserGamepad.buttons[3].value;
  82797. this.buttonLB = this.browserGamepad.buttons[4].value;
  82798. this.buttonRB = this.browserGamepad.buttons[5].value;
  82799. this.leftTrigger = this.browserGamepad.buttons[6].value;
  82800. this.rightTrigger = this.browserGamepad.buttons[7].value;
  82801. this.buttonBack = this.browserGamepad.buttons[8].value;
  82802. this.buttonStart = this.browserGamepad.buttons[9].value;
  82803. this.buttonLeftStick = this.browserGamepad.buttons[10].value;
  82804. this.buttonRightStick = this.browserGamepad.buttons[11].value;
  82805. this.dPadUp = this.browserGamepad.buttons[12].value;
  82806. this.dPadDown = this.browserGamepad.buttons[13].value;
  82807. this.dPadLeft = this.browserGamepad.buttons[14].value;
  82808. this.dPadRight = this.browserGamepad.buttons[15].value;
  82809. }
  82810. };
  82811. /**
  82812. * Disposes the gamepad
  82813. */
  82814. Xbox360Pad.prototype.dispose = function () {
  82815. _super.prototype.dispose.call(this);
  82816. this.onButtonDownObservable.clear();
  82817. this.onButtonUpObservable.clear();
  82818. this.onPadDownObservable.clear();
  82819. this.onPadUpObservable.clear();
  82820. };
  82821. return Xbox360Pad;
  82822. }(BABYLON.Gamepad));
  82823. BABYLON.Xbox360Pad = Xbox360Pad;
  82824. })(BABYLON || (BABYLON = {}));
  82825. //# sourceMappingURL=babylon.xboxGamepad.js.map
  82826. var BABYLON;
  82827. (function (BABYLON) {
  82828. /**
  82829. * Defines the types of pose enabled controllers that are supported
  82830. */
  82831. var PoseEnabledControllerType;
  82832. (function (PoseEnabledControllerType) {
  82833. /**
  82834. * HTC Vive
  82835. */
  82836. PoseEnabledControllerType[PoseEnabledControllerType["VIVE"] = 0] = "VIVE";
  82837. /**
  82838. * Oculus Rift
  82839. */
  82840. PoseEnabledControllerType[PoseEnabledControllerType["OCULUS"] = 1] = "OCULUS";
  82841. /**
  82842. * Windows mixed reality
  82843. */
  82844. PoseEnabledControllerType[PoseEnabledControllerType["WINDOWS"] = 2] = "WINDOWS";
  82845. /**
  82846. * Samsung gear VR
  82847. */
  82848. PoseEnabledControllerType[PoseEnabledControllerType["GEAR_VR"] = 3] = "GEAR_VR";
  82849. /**
  82850. * Google Daydream
  82851. */
  82852. PoseEnabledControllerType[PoseEnabledControllerType["DAYDREAM"] = 4] = "DAYDREAM";
  82853. /**
  82854. * Generic
  82855. */
  82856. PoseEnabledControllerType[PoseEnabledControllerType["GENERIC"] = 5] = "GENERIC";
  82857. })(PoseEnabledControllerType = BABYLON.PoseEnabledControllerType || (BABYLON.PoseEnabledControllerType = {}));
  82858. /**
  82859. * Defines the PoseEnabledControllerHelper object that is used initialize a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  82860. */
  82861. var PoseEnabledControllerHelper = /** @class */ (function () {
  82862. function PoseEnabledControllerHelper() {
  82863. }
  82864. /**
  82865. * Initializes a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  82866. * @param vrGamepad the gamepad to initialized
  82867. * @returns a vr controller of the type the gamepad identified as
  82868. */
  82869. PoseEnabledControllerHelper.InitiateController = function (vrGamepad) {
  82870. // Oculus Touch
  82871. if (vrGamepad.id.indexOf('Oculus Touch') !== -1) {
  82872. return new BABYLON.OculusTouchController(vrGamepad);
  82873. }
  82874. // Windows Mixed Reality controllers
  82875. else if (vrGamepad.id.indexOf(BABYLON.WindowsMotionController.GAMEPAD_ID_PREFIX) === 0) {
  82876. return new BABYLON.WindowsMotionController(vrGamepad);
  82877. }
  82878. // HTC Vive
  82879. else if (vrGamepad.id.toLowerCase().indexOf('openvr') !== -1) {
  82880. return new BABYLON.ViveController(vrGamepad);
  82881. }
  82882. // Samsung/Oculus Gear VR or Oculus Go
  82883. else if (vrGamepad.id.indexOf(BABYLON.GearVRController.GAMEPAD_ID_PREFIX) === 0 || vrGamepad.id.indexOf('Oculus Go') !== -1) {
  82884. return new BABYLON.GearVRController(vrGamepad);
  82885. }
  82886. // Google Daydream
  82887. else if (vrGamepad.id.indexOf(BABYLON.DaydreamController.GAMEPAD_ID_PREFIX) === 0) {
  82888. return new BABYLON.DaydreamController(vrGamepad);
  82889. }
  82890. // Generic
  82891. else {
  82892. return new BABYLON.GenericController(vrGamepad);
  82893. }
  82894. };
  82895. return PoseEnabledControllerHelper;
  82896. }());
  82897. BABYLON.PoseEnabledControllerHelper = PoseEnabledControllerHelper;
  82898. /**
  82899. * Defines the PoseEnabledController object that contains state of a vr capable controller
  82900. */
  82901. var PoseEnabledController = /** @class */ (function (_super) {
  82902. __extends(PoseEnabledController, _super);
  82903. /**
  82904. * Creates a new PoseEnabledController from a gamepad
  82905. * @param browserGamepad the gamepad that the PoseEnabledController should be created from
  82906. */
  82907. function PoseEnabledController(browserGamepad) {
  82908. var _this = _super.call(this, browserGamepad.id, browserGamepad.index, browserGamepad) || this;
  82909. // Represents device position and rotation in room space. Should only be used to help calculate babylon space values
  82910. _this._deviceRoomPosition = BABYLON.Vector3.Zero();
  82911. _this._deviceRoomRotationQuaternion = new BABYLON.Quaternion();
  82912. /**
  82913. * The device position in babylon space
  82914. */
  82915. _this.devicePosition = BABYLON.Vector3.Zero();
  82916. /**
  82917. * The device rotation in babylon space
  82918. */
  82919. _this.deviceRotationQuaternion = new BABYLON.Quaternion();
  82920. /**
  82921. * The scale factor of the device in babylon space
  82922. */
  82923. _this.deviceScaleFactor = 1;
  82924. // Used to convert 6dof controllers to 3dof
  82925. _this._trackPosition = true;
  82926. _this._maxRotationDistFromHeadset = Math.PI / 5;
  82927. _this._draggedRoomRotation = 0;
  82928. _this._leftHandSystemQuaternion = new BABYLON.Quaternion();
  82929. /**
  82930. * Internal, matrix used to convert room space to babylon space
  82931. * @hidden
  82932. */
  82933. _this._deviceToWorld = BABYLON.Matrix.Identity();
  82934. /**
  82935. * Node to be used when casting a ray from the controller
  82936. * @hidden
  82937. */
  82938. _this._pointingPoseNode = null;
  82939. _this._workingMatrix = BABYLON.Matrix.Identity();
  82940. /**
  82941. * @hidden
  82942. */
  82943. _this._meshAttachedObservable = new BABYLON.Observable();
  82944. _this.type = BABYLON.Gamepad.POSE_ENABLED;
  82945. _this.controllerType = PoseEnabledControllerType.GENERIC;
  82946. _this.position = BABYLON.Vector3.Zero();
  82947. _this.rotationQuaternion = new BABYLON.Quaternion();
  82948. _this._calculatedPosition = BABYLON.Vector3.Zero();
  82949. _this._calculatedRotation = new BABYLON.Quaternion();
  82950. BABYLON.Quaternion.RotationYawPitchRollToRef(Math.PI, 0, 0, _this._leftHandSystemQuaternion);
  82951. return _this;
  82952. }
  82953. /**
  82954. * @hidden
  82955. */
  82956. PoseEnabledController.prototype._disableTrackPosition = function (fixedPosition) {
  82957. if (this._trackPosition) {
  82958. this._calculatedPosition.copyFrom(fixedPosition);
  82959. this._trackPosition = false;
  82960. }
  82961. };
  82962. /**
  82963. * Updates the state of the pose enbaled controller and mesh based on the current position and rotation of the controller
  82964. */
  82965. PoseEnabledController.prototype.update = function () {
  82966. _super.prototype.update.call(this);
  82967. this._updatePoseAndMesh();
  82968. };
  82969. /**
  82970. * Updates only the pose device and mesh without doing any button event checking
  82971. */
  82972. PoseEnabledController.prototype._updatePoseAndMesh = function () {
  82973. var pose = this.browserGamepad.pose;
  82974. this.updateFromDevice(pose);
  82975. if (!this._trackPosition && BABYLON.Engine.LastCreatedScene && BABYLON.Engine.LastCreatedScene.activeCamera && BABYLON.Engine.LastCreatedScene.activeCamera.devicePosition) {
  82976. var camera = BABYLON.Engine.LastCreatedScene.activeCamera;
  82977. camera._computeDevicePosition();
  82978. this._deviceToWorld.setTranslation(camera.devicePosition);
  82979. if (camera.deviceRotationQuaternion) {
  82980. var camera = camera;
  82981. camera._deviceRoomRotationQuaternion.toEulerAnglesToRef(BABYLON.Tmp.Vector3[0]);
  82982. // Find the radian distance away that the headset is from the controllers rotation
  82983. var distanceAway = Math.atan2(Math.sin(BABYLON.Tmp.Vector3[0].y - this._draggedRoomRotation), Math.cos(BABYLON.Tmp.Vector3[0].y - this._draggedRoomRotation));
  82984. if (Math.abs(distanceAway) > this._maxRotationDistFromHeadset) {
  82985. // Only rotate enouph to be within the _maxRotationDistFromHeadset
  82986. var rotationAmount = distanceAway - (distanceAway < 0 ? -this._maxRotationDistFromHeadset : this._maxRotationDistFromHeadset);
  82987. this._draggedRoomRotation += rotationAmount;
  82988. // Rotate controller around headset
  82989. var sin = Math.sin(-rotationAmount);
  82990. var cos = Math.cos(-rotationAmount);
  82991. this._calculatedPosition.x = this._calculatedPosition.x * cos - this._calculatedPosition.z * sin;
  82992. this._calculatedPosition.z = this._calculatedPosition.x * sin + this._calculatedPosition.z * cos;
  82993. }
  82994. }
  82995. }
  82996. BABYLON.Vector3.TransformCoordinatesToRef(this._calculatedPosition, this._deviceToWorld, this.devicePosition);
  82997. this._deviceToWorld.getRotationMatrixToRef(this._workingMatrix);
  82998. BABYLON.Quaternion.FromRotationMatrixToRef(this._workingMatrix, this.deviceRotationQuaternion);
  82999. this.deviceRotationQuaternion.multiplyInPlace(this._calculatedRotation);
  83000. if (this._mesh) {
  83001. this._mesh.position.copyFrom(this.devicePosition);
  83002. if (this._mesh.rotationQuaternion) {
  83003. this._mesh.rotationQuaternion.copyFrom(this.deviceRotationQuaternion);
  83004. }
  83005. }
  83006. };
  83007. /**
  83008. * Updates the state of the pose enbaled controller based on the raw pose data from the device
  83009. * @param poseData raw pose fromthe device
  83010. */
  83011. PoseEnabledController.prototype.updateFromDevice = function (poseData) {
  83012. if (poseData) {
  83013. this.rawPose = poseData;
  83014. if (poseData.position) {
  83015. this._deviceRoomPosition.copyFromFloats(poseData.position[0], poseData.position[1], -poseData.position[2]);
  83016. if (this._mesh && this._mesh.getScene().useRightHandedSystem) {
  83017. this._deviceRoomPosition.z *= -1;
  83018. }
  83019. if (this._trackPosition) {
  83020. this._deviceRoomPosition.scaleToRef(this.deviceScaleFactor, this._calculatedPosition);
  83021. }
  83022. this._calculatedPosition.addInPlace(this.position);
  83023. }
  83024. var pose = this.rawPose;
  83025. if (poseData.orientation && pose.orientation) {
  83026. this._deviceRoomRotationQuaternion.copyFromFloats(pose.orientation[0], pose.orientation[1], -pose.orientation[2], -pose.orientation[3]);
  83027. if (this._mesh) {
  83028. if (this._mesh.getScene().useRightHandedSystem) {
  83029. this._deviceRoomRotationQuaternion.z *= -1;
  83030. this._deviceRoomRotationQuaternion.w *= -1;
  83031. }
  83032. else {
  83033. this._deviceRoomRotationQuaternion.multiplyToRef(this._leftHandSystemQuaternion, this._deviceRoomRotationQuaternion);
  83034. }
  83035. }
  83036. // if the camera is set, rotate to the camera's rotation
  83037. this._deviceRoomRotationQuaternion.multiplyToRef(this.rotationQuaternion, this._calculatedRotation);
  83038. }
  83039. }
  83040. };
  83041. /**
  83042. * Attaches a mesh to the controller
  83043. * @param mesh the mesh to be attached
  83044. */
  83045. PoseEnabledController.prototype.attachToMesh = function (mesh) {
  83046. if (this._mesh) {
  83047. this._mesh.parent = null;
  83048. }
  83049. this._mesh = mesh;
  83050. if (this._poseControlledCamera) {
  83051. this._mesh.parent = this._poseControlledCamera;
  83052. }
  83053. if (!this._mesh.rotationQuaternion) {
  83054. this._mesh.rotationQuaternion = new BABYLON.Quaternion();
  83055. }
  83056. // 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
  83057. this._updatePoseAndMesh();
  83058. if (this._pointingPoseNode) {
  83059. var parents = [];
  83060. var obj = this._pointingPoseNode;
  83061. while (obj.parent) {
  83062. parents.push(obj.parent);
  83063. obj = obj.parent;
  83064. }
  83065. parents.reverse().forEach(function (p) { p.computeWorldMatrix(true); });
  83066. }
  83067. this._meshAttachedObservable.notifyObservers(mesh);
  83068. };
  83069. /**
  83070. * Attaches the controllers mesh to a camera
  83071. * @param camera the camera the mesh should be attached to
  83072. */
  83073. PoseEnabledController.prototype.attachToPoseControlledCamera = function (camera) {
  83074. this._poseControlledCamera = camera;
  83075. if (this._mesh) {
  83076. this._mesh.parent = this._poseControlledCamera;
  83077. }
  83078. };
  83079. /**
  83080. * Disposes of the controller
  83081. */
  83082. PoseEnabledController.prototype.dispose = function () {
  83083. if (this._mesh) {
  83084. this._mesh.dispose();
  83085. }
  83086. this._mesh = null;
  83087. _super.prototype.dispose.call(this);
  83088. };
  83089. Object.defineProperty(PoseEnabledController.prototype, "mesh", {
  83090. /**
  83091. * The mesh that is attached to the controller
  83092. */
  83093. get: function () {
  83094. return this._mesh;
  83095. },
  83096. enumerable: true,
  83097. configurable: true
  83098. });
  83099. /**
  83100. * Gets the ray of the controller in the direction the controller is pointing
  83101. * @param length the length the resulting ray should be
  83102. * @returns a ray in the direction the controller is pointing
  83103. */
  83104. PoseEnabledController.prototype.getForwardRay = function (length) {
  83105. if (length === void 0) { length = 100; }
  83106. if (!this.mesh) {
  83107. return new BABYLON.Ray(BABYLON.Vector3.Zero(), new BABYLON.Vector3(0, 0, 1), length);
  83108. }
  83109. var m = this._pointingPoseNode ? this._pointingPoseNode.getWorldMatrix() : this.mesh.getWorldMatrix();
  83110. var origin = m.getTranslation();
  83111. var forward = new BABYLON.Vector3(0, 0, -1);
  83112. var forwardWorld = BABYLON.Vector3.TransformNormal(forward, m);
  83113. var direction = BABYLON.Vector3.Normalize(forwardWorld);
  83114. return new BABYLON.Ray(origin, direction, length);
  83115. };
  83116. /**
  83117. * Name of the child mesh that can be used to cast a ray from the controller
  83118. */
  83119. PoseEnabledController.POINTING_POSE = "POINTING_POSE";
  83120. return PoseEnabledController;
  83121. }(BABYLON.Gamepad));
  83122. BABYLON.PoseEnabledController = PoseEnabledController;
  83123. })(BABYLON || (BABYLON = {}));
  83124. //# sourceMappingURL=babylon.poseEnabledController.js.map
  83125. var BABYLON;
  83126. (function (BABYLON) {
  83127. /**
  83128. * Defines the WebVRController object that represents controllers tracked in 3D space
  83129. */
  83130. var WebVRController = /** @class */ (function (_super) {
  83131. __extends(WebVRController, _super);
  83132. /**
  83133. * Creates a new WebVRController from a gamepad
  83134. * @param vrGamepad the gamepad that the WebVRController should be created from
  83135. */
  83136. function WebVRController(vrGamepad) {
  83137. var _this = _super.call(this, vrGamepad) || this;
  83138. // Observables
  83139. /**
  83140. * Fired when the trigger state has changed
  83141. */
  83142. _this.onTriggerStateChangedObservable = new BABYLON.Observable();
  83143. /**
  83144. * Fired when the main button state has changed
  83145. */
  83146. _this.onMainButtonStateChangedObservable = new BABYLON.Observable();
  83147. /**
  83148. * Fired when the secondary button state has changed
  83149. */
  83150. _this.onSecondaryButtonStateChangedObservable = new BABYLON.Observable();
  83151. /**
  83152. * Fired when the pad state has changed
  83153. */
  83154. _this.onPadStateChangedObservable = new BABYLON.Observable();
  83155. /**
  83156. * Fired when controllers stick values have changed
  83157. */
  83158. _this.onPadValuesChangedObservable = new BABYLON.Observable();
  83159. /**
  83160. * X and Y axis corrisponding to the controllers joystick
  83161. */
  83162. _this.pad = { x: 0, y: 0 };
  83163. // avoid GC, store state in a tmp object
  83164. _this._changes = {
  83165. pressChanged: false,
  83166. touchChanged: false,
  83167. valueChanged: false,
  83168. changed: false
  83169. };
  83170. _this._buttons = new Array(vrGamepad.buttons.length);
  83171. _this.hand = vrGamepad.hand;
  83172. return _this;
  83173. }
  83174. /**
  83175. * Fired when a controller button's state has changed
  83176. * @param callback the callback containing the button that was modified
  83177. */
  83178. WebVRController.prototype.onButtonStateChange = function (callback) {
  83179. this._onButtonStateChange = callback;
  83180. };
  83181. Object.defineProperty(WebVRController.prototype, "defaultModel", {
  83182. /**
  83183. * The default controller model for the controller
  83184. */
  83185. get: function () {
  83186. return this._defaultModel;
  83187. },
  83188. enumerable: true,
  83189. configurable: true
  83190. });
  83191. /**
  83192. * Updates the state of the controller and mesh based on the current position and rotation of the controller
  83193. */
  83194. WebVRController.prototype.update = function () {
  83195. _super.prototype.update.call(this);
  83196. for (var index = 0; index < this._buttons.length; index++) {
  83197. this._setButtonValue(this.browserGamepad.buttons[index], this._buttons[index], index);
  83198. }
  83199. if (this.leftStick.x !== this.pad.x || this.leftStick.y !== this.pad.y) {
  83200. this.pad.x = this.leftStick.x;
  83201. this.pad.y = this.leftStick.y;
  83202. this.onPadValuesChangedObservable.notifyObservers(this.pad);
  83203. }
  83204. };
  83205. WebVRController.prototype._setButtonValue = function (newState, currentState, buttonIndex) {
  83206. if (!newState) {
  83207. newState = {
  83208. pressed: false,
  83209. touched: false,
  83210. value: 0
  83211. };
  83212. }
  83213. if (!currentState) {
  83214. this._buttons[buttonIndex] = {
  83215. pressed: newState.pressed,
  83216. touched: newState.touched,
  83217. value: newState.value
  83218. };
  83219. return;
  83220. }
  83221. this._checkChanges(newState, currentState);
  83222. if (this._changes.changed) {
  83223. this._onButtonStateChange && this._onButtonStateChange(this.index, buttonIndex, newState);
  83224. this._handleButtonChange(buttonIndex, newState, this._changes);
  83225. }
  83226. this._buttons[buttonIndex].pressed = newState.pressed;
  83227. this._buttons[buttonIndex].touched = newState.touched;
  83228. // oculus triggers are never 0, thou not touched.
  83229. this._buttons[buttonIndex].value = newState.value < 0.00000001 ? 0 : newState.value;
  83230. };
  83231. WebVRController.prototype._checkChanges = function (newState, currentState) {
  83232. this._changes.pressChanged = newState.pressed !== currentState.pressed;
  83233. this._changes.touchChanged = newState.touched !== currentState.touched;
  83234. this._changes.valueChanged = newState.value !== currentState.value;
  83235. this._changes.changed = this._changes.pressChanged || this._changes.touchChanged || this._changes.valueChanged;
  83236. return this._changes;
  83237. };
  83238. /**
  83239. * Disposes of th webVRCOntroller
  83240. */
  83241. WebVRController.prototype.dispose = function () {
  83242. _super.prototype.dispose.call(this);
  83243. this.onTriggerStateChangedObservable.clear();
  83244. this.onMainButtonStateChangedObservable.clear();
  83245. this.onSecondaryButtonStateChangedObservable.clear();
  83246. this.onPadStateChangedObservable.clear();
  83247. this.onPadValuesChangedObservable.clear();
  83248. };
  83249. return WebVRController;
  83250. }(BABYLON.PoseEnabledController));
  83251. BABYLON.WebVRController = WebVRController;
  83252. })(BABYLON || (BABYLON = {}));
  83253. //# sourceMappingURL=babylon.webVRController.js.map
  83254. var BABYLON;
  83255. (function (BABYLON) {
  83256. /**
  83257. * Oculus Touch Controller
  83258. */
  83259. var OculusTouchController = /** @class */ (function (_super) {
  83260. __extends(OculusTouchController, _super);
  83261. /**
  83262. * Creates a new OculusTouchController from a gamepad
  83263. * @param vrGamepad the gamepad that the controller should be created from
  83264. */
  83265. function OculusTouchController(vrGamepad) {
  83266. var _this = _super.call(this, vrGamepad) || this;
  83267. /**
  83268. * Fired when the secondary trigger on this controller is modified
  83269. */
  83270. _this.onSecondaryTriggerStateChangedObservable = new BABYLON.Observable();
  83271. /**
  83272. * Fired when the thumb rest on this controller is modified
  83273. */
  83274. _this.onThumbRestChangedObservable = new BABYLON.Observable();
  83275. _this.controllerType = BABYLON.PoseEnabledControllerType.OCULUS;
  83276. return _this;
  83277. }
  83278. /**
  83279. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  83280. * @param scene scene in which to add meshes
  83281. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  83282. */
  83283. OculusTouchController.prototype.initControllerMesh = function (scene, meshLoaded) {
  83284. var _this = this;
  83285. var meshName;
  83286. // Hand
  83287. if (this.hand === 'left') {
  83288. meshName = OculusTouchController.MODEL_LEFT_FILENAME;
  83289. }
  83290. else { // Right is the default if no hand is specified
  83291. meshName = OculusTouchController.MODEL_RIGHT_FILENAME;
  83292. }
  83293. BABYLON.SceneLoader.ImportMesh("", OculusTouchController.MODEL_BASE_URL, meshName, scene, function (newMeshes) {
  83294. /*
  83295. Parent Mesh name: oculus_touch_left
  83296. - body
  83297. - trigger
  83298. - thumbstick
  83299. - grip
  83300. - button_y
  83301. - button_x
  83302. - button_enter
  83303. */
  83304. _this._defaultModel = newMeshes[1];
  83305. _this.attachToMesh(_this._defaultModel);
  83306. if (meshLoaded) {
  83307. meshLoaded(_this._defaultModel);
  83308. }
  83309. });
  83310. };
  83311. Object.defineProperty(OculusTouchController.prototype, "onAButtonStateChangedObservable", {
  83312. /**
  83313. * Fired when the A button on this controller is modified
  83314. */
  83315. get: function () {
  83316. if (this.hand === 'right') {
  83317. return this.onMainButtonStateChangedObservable;
  83318. }
  83319. else {
  83320. throw new Error('No A button on left hand');
  83321. }
  83322. },
  83323. enumerable: true,
  83324. configurable: true
  83325. });
  83326. Object.defineProperty(OculusTouchController.prototype, "onBButtonStateChangedObservable", {
  83327. /**
  83328. * Fired when the B button on this controller is modified
  83329. */
  83330. get: function () {
  83331. if (this.hand === 'right') {
  83332. return this.onSecondaryButtonStateChangedObservable;
  83333. }
  83334. else {
  83335. throw new Error('No B button on left hand');
  83336. }
  83337. },
  83338. enumerable: true,
  83339. configurable: true
  83340. });
  83341. Object.defineProperty(OculusTouchController.prototype, "onXButtonStateChangedObservable", {
  83342. /**
  83343. * Fired when the X button on this controller is modified
  83344. */
  83345. get: function () {
  83346. if (this.hand === 'left') {
  83347. return this.onMainButtonStateChangedObservable;
  83348. }
  83349. else {
  83350. throw new Error('No X button on right hand');
  83351. }
  83352. },
  83353. enumerable: true,
  83354. configurable: true
  83355. });
  83356. Object.defineProperty(OculusTouchController.prototype, "onYButtonStateChangedObservable", {
  83357. /**
  83358. * Fired when the Y button on this controller is modified
  83359. */
  83360. get: function () {
  83361. if (this.hand === 'left') {
  83362. return this.onSecondaryButtonStateChangedObservable;
  83363. }
  83364. else {
  83365. throw new Error('No Y button on right hand');
  83366. }
  83367. },
  83368. enumerable: true,
  83369. configurable: true
  83370. });
  83371. /**
  83372. * Called once for each button that changed state since the last frame
  83373. * 0) thumb stick (touch, press, value = pressed (0,1)). value is in this.leftStick
  83374. * 1) index trigger (touch (?), press (only when value > 0.1), value 0 to 1)
  83375. * 2) secondary trigger (same)
  83376. * 3) A (right) X (left), touch, pressed = value
  83377. * 4) B / Y
  83378. * 5) thumb rest
  83379. * @param buttonIdx Which button index changed
  83380. * @param state New state of the button
  83381. * @param changes Which properties on the state changed since last frame
  83382. */
  83383. OculusTouchController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  83384. var notifyObject = state; //{ state: state, changes: changes };
  83385. var triggerDirection = this.hand === 'right' ? -1 : 1;
  83386. switch (buttonIdx) {
  83387. case 0:
  83388. this.onPadStateChangedObservable.notifyObservers(notifyObject);
  83389. return;
  83390. case 1: // index trigger
  83391. if (this._defaultModel) {
  83392. (this._defaultModel.getChildren()[3]).rotation.x = -notifyObject.value * 0.20;
  83393. (this._defaultModel.getChildren()[3]).position.y = -notifyObject.value * 0.005;
  83394. (this._defaultModel.getChildren()[3]).position.z = -notifyObject.value * 0.005;
  83395. }
  83396. this.onTriggerStateChangedObservable.notifyObservers(notifyObject);
  83397. return;
  83398. case 2: // secondary trigger
  83399. if (this._defaultModel) {
  83400. (this._defaultModel.getChildren()[4]).position.x = triggerDirection * notifyObject.value * 0.0035;
  83401. }
  83402. this.onSecondaryTriggerStateChangedObservable.notifyObservers(notifyObject);
  83403. return;
  83404. case 3:
  83405. if (this._defaultModel) {
  83406. if (notifyObject.pressed) {
  83407. (this._defaultModel.getChildren()[1]).position.y = -0.001;
  83408. }
  83409. else {
  83410. (this._defaultModel.getChildren()[1]).position.y = 0;
  83411. }
  83412. }
  83413. this.onMainButtonStateChangedObservable.notifyObservers(notifyObject);
  83414. return;
  83415. case 4:
  83416. if (this._defaultModel) {
  83417. if (notifyObject.pressed) {
  83418. (this._defaultModel.getChildren()[2]).position.y = -0.001;
  83419. }
  83420. else {
  83421. (this._defaultModel.getChildren()[2]).position.y = 0;
  83422. }
  83423. }
  83424. this.onSecondaryButtonStateChangedObservable.notifyObservers(notifyObject);
  83425. return;
  83426. case 5:
  83427. this.onThumbRestChangedObservable.notifyObservers(notifyObject);
  83428. return;
  83429. }
  83430. };
  83431. /**
  83432. * Base Url for the controller model.
  83433. */
  83434. OculusTouchController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/oculus/';
  83435. /**
  83436. * File name for the left controller model.
  83437. */
  83438. OculusTouchController.MODEL_LEFT_FILENAME = 'left.babylon';
  83439. /**
  83440. * File name for the right controller model.
  83441. */
  83442. OculusTouchController.MODEL_RIGHT_FILENAME = 'right.babylon';
  83443. return OculusTouchController;
  83444. }(BABYLON.WebVRController));
  83445. BABYLON.OculusTouchController = OculusTouchController;
  83446. })(BABYLON || (BABYLON = {}));
  83447. //# sourceMappingURL=babylon.oculusTouchController.js.map
  83448. var BABYLON;
  83449. (function (BABYLON) {
  83450. /**
  83451. * Vive Controller
  83452. */
  83453. var ViveController = /** @class */ (function (_super) {
  83454. __extends(ViveController, _super);
  83455. /**
  83456. * Creates a new ViveController from a gamepad
  83457. * @param vrGamepad the gamepad that the controller should be created from
  83458. */
  83459. function ViveController(vrGamepad) {
  83460. var _this = _super.call(this, vrGamepad) || this;
  83461. _this.controllerType = BABYLON.PoseEnabledControllerType.VIVE;
  83462. _this._invertLeftStickY = true;
  83463. return _this;
  83464. }
  83465. /**
  83466. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  83467. * @param scene scene in which to add meshes
  83468. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  83469. */
  83470. ViveController.prototype.initControllerMesh = function (scene, meshLoaded) {
  83471. var _this = this;
  83472. BABYLON.SceneLoader.ImportMesh("", ViveController.MODEL_BASE_URL, ViveController.MODEL_FILENAME, scene, function (newMeshes) {
  83473. /*
  83474. Parent Mesh name: ViveWand
  83475. - body
  83476. - r_gripper
  83477. - l_gripper
  83478. - menu_button
  83479. - system_button
  83480. - trackpad
  83481. - trigger
  83482. - LED
  83483. */
  83484. _this._defaultModel = newMeshes[1];
  83485. _this.attachToMesh(_this._defaultModel);
  83486. if (meshLoaded) {
  83487. meshLoaded(_this._defaultModel);
  83488. }
  83489. });
  83490. };
  83491. Object.defineProperty(ViveController.prototype, "onLeftButtonStateChangedObservable", {
  83492. /**
  83493. * Fired when the left button on this controller is modified
  83494. */
  83495. get: function () {
  83496. return this.onMainButtonStateChangedObservable;
  83497. },
  83498. enumerable: true,
  83499. configurable: true
  83500. });
  83501. Object.defineProperty(ViveController.prototype, "onRightButtonStateChangedObservable", {
  83502. /**
  83503. * Fired when the right button on this controller is modified
  83504. */
  83505. get: function () {
  83506. return this.onMainButtonStateChangedObservable;
  83507. },
  83508. enumerable: true,
  83509. configurable: true
  83510. });
  83511. Object.defineProperty(ViveController.prototype, "onMenuButtonStateChangedObservable", {
  83512. /**
  83513. * Fired when the menu button on this controller is modified
  83514. */
  83515. get: function () {
  83516. return this.onSecondaryButtonStateChangedObservable;
  83517. },
  83518. enumerable: true,
  83519. configurable: true
  83520. });
  83521. /**
  83522. * Called once for each button that changed state since the last frame
  83523. * Vive mapping:
  83524. * 0: touchpad
  83525. * 1: trigger
  83526. * 2: left AND right buttons
  83527. * 3: menu button
  83528. * @param buttonIdx Which button index changed
  83529. * @param state New state of the button
  83530. * @param changes Which properties on the state changed since last frame
  83531. */
  83532. ViveController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  83533. var notifyObject = state; //{ state: state, changes: changes };
  83534. switch (buttonIdx) {
  83535. case 0:
  83536. this.onPadStateChangedObservable.notifyObservers(notifyObject);
  83537. return;
  83538. case 1: // index trigger
  83539. if (this._defaultModel) {
  83540. (this._defaultModel.getChildren()[6]).rotation.x = -notifyObject.value * 0.15;
  83541. }
  83542. this.onTriggerStateChangedObservable.notifyObservers(notifyObject);
  83543. return;
  83544. case 2: // left AND right button
  83545. this.onMainButtonStateChangedObservable.notifyObservers(notifyObject);
  83546. return;
  83547. case 3:
  83548. if (this._defaultModel) {
  83549. if (notifyObject.pressed) {
  83550. (this._defaultModel.getChildren()[2]).position.y = -0.001;
  83551. }
  83552. else {
  83553. (this._defaultModel.getChildren()[2]).position.y = 0;
  83554. }
  83555. }
  83556. this.onSecondaryButtonStateChangedObservable.notifyObservers(notifyObject);
  83557. return;
  83558. }
  83559. };
  83560. /**
  83561. * Base Url for the controller model.
  83562. */
  83563. ViveController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/vive/';
  83564. /**
  83565. * File name for the controller model.
  83566. */
  83567. ViveController.MODEL_FILENAME = 'wand.babylon';
  83568. return ViveController;
  83569. }(BABYLON.WebVRController));
  83570. BABYLON.ViveController = ViveController;
  83571. })(BABYLON || (BABYLON = {}));
  83572. //# sourceMappingURL=babylon.viveController.js.map
  83573. var BABYLON;
  83574. (function (BABYLON) {
  83575. /**
  83576. * Generic Controller
  83577. */
  83578. var GenericController = /** @class */ (function (_super) {
  83579. __extends(GenericController, _super);
  83580. /**
  83581. * Creates a new GenericController from a gamepad
  83582. * @param vrGamepad the gamepad that the controller should be created from
  83583. */
  83584. function GenericController(vrGamepad) {
  83585. return _super.call(this, vrGamepad) || this;
  83586. }
  83587. /**
  83588. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  83589. * @param scene scene in which to add meshes
  83590. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  83591. */
  83592. GenericController.prototype.initControllerMesh = function (scene, meshLoaded) {
  83593. var _this = this;
  83594. BABYLON.SceneLoader.ImportMesh("", GenericController.MODEL_BASE_URL, GenericController.MODEL_FILENAME, scene, function (newMeshes) {
  83595. _this._defaultModel = newMeshes[1];
  83596. _this.attachToMesh(_this._defaultModel);
  83597. if (meshLoaded) {
  83598. meshLoaded(_this._defaultModel);
  83599. }
  83600. });
  83601. };
  83602. /**
  83603. * Called once for each button that changed state since the last frame
  83604. * @param buttonIdx Which button index changed
  83605. * @param state New state of the button
  83606. * @param changes Which properties on the state changed since last frame
  83607. */
  83608. GenericController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  83609. console.log("Button id: " + buttonIdx + "state: ");
  83610. console.dir(state);
  83611. };
  83612. /**
  83613. * Base Url for the controller model.
  83614. */
  83615. GenericController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/generic/';
  83616. /**
  83617. * File name for the controller model.
  83618. */
  83619. GenericController.MODEL_FILENAME = 'generic.babylon';
  83620. return GenericController;
  83621. }(BABYLON.WebVRController));
  83622. BABYLON.GenericController = GenericController;
  83623. })(BABYLON || (BABYLON = {}));
  83624. //# sourceMappingURL=babylon.genericController.js.map
  83625. var BABYLON;
  83626. (function (BABYLON) {
  83627. /**
  83628. * Defines the LoadedMeshInfo object that describes information about the loaded webVR controller mesh
  83629. */
  83630. var LoadedMeshInfo = /** @class */ (function () {
  83631. function LoadedMeshInfo() {
  83632. /**
  83633. * Map of the button meshes contained in the controller
  83634. */
  83635. this.buttonMeshes = {};
  83636. /**
  83637. * Map of the axis meshes contained in the controller
  83638. */
  83639. this.axisMeshes = {};
  83640. }
  83641. return LoadedMeshInfo;
  83642. }());
  83643. /**
  83644. * Defines the WindowsMotionController object that the state of the windows motion controller
  83645. */
  83646. var WindowsMotionController = /** @class */ (function (_super) {
  83647. __extends(WindowsMotionController, _super);
  83648. /**
  83649. * Creates a new WindowsMotionController from a gamepad
  83650. * @param vrGamepad the gamepad that the controller should be created from
  83651. */
  83652. function WindowsMotionController(vrGamepad) {
  83653. var _this = _super.call(this, vrGamepad) || this;
  83654. _this._mapping = {
  83655. // Semantic button names
  83656. buttons: ['thumbstick', 'trigger', 'grip', 'menu', 'trackpad'],
  83657. // A mapping of the button name to glTF model node name
  83658. // that should be transformed by button value.
  83659. buttonMeshNames: {
  83660. 'trigger': 'SELECT',
  83661. 'menu': 'MENU',
  83662. 'grip': 'GRASP',
  83663. 'thumbstick': 'THUMBSTICK_PRESS',
  83664. 'trackpad': 'TOUCHPAD_PRESS'
  83665. },
  83666. // This mapping is used to translate from the Motion Controller to Babylon semantics
  83667. buttonObservableNames: {
  83668. 'trigger': 'onTriggerStateChangedObservable',
  83669. 'menu': 'onSecondaryButtonStateChangedObservable',
  83670. 'grip': 'onMainButtonStateChangedObservable',
  83671. 'thumbstick': 'onPadStateChangedObservable',
  83672. 'trackpad': 'onTrackpadChangedObservable'
  83673. },
  83674. // A mapping of the axis name to glTF model node name
  83675. // that should be transformed by axis value.
  83676. // This array mirrors the browserGamepad.axes array, such that
  83677. // the mesh corresponding to axis 0 is in this array index 0.
  83678. axisMeshNames: [
  83679. 'THUMBSTICK_X',
  83680. 'THUMBSTICK_Y',
  83681. 'TOUCHPAD_TOUCH_X',
  83682. 'TOUCHPAD_TOUCH_Y'
  83683. ],
  83684. pointingPoseMeshName: BABYLON.PoseEnabledController.POINTING_POSE
  83685. };
  83686. /**
  83687. * Fired when the trackpad on this controller is clicked
  83688. */
  83689. _this.onTrackpadChangedObservable = new BABYLON.Observable();
  83690. /**
  83691. * Fired when the trackpad on this controller is modified
  83692. */
  83693. _this.onTrackpadValuesChangedObservable = new BABYLON.Observable();
  83694. /**
  83695. * The current x and y values of this controller's trackpad
  83696. */
  83697. _this.trackpad = { x: 0, y: 0 };
  83698. _this.controllerType = BABYLON.PoseEnabledControllerType.WINDOWS;
  83699. _this._loadedMeshInfo = null;
  83700. return _this;
  83701. }
  83702. Object.defineProperty(WindowsMotionController.prototype, "onTriggerButtonStateChangedObservable", {
  83703. /**
  83704. * Fired when the trigger on this controller is modified
  83705. */
  83706. get: function () {
  83707. return this.onTriggerStateChangedObservable;
  83708. },
  83709. enumerable: true,
  83710. configurable: true
  83711. });
  83712. Object.defineProperty(WindowsMotionController.prototype, "onMenuButtonStateChangedObservable", {
  83713. /**
  83714. * Fired when the menu button on this controller is modified
  83715. */
  83716. get: function () {
  83717. return this.onSecondaryButtonStateChangedObservable;
  83718. },
  83719. enumerable: true,
  83720. configurable: true
  83721. });
  83722. Object.defineProperty(WindowsMotionController.prototype, "onGripButtonStateChangedObservable", {
  83723. /**
  83724. * Fired when the grip button on this controller is modified
  83725. */
  83726. get: function () {
  83727. return this.onMainButtonStateChangedObservable;
  83728. },
  83729. enumerable: true,
  83730. configurable: true
  83731. });
  83732. Object.defineProperty(WindowsMotionController.prototype, "onThumbstickButtonStateChangedObservable", {
  83733. /**
  83734. * Fired when the thumbstick button on this controller is modified
  83735. */
  83736. get: function () {
  83737. return this.onPadStateChangedObservable;
  83738. },
  83739. enumerable: true,
  83740. configurable: true
  83741. });
  83742. Object.defineProperty(WindowsMotionController.prototype, "onTouchpadButtonStateChangedObservable", {
  83743. /**
  83744. * Fired when the touchpad button on this controller is modified
  83745. */
  83746. get: function () {
  83747. return this.onTrackpadChangedObservable;
  83748. },
  83749. enumerable: true,
  83750. configurable: true
  83751. });
  83752. Object.defineProperty(WindowsMotionController.prototype, "onTouchpadValuesChangedObservable", {
  83753. /**
  83754. * Fired when the touchpad values on this controller are modified
  83755. */
  83756. get: function () {
  83757. return this.onTrackpadValuesChangedObservable;
  83758. },
  83759. enumerable: true,
  83760. configurable: true
  83761. });
  83762. WindowsMotionController.prototype._updateTrackpad = function () {
  83763. if (this.browserGamepad.axes && (this.browserGamepad.axes[2] != this.trackpad.x || this.browserGamepad.axes[3] != this.trackpad.y)) {
  83764. this.trackpad.x = this.browserGamepad["axes"][2];
  83765. this.trackpad.y = this.browserGamepad["axes"][3];
  83766. this.onTrackpadValuesChangedObservable.notifyObservers(this.trackpad);
  83767. }
  83768. };
  83769. /**
  83770. * Called once per frame by the engine.
  83771. */
  83772. WindowsMotionController.prototype.update = function () {
  83773. _super.prototype.update.call(this);
  83774. if (this.browserGamepad.axes) {
  83775. this._updateTrackpad();
  83776. // Only need to animate axes if there is a loaded mesh
  83777. if (this._loadedMeshInfo) {
  83778. for (var axis = 0; axis < this._mapping.axisMeshNames.length; axis++) {
  83779. this._lerpAxisTransform(axis, this.browserGamepad.axes[axis]);
  83780. }
  83781. }
  83782. }
  83783. };
  83784. /**
  83785. * Called once for each button that changed state since the last frame
  83786. * @param buttonIdx Which button index changed
  83787. * @param state New state of the button
  83788. * @param changes Which properties on the state changed since last frame
  83789. */
  83790. WindowsMotionController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  83791. var buttonName = this._mapping.buttons[buttonIdx];
  83792. if (!buttonName) {
  83793. return;
  83794. }
  83795. // Update the trackpad to ensure trackpad.x/y are accurate during button events between frames
  83796. this._updateTrackpad();
  83797. // Only emit events for buttons that we know how to map from index to name
  83798. var observable = this[(this._mapping.buttonObservableNames)[buttonName]];
  83799. if (observable) {
  83800. observable.notifyObservers(state);
  83801. }
  83802. this._lerpButtonTransform(buttonName, state.value);
  83803. };
  83804. /**
  83805. * Moves the buttons on the controller mesh based on their current state
  83806. * @param buttonName the name of the button to move
  83807. * @param buttonValue the value of the button which determines the buttons new position
  83808. */
  83809. WindowsMotionController.prototype._lerpButtonTransform = function (buttonName, buttonValue) {
  83810. // If there is no loaded mesh, there is nothing to transform.
  83811. if (!this._loadedMeshInfo) {
  83812. return;
  83813. }
  83814. var meshInfo = this._loadedMeshInfo.buttonMeshes[buttonName];
  83815. if (!meshInfo.unpressed.rotationQuaternion || !meshInfo.pressed.rotationQuaternion || !meshInfo.value.rotationQuaternion) {
  83816. return;
  83817. }
  83818. BABYLON.Quaternion.SlerpToRef(meshInfo.unpressed.rotationQuaternion, meshInfo.pressed.rotationQuaternion, buttonValue, meshInfo.value.rotationQuaternion);
  83819. BABYLON.Vector3.LerpToRef(meshInfo.unpressed.position, meshInfo.pressed.position, buttonValue, meshInfo.value.position);
  83820. };
  83821. /**
  83822. * Moves the axis on the controller mesh based on its current state
  83823. * @param axis the index of the axis
  83824. * @param axisValue the value of the axis which determines the meshes new position
  83825. * @hidden
  83826. */
  83827. WindowsMotionController.prototype._lerpAxisTransform = function (axis, axisValue) {
  83828. if (!this._loadedMeshInfo) {
  83829. return;
  83830. }
  83831. var meshInfo = this._loadedMeshInfo.axisMeshes[axis];
  83832. if (!meshInfo) {
  83833. return;
  83834. }
  83835. if (!meshInfo.min.rotationQuaternion || !meshInfo.max.rotationQuaternion || !meshInfo.value.rotationQuaternion) {
  83836. return;
  83837. }
  83838. // Convert from gamepad value range (-1 to +1) to lerp range (0 to 1)
  83839. var lerpValue = axisValue * 0.5 + 0.5;
  83840. BABYLON.Quaternion.SlerpToRef(meshInfo.min.rotationQuaternion, meshInfo.max.rotationQuaternion, lerpValue, meshInfo.value.rotationQuaternion);
  83841. BABYLON.Vector3.LerpToRef(meshInfo.min.position, meshInfo.max.position, lerpValue, meshInfo.value.position);
  83842. };
  83843. /**
  83844. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  83845. * @param scene scene in which to add meshes
  83846. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  83847. */
  83848. WindowsMotionController.prototype.initControllerMesh = function (scene, meshLoaded, forceDefault) {
  83849. var _this = this;
  83850. if (forceDefault === void 0) { forceDefault = false; }
  83851. var path;
  83852. var filename;
  83853. // Checking if GLB loader is present
  83854. if (BABYLON.SceneLoader.IsPluginForExtensionAvailable(".glb")) {
  83855. // Determine the device specific folder based on the ID suffix
  83856. var device = 'default';
  83857. if (this.id && !forceDefault) {
  83858. var match = this.id.match(WindowsMotionController.GAMEPAD_ID_PATTERN);
  83859. device = ((match && match[0]) || device);
  83860. }
  83861. // Hand
  83862. if (this.hand === 'left') {
  83863. filename = WindowsMotionController.MODEL_LEFT_FILENAME;
  83864. }
  83865. else { // Right is the default if no hand is specified
  83866. filename = WindowsMotionController.MODEL_RIGHT_FILENAME;
  83867. }
  83868. path = WindowsMotionController.MODEL_BASE_URL + device + '/';
  83869. }
  83870. else {
  83871. BABYLON.Tools.Warn("You need to reference GLTF loader to load Windows Motion Controllers model. Falling back to generic models");
  83872. path = BABYLON.GenericController.MODEL_BASE_URL;
  83873. filename = BABYLON.GenericController.MODEL_FILENAME;
  83874. }
  83875. BABYLON.SceneLoader.ImportMesh("", path, filename, scene, function (meshes) {
  83876. // glTF files successfully loaded from the remote server, now process them to ensure they are in the right format.
  83877. _this._loadedMeshInfo = _this.processModel(scene, meshes);
  83878. if (!_this._loadedMeshInfo) {
  83879. return;
  83880. }
  83881. _this._defaultModel = _this._loadedMeshInfo.rootNode;
  83882. _this.attachToMesh(_this._defaultModel);
  83883. if (meshLoaded) {
  83884. meshLoaded(_this._defaultModel);
  83885. }
  83886. }, null, function (scene, message) {
  83887. BABYLON.Tools.Log(message);
  83888. BABYLON.Tools.Warn('Failed to retrieve controller model from the remote server: ' + path + filename);
  83889. if (!forceDefault) {
  83890. _this.initControllerMesh(scene, meshLoaded, true);
  83891. }
  83892. });
  83893. };
  83894. /**
  83895. * Takes a list of meshes (as loaded from the glTF file) and finds the root node, as well as nodes that
  83896. * can be transformed by button presses and axes values, based on this._mapping.
  83897. *
  83898. * @param scene scene in which the meshes exist
  83899. * @param meshes list of meshes that make up the controller model to process
  83900. * @return structured view of the given meshes, with mapping of buttons and axes to meshes that can be transformed.
  83901. */
  83902. WindowsMotionController.prototype.processModel = function (scene, meshes) {
  83903. var loadedMeshInfo = null;
  83904. // Create a new mesh to contain the glTF hierarchy
  83905. var parentMesh = new BABYLON.Mesh(this.id + " " + this.hand, scene);
  83906. // Find the root node in the loaded glTF scene, and attach it as a child of 'parentMesh'
  83907. var childMesh = null;
  83908. for (var i = 0; i < meshes.length; i++) {
  83909. var mesh = meshes[i];
  83910. if (!mesh.parent) {
  83911. // Exclude controller meshes from picking results
  83912. mesh.isPickable = false;
  83913. // Handle root node, attach to the new parentMesh
  83914. childMesh = mesh;
  83915. break;
  83916. }
  83917. }
  83918. if (childMesh) {
  83919. childMesh.setParent(parentMesh);
  83920. // Create our mesh info. Note that this method will always return non-null.
  83921. loadedMeshInfo = this.createMeshInfo(parentMesh);
  83922. }
  83923. else {
  83924. BABYLON.Tools.Warn('Could not find root node in model file.');
  83925. }
  83926. return loadedMeshInfo;
  83927. };
  83928. WindowsMotionController.prototype.createMeshInfo = function (rootNode) {
  83929. var loadedMeshInfo = new LoadedMeshInfo();
  83930. var i;
  83931. loadedMeshInfo.rootNode = rootNode;
  83932. // Reset the caches
  83933. loadedMeshInfo.buttonMeshes = {};
  83934. loadedMeshInfo.axisMeshes = {};
  83935. // Button Meshes
  83936. for (i = 0; i < this._mapping.buttons.length; i++) {
  83937. var buttonMeshName = this._mapping.buttonMeshNames[this._mapping.buttons[i]];
  83938. if (!buttonMeshName) {
  83939. BABYLON.Tools.Log('Skipping unknown button at index: ' + i + ' with mapped name: ' + this._mapping.buttons[i]);
  83940. continue;
  83941. }
  83942. var buttonMesh = getChildByName(rootNode, buttonMeshName);
  83943. if (!buttonMesh) {
  83944. BABYLON.Tools.Warn('Missing button mesh with name: ' + buttonMeshName);
  83945. continue;
  83946. }
  83947. var buttonMeshInfo = {
  83948. index: i,
  83949. value: getImmediateChildByName(buttonMesh, 'VALUE'),
  83950. pressed: getImmediateChildByName(buttonMesh, 'PRESSED'),
  83951. unpressed: getImmediateChildByName(buttonMesh, 'UNPRESSED')
  83952. };
  83953. if (buttonMeshInfo.value && buttonMeshInfo.pressed && buttonMeshInfo.unpressed) {
  83954. loadedMeshInfo.buttonMeshes[this._mapping.buttons[i]] = buttonMeshInfo;
  83955. }
  83956. else {
  83957. // If we didn't find the mesh, it simply means this button won't have transforms applied as mapped button value changes.
  83958. BABYLON.Tools.Warn('Missing button submesh under mesh with name: ' + buttonMeshName +
  83959. '(VALUE: ' + !!buttonMeshInfo.value +
  83960. ', PRESSED: ' + !!buttonMeshInfo.pressed +
  83961. ', UNPRESSED:' + !!buttonMeshInfo.unpressed +
  83962. ')');
  83963. }
  83964. }
  83965. // Axis Meshes
  83966. for (i = 0; i < this._mapping.axisMeshNames.length; i++) {
  83967. var axisMeshName = this._mapping.axisMeshNames[i];
  83968. if (!axisMeshName) {
  83969. BABYLON.Tools.Log('Skipping unknown axis at index: ' + i);
  83970. continue;
  83971. }
  83972. var axisMesh = getChildByName(rootNode, axisMeshName);
  83973. if (!axisMesh) {
  83974. BABYLON.Tools.Warn('Missing axis mesh with name: ' + axisMeshName);
  83975. continue;
  83976. }
  83977. var axisMeshInfo = {
  83978. index: i,
  83979. value: getImmediateChildByName(axisMesh, 'VALUE'),
  83980. min: getImmediateChildByName(axisMesh, 'MIN'),
  83981. max: getImmediateChildByName(axisMesh, 'MAX')
  83982. };
  83983. if (axisMeshInfo.value && axisMeshInfo.min && axisMeshInfo.max) {
  83984. loadedMeshInfo.axisMeshes[i] = axisMeshInfo;
  83985. }
  83986. else {
  83987. // If we didn't find the mesh, it simply means thit axis won't have transforms applied as mapped axis values change.
  83988. BABYLON.Tools.Warn('Missing axis submesh under mesh with name: ' + axisMeshName +
  83989. '(VALUE: ' + !!axisMeshInfo.value +
  83990. ', MIN: ' + !!axisMeshInfo.min +
  83991. ', MAX:' + !!axisMeshInfo.max +
  83992. ')');
  83993. }
  83994. }
  83995. // Pointing Ray
  83996. loadedMeshInfo.pointingPoseNode = getChildByName(rootNode, this._mapping.pointingPoseMeshName);
  83997. if (!loadedMeshInfo.pointingPoseNode) {
  83998. BABYLON.Tools.Warn('Missing pointing pose mesh with name: ' + this._mapping.pointingPoseMeshName);
  83999. }
  84000. else {
  84001. this._pointingPoseNode = loadedMeshInfo.pointingPoseNode;
  84002. }
  84003. return loadedMeshInfo;
  84004. // Look through all children recursively. This will return null if no mesh exists with the given name.
  84005. function getChildByName(node, name) {
  84006. return node.getChildren(function (n) { return n.name === name; }, false)[0];
  84007. }
  84008. // Look through only immediate children. This will return null if no mesh exists with the given name.
  84009. function getImmediateChildByName(node, name) {
  84010. return node.getChildren(function (n) { return n.name == name; }, true)[0];
  84011. }
  84012. };
  84013. /**
  84014. * Gets the ray of the controller in the direction the controller is pointing
  84015. * @param length the length the resulting ray should be
  84016. * @returns a ray in the direction the controller is pointing
  84017. */
  84018. WindowsMotionController.prototype.getForwardRay = function (length) {
  84019. if (length === void 0) { length = 100; }
  84020. if (!(this._loadedMeshInfo && this._loadedMeshInfo.pointingPoseNode)) {
  84021. return _super.prototype.getForwardRay.call(this, length);
  84022. }
  84023. var m = this._loadedMeshInfo.pointingPoseNode.getWorldMatrix();
  84024. var origin = m.getTranslation();
  84025. var forward = new BABYLON.Vector3(0, 0, -1);
  84026. var forwardWorld = BABYLON.Vector3.TransformNormal(forward, m);
  84027. var direction = BABYLON.Vector3.Normalize(forwardWorld);
  84028. return new BABYLON.Ray(origin, direction, length);
  84029. };
  84030. /**
  84031. * Disposes of the controller
  84032. */
  84033. WindowsMotionController.prototype.dispose = function () {
  84034. _super.prototype.dispose.call(this);
  84035. this.onTrackpadChangedObservable.clear();
  84036. };
  84037. /**
  84038. * The base url used to load the left and right controller models
  84039. */
  84040. WindowsMotionController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/microsoft/';
  84041. /**
  84042. * The name of the left controller model file
  84043. */
  84044. WindowsMotionController.MODEL_LEFT_FILENAME = 'left.glb';
  84045. /**
  84046. * The name of the right controller model file
  84047. */
  84048. WindowsMotionController.MODEL_RIGHT_FILENAME = 'right.glb';
  84049. /**
  84050. * The controller name prefix for this controller type
  84051. */
  84052. WindowsMotionController.GAMEPAD_ID_PREFIX = 'Spatial Controller (Spatial Interaction Source) ';
  84053. /**
  84054. * The controller id pattern for this controller type
  84055. */
  84056. WindowsMotionController.GAMEPAD_ID_PATTERN = /([0-9a-zA-Z]+-[0-9a-zA-Z]+)$/;
  84057. return WindowsMotionController;
  84058. }(BABYLON.WebVRController));
  84059. BABYLON.WindowsMotionController = WindowsMotionController;
  84060. })(BABYLON || (BABYLON = {}));
  84061. //# sourceMappingURL=babylon.windowsMotionController.js.map
  84062. var BABYLON;
  84063. (function (BABYLON) {
  84064. /**
  84065. * Gear VR Controller
  84066. */
  84067. var GearVRController = /** @class */ (function (_super) {
  84068. __extends(GearVRController, _super);
  84069. /**
  84070. * Creates a new GearVRController from a gamepad
  84071. * @param vrGamepad the gamepad that the controller should be created from
  84072. */
  84073. function GearVRController(vrGamepad) {
  84074. var _this = _super.call(this, vrGamepad) || this;
  84075. _this._buttonIndexToObservableNameMap = [
  84076. 'onTrackpadChangedObservable',
  84077. 'onTriggerStateChangedObservable' // Trigger
  84078. ];
  84079. _this.controllerType = BABYLON.PoseEnabledControllerType.GEAR_VR;
  84080. // Initial starting position defaults to where hand would be (incase of only 3dof controller)
  84081. _this._calculatedPosition = new BABYLON.Vector3(_this.hand == "left" ? -0.15 : 0.15, -0.5, 0.25);
  84082. _this._disableTrackPosition(_this._calculatedPosition);
  84083. return _this;
  84084. }
  84085. /**
  84086. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  84087. * @param scene scene in which to add meshes
  84088. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  84089. */
  84090. GearVRController.prototype.initControllerMesh = function (scene, meshLoaded) {
  84091. var _this = this;
  84092. BABYLON.SceneLoader.ImportMesh("", GearVRController.MODEL_BASE_URL, GearVRController.MODEL_FILENAME, scene, function (newMeshes) {
  84093. // Offset the controller so it will rotate around the users wrist
  84094. var mesh = new BABYLON.Mesh("", scene);
  84095. newMeshes[1].parent = mesh;
  84096. newMeshes[1].position.z = -0.15;
  84097. _this._defaultModel = mesh;
  84098. _this.attachToMesh(_this._defaultModel);
  84099. if (meshLoaded) {
  84100. meshLoaded(_this._defaultModel);
  84101. }
  84102. });
  84103. };
  84104. /**
  84105. * Called once for each button that changed state since the last frame
  84106. * @param buttonIdx Which button index changed
  84107. * @param state New state of the button
  84108. * @param changes Which properties on the state changed since last frame
  84109. */
  84110. GearVRController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  84111. if (buttonIdx < this._buttonIndexToObservableNameMap.length) {
  84112. var observableName = this._buttonIndexToObservableNameMap[buttonIdx];
  84113. // Only emit events for buttons that we know how to map from index to observable
  84114. var observable = this[observableName];
  84115. if (observable) {
  84116. observable.notifyObservers(state);
  84117. }
  84118. }
  84119. };
  84120. /**
  84121. * Base Url for the controller model.
  84122. */
  84123. GearVRController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/generic/';
  84124. /**
  84125. * File name for the controller model.
  84126. */
  84127. GearVRController.MODEL_FILENAME = 'generic.babylon';
  84128. /**
  84129. * Gamepad Id prefix used to identify this controller.
  84130. */
  84131. GearVRController.GAMEPAD_ID_PREFIX = 'Gear VR'; // id is 'Gear VR Controller'
  84132. return GearVRController;
  84133. }(BABYLON.WebVRController));
  84134. BABYLON.GearVRController = GearVRController;
  84135. })(BABYLON || (BABYLON = {}));
  84136. //# sourceMappingURL=babylon.gearVRController.js.map
  84137. var BABYLON;
  84138. (function (BABYLON) {
  84139. /**
  84140. * Google Daydream controller
  84141. */
  84142. var DaydreamController = /** @class */ (function (_super) {
  84143. __extends(DaydreamController, _super);
  84144. /**
  84145. * Creates a new DaydreamController from a gamepad
  84146. * @param vrGamepad the gamepad that the controller should be created from
  84147. */
  84148. function DaydreamController(vrGamepad) {
  84149. var _this = _super.call(this, vrGamepad) || this;
  84150. _this.controllerType = BABYLON.PoseEnabledControllerType.DAYDREAM;
  84151. return _this;
  84152. }
  84153. /**
  84154. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  84155. * @param scene scene in which to add meshes
  84156. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  84157. */
  84158. DaydreamController.prototype.initControllerMesh = function (scene, meshLoaded) {
  84159. var _this = this;
  84160. BABYLON.SceneLoader.ImportMesh("", DaydreamController.MODEL_BASE_URL, DaydreamController.MODEL_FILENAME, scene, function (newMeshes) {
  84161. _this._defaultModel = newMeshes[1];
  84162. _this.attachToMesh(_this._defaultModel);
  84163. if (meshLoaded) {
  84164. meshLoaded(_this._defaultModel);
  84165. }
  84166. });
  84167. };
  84168. /**
  84169. * Called once for each button that changed state since the last frame
  84170. * @param buttonIdx Which button index changed
  84171. * @param state New state of the button
  84172. * @param changes Which properties on the state changed since last frame
  84173. */
  84174. DaydreamController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  84175. // Daydream controller only has 1 GamepadButton (on the trackpad).
  84176. if (buttonIdx === 0) {
  84177. var observable = this.onTriggerStateChangedObservable;
  84178. if (observable) {
  84179. observable.notifyObservers(state);
  84180. }
  84181. }
  84182. else {
  84183. // If the app or home buttons are ever made available
  84184. BABYLON.Tools.Warn("Unrecognized Daydream button index: " + buttonIdx);
  84185. }
  84186. };
  84187. /**
  84188. * Base Url for the controller model.
  84189. */
  84190. DaydreamController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/generic/';
  84191. /**
  84192. * File name for the controller model.
  84193. */
  84194. DaydreamController.MODEL_FILENAME = 'generic.babylon';
  84195. /**
  84196. * Gamepad Id prefix used to identify Daydream Controller.
  84197. */
  84198. DaydreamController.GAMEPAD_ID_PREFIX = 'Daydream'; // id is 'Daydream Controller'
  84199. return DaydreamController;
  84200. }(BABYLON.WebVRController));
  84201. BABYLON.DaydreamController = DaydreamController;
  84202. })(BABYLON || (BABYLON = {}));
  84203. //# sourceMappingURL=babylon.daydreamController.js.map
  84204. var BABYLON;
  84205. (function (BABYLON) {
  84206. Object.defineProperty(BABYLON.Scene.prototype, "gamepadManager", {
  84207. get: function () {
  84208. if (!this._gamepadManager) {
  84209. this._gamepadManager = new BABYLON.GamepadManager(this);
  84210. var component = this._getComponent(BABYLON.SceneComponentConstants.NAME_GAMEPAD);
  84211. if (!component) {
  84212. component = new GamepadSystemSceneComponent(this);
  84213. this._addComponent(component);
  84214. }
  84215. }
  84216. return this._gamepadManager;
  84217. },
  84218. enumerable: true,
  84219. configurable: true
  84220. });
  84221. /**
  84222. * Adds a gamepad to the free camera inputs manager
  84223. */
  84224. BABYLON.FreeCameraInputsManager.prototype.addGamepad = function () {
  84225. this.add(new BABYLON.FreeCameraGamepadInput());
  84226. return this;
  84227. };
  84228. /**
  84229. * Adds a gamepad to the arc rotate camera inputs manager
  84230. */
  84231. BABYLON.ArcRotateCameraInputsManager.prototype.addGamepad = function () {
  84232. this.add(new BABYLON.ArcRotateCameraGamepadInput());
  84233. return this;
  84234. };
  84235. /**
  84236. * Defines the gamepad scene component responsible to manage gamepads in a given scene
  84237. */
  84238. var GamepadSystemSceneComponent = /** @class */ (function () {
  84239. /**
  84240. * Creates a new instance of the component for the given scene
  84241. * @param scene Defines the scene to register the component in
  84242. */
  84243. function GamepadSystemSceneComponent(scene) {
  84244. /**
  84245. * The component name helpfull to identify the component in the list of scene components.
  84246. */
  84247. this.name = BABYLON.SceneComponentConstants.NAME_GAMEPAD;
  84248. this.scene = scene;
  84249. }
  84250. /**
  84251. * Registers the component in a given scene
  84252. */
  84253. GamepadSystemSceneComponent.prototype.register = function () {
  84254. this.scene._beforeCameraUpdateStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORECAMERAUPDATE_GAMEPAD, this, this._beforeCameraUpdate);
  84255. };
  84256. /**
  84257. * Rebuilds the elements related to this component in case of
  84258. * context lost for instance.
  84259. */
  84260. GamepadSystemSceneComponent.prototype.rebuild = function () {
  84261. // Nothing to do for gamepads
  84262. };
  84263. /**
  84264. * Disposes the component and the associated ressources
  84265. */
  84266. GamepadSystemSceneComponent.prototype.dispose = function () {
  84267. var gamepadManager = this.scene._gamepadManager;
  84268. if (gamepadManager) {
  84269. gamepadManager.dispose();
  84270. this.scene._gamepadManager = null;
  84271. }
  84272. };
  84273. GamepadSystemSceneComponent.prototype._beforeCameraUpdate = function () {
  84274. var gamepadManager = this.scene._gamepadManager;
  84275. if (gamepadManager && gamepadManager._isMonitoring) {
  84276. gamepadManager._checkGamepadsStatus();
  84277. }
  84278. };
  84279. return GamepadSystemSceneComponent;
  84280. }());
  84281. BABYLON.GamepadSystemSceneComponent = GamepadSystemSceneComponent;
  84282. })(BABYLON || (BABYLON = {}));
  84283. //# sourceMappingURL=babylon.gamepadSceneComponent.js.map
  84284. var BABYLON;
  84285. (function (BABYLON) {
  84286. BABYLON.Node.AddNodeConstructor("FollowCamera", function (name, scene) {
  84287. return function () { return new FollowCamera(name, BABYLON.Vector3.Zero(), scene); };
  84288. });
  84289. BABYLON.Node.AddNodeConstructor("ArcFollowCamera", function (name, scene) {
  84290. return function () { return new ArcFollowCamera(name, 0, 0, 1.0, null, scene); };
  84291. });
  84292. /**
  84293. * A follow camera takes a mesh as a target and follows it as it moves. Both a free camera version followCamera and
  84294. * an arc rotate version arcFollowCamera are available.
  84295. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  84296. */
  84297. var FollowCamera = /** @class */ (function (_super) {
  84298. __extends(FollowCamera, _super);
  84299. /**
  84300. * Instantiates the follow camera.
  84301. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  84302. * @param name Define the name of the camera in the scene
  84303. * @param position Define the position of the camera
  84304. * @param scene Define the scene the camera belong to
  84305. * @param lockedTarget Define the target of the camera
  84306. */
  84307. function FollowCamera(name, position, scene, lockedTarget) {
  84308. if (lockedTarget === void 0) { lockedTarget = null; }
  84309. var _this = _super.call(this, name, position, scene) || this;
  84310. /**
  84311. * Distance the follow camera should follow an object at
  84312. */
  84313. _this.radius = 12;
  84314. /**
  84315. * Define a rotation offset between the camera and the object it follows
  84316. */
  84317. _this.rotationOffset = 0;
  84318. /**
  84319. * Define a height offset between the camera and the object it follows.
  84320. * It can help following an object from the top (like a car chaing a plane)
  84321. */
  84322. _this.heightOffset = 4;
  84323. /**
  84324. * Define how fast the camera can accelerate to follow it s target.
  84325. */
  84326. _this.cameraAcceleration = 0.05;
  84327. /**
  84328. * Define the speed limit of the camera following an object.
  84329. */
  84330. _this.maxCameraSpeed = 20;
  84331. _this.lockedTarget = lockedTarget;
  84332. return _this;
  84333. }
  84334. FollowCamera.prototype._follow = function (cameraTarget) {
  84335. if (!cameraTarget) {
  84336. return;
  84337. }
  84338. var yRotation;
  84339. if (cameraTarget.rotationQuaternion) {
  84340. var rotMatrix = new BABYLON.Matrix();
  84341. cameraTarget.rotationQuaternion.toRotationMatrix(rotMatrix);
  84342. yRotation = Math.atan2(rotMatrix.m[8], rotMatrix.m[10]);
  84343. }
  84344. else {
  84345. yRotation = cameraTarget.rotation.y;
  84346. }
  84347. var radians = BABYLON.Tools.ToRadians(this.rotationOffset) + yRotation;
  84348. var targetPosition = cameraTarget.getAbsolutePosition();
  84349. var targetX = targetPosition.x + Math.sin(radians) * this.radius;
  84350. var targetZ = targetPosition.z + Math.cos(radians) * this.radius;
  84351. var dx = targetX - this.position.x;
  84352. var dy = (targetPosition.y + this.heightOffset) - this.position.y;
  84353. var dz = (targetZ) - this.position.z;
  84354. var vx = dx * this.cameraAcceleration * 2; //this is set to .05
  84355. var vy = dy * this.cameraAcceleration;
  84356. var vz = dz * this.cameraAcceleration * 2;
  84357. if (vx > this.maxCameraSpeed || vx < -this.maxCameraSpeed) {
  84358. vx = vx < 1 ? -this.maxCameraSpeed : this.maxCameraSpeed;
  84359. }
  84360. if (vy > this.maxCameraSpeed || vy < -this.maxCameraSpeed) {
  84361. vy = vy < 1 ? -this.maxCameraSpeed : this.maxCameraSpeed;
  84362. }
  84363. if (vz > this.maxCameraSpeed || vz < -this.maxCameraSpeed) {
  84364. vz = vz < 1 ? -this.maxCameraSpeed : this.maxCameraSpeed;
  84365. }
  84366. this.position = new BABYLON.Vector3(this.position.x + vx, this.position.y + vy, this.position.z + vz);
  84367. this.setTarget(targetPosition);
  84368. };
  84369. /** @hidden */
  84370. FollowCamera.prototype._checkInputs = function () {
  84371. _super.prototype._checkInputs.call(this);
  84372. if (this.lockedTarget) {
  84373. this._follow(this.lockedTarget);
  84374. }
  84375. };
  84376. /**
  84377. * Gets the camera class name.
  84378. * @returns the class name
  84379. */
  84380. FollowCamera.prototype.getClassName = function () {
  84381. return "FollowCamera";
  84382. };
  84383. __decorate([
  84384. BABYLON.serialize()
  84385. ], FollowCamera.prototype, "radius", void 0);
  84386. __decorate([
  84387. BABYLON.serialize()
  84388. ], FollowCamera.prototype, "rotationOffset", void 0);
  84389. __decorate([
  84390. BABYLON.serialize()
  84391. ], FollowCamera.prototype, "heightOffset", void 0);
  84392. __decorate([
  84393. BABYLON.serialize()
  84394. ], FollowCamera.prototype, "cameraAcceleration", void 0);
  84395. __decorate([
  84396. BABYLON.serialize()
  84397. ], FollowCamera.prototype, "maxCameraSpeed", void 0);
  84398. __decorate([
  84399. BABYLON.serializeAsMeshReference("lockedTargetId")
  84400. ], FollowCamera.prototype, "lockedTarget", void 0);
  84401. return FollowCamera;
  84402. }(BABYLON.TargetCamera));
  84403. BABYLON.FollowCamera = FollowCamera;
  84404. /**
  84405. * Arc Rotate version of the follow camera.
  84406. * It still follows a Defined mesh but in an Arc Rotate Camera fashion.
  84407. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  84408. */
  84409. var ArcFollowCamera = /** @class */ (function (_super) {
  84410. __extends(ArcFollowCamera, _super);
  84411. /**
  84412. * Instantiates a new ArcFollowCamera
  84413. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  84414. * @param name Define the name of the camera
  84415. * @param alpha Define the rotation angle of the camera around the logitudinal axis
  84416. * @param beta Define the rotation angle of the camera around the elevation axis
  84417. * @param radius Define the radius of the camera from its target point
  84418. * @param target Define the target of the camera
  84419. * @param scene Define the scene the camera belongs to
  84420. */
  84421. function ArcFollowCamera(name,
  84422. /** The longitudinal angle of the camera */
  84423. alpha,
  84424. /** The latitudinal angle of the camera */
  84425. beta,
  84426. /** The radius of the camera from its target */
  84427. radius,
  84428. /** Define the camera target (the messh it should follow) */
  84429. target, scene) {
  84430. var _this = _super.call(this, name, BABYLON.Vector3.Zero(), scene) || this;
  84431. _this.alpha = alpha;
  84432. _this.beta = beta;
  84433. _this.radius = radius;
  84434. _this.target = target;
  84435. _this._cartesianCoordinates = BABYLON.Vector3.Zero();
  84436. _this._follow();
  84437. return _this;
  84438. }
  84439. ArcFollowCamera.prototype._follow = function () {
  84440. if (!this.target) {
  84441. return;
  84442. }
  84443. this._cartesianCoordinates.x = this.radius * Math.cos(this.alpha) * Math.cos(this.beta);
  84444. this._cartesianCoordinates.y = this.radius * Math.sin(this.beta);
  84445. this._cartesianCoordinates.z = this.radius * Math.sin(this.alpha) * Math.cos(this.beta);
  84446. var targetPosition = this.target.getAbsolutePosition();
  84447. this.position = targetPosition.add(this._cartesianCoordinates);
  84448. this.setTarget(targetPosition);
  84449. };
  84450. /** @hidden */
  84451. ArcFollowCamera.prototype._checkInputs = function () {
  84452. _super.prototype._checkInputs.call(this);
  84453. this._follow();
  84454. };
  84455. /**
  84456. * Returns the class name of the object.
  84457. * It is mostly used internally for serialization purposes.
  84458. */
  84459. ArcFollowCamera.prototype.getClassName = function () {
  84460. return "ArcFollowCamera";
  84461. };
  84462. return ArcFollowCamera;
  84463. }(BABYLON.TargetCamera));
  84464. BABYLON.ArcFollowCamera = ArcFollowCamera;
  84465. })(BABYLON || (BABYLON = {}));
  84466. //# sourceMappingURL=babylon.followCamera.js.map
  84467. var BABYLON;
  84468. (function (BABYLON) {
  84469. /**
  84470. * 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,
  84471. * which still works and will still be found in many Playgrounds.
  84472. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  84473. */
  84474. var UniversalCamera = /** @class */ (function (_super) {
  84475. __extends(UniversalCamera, _super);
  84476. /**
  84477. * 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,
  84478. * which still works and will still be found in many Playgrounds.
  84479. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  84480. * @param name Define the name of the camera in the scene
  84481. * @param position Define the start position of the camera in the scene
  84482. * @param scene Define the scene the camera belongs to
  84483. */
  84484. function UniversalCamera(name, position, scene) {
  84485. var _this = _super.call(this, name, position, scene) || this;
  84486. _this.inputs.addGamepad();
  84487. return _this;
  84488. }
  84489. Object.defineProperty(UniversalCamera.prototype, "gamepadAngularSensibility", {
  84490. /**
  84491. * Defines the gamepad rotation sensiblity.
  84492. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  84493. */
  84494. get: function () {
  84495. var gamepad = this.inputs.attached["gamepad"];
  84496. if (gamepad) {
  84497. return gamepad.gamepadAngularSensibility;
  84498. }
  84499. return 0;
  84500. },
  84501. set: function (value) {
  84502. var gamepad = this.inputs.attached["gamepad"];
  84503. if (gamepad) {
  84504. gamepad.gamepadAngularSensibility = value;
  84505. }
  84506. },
  84507. enumerable: true,
  84508. configurable: true
  84509. });
  84510. Object.defineProperty(UniversalCamera.prototype, "gamepadMoveSensibility", {
  84511. /**
  84512. * Defines the gamepad move sensiblity.
  84513. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  84514. */
  84515. get: function () {
  84516. var gamepad = this.inputs.attached["gamepad"];
  84517. if (gamepad) {
  84518. return gamepad.gamepadMoveSensibility;
  84519. }
  84520. return 0;
  84521. },
  84522. set: function (value) {
  84523. var gamepad = this.inputs.attached["gamepad"];
  84524. if (gamepad) {
  84525. gamepad.gamepadMoveSensibility = value;
  84526. }
  84527. },
  84528. enumerable: true,
  84529. configurable: true
  84530. });
  84531. /**
  84532. * Gets the current object class name.
  84533. * @return the class name
  84534. */
  84535. UniversalCamera.prototype.getClassName = function () {
  84536. return "UniversalCamera";
  84537. };
  84538. return UniversalCamera;
  84539. }(BABYLON.TouchCamera));
  84540. BABYLON.UniversalCamera = UniversalCamera;
  84541. })(BABYLON || (BABYLON = {}));
  84542. //# sourceMappingURL=babylon.universalCamera.js.map
  84543. var BABYLON;
  84544. (function (BABYLON) {
  84545. BABYLON.Node.AddNodeConstructor("GamepadCamera", function (name, scene) {
  84546. return function () { return new GamepadCamera(name, BABYLON.Vector3.Zero(), scene); };
  84547. });
  84548. /**
  84549. * This represents a FPS type of camera. This is only here for back compat purpose.
  84550. * Please use the UniversalCamera instead as both are identical.
  84551. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  84552. */
  84553. var GamepadCamera = /** @class */ (function (_super) {
  84554. __extends(GamepadCamera, _super);
  84555. /**
  84556. * Instantiates a new Gamepad Camera
  84557. * This represents a FPS type of camera. This is only here for back compat purpose.
  84558. * Please use the UniversalCamera instead as both are identical.
  84559. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  84560. * @param name Define the name of the camera in the scene
  84561. * @param position Define the start position of the camera in the scene
  84562. * @param scene Define the scene the camera belongs to
  84563. */
  84564. function GamepadCamera(name, position, scene) {
  84565. return _super.call(this, name, position, scene) || this;
  84566. }
  84567. /**
  84568. * Gets the current object class name.
  84569. * @return the class name
  84570. */
  84571. GamepadCamera.prototype.getClassName = function () {
  84572. return "GamepadCamera";
  84573. };
  84574. return GamepadCamera;
  84575. }(BABYLON.UniversalCamera));
  84576. BABYLON.GamepadCamera = GamepadCamera;
  84577. })(BABYLON || (BABYLON = {}));
  84578. //# sourceMappingURL=babylon.gamepadCamera.js.map
  84579. var BABYLON;
  84580. (function (BABYLON) {
  84581. /**
  84582. * PostProcessRenderPipelineManager class
  84583. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  84584. */
  84585. var PostProcessRenderPipelineManager = /** @class */ (function () {
  84586. /**
  84587. * Initializes a PostProcessRenderPipelineManager
  84588. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  84589. */
  84590. function PostProcessRenderPipelineManager() {
  84591. this._renderPipelines = {};
  84592. }
  84593. /**
  84594. * Adds a pipeline to the manager
  84595. * @param renderPipeline The pipeline to add
  84596. */
  84597. PostProcessRenderPipelineManager.prototype.addPipeline = function (renderPipeline) {
  84598. this._renderPipelines[renderPipeline._name] = renderPipeline;
  84599. };
  84600. /**
  84601. * Attaches a camera to the pipeline
  84602. * @param renderPipelineName The name of the pipeline to attach to
  84603. * @param cameras the camera to attach
  84604. * @param unique if the camera can be attached multiple times to the pipeline
  84605. */
  84606. PostProcessRenderPipelineManager.prototype.attachCamerasToRenderPipeline = function (renderPipelineName, cameras, unique) {
  84607. if (unique === void 0) { unique = false; }
  84608. var renderPipeline = this._renderPipelines[renderPipelineName];
  84609. if (!renderPipeline) {
  84610. return;
  84611. }
  84612. renderPipeline._attachCameras(cameras, unique);
  84613. };
  84614. /**
  84615. * Detaches a camera from the pipeline
  84616. * @param renderPipelineName The name of the pipeline to detach from
  84617. * @param cameras the camera to detach
  84618. */
  84619. PostProcessRenderPipelineManager.prototype.detachCamerasFromRenderPipeline = function (renderPipelineName, cameras) {
  84620. var renderPipeline = this._renderPipelines[renderPipelineName];
  84621. if (!renderPipeline) {
  84622. return;
  84623. }
  84624. renderPipeline._detachCameras(cameras);
  84625. };
  84626. /**
  84627. * Enables an effect by name on a pipeline
  84628. * @param renderPipelineName the name of the pipeline to enable the effect in
  84629. * @param renderEffectName the name of the effect to enable
  84630. * @param cameras the cameras that the effect should be enabled on
  84631. */
  84632. PostProcessRenderPipelineManager.prototype.enableEffectInPipeline = function (renderPipelineName, renderEffectName, cameras) {
  84633. var renderPipeline = this._renderPipelines[renderPipelineName];
  84634. if (!renderPipeline) {
  84635. return;
  84636. }
  84637. renderPipeline._enableEffect(renderEffectName, cameras);
  84638. };
  84639. /**
  84640. * Disables an effect by name on a pipeline
  84641. * @param renderPipelineName the name of the pipeline to disable the effect in
  84642. * @param renderEffectName the name of the effect to disable
  84643. * @param cameras the cameras that the effect should be disabled on
  84644. */
  84645. PostProcessRenderPipelineManager.prototype.disableEffectInPipeline = function (renderPipelineName, renderEffectName, cameras) {
  84646. var renderPipeline = this._renderPipelines[renderPipelineName];
  84647. if (!renderPipeline) {
  84648. return;
  84649. }
  84650. renderPipeline._disableEffect(renderEffectName, cameras);
  84651. };
  84652. /**
  84653. * Updates the state of all contained render pipelines and disposes of any non supported pipelines
  84654. */
  84655. PostProcessRenderPipelineManager.prototype.update = function () {
  84656. for (var renderPipelineName in this._renderPipelines) {
  84657. if (this._renderPipelines.hasOwnProperty(renderPipelineName)) {
  84658. var pipeline = this._renderPipelines[renderPipelineName];
  84659. if (!pipeline.isSupported) {
  84660. pipeline.dispose();
  84661. delete this._renderPipelines[renderPipelineName];
  84662. }
  84663. else {
  84664. pipeline._update();
  84665. }
  84666. }
  84667. }
  84668. };
  84669. /** @hidden */
  84670. PostProcessRenderPipelineManager.prototype._rebuild = function () {
  84671. for (var renderPipelineName in this._renderPipelines) {
  84672. if (this._renderPipelines.hasOwnProperty(renderPipelineName)) {
  84673. var pipeline = this._renderPipelines[renderPipelineName];
  84674. pipeline._rebuild();
  84675. }
  84676. }
  84677. };
  84678. /**
  84679. * Disposes of the manager and pipelines
  84680. */
  84681. PostProcessRenderPipelineManager.prototype.dispose = function () {
  84682. for (var renderPipelineName in this._renderPipelines) {
  84683. if (this._renderPipelines.hasOwnProperty(renderPipelineName)) {
  84684. var pipeline = this._renderPipelines[renderPipelineName];
  84685. pipeline.dispose();
  84686. }
  84687. }
  84688. };
  84689. return PostProcessRenderPipelineManager;
  84690. }());
  84691. BABYLON.PostProcessRenderPipelineManager = PostProcessRenderPipelineManager;
  84692. })(BABYLON || (BABYLON = {}));
  84693. //# sourceMappingURL=babylon.postProcessRenderPipelineManager.js.map
  84694. var BABYLON;
  84695. (function (BABYLON) {
  84696. Object.defineProperty(BABYLON.Scene.prototype, "postProcessRenderPipelineManager", {
  84697. get: function () {
  84698. if (!this._postProcessRenderPipelineManager) {
  84699. // Register the G Buffer component to the scene.
  84700. var component = this._getComponent(BABYLON.SceneComponentConstants.NAME_POSTPROCESSRENDERPIPELINEMANAGER);
  84701. if (!component) {
  84702. component = new PostProcessRenderPipelineManagerSceneComponent(this);
  84703. this._addComponent(component);
  84704. }
  84705. this._postProcessRenderPipelineManager = new BABYLON.PostProcessRenderPipelineManager();
  84706. }
  84707. return this._postProcessRenderPipelineManager;
  84708. },
  84709. enumerable: true,
  84710. configurable: true
  84711. });
  84712. /**
  84713. * Defines the Render Pipeline scene component responsible to rendering pipelines
  84714. */
  84715. var PostProcessRenderPipelineManagerSceneComponent = /** @class */ (function () {
  84716. /**
  84717. * Creates a new instance of the component for the given scene
  84718. * @param scene Defines the scene to register the component in
  84719. */
  84720. function PostProcessRenderPipelineManagerSceneComponent(scene) {
  84721. /**
  84722. * The component name helpfull to identify the component in the list of scene components.
  84723. */
  84724. this.name = BABYLON.SceneComponentConstants.NAME_POSTPROCESSRENDERPIPELINEMANAGER;
  84725. this.scene = scene;
  84726. }
  84727. /**
  84728. * Registers the component in a given scene
  84729. */
  84730. PostProcessRenderPipelineManagerSceneComponent.prototype.register = function () {
  84731. this.scene._gatherRenderTargetsStage.registerStep(BABYLON.SceneComponentConstants.STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER, this, this._gatherRenderTargets);
  84732. };
  84733. /**
  84734. * Rebuilds the elements related to this component in case of
  84735. * context lost for instance.
  84736. */
  84737. PostProcessRenderPipelineManagerSceneComponent.prototype.rebuild = function () {
  84738. if (this.scene._postProcessRenderPipelineManager) {
  84739. this.scene._postProcessRenderPipelineManager._rebuild();
  84740. }
  84741. };
  84742. /**
  84743. * Disposes the component and the associated ressources
  84744. */
  84745. PostProcessRenderPipelineManagerSceneComponent.prototype.dispose = function () {
  84746. if (this.scene._postProcessRenderPipelineManager) {
  84747. this.scene._postProcessRenderPipelineManager.dispose();
  84748. }
  84749. };
  84750. PostProcessRenderPipelineManagerSceneComponent.prototype._gatherRenderTargets = function (renderTargets) {
  84751. if (this.scene._postProcessRenderPipelineManager) {
  84752. this.scene._postProcessRenderPipelineManager.update();
  84753. }
  84754. };
  84755. return PostProcessRenderPipelineManagerSceneComponent;
  84756. }());
  84757. BABYLON.PostProcessRenderPipelineManagerSceneComponent = PostProcessRenderPipelineManagerSceneComponent;
  84758. })(BABYLON || (BABYLON = {}));
  84759. //# sourceMappingURL=babylon.postProcessRenderPipelineManagerSceneComponent.js.map
  84760. var BABYLON;
  84761. (function (BABYLON) {
  84762. /**
  84763. * This represents a set of one or more post processes in Babylon.
  84764. * A post process can be used to apply a shader to a texture after it is rendered.
  84765. * @example https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  84766. */
  84767. var PostProcessRenderEffect = /** @class */ (function () {
  84768. /**
  84769. * Instantiates a post process render effect.
  84770. * A post process can be used to apply a shader to a texture after it is rendered.
  84771. * @param engine The engine the effect is tied to
  84772. * @param name The name of the effect
  84773. * @param getPostProcesses A function that returns a set of post processes which the effect will run in order to be run.
  84774. * @param singleInstance False if this post process can be run on multiple cameras. (default: true)
  84775. */
  84776. function PostProcessRenderEffect(engine, name, getPostProcesses, singleInstance) {
  84777. this._name = name;
  84778. this._singleInstance = singleInstance || true;
  84779. this._getPostProcesses = getPostProcesses;
  84780. this._cameras = {};
  84781. this._indicesForCamera = {};
  84782. this._postProcesses = {};
  84783. }
  84784. Object.defineProperty(PostProcessRenderEffect.prototype, "isSupported", {
  84785. /**
  84786. * Checks if all the post processes in the effect are supported.
  84787. */
  84788. get: function () {
  84789. for (var index in this._postProcesses) {
  84790. if (this._postProcesses.hasOwnProperty(index)) {
  84791. var pps = this._postProcesses[index];
  84792. for (var ppIndex = 0; ppIndex < pps.length; ppIndex++) {
  84793. if (!pps[ppIndex].isSupported) {
  84794. return false;
  84795. }
  84796. }
  84797. }
  84798. }
  84799. return true;
  84800. },
  84801. enumerable: true,
  84802. configurable: true
  84803. });
  84804. /**
  84805. * Updates the current state of the effect
  84806. * @hidden
  84807. */
  84808. PostProcessRenderEffect.prototype._update = function () {
  84809. };
  84810. /**
  84811. * Attaches the effect on cameras
  84812. * @param cameras The camera to attach to.
  84813. * @hidden
  84814. */
  84815. PostProcessRenderEffect.prototype._attachCameras = function (cameras) {
  84816. var _this = this;
  84817. var cameraKey;
  84818. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  84819. if (!cams) {
  84820. return;
  84821. }
  84822. for (var i = 0; i < cams.length; i++) {
  84823. var camera = cams[i];
  84824. var cameraName = camera.name;
  84825. if (this._singleInstance) {
  84826. cameraKey = 0;
  84827. }
  84828. else {
  84829. cameraKey = cameraName;
  84830. }
  84831. if (!this._postProcesses[cameraKey]) {
  84832. var postProcess = this._getPostProcesses();
  84833. if (postProcess) {
  84834. this._postProcesses[cameraKey] = Array.isArray(postProcess) ? postProcess : [postProcess];
  84835. }
  84836. }
  84837. if (!this._indicesForCamera[cameraName]) {
  84838. this._indicesForCamera[cameraName] = [];
  84839. }
  84840. this._postProcesses[cameraKey].forEach(function (postProcess) {
  84841. var index = camera.attachPostProcess(postProcess);
  84842. _this._indicesForCamera[cameraName].push(index);
  84843. });
  84844. if (!this._cameras[cameraName]) {
  84845. this._cameras[cameraName] = camera;
  84846. }
  84847. }
  84848. };
  84849. /**
  84850. * Detatches the effect on cameras
  84851. * @param cameras The camera to detatch from.
  84852. * @hidden
  84853. */
  84854. PostProcessRenderEffect.prototype._detachCameras = function (cameras) {
  84855. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  84856. if (!cams) {
  84857. return;
  84858. }
  84859. for (var i = 0; i < cams.length; i++) {
  84860. var camera = cams[i];
  84861. var cameraName = camera.name;
  84862. var postProcesses = this._postProcesses[this._singleInstance ? 0 : cameraName];
  84863. if (postProcesses) {
  84864. postProcesses.forEach(function (postProcess) {
  84865. camera.detachPostProcess(postProcess);
  84866. });
  84867. }
  84868. if (this._cameras[cameraName]) {
  84869. this._cameras[cameraName] = null;
  84870. }
  84871. }
  84872. };
  84873. /**
  84874. * Enables the effect on given cameras
  84875. * @param cameras The camera to enable.
  84876. * @hidden
  84877. */
  84878. PostProcessRenderEffect.prototype._enable = function (cameras) {
  84879. var _this = this;
  84880. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  84881. if (!cams) {
  84882. return;
  84883. }
  84884. for (var i = 0; i < cams.length; i++) {
  84885. var camera = cams[i];
  84886. var cameraName = camera.name;
  84887. for (var j = 0; j < this._indicesForCamera[cameraName].length; j++) {
  84888. if (camera._postProcesses[this._indicesForCamera[cameraName][j]] === undefined || camera._postProcesses[this._indicesForCamera[cameraName][j]] === null) {
  84889. this._postProcesses[this._singleInstance ? 0 : cameraName].forEach(function (postProcess) {
  84890. cams[i].attachPostProcess(postProcess, _this._indicesForCamera[cameraName][j]);
  84891. });
  84892. }
  84893. }
  84894. }
  84895. };
  84896. /**
  84897. * Disables the effect on the given cameras
  84898. * @param cameras The camera to disable.
  84899. * @hidden
  84900. */
  84901. PostProcessRenderEffect.prototype._disable = function (cameras) {
  84902. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  84903. if (!cams) {
  84904. return;
  84905. }
  84906. for (var i = 0; i < cams.length; i++) {
  84907. var camera = cams[i];
  84908. var cameraName = camera.name;
  84909. this._postProcesses[this._singleInstance ? 0 : cameraName].forEach(function (postProcess) {
  84910. camera.detachPostProcess(postProcess);
  84911. });
  84912. }
  84913. };
  84914. /**
  84915. * Gets a list of the post processes contained in the effect.
  84916. * @param camera The camera to get the post processes on.
  84917. * @returns The list of the post processes in the effect.
  84918. */
  84919. PostProcessRenderEffect.prototype.getPostProcesses = function (camera) {
  84920. if (this._singleInstance) {
  84921. return this._postProcesses[0];
  84922. }
  84923. else {
  84924. if (!camera) {
  84925. return null;
  84926. }
  84927. return this._postProcesses[camera.name];
  84928. }
  84929. };
  84930. return PostProcessRenderEffect;
  84931. }());
  84932. BABYLON.PostProcessRenderEffect = PostProcessRenderEffect;
  84933. })(BABYLON || (BABYLON = {}));
  84934. //# sourceMappingURL=babylon.postProcessRenderEffect.js.map
  84935. var BABYLON;
  84936. (function (BABYLON) {
  84937. /**
  84938. * PostProcessRenderPipeline
  84939. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  84940. */
  84941. var PostProcessRenderPipeline = /** @class */ (function () {
  84942. /**
  84943. * Initializes a PostProcessRenderPipeline
  84944. * @param engine engine to add the pipeline to
  84945. * @param name name of the pipeline
  84946. */
  84947. function PostProcessRenderPipeline(engine, name) {
  84948. this.engine = engine;
  84949. this._name = name;
  84950. this._renderEffects = {};
  84951. this._renderEffectsForIsolatedPass = new Array();
  84952. this._cameras = [];
  84953. }
  84954. /**
  84955. * "PostProcessRenderPipeline"
  84956. * @returns "PostProcessRenderPipeline"
  84957. */
  84958. PostProcessRenderPipeline.prototype.getClassName = function () {
  84959. return "PostProcessRenderPipeline";
  84960. };
  84961. Object.defineProperty(PostProcessRenderPipeline.prototype, "isSupported", {
  84962. /**
  84963. * If all the render effects in the pipeline are support
  84964. */
  84965. get: function () {
  84966. for (var renderEffectName in this._renderEffects) {
  84967. if (this._renderEffects.hasOwnProperty(renderEffectName)) {
  84968. if (!this._renderEffects[renderEffectName].isSupported) {
  84969. return false;
  84970. }
  84971. }
  84972. }
  84973. return true;
  84974. },
  84975. enumerable: true,
  84976. configurable: true
  84977. });
  84978. /**
  84979. * Adds an effect to the pipeline
  84980. * @param renderEffect the effect to add
  84981. */
  84982. PostProcessRenderPipeline.prototype.addEffect = function (renderEffect) {
  84983. this._renderEffects[renderEffect._name] = renderEffect;
  84984. };
  84985. // private
  84986. /** @hidden */
  84987. PostProcessRenderPipeline.prototype._rebuild = function () {
  84988. };
  84989. /** @hidden */
  84990. PostProcessRenderPipeline.prototype._enableEffect = function (renderEffectName, cameras) {
  84991. var renderEffects = this._renderEffects[renderEffectName];
  84992. if (!renderEffects) {
  84993. return;
  84994. }
  84995. renderEffects._enable(BABYLON.Tools.MakeArray(cameras || this._cameras));
  84996. };
  84997. /** @hidden */
  84998. PostProcessRenderPipeline.prototype._disableEffect = function (renderEffectName, cameras) {
  84999. var renderEffects = this._renderEffects[renderEffectName];
  85000. if (!renderEffects) {
  85001. return;
  85002. }
  85003. renderEffects._disable(BABYLON.Tools.MakeArray(cameras || this._cameras));
  85004. };
  85005. /** @hidden */
  85006. PostProcessRenderPipeline.prototype._attachCameras = function (cameras, unique) {
  85007. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  85008. if (!cams) {
  85009. return;
  85010. }
  85011. var indicesToDelete = [];
  85012. var i;
  85013. for (i = 0; i < cams.length; i++) {
  85014. var camera = cams[i];
  85015. var cameraName = camera.name;
  85016. if (this._cameras.indexOf(camera) === -1) {
  85017. this._cameras[cameraName] = camera;
  85018. }
  85019. else if (unique) {
  85020. indicesToDelete.push(i);
  85021. }
  85022. }
  85023. for (i = 0; i < indicesToDelete.length; i++) {
  85024. cameras.splice(indicesToDelete[i], 1);
  85025. }
  85026. for (var renderEffectName in this._renderEffects) {
  85027. if (this._renderEffects.hasOwnProperty(renderEffectName)) {
  85028. this._renderEffects[renderEffectName]._attachCameras(cams);
  85029. }
  85030. }
  85031. };
  85032. /** @hidden */
  85033. PostProcessRenderPipeline.prototype._detachCameras = function (cameras) {
  85034. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  85035. if (!cams) {
  85036. return;
  85037. }
  85038. for (var renderEffectName in this._renderEffects) {
  85039. if (this._renderEffects.hasOwnProperty(renderEffectName)) {
  85040. this._renderEffects[renderEffectName]._detachCameras(cams);
  85041. }
  85042. }
  85043. for (var i = 0; i < cams.length; i++) {
  85044. this._cameras.splice(this._cameras.indexOf(cams[i]), 1);
  85045. }
  85046. };
  85047. /** @hidden */
  85048. PostProcessRenderPipeline.prototype._update = function () {
  85049. for (var renderEffectName in this._renderEffects) {
  85050. if (this._renderEffects.hasOwnProperty(renderEffectName)) {
  85051. this._renderEffects[renderEffectName]._update();
  85052. }
  85053. }
  85054. for (var i = 0; i < this._cameras.length; i++) {
  85055. var cameraName = this._cameras[i].name;
  85056. if (this._renderEffectsForIsolatedPass[cameraName]) {
  85057. this._renderEffectsForIsolatedPass[cameraName]._update();
  85058. }
  85059. }
  85060. };
  85061. /** @hidden */
  85062. PostProcessRenderPipeline.prototype._reset = function () {
  85063. this._renderEffects = {};
  85064. this._renderEffectsForIsolatedPass = new Array();
  85065. };
  85066. PostProcessRenderPipeline.prototype._enableMSAAOnFirstPostProcess = function (sampleCount) {
  85067. // 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)
  85068. var effectKeys = Object.keys(this._renderEffects);
  85069. if (this.engine.webGLVersion >= 2 && effectKeys.length > 0) {
  85070. var postProcesses = this._renderEffects[effectKeys[0]].getPostProcesses();
  85071. if (postProcesses) {
  85072. postProcesses[0].samples = sampleCount;
  85073. return true;
  85074. }
  85075. }
  85076. return false;
  85077. };
  85078. /**
  85079. * Disposes of the pipeline
  85080. */
  85081. PostProcessRenderPipeline.prototype.dispose = function () {
  85082. // Must be implemented by children
  85083. };
  85084. __decorate([
  85085. BABYLON.serialize()
  85086. ], PostProcessRenderPipeline.prototype, "_name", void 0);
  85087. return PostProcessRenderPipeline;
  85088. }());
  85089. BABYLON.PostProcessRenderPipeline = PostProcessRenderPipeline;
  85090. })(BABYLON || (BABYLON = {}));
  85091. //# sourceMappingURL=babylon.postProcessRenderPipeline.js.map
  85092. var BABYLON;
  85093. (function (BABYLON) {
  85094. /**
  85095. * This represents a depth renderer in Babylon.
  85096. * A depth renderer will render to it's depth map every frame which can be displayed or used in post processing
  85097. */
  85098. var DepthRenderer = /** @class */ (function () {
  85099. /**
  85100. * Instantiates a depth renderer
  85101. * @param scene The scene the renderer belongs to
  85102. * @param type The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)
  85103. * @param camera The camera to be used to render the depth map (default: scene's active camera)
  85104. */
  85105. function DepthRenderer(scene, type, camera) {
  85106. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_FLOAT; }
  85107. if (camera === void 0) { camera = null; }
  85108. var _this = this;
  85109. /**
  85110. * Specifiess that the depth renderer will only be used within
  85111. * the camera it is created for.
  85112. * This can help forcing its rendering during the camera processing.
  85113. */
  85114. this.useOnlyInActiveCamera = false;
  85115. this._scene = scene;
  85116. // Register the G Buffer component to the scene.
  85117. var component = scene._getComponent(BABYLON.SceneComponentConstants.NAME_DEPTHRENDERER);
  85118. if (!component) {
  85119. component = new BABYLON.DepthRendererSceneComponent(scene);
  85120. scene._addComponent(component);
  85121. }
  85122. this._camera = camera;
  85123. var engine = scene.getEngine();
  85124. // Render target
  85125. this._depthMap = new BABYLON.RenderTargetTexture("depthMap", { width: engine.getRenderWidth(), height: engine.getRenderHeight() }, this._scene, false, true, type);
  85126. this._depthMap.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  85127. this._depthMap.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  85128. this._depthMap.refreshRate = 1;
  85129. this._depthMap.renderParticles = false;
  85130. this._depthMap.renderList = null;
  85131. // Camera to get depth map from to support multiple concurrent cameras
  85132. this._depthMap.activeCamera = this._camera;
  85133. this._depthMap.ignoreCameraViewport = true;
  85134. this._depthMap.useCameraPostProcesses = false;
  85135. // set default depth value to 1.0 (far away)
  85136. this._depthMap.onClearObservable.add(function (engine) {
  85137. engine.clear(new BABYLON.Color4(1.0, 1.0, 1.0, 1.0), true, true, true);
  85138. });
  85139. // Custom render function
  85140. var renderSubMesh = function (subMesh) {
  85141. var mesh = subMesh.getRenderingMesh();
  85142. var scene = _this._scene;
  85143. var engine = scene.getEngine();
  85144. var material = subMesh.getMaterial();
  85145. if (!material) {
  85146. return;
  85147. }
  85148. // Culling and reverse (right handed system)
  85149. engine.setState(material.backFaceCulling, 0, false, scene.useRightHandedSystem);
  85150. // Managing instances
  85151. var batch = mesh._getInstancesRenderList(subMesh._id);
  85152. if (batch.mustReturn) {
  85153. return;
  85154. }
  85155. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null);
  85156. var camera = _this._camera || scene.activeCamera;
  85157. if (_this.isReady(subMesh, hardwareInstancedRendering) && camera) {
  85158. engine.enableEffect(_this._effect);
  85159. mesh._bind(subMesh, _this._effect, BABYLON.Material.TriangleFillMode);
  85160. _this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
  85161. _this._effect.setFloat2("depthValues", camera.minZ, camera.minZ + camera.maxZ);
  85162. // Alpha test
  85163. if (material && material.needAlphaTesting()) {
  85164. var alphaTexture = material.getAlphaTestTexture();
  85165. if (alphaTexture) {
  85166. _this._effect.setTexture("diffuseSampler", alphaTexture);
  85167. _this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
  85168. }
  85169. }
  85170. // Bones
  85171. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  85172. _this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  85173. }
  85174. // Draw
  85175. mesh._processRendering(subMesh, _this._effect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return _this._effect.setMatrix("world", world); });
  85176. }
  85177. };
  85178. this._depthMap.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) {
  85179. var index;
  85180. if (depthOnlySubMeshes.length) {
  85181. engine.setColorWrite(false);
  85182. for (index = 0; index < depthOnlySubMeshes.length; index++) {
  85183. renderSubMesh(depthOnlySubMeshes.data[index]);
  85184. }
  85185. engine.setColorWrite(true);
  85186. }
  85187. for (index = 0; index < opaqueSubMeshes.length; index++) {
  85188. renderSubMesh(opaqueSubMeshes.data[index]);
  85189. }
  85190. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  85191. renderSubMesh(alphaTestSubMeshes.data[index]);
  85192. }
  85193. };
  85194. }
  85195. /**
  85196. * Creates the depth rendering effect and checks if the effect is ready.
  85197. * @param subMesh The submesh to be used to render the depth map of
  85198. * @param useInstances If multiple world instances should be used
  85199. * @returns if the depth renderer is ready to render the depth map
  85200. */
  85201. DepthRenderer.prototype.isReady = function (subMesh, useInstances) {
  85202. var material = subMesh.getMaterial();
  85203. if (material.disableDepthWrite) {
  85204. return false;
  85205. }
  85206. var defines = [];
  85207. var attribs = [BABYLON.VertexBuffer.PositionKind];
  85208. var mesh = subMesh.getMesh();
  85209. // Alpha test
  85210. if (material && material.needAlphaTesting() && material.getAlphaTestTexture()) {
  85211. defines.push("#define ALPHATEST");
  85212. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  85213. attribs.push(BABYLON.VertexBuffer.UVKind);
  85214. defines.push("#define UV1");
  85215. }
  85216. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  85217. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  85218. defines.push("#define UV2");
  85219. }
  85220. }
  85221. // Bones
  85222. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  85223. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  85224. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  85225. if (mesh.numBoneInfluencers > 4) {
  85226. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  85227. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  85228. }
  85229. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  85230. defines.push("#define BonesPerMesh " + (mesh.skeleton ? mesh.skeleton.bones.length + 1 : 0));
  85231. }
  85232. else {
  85233. defines.push("#define NUM_BONE_INFLUENCERS 0");
  85234. }
  85235. // Instances
  85236. if (useInstances) {
  85237. defines.push("#define INSTANCES");
  85238. attribs.push("world0");
  85239. attribs.push("world1");
  85240. attribs.push("world2");
  85241. attribs.push("world3");
  85242. }
  85243. // Get correct effect
  85244. var join = defines.join("\n");
  85245. if (this._cachedDefines !== join) {
  85246. this._cachedDefines = join;
  85247. this._effect = this._scene.getEngine().createEffect("depth", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "depthValues"], ["diffuseSampler"], join);
  85248. }
  85249. return this._effect.isReady();
  85250. };
  85251. /**
  85252. * Gets the texture which the depth map will be written to.
  85253. * @returns The depth map texture
  85254. */
  85255. DepthRenderer.prototype.getDepthMap = function () {
  85256. return this._depthMap;
  85257. };
  85258. /**
  85259. * Disposes of the depth renderer.
  85260. */
  85261. DepthRenderer.prototype.dispose = function () {
  85262. this._depthMap.dispose();
  85263. };
  85264. return DepthRenderer;
  85265. }());
  85266. BABYLON.DepthRenderer = DepthRenderer;
  85267. })(BABYLON || (BABYLON = {}));
  85268. //# sourceMappingURL=babylon.depthRenderer.js.map
  85269. var BABYLON;
  85270. (function (BABYLON) {
  85271. BABYLON.Scene.prototype.enableDepthRenderer = function (camera) {
  85272. camera = camera || this.activeCamera;
  85273. if (!camera) {
  85274. throw "No camera available to enable depth renderer";
  85275. }
  85276. if (!this._depthRenderer) {
  85277. this._depthRenderer = {};
  85278. }
  85279. if (!this._depthRenderer[camera.id]) {
  85280. var textureType = 0;
  85281. if (this.getEngine().getCaps().textureHalfFloatRender) {
  85282. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  85283. }
  85284. else if (this.getEngine().getCaps().textureFloatRender) {
  85285. textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  85286. }
  85287. else {
  85288. throw "Depth renderer does not support int texture type";
  85289. }
  85290. this._depthRenderer[camera.id] = new BABYLON.DepthRenderer(this, textureType, camera);
  85291. }
  85292. return this._depthRenderer[camera.id];
  85293. };
  85294. BABYLON.Scene.prototype.disableDepthRenderer = function (camera) {
  85295. camera = camera || this.activeCamera;
  85296. if (!camera || !this._depthRenderer || !this._depthRenderer[camera.id]) {
  85297. return;
  85298. }
  85299. this._depthRenderer[camera.id].dispose();
  85300. delete this._depthRenderer[camera.id];
  85301. };
  85302. /**
  85303. * Defines the Depth Renderer scene component responsible to manage a depth buffer useful
  85304. * in several rendering techniques.
  85305. */
  85306. var DepthRendererSceneComponent = /** @class */ (function () {
  85307. /**
  85308. * Creates a new instance of the component for the given scene
  85309. * @param scene Defines the scene to register the component in
  85310. */
  85311. function DepthRendererSceneComponent(scene) {
  85312. /**
  85313. * The component name helpfull to identify the component in the list of scene components.
  85314. */
  85315. this.name = BABYLON.SceneComponentConstants.NAME_DEPTHRENDERER;
  85316. this.scene = scene;
  85317. }
  85318. /**
  85319. * Registers the component in a given scene
  85320. */
  85321. DepthRendererSceneComponent.prototype.register = function () {
  85322. this.scene._gatherRenderTargetsStage.registerStep(BABYLON.SceneComponentConstants.STEP_GATHERRENDERTARGETS_DEPTHRENDERER, this, this._gatherRenderTargets);
  85323. this.scene._gatherActiveCameraRenderTargetsStage.registerStep(BABYLON.SceneComponentConstants.STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER, this, this._gatherActiveCameraRenderTargets);
  85324. };
  85325. /**
  85326. * Rebuilds the elements related to this component in case of
  85327. * context lost for instance.
  85328. */
  85329. DepthRendererSceneComponent.prototype.rebuild = function () {
  85330. // Nothing to do for this component
  85331. };
  85332. /**
  85333. * Disposes the component and the associated ressources
  85334. */
  85335. DepthRendererSceneComponent.prototype.dispose = function () {
  85336. for (var key in this.scene._depthRenderer) {
  85337. this.scene._depthRenderer[key].dispose();
  85338. }
  85339. };
  85340. DepthRendererSceneComponent.prototype._gatherRenderTargets = function (renderTargets) {
  85341. if (this.scene._depthRenderer) {
  85342. for (var key in this.scene._depthRenderer) {
  85343. var depthRenderer = this.scene._depthRenderer[key];
  85344. if (!depthRenderer.useOnlyInActiveCamera) {
  85345. renderTargets.push(depthRenderer.getDepthMap());
  85346. }
  85347. }
  85348. }
  85349. };
  85350. DepthRendererSceneComponent.prototype._gatherActiveCameraRenderTargets = function (renderTargets) {
  85351. if (this.scene._depthRenderer) {
  85352. for (var key in this.scene._depthRenderer) {
  85353. var depthRenderer = this.scene._depthRenderer[key];
  85354. if (depthRenderer.useOnlyInActiveCamera && this.scene.activeCamera.id === key) {
  85355. renderTargets.push(depthRenderer.getDepthMap());
  85356. }
  85357. }
  85358. }
  85359. };
  85360. return DepthRendererSceneComponent;
  85361. }());
  85362. BABYLON.DepthRendererSceneComponent = DepthRendererSceneComponent;
  85363. })(BABYLON || (BABYLON = {}));
  85364. //# sourceMappingURL=babylon.depthRendererSceneComponent.js.map
  85365. var BABYLON;
  85366. (function (BABYLON) {
  85367. /**
  85368. * This renderer is helpfull to fill one of the render target with a geometry buffer.
  85369. */
  85370. var GeometryBufferRenderer = /** @class */ (function () {
  85371. /**
  85372. * Creates a new G Buffer for the scene
  85373. * @param scene The scene the buffer belongs to
  85374. * @param ratio How big is the buffer related to the main canvas.
  85375. */
  85376. function GeometryBufferRenderer(scene, ratio) {
  85377. if (ratio === void 0) { ratio = 1; }
  85378. /**
  85379. * Dictionary used to store the previous transformation matrices of each rendered mesh
  85380. * in order to compute objects velocities when enableVelocity is set to "true"
  85381. * @hidden
  85382. */
  85383. this._previousTransformationMatrices = {};
  85384. this._enablePosition = false;
  85385. this._enableVelocity = false;
  85386. this._positionIndex = -1;
  85387. this._velocityIndex = -1;
  85388. this._scene = scene;
  85389. this._ratio = ratio;
  85390. // Register the G Buffer component to the scene.
  85391. var component = scene._getComponent(BABYLON.SceneComponentConstants.NAME_GEOMETRYBUFFERRENDERER);
  85392. if (!component) {
  85393. component = new BABYLON.GeometryBufferRendererSceneComponent(scene);
  85394. scene._addComponent(component);
  85395. }
  85396. // Render target
  85397. this._createRenderTargets();
  85398. }
  85399. Object.defineProperty(GeometryBufferRenderer.prototype, "renderList", {
  85400. /**
  85401. * Set the render list (meshes to be rendered) used in the G buffer.
  85402. */
  85403. set: function (meshes) {
  85404. this._multiRenderTarget.renderList = meshes;
  85405. },
  85406. enumerable: true,
  85407. configurable: true
  85408. });
  85409. Object.defineProperty(GeometryBufferRenderer.prototype, "isSupported", {
  85410. /**
  85411. * Gets wether or not G buffer are supported by the running hardware.
  85412. * This requires draw buffer supports
  85413. */
  85414. get: function () {
  85415. return this._multiRenderTarget.isSupported;
  85416. },
  85417. enumerable: true,
  85418. configurable: true
  85419. });
  85420. /**
  85421. * Returns the index of the given texture type in the G-Buffer textures array
  85422. * @param textureType The texture type constant. For example GeometryBufferRenderer.POSITION_TEXTURE_INDEX
  85423. * @returns the index of the given texture type in the G-Buffer textures array
  85424. */
  85425. GeometryBufferRenderer.prototype.getTextureIndex = function (textureType) {
  85426. switch (textureType) {
  85427. case GeometryBufferRenderer.POSITION_TEXTURE_TYPE: return this._positionIndex;
  85428. case GeometryBufferRenderer.VELOCITY_TEXTURE_TYPE: return this._velocityIndex;
  85429. default: return -1;
  85430. }
  85431. };
  85432. Object.defineProperty(GeometryBufferRenderer.prototype, "enablePosition", {
  85433. /**
  85434. * Gets a boolean indicating if objects positions are enabled for the G buffer.
  85435. */
  85436. get: function () {
  85437. return this._enablePosition;
  85438. },
  85439. /**
  85440. * Sets whether or not objects positions are enabled for the G buffer.
  85441. */
  85442. set: function (enable) {
  85443. this._enablePosition = enable;
  85444. this.dispose();
  85445. this._createRenderTargets();
  85446. },
  85447. enumerable: true,
  85448. configurable: true
  85449. });
  85450. Object.defineProperty(GeometryBufferRenderer.prototype, "enableVelocity", {
  85451. /**
  85452. * Gets a boolean indicating if objects velocities are enabled for the G buffer.
  85453. */
  85454. get: function () {
  85455. return this._enableVelocity;
  85456. },
  85457. /**
  85458. * Sets wether or not objects velocities are enabled for the G buffer.
  85459. */
  85460. set: function (enable) {
  85461. this._enableVelocity = enable;
  85462. this.dispose();
  85463. this._createRenderTargets();
  85464. },
  85465. enumerable: true,
  85466. configurable: true
  85467. });
  85468. Object.defineProperty(GeometryBufferRenderer.prototype, "scene", {
  85469. /**
  85470. * Gets the scene associated with the buffer.
  85471. */
  85472. get: function () {
  85473. return this._scene;
  85474. },
  85475. enumerable: true,
  85476. configurable: true
  85477. });
  85478. Object.defineProperty(GeometryBufferRenderer.prototype, "ratio", {
  85479. /**
  85480. * Gets the ratio used by the buffer during its creation.
  85481. * How big is the buffer related to the main canvas.
  85482. */
  85483. get: function () {
  85484. return this._ratio;
  85485. },
  85486. enumerable: true,
  85487. configurable: true
  85488. });
  85489. /**
  85490. * Checks wether everything is ready to render a submesh to the G buffer.
  85491. * @param subMesh the submesh to check readiness for
  85492. * @param useInstances is the mesh drawn using instance or not
  85493. * @returns true if ready otherwise false
  85494. */
  85495. GeometryBufferRenderer.prototype.isReady = function (subMesh, useInstances) {
  85496. var material = subMesh.getMaterial();
  85497. if (material && material.disableDepthWrite) {
  85498. return false;
  85499. }
  85500. var defines = [];
  85501. var attribs = [BABYLON.VertexBuffer.PositionKind, BABYLON.VertexBuffer.NormalKind];
  85502. var mesh = subMesh.getMesh();
  85503. // Alpha test
  85504. if (material && material.needAlphaTesting()) {
  85505. defines.push("#define ALPHATEST");
  85506. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  85507. attribs.push(BABYLON.VertexBuffer.UVKind);
  85508. defines.push("#define UV1");
  85509. }
  85510. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  85511. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  85512. defines.push("#define UV2");
  85513. }
  85514. }
  85515. // Buffers
  85516. if (this._enablePosition) {
  85517. defines.push("#define POSITION");
  85518. defines.push("#define POSITION_INDEX " + this._positionIndex);
  85519. }
  85520. if (this._enableVelocity) {
  85521. defines.push("#define VELOCITY");
  85522. defines.push("#define VELOCITY_INDEX " + this._velocityIndex);
  85523. }
  85524. // Bones
  85525. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  85526. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  85527. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  85528. if (mesh.numBoneInfluencers > 4) {
  85529. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  85530. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  85531. }
  85532. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  85533. defines.push("#define BonesPerMesh " + (mesh.skeleton ? mesh.skeleton.bones.length + 1 : 0));
  85534. }
  85535. else {
  85536. defines.push("#define NUM_BONE_INFLUENCERS 0");
  85537. }
  85538. // Instances
  85539. if (useInstances) {
  85540. defines.push("#define INSTANCES");
  85541. attribs.push("world0");
  85542. attribs.push("world1");
  85543. attribs.push("world2");
  85544. attribs.push("world3");
  85545. }
  85546. // Setup textures count
  85547. defines.push("#define RENDER_TARGET_COUNT " + this._multiRenderTarget.textures.length);
  85548. // Get correct effect
  85549. var join = defines.join("\n");
  85550. if (this._cachedDefines !== join) {
  85551. this._cachedDefines = join;
  85552. this._effect = this._scene.getEngine().createEffect("geometry", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "view", "previousWorldViewProjection"], ["diffuseSampler"], join, undefined, undefined, undefined, { buffersCount: this._enablePosition ? 3 : 2 });
  85553. }
  85554. return this._effect.isReady();
  85555. };
  85556. /**
  85557. * Gets the current underlying G Buffer.
  85558. * @returns the buffer
  85559. */
  85560. GeometryBufferRenderer.prototype.getGBuffer = function () {
  85561. return this._multiRenderTarget;
  85562. };
  85563. Object.defineProperty(GeometryBufferRenderer.prototype, "samples", {
  85564. /**
  85565. * Gets the number of samples used to render the buffer (anti aliasing).
  85566. */
  85567. get: function () {
  85568. return this._multiRenderTarget.samples;
  85569. },
  85570. /**
  85571. * Sets the number of samples used to render the buffer (anti aliasing).
  85572. */
  85573. set: function (value) {
  85574. this._multiRenderTarget.samples = value;
  85575. },
  85576. enumerable: true,
  85577. configurable: true
  85578. });
  85579. /**
  85580. * Disposes the renderer and frees up associated resources.
  85581. */
  85582. GeometryBufferRenderer.prototype.dispose = function () {
  85583. this.getGBuffer().dispose();
  85584. };
  85585. GeometryBufferRenderer.prototype._createRenderTargets = function () {
  85586. var _this = this;
  85587. var engine = this._scene.getEngine();
  85588. var count = 2;
  85589. if (this._enablePosition) {
  85590. this._positionIndex = count;
  85591. count++;
  85592. }
  85593. if (this._enableVelocity) {
  85594. this._velocityIndex = count;
  85595. count++;
  85596. }
  85597. 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 });
  85598. if (!this.isSupported) {
  85599. return;
  85600. }
  85601. this._multiRenderTarget.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  85602. this._multiRenderTarget.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  85603. this._multiRenderTarget.refreshRate = 1;
  85604. this._multiRenderTarget.renderParticles = false;
  85605. this._multiRenderTarget.renderList = null;
  85606. // set default depth value to 1.0 (far away)
  85607. this._multiRenderTarget.onClearObservable.add(function (engine) {
  85608. engine.clear(new BABYLON.Color4(0.0, 0.0, 0.0, 1.0), true, true, true);
  85609. });
  85610. // Custom render function
  85611. var renderSubMesh = function (subMesh) {
  85612. var mesh = subMesh.getRenderingMesh();
  85613. var scene = _this._scene;
  85614. var engine = scene.getEngine();
  85615. var material = subMesh.getMaterial();
  85616. if (!material) {
  85617. return;
  85618. }
  85619. // Velocity
  85620. if (!_this._previousTransformationMatrices[mesh.uniqueId]) {
  85621. _this._previousTransformationMatrices[mesh.uniqueId] = BABYLON.Matrix.Identity();
  85622. }
  85623. // Culling
  85624. engine.setState(material.backFaceCulling, 0, false, scene.useRightHandedSystem);
  85625. // Managing instances
  85626. var batch = mesh._getInstancesRenderList(subMesh._id);
  85627. if (batch.mustReturn) {
  85628. return;
  85629. }
  85630. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null);
  85631. if (_this.isReady(subMesh, hardwareInstancedRendering)) {
  85632. engine.enableEffect(_this._effect);
  85633. mesh._bind(subMesh, _this._effect, BABYLON.Material.TriangleFillMode);
  85634. _this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
  85635. _this._effect.setMatrix("view", scene.getViewMatrix());
  85636. // Alpha test
  85637. if (material && material.needAlphaTesting()) {
  85638. var alphaTexture = material.getAlphaTestTexture();
  85639. if (alphaTexture) {
  85640. _this._effect.setTexture("diffuseSampler", alphaTexture);
  85641. _this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
  85642. }
  85643. }
  85644. // Bones
  85645. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  85646. _this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  85647. }
  85648. // Velocity
  85649. _this._effect.setMatrix("previousWorldViewProjection", _this._previousTransformationMatrices[mesh.uniqueId]);
  85650. // Draw
  85651. mesh._processRendering(subMesh, _this._effect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return _this._effect.setMatrix("world", world); });
  85652. }
  85653. // Velocity
  85654. _this._previousTransformationMatrices[mesh.uniqueId] = mesh.getWorldMatrix().multiply(_this._scene.getTransformMatrix());
  85655. };
  85656. this._multiRenderTarget.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) {
  85657. var index;
  85658. if (depthOnlySubMeshes.length) {
  85659. engine.setColorWrite(false);
  85660. for (index = 0; index < depthOnlySubMeshes.length; index++) {
  85661. renderSubMesh(depthOnlySubMeshes.data[index]);
  85662. }
  85663. engine.setColorWrite(true);
  85664. }
  85665. for (index = 0; index < opaqueSubMeshes.length; index++) {
  85666. renderSubMesh(opaqueSubMeshes.data[index]);
  85667. }
  85668. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  85669. renderSubMesh(alphaTestSubMeshes.data[index]);
  85670. }
  85671. };
  85672. };
  85673. /**
  85674. * Constant used to retrieve the position texture index in the G-Buffer textures array
  85675. * using getIndex(GeometryBufferRenderer.POSITION_TEXTURE_INDEX)
  85676. */
  85677. GeometryBufferRenderer.POSITION_TEXTURE_TYPE = 1;
  85678. /**
  85679. * Constant used to retrieve the velocity texture index in the G-Buffer textures array
  85680. * using getIndex(GeometryBufferRenderer.VELOCITY_TEXTURE_INDEX)
  85681. */
  85682. GeometryBufferRenderer.VELOCITY_TEXTURE_TYPE = 2;
  85683. return GeometryBufferRenderer;
  85684. }());
  85685. BABYLON.GeometryBufferRenderer = GeometryBufferRenderer;
  85686. })(BABYLON || (BABYLON = {}));
  85687. //# sourceMappingURL=babylon.geometryBufferRenderer.js.map
  85688. var BABYLON;
  85689. (function (BABYLON) {
  85690. Object.defineProperty(BABYLON.Scene.prototype, "geometryBufferRenderer", {
  85691. get: function () {
  85692. this._geometryBufferRenderer;
  85693. },
  85694. set: function (value) {
  85695. if (value && value.isSupported) {
  85696. this._geometryBufferRenderer = value;
  85697. }
  85698. },
  85699. enumerable: true,
  85700. configurable: true
  85701. });
  85702. BABYLON.Scene.prototype.enableGeometryBufferRenderer = function (ratio) {
  85703. if (ratio === void 0) { ratio = 1; }
  85704. if (this._geometryBufferRenderer) {
  85705. return this._geometryBufferRenderer;
  85706. }
  85707. this._geometryBufferRenderer = new BABYLON.GeometryBufferRenderer(this, ratio);
  85708. if (!this._geometryBufferRenderer.isSupported) {
  85709. this._geometryBufferRenderer = null;
  85710. }
  85711. return this._geometryBufferRenderer;
  85712. };
  85713. BABYLON.Scene.prototype.disableGeometryBufferRenderer = function () {
  85714. if (!this._geometryBufferRenderer) {
  85715. return;
  85716. }
  85717. this._geometryBufferRenderer.dispose();
  85718. this._geometryBufferRenderer = null;
  85719. };
  85720. /**
  85721. * Defines the Geometry Buffer scene component responsible to manage a G-Buffer useful
  85722. * in several rendering techniques.
  85723. */
  85724. var GeometryBufferRendererSceneComponent = /** @class */ (function () {
  85725. /**
  85726. * Creates a new instance of the component for the given scene
  85727. * @param scene Defines the scene to register the component in
  85728. */
  85729. function GeometryBufferRendererSceneComponent(scene) {
  85730. /**
  85731. * The component name helpful to identify the component in the list of scene components.
  85732. */
  85733. this.name = BABYLON.SceneComponentConstants.NAME_GEOMETRYBUFFERRENDERER;
  85734. this.scene = scene;
  85735. }
  85736. /**
  85737. * Registers the component in a given scene
  85738. */
  85739. GeometryBufferRendererSceneComponent.prototype.register = function () {
  85740. this.scene._gatherRenderTargetsStage.registerStep(BABYLON.SceneComponentConstants.STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER, this, this._gatherRenderTargets);
  85741. };
  85742. /**
  85743. * Rebuilds the elements related to this component in case of
  85744. * context lost for instance.
  85745. */
  85746. GeometryBufferRendererSceneComponent.prototype.rebuild = function () {
  85747. // Nothing to do for this component
  85748. };
  85749. /**
  85750. * Disposes the component and the associated ressources
  85751. */
  85752. GeometryBufferRendererSceneComponent.prototype.dispose = function () {
  85753. // Nothing to do for this component
  85754. };
  85755. GeometryBufferRendererSceneComponent.prototype._gatherRenderTargets = function (renderTargets) {
  85756. if (this.scene._geometryBufferRenderer) {
  85757. renderTargets.push(this.scene._geometryBufferRenderer.getGBuffer());
  85758. }
  85759. };
  85760. return GeometryBufferRendererSceneComponent;
  85761. }());
  85762. BABYLON.GeometryBufferRendererSceneComponent = GeometryBufferRendererSceneComponent;
  85763. })(BABYLON || (BABYLON = {}));
  85764. //# sourceMappingURL=babylon.geometryBufferRendererSceneComponent.js.map
  85765. var BABYLON;
  85766. (function (BABYLON) {
  85767. /**
  85768. * Render pipeline to produce ssao effect
  85769. */
  85770. var SSAORenderingPipeline = /** @class */ (function (_super) {
  85771. __extends(SSAORenderingPipeline, _super);
  85772. /**
  85773. * @constructor
  85774. * @param name - The rendering pipeline name
  85775. * @param scene - The scene linked to this pipeline
  85776. * @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 }
  85777. * @param cameras - The array of cameras that the rendering pipeline will be attached to
  85778. */
  85779. function SSAORenderingPipeline(name, scene, ratio, cameras) {
  85780. var _this = _super.call(this, scene.getEngine(), name) || this;
  85781. // Members
  85782. /**
  85783. * @ignore
  85784. * The PassPostProcess id in the pipeline that contains the original scene color
  85785. */
  85786. _this.SSAOOriginalSceneColorEffect = "SSAOOriginalSceneColorEffect";
  85787. /**
  85788. * @ignore
  85789. * The SSAO PostProcess id in the pipeline
  85790. */
  85791. _this.SSAORenderEffect = "SSAORenderEffect";
  85792. /**
  85793. * @ignore
  85794. * The horizontal blur PostProcess id in the pipeline
  85795. */
  85796. _this.SSAOBlurHRenderEffect = "SSAOBlurHRenderEffect";
  85797. /**
  85798. * @ignore
  85799. * The vertical blur PostProcess id in the pipeline
  85800. */
  85801. _this.SSAOBlurVRenderEffect = "SSAOBlurVRenderEffect";
  85802. /**
  85803. * @ignore
  85804. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  85805. */
  85806. _this.SSAOCombineRenderEffect = "SSAOCombineRenderEffect";
  85807. /**
  85808. * The output strength of the SSAO post-process. Default value is 1.0.
  85809. */
  85810. _this.totalStrength = 1.0;
  85811. /**
  85812. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0006
  85813. */
  85814. _this.radius = 0.0001;
  85815. /**
  85816. * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
  85817. * Must not be equal to fallOff and superior to fallOff.
  85818. * Default value is 0.975
  85819. */
  85820. _this.area = 0.0075;
  85821. /**
  85822. * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
  85823. * Must not be equal to area and inferior to area.
  85824. * Default value is 0.0
  85825. */
  85826. _this.fallOff = 0.000001;
  85827. /**
  85828. * The base color of the SSAO post-process
  85829. * The final result is "base + ssao" between [0, 1]
  85830. */
  85831. _this.base = 0.5;
  85832. _this._firstUpdate = true;
  85833. _this._scene = scene;
  85834. // Set up assets
  85835. _this._createRandomTexture();
  85836. _this._depthTexture = scene.enableDepthRenderer().getDepthMap(); // Force depth renderer "on"
  85837. var ssaoRatio = ratio.ssaoRatio || ratio;
  85838. var combineRatio = ratio.combineRatio || ratio;
  85839. _this._originalColorPostProcess = new BABYLON.PassPostProcess("SSAOOriginalSceneColor", combineRatio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false);
  85840. _this._createSSAOPostProcess(ssaoRatio);
  85841. _this._createBlurPostProcess(ssaoRatio);
  85842. _this._createSSAOCombinePostProcess(combineRatio);
  85843. // Set up pipeline
  85844. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOOriginalSceneColorEffect, function () { return _this._originalColorPostProcess; }, true));
  85845. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAORenderEffect, function () { return _this._ssaoPostProcess; }, true));
  85846. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOBlurHRenderEffect, function () { return _this._blurHPostProcess; }, true));
  85847. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOBlurVRenderEffect, function () { return _this._blurVPostProcess; }, true));
  85848. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOCombineRenderEffect, function () { return _this._ssaoCombinePostProcess; }, true));
  85849. // Finish
  85850. scene.postProcessRenderPipelineManager.addPipeline(_this);
  85851. if (cameras) {
  85852. scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(name, cameras);
  85853. }
  85854. return _this;
  85855. }
  85856. // Public Methods
  85857. /**
  85858. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  85859. */
  85860. SSAORenderingPipeline.prototype.dispose = function (disableDepthRender) {
  85861. if (disableDepthRender === void 0) { disableDepthRender = false; }
  85862. for (var i = 0; i < this._scene.cameras.length; i++) {
  85863. var camera = this._scene.cameras[i];
  85864. this._originalColorPostProcess.dispose(camera);
  85865. this._ssaoPostProcess.dispose(camera);
  85866. this._blurHPostProcess.dispose(camera);
  85867. this._blurVPostProcess.dispose(camera);
  85868. this._ssaoCombinePostProcess.dispose(camera);
  85869. }
  85870. this._randomTexture.dispose();
  85871. if (disableDepthRender) {
  85872. this._scene.disableDepthRenderer();
  85873. }
  85874. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._scene.cameras);
  85875. _super.prototype.dispose.call(this);
  85876. };
  85877. // Private Methods
  85878. SSAORenderingPipeline.prototype._createBlurPostProcess = function (ratio) {
  85879. var _this = this;
  85880. var size = 16;
  85881. 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);
  85882. 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);
  85883. this._blurHPostProcess.onActivateObservable.add(function () {
  85884. var dw = _this._blurHPostProcess.width / _this._scene.getEngine().getRenderWidth();
  85885. _this._blurHPostProcess.kernel = size * dw;
  85886. });
  85887. this._blurVPostProcess.onActivateObservable.add(function () {
  85888. var dw = _this._blurVPostProcess.height / _this._scene.getEngine().getRenderHeight();
  85889. _this._blurVPostProcess.kernel = size * dw;
  85890. });
  85891. };
  85892. /** @hidden */
  85893. SSAORenderingPipeline.prototype._rebuild = function () {
  85894. this._firstUpdate = true;
  85895. _super.prototype._rebuild.call(this);
  85896. };
  85897. SSAORenderingPipeline.prototype._createSSAOPostProcess = function (ratio) {
  85898. var _this = this;
  85899. var numSamples = 16;
  85900. var sampleSphere = [
  85901. 0.5381, 0.1856, -0.4319,
  85902. 0.1379, 0.2486, 0.4430,
  85903. 0.3371, 0.5679, -0.0057,
  85904. -0.6999, -0.0451, -0.0019,
  85905. 0.0689, -0.1598, -0.8547,
  85906. 0.0560, 0.0069, -0.1843,
  85907. -0.0146, 0.1402, 0.0762,
  85908. 0.0100, -0.1924, -0.0344,
  85909. -0.3577, -0.5301, -0.4358,
  85910. -0.3169, 0.1063, 0.0158,
  85911. 0.0103, -0.5869, 0.0046,
  85912. -0.0897, -0.4940, 0.3287,
  85913. 0.7119, -0.0154, -0.0918,
  85914. -0.0533, 0.0596, -0.5411,
  85915. 0.0352, -0.0631, 0.5460,
  85916. -0.4776, 0.2847, -0.0271
  85917. ];
  85918. var samplesFactor = 1.0 / numSamples;
  85919. this._ssaoPostProcess = new BABYLON.PostProcess("ssao", "ssao", [
  85920. "sampleSphere", "samplesFactor", "randTextureTiles", "totalStrength", "radius",
  85921. "area", "fallOff", "base", "range", "viewport"
  85922. ], ["randomSampler"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, "#define SAMPLES " + numSamples + "\n#define SSAO");
  85923. this._ssaoPostProcess.onApply = function (effect) {
  85924. if (_this._firstUpdate) {
  85925. effect.setArray3("sampleSphere", sampleSphere);
  85926. effect.setFloat("samplesFactor", samplesFactor);
  85927. effect.setFloat("randTextureTiles", 4.0);
  85928. }
  85929. effect.setFloat("totalStrength", _this.totalStrength);
  85930. effect.setFloat("radius", _this.radius);
  85931. effect.setFloat("area", _this.area);
  85932. effect.setFloat("fallOff", _this.fallOff);
  85933. effect.setFloat("base", _this.base);
  85934. effect.setTexture("textureSampler", _this._depthTexture);
  85935. effect.setTexture("randomSampler", _this._randomTexture);
  85936. };
  85937. };
  85938. SSAORenderingPipeline.prototype._createSSAOCombinePostProcess = function (ratio) {
  85939. var _this = this;
  85940. this._ssaoCombinePostProcess = new BABYLON.PostProcess("ssaoCombine", "ssaoCombine", [], ["originalColor", "viewport"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
  85941. this._ssaoCombinePostProcess.onApply = function (effect) {
  85942. effect.setVector4("viewport", BABYLON.Tmp.Vector4[0].copyFromFloats(0, 0, 1.0, 1.0));
  85943. effect.setTextureFromPostProcess("originalColor", _this._originalColorPostProcess);
  85944. };
  85945. };
  85946. SSAORenderingPipeline.prototype._createRandomTexture = function () {
  85947. var size = 512;
  85948. this._randomTexture = new BABYLON.DynamicTexture("SSAORandomTexture", size, this._scene, false, BABYLON.Texture.TRILINEAR_SAMPLINGMODE);
  85949. this._randomTexture.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  85950. this._randomTexture.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  85951. var context = this._randomTexture.getContext();
  85952. var rand = function (min, max) {
  85953. return Math.random() * (max - min) + min;
  85954. };
  85955. var randVector = BABYLON.Vector3.Zero();
  85956. for (var x = 0; x < size; x++) {
  85957. for (var y = 0; y < size; y++) {
  85958. randVector.x = Math.floor(rand(-1.0, 1.0) * 255);
  85959. randVector.y = Math.floor(rand(-1.0, 1.0) * 255);
  85960. randVector.z = Math.floor(rand(-1.0, 1.0) * 255);
  85961. context.fillStyle = 'rgb(' + randVector.x + ', ' + randVector.y + ', ' + randVector.z + ')';
  85962. context.fillRect(x, y, 1, 1);
  85963. }
  85964. }
  85965. this._randomTexture.update(false);
  85966. };
  85967. __decorate([
  85968. BABYLON.serialize()
  85969. ], SSAORenderingPipeline.prototype, "totalStrength", void 0);
  85970. __decorate([
  85971. BABYLON.serialize()
  85972. ], SSAORenderingPipeline.prototype, "radius", void 0);
  85973. __decorate([
  85974. BABYLON.serialize()
  85975. ], SSAORenderingPipeline.prototype, "area", void 0);
  85976. __decorate([
  85977. BABYLON.serialize()
  85978. ], SSAORenderingPipeline.prototype, "fallOff", void 0);
  85979. __decorate([
  85980. BABYLON.serialize()
  85981. ], SSAORenderingPipeline.prototype, "base", void 0);
  85982. return SSAORenderingPipeline;
  85983. }(BABYLON.PostProcessRenderPipeline));
  85984. BABYLON.SSAORenderingPipeline = SSAORenderingPipeline;
  85985. })(BABYLON || (BABYLON = {}));
  85986. //# sourceMappingURL=babylon.ssaoRenderingPipeline.js.map
  85987. var BABYLON;
  85988. (function (BABYLON) {
  85989. /**
  85990. * Render pipeline to produce ssao effect
  85991. */
  85992. var SSAO2RenderingPipeline = /** @class */ (function (_super) {
  85993. __extends(SSAO2RenderingPipeline, _super);
  85994. /**
  85995. * @constructor
  85996. * @param name The rendering pipeline name
  85997. * @param scene The scene linked to this pipeline
  85998. * @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 }
  85999. * @param cameras The array of cameras that the rendering pipeline will be attached to
  86000. */
  86001. function SSAO2RenderingPipeline(name, scene, ratio, cameras) {
  86002. var _this = _super.call(this, scene.getEngine(), name) || this;
  86003. // Members
  86004. /**
  86005. * @ignore
  86006. * The PassPostProcess id in the pipeline that contains the original scene color
  86007. */
  86008. _this.SSAOOriginalSceneColorEffect = "SSAOOriginalSceneColorEffect";
  86009. /**
  86010. * @ignore
  86011. * The SSAO PostProcess id in the pipeline
  86012. */
  86013. _this.SSAORenderEffect = "SSAORenderEffect";
  86014. /**
  86015. * @ignore
  86016. * The horizontal blur PostProcess id in the pipeline
  86017. */
  86018. _this.SSAOBlurHRenderEffect = "SSAOBlurHRenderEffect";
  86019. /**
  86020. * @ignore
  86021. * The vertical blur PostProcess id in the pipeline
  86022. */
  86023. _this.SSAOBlurVRenderEffect = "SSAOBlurVRenderEffect";
  86024. /**
  86025. * @ignore
  86026. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  86027. */
  86028. _this.SSAOCombineRenderEffect = "SSAOCombineRenderEffect";
  86029. /**
  86030. * The output strength of the SSAO post-process. Default value is 1.0.
  86031. */
  86032. _this.totalStrength = 1.0;
  86033. /**
  86034. * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.
  86035. */
  86036. _this.maxZ = 100.0;
  86037. /**
  86038. * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much
  86039. */
  86040. _this.minZAspect = 0.2;
  86041. _this._samples = 8;
  86042. _this._textureSamples = 1;
  86043. _this._expensiveBlur = true;
  86044. /**
  86045. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0
  86046. */
  86047. _this.radius = 2.0;
  86048. /**
  86049. * The base color of the SSAO post-process
  86050. * The final result is "base + ssao" between [0, 1]
  86051. */
  86052. _this.base = 0;
  86053. _this._firstUpdate = true;
  86054. _this._bits = new Uint32Array(1);
  86055. _this._scene = scene;
  86056. _this._ratio = ratio;
  86057. if (!_this.isSupported) {
  86058. BABYLON.Tools.Error("SSAO 2 needs WebGL 2 support.");
  86059. return _this;
  86060. }
  86061. var ssaoRatio = _this._ratio.ssaoRatio || ratio;
  86062. var blurRatio = _this._ratio.blurRatio || ratio;
  86063. // Set up assets
  86064. var geometryBufferRenderer = scene.enableGeometryBufferRenderer();
  86065. _this._createRandomTexture();
  86066. _this._depthTexture = geometryBufferRenderer.getGBuffer().textures[0];
  86067. _this._normalTexture = geometryBufferRenderer.getGBuffer().textures[1];
  86068. _this._originalColorPostProcess = new BABYLON.PassPostProcess("SSAOOriginalSceneColor", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false);
  86069. _this._originalColorPostProcess.samples = _this.textureSamples;
  86070. _this._createSSAOPostProcess(1.0);
  86071. _this._createBlurPostProcess(ssaoRatio, blurRatio);
  86072. _this._createSSAOCombinePostProcess(blurRatio);
  86073. // Set up pipeline
  86074. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOOriginalSceneColorEffect, function () { return _this._originalColorPostProcess; }, true));
  86075. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAORenderEffect, function () { return _this._ssaoPostProcess; }, true));
  86076. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOBlurHRenderEffect, function () { return _this._blurHPostProcess; }, true));
  86077. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOBlurVRenderEffect, function () { return _this._blurVPostProcess; }, true));
  86078. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOCombineRenderEffect, function () { return _this._ssaoCombinePostProcess; }, true));
  86079. // Finish
  86080. scene.postProcessRenderPipelineManager.addPipeline(_this);
  86081. if (cameras) {
  86082. scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(name, cameras);
  86083. }
  86084. return _this;
  86085. }
  86086. Object.defineProperty(SSAO2RenderingPipeline.prototype, "samples", {
  86087. get: function () {
  86088. return this._samples;
  86089. },
  86090. /**
  86091. * Number of samples used for the SSAO calculations. Default value is 8
  86092. */
  86093. set: function (n) {
  86094. this._ssaoPostProcess.updateEffect("#define SAMPLES " + n + "\n#define SSAO");
  86095. this._samples = n;
  86096. this._sampleSphere = this._generateHemisphere();
  86097. this._firstUpdate = true;
  86098. },
  86099. enumerable: true,
  86100. configurable: true
  86101. });
  86102. Object.defineProperty(SSAO2RenderingPipeline.prototype, "textureSamples", {
  86103. get: function () {
  86104. return this._textureSamples;
  86105. },
  86106. /**
  86107. * Number of samples to use for antialiasing
  86108. */
  86109. set: function (n) {
  86110. this._textureSamples = n;
  86111. this._originalColorPostProcess.samples = n;
  86112. this._blurHPostProcess.samples = n;
  86113. this._blurVPostProcess.samples = n;
  86114. this._ssaoPostProcess.samples = n;
  86115. this._ssaoCombinePostProcess.samples = n;
  86116. },
  86117. enumerable: true,
  86118. configurable: true
  86119. });
  86120. Object.defineProperty(SSAO2RenderingPipeline.prototype, "expensiveBlur", {
  86121. get: function () {
  86122. return this._expensiveBlur;
  86123. },
  86124. /**
  86125. * If bilateral blur should be used
  86126. */
  86127. set: function (b) {
  86128. 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"]);
  86129. this._blurVPostProcess.updateEffect("#define BILATERAL_BLUR\n#define SAMPLES 16\n#define EXPENSIVE " + (b ? "1" : "0") + "\n", null, ["textureSampler", "depthSampler"]);
  86130. this._expensiveBlur = b;
  86131. this._firstUpdate = true;
  86132. },
  86133. enumerable: true,
  86134. configurable: true
  86135. });
  86136. Object.defineProperty(SSAO2RenderingPipeline, "IsSupported", {
  86137. /**
  86138. * Support test.
  86139. */
  86140. get: function () {
  86141. var engine = BABYLON.Engine.LastCreatedEngine;
  86142. if (!engine) {
  86143. return false;
  86144. }
  86145. return engine.getCaps().drawBuffersExtension;
  86146. },
  86147. enumerable: true,
  86148. configurable: true
  86149. });
  86150. // Public Methods
  86151. /**
  86152. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  86153. */
  86154. SSAO2RenderingPipeline.prototype.dispose = function (disableGeometryBufferRenderer) {
  86155. if (disableGeometryBufferRenderer === void 0) { disableGeometryBufferRenderer = false; }
  86156. for (var i = 0; i < this._scene.cameras.length; i++) {
  86157. var camera = this._scene.cameras[i];
  86158. this._originalColorPostProcess.dispose(camera);
  86159. this._ssaoPostProcess.dispose(camera);
  86160. this._blurHPostProcess.dispose(camera);
  86161. this._blurVPostProcess.dispose(camera);
  86162. this._ssaoCombinePostProcess.dispose(camera);
  86163. }
  86164. this._randomTexture.dispose();
  86165. if (disableGeometryBufferRenderer) {
  86166. this._scene.disableGeometryBufferRenderer();
  86167. }
  86168. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._scene.cameras);
  86169. _super.prototype.dispose.call(this);
  86170. };
  86171. // Private Methods
  86172. SSAO2RenderingPipeline.prototype._createBlurPostProcess = function (ssaoRatio, blurRatio) {
  86173. var _this = this;
  86174. this._samplerOffsets = [];
  86175. var expensive = this.expensiveBlur;
  86176. for (var i = -8; i < 8; i++) {
  86177. this._samplerOffsets.push(i * 2 + 0.5);
  86178. }
  86179. 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");
  86180. this._blurHPostProcess.onApply = function (effect) {
  86181. if (!_this._scene.activeCamera) {
  86182. return;
  86183. }
  86184. effect.setFloat("outSize", _this._ssaoCombinePostProcess.width > 0 ? _this._ssaoCombinePostProcess.width : _this._originalColorPostProcess.width);
  86185. effect.setFloat("near", _this._scene.activeCamera.minZ);
  86186. effect.setFloat("far", _this._scene.activeCamera.maxZ);
  86187. effect.setFloat("radius", _this.radius);
  86188. effect.setTexture("depthSampler", _this._depthTexture);
  86189. if (_this._firstUpdate) {
  86190. effect.setArray("samplerOffsets", _this._samplerOffsets);
  86191. }
  86192. };
  86193. 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");
  86194. this._blurVPostProcess.onApply = function (effect) {
  86195. if (!_this._scene.activeCamera) {
  86196. return;
  86197. }
  86198. effect.setFloat("outSize", _this._ssaoCombinePostProcess.height > 0 ? _this._ssaoCombinePostProcess.height : _this._originalColorPostProcess.height);
  86199. effect.setFloat("near", _this._scene.activeCamera.minZ);
  86200. effect.setFloat("far", _this._scene.activeCamera.maxZ);
  86201. effect.setFloat("radius", _this.radius);
  86202. effect.setTexture("depthSampler", _this._depthTexture);
  86203. if (_this._firstUpdate) {
  86204. effect.setArray("samplerOffsets", _this._samplerOffsets);
  86205. _this._firstUpdate = false;
  86206. }
  86207. };
  86208. this._blurHPostProcess.samples = this.textureSamples;
  86209. this._blurVPostProcess.samples = this.textureSamples;
  86210. };
  86211. /** @hidden */
  86212. SSAO2RenderingPipeline.prototype._rebuild = function () {
  86213. this._firstUpdate = true;
  86214. _super.prototype._rebuild.call(this);
  86215. };
  86216. //Van der Corput radical inverse
  86217. SSAO2RenderingPipeline.prototype._radicalInverse_VdC = function (i) {
  86218. this._bits[0] = i;
  86219. this._bits[0] = ((this._bits[0] << 16) | (this._bits[0] >> 16)) >>> 0;
  86220. this._bits[0] = ((this._bits[0] & 0x55555555) << 1) | ((this._bits[0] & 0xAAAAAAAA) >>> 1) >>> 0;
  86221. this._bits[0] = ((this._bits[0] & 0x33333333) << 2) | ((this._bits[0] & 0xCCCCCCCC) >>> 2) >>> 0;
  86222. this._bits[0] = ((this._bits[0] & 0x0F0F0F0F) << 4) | ((this._bits[0] & 0xF0F0F0F0) >>> 4) >>> 0;
  86223. this._bits[0] = ((this._bits[0] & 0x00FF00FF) << 8) | ((this._bits[0] & 0xFF00FF00) >>> 8) >>> 0;
  86224. return this._bits[0] * 2.3283064365386963e-10; // / 0x100000000 or / 4294967296
  86225. };
  86226. SSAO2RenderingPipeline.prototype._hammersley = function (i, n) {
  86227. return [i / n, this._radicalInverse_VdC(i)];
  86228. };
  86229. SSAO2RenderingPipeline.prototype._hemisphereSample_uniform = function (u, v) {
  86230. var phi = v * 2.0 * Math.PI;
  86231. // rejecting samples that are close to tangent plane to avoid z-fighting artifacts
  86232. var cosTheta = 1.0 - (u * 0.85 + 0.15);
  86233. var sinTheta = Math.sqrt(1.0 - cosTheta * cosTheta);
  86234. return new BABYLON.Vector3(Math.cos(phi) * sinTheta, Math.sin(phi) * sinTheta, cosTheta);
  86235. };
  86236. SSAO2RenderingPipeline.prototype._generateHemisphere = function () {
  86237. var numSamples = this.samples;
  86238. var result = [];
  86239. var vector;
  86240. var i = 0;
  86241. while (i < numSamples) {
  86242. if (numSamples < 16) {
  86243. vector = this._hemisphereSample_uniform(Math.random(), Math.random());
  86244. }
  86245. else {
  86246. var rand = this._hammersley(i, numSamples);
  86247. vector = this._hemisphereSample_uniform(rand[0], rand[1]);
  86248. }
  86249. result.push(vector.x, vector.y, vector.z);
  86250. i++;
  86251. }
  86252. return result;
  86253. };
  86254. SSAO2RenderingPipeline.prototype._createSSAOPostProcess = function (ratio) {
  86255. var _this = this;
  86256. var numSamples = this.samples;
  86257. this._sampleSphere = this._generateHemisphere();
  86258. this._ssaoPostProcess = new BABYLON.PostProcess("ssao2", "ssao2", [
  86259. "sampleSphere", "samplesFactor", "randTextureTiles", "totalStrength", "radius",
  86260. "base", "range", "projection", "near", "far", "texelSize",
  86261. "xViewport", "yViewport", "maxZ", "minZAspect"
  86262. ], ["randomSampler", "normalSampler"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, "#define SAMPLES " + numSamples + "\n#define SSAO");
  86263. this._ssaoPostProcess.onApply = function (effect) {
  86264. if (_this._firstUpdate) {
  86265. effect.setArray3("sampleSphere", _this._sampleSphere);
  86266. effect.setFloat("randTextureTiles", 32.0);
  86267. }
  86268. if (!_this._scene.activeCamera) {
  86269. return;
  86270. }
  86271. effect.setFloat("samplesFactor", 1 / _this.samples);
  86272. effect.setFloat("totalStrength", _this.totalStrength);
  86273. effect.setFloat2("texelSize", 1 / _this._ssaoPostProcess.width, 1 / _this._ssaoPostProcess.height);
  86274. effect.setFloat("radius", _this.radius);
  86275. effect.setFloat("maxZ", _this.maxZ);
  86276. effect.setFloat("minZAspect", _this.minZAspect);
  86277. effect.setFloat("base", _this.base);
  86278. effect.setFloat("near", _this._scene.activeCamera.minZ);
  86279. effect.setFloat("far", _this._scene.activeCamera.maxZ);
  86280. effect.setFloat("xViewport", Math.tan(_this._scene.activeCamera.fov / 2) * _this._scene.getEngine().getAspectRatio(_this._scene.activeCamera, true));
  86281. effect.setFloat("yViewport", Math.tan(_this._scene.activeCamera.fov / 2));
  86282. effect.setMatrix("projection", _this._scene.getProjectionMatrix());
  86283. effect.setTexture("textureSampler", _this._depthTexture);
  86284. effect.setTexture("normalSampler", _this._normalTexture);
  86285. effect.setTexture("randomSampler", _this._randomTexture);
  86286. };
  86287. this._ssaoPostProcess.samples = this.textureSamples;
  86288. };
  86289. SSAO2RenderingPipeline.prototype._createSSAOCombinePostProcess = function (ratio) {
  86290. var _this = this;
  86291. this._ssaoCombinePostProcess = new BABYLON.PostProcess("ssaoCombine", "ssaoCombine", [], ["originalColor", "viewport"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
  86292. this._ssaoCombinePostProcess.onApply = function (effect) {
  86293. var viewport = _this._scene.activeCamera.viewport;
  86294. effect.setVector4("viewport", BABYLON.Tmp.Vector4[0].copyFromFloats(viewport.x, viewport.y, viewport.width, viewport.height));
  86295. effect.setTextureFromPostProcess("originalColor", _this._originalColorPostProcess);
  86296. };
  86297. this._ssaoCombinePostProcess.samples = this.textureSamples;
  86298. };
  86299. SSAO2RenderingPipeline.prototype._createRandomTexture = function () {
  86300. var size = 128;
  86301. this._randomTexture = new BABYLON.DynamicTexture("SSAORandomTexture", size, this._scene, false, BABYLON.Texture.TRILINEAR_SAMPLINGMODE);
  86302. this._randomTexture.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  86303. this._randomTexture.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  86304. var context = this._randomTexture.getContext();
  86305. var rand = function (min, max) {
  86306. return Math.random() * (max - min) + min;
  86307. };
  86308. var randVector = BABYLON.Vector3.Zero();
  86309. for (var x = 0; x < size; x++) {
  86310. for (var y = 0; y < size; y++) {
  86311. randVector.x = rand(0.0, 1.0);
  86312. randVector.y = rand(0.0, 1.0);
  86313. randVector.z = 0.0;
  86314. randVector.normalize();
  86315. randVector.scaleInPlace(255);
  86316. randVector.x = Math.floor(randVector.x);
  86317. randVector.y = Math.floor(randVector.y);
  86318. context.fillStyle = 'rgb(' + randVector.x + ', ' + randVector.y + ', ' + randVector.z + ')';
  86319. context.fillRect(x, y, 1, 1);
  86320. }
  86321. }
  86322. this._randomTexture.update(false);
  86323. };
  86324. /**
  86325. * Serialize the rendering pipeline (Used when exporting)
  86326. * @returns the serialized object
  86327. */
  86328. SSAO2RenderingPipeline.prototype.serialize = function () {
  86329. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  86330. serializationObject.customType = "SSAO2RenderingPipeline";
  86331. return serializationObject;
  86332. };
  86333. /**
  86334. * Parse the serialized pipeline
  86335. * @param source Source pipeline.
  86336. * @param scene The scene to load the pipeline to.
  86337. * @param rootUrl The URL of the serialized pipeline.
  86338. * @returns An instantiated pipeline from the serialized object.
  86339. */
  86340. SSAO2RenderingPipeline.Parse = function (source, scene, rootUrl) {
  86341. return BABYLON.SerializationHelper.Parse(function () { return new SSAO2RenderingPipeline(source._name, scene, source._ratio); }, source, scene, rootUrl);
  86342. };
  86343. __decorate([
  86344. BABYLON.serialize()
  86345. ], SSAO2RenderingPipeline.prototype, "totalStrength", void 0);
  86346. __decorate([
  86347. BABYLON.serialize()
  86348. ], SSAO2RenderingPipeline.prototype, "maxZ", void 0);
  86349. __decorate([
  86350. BABYLON.serialize()
  86351. ], SSAO2RenderingPipeline.prototype, "minZAspect", void 0);
  86352. __decorate([
  86353. BABYLON.serialize("samples")
  86354. ], SSAO2RenderingPipeline.prototype, "_samples", void 0);
  86355. __decorate([
  86356. BABYLON.serialize("textureSamples")
  86357. ], SSAO2RenderingPipeline.prototype, "_textureSamples", void 0);
  86358. __decorate([
  86359. BABYLON.serialize()
  86360. ], SSAO2RenderingPipeline.prototype, "_ratio", void 0);
  86361. __decorate([
  86362. BABYLON.serialize("expensiveBlur")
  86363. ], SSAO2RenderingPipeline.prototype, "_expensiveBlur", void 0);
  86364. __decorate([
  86365. BABYLON.serialize()
  86366. ], SSAO2RenderingPipeline.prototype, "radius", void 0);
  86367. __decorate([
  86368. BABYLON.serialize()
  86369. ], SSAO2RenderingPipeline.prototype, "base", void 0);
  86370. return SSAO2RenderingPipeline;
  86371. }(BABYLON.PostProcessRenderPipeline));
  86372. BABYLON.SSAO2RenderingPipeline = SSAO2RenderingPipeline;
  86373. })(BABYLON || (BABYLON = {}));
  86374. //# sourceMappingURL=babylon.ssao2RenderingPipeline.js.map
  86375. var BABYLON;
  86376. (function (BABYLON) {
  86377. /**
  86378. * BABYLON.JS Chromatic Aberration GLSL Shader
  86379. * Author: Olivier Guyot
  86380. * Separates very slightly R, G and B colors on the edges of the screen
  86381. * Inspired by Francois Tarlier & Martins Upitis
  86382. */
  86383. var LensRenderingPipeline = /** @class */ (function (_super) {
  86384. __extends(LensRenderingPipeline, _super);
  86385. /**
  86386. * @constructor
  86387. *
  86388. * Effect parameters are as follow:
  86389. * {
  86390. * chromatic_aberration: number; // from 0 to x (1 for realism)
  86391. * edge_blur: number; // from 0 to x (1 for realism)
  86392. * distortion: number; // from 0 to x (1 for realism)
  86393. * grain_amount: number; // from 0 to 1
  86394. * grain_texture: BABYLON.Texture; // texture to use for grain effect; if unset, use random B&W noise
  86395. * dof_focus_distance: number; // depth-of-field: focus distance; unset to disable (disabled by default)
  86396. * dof_aperture: number; // depth-of-field: focus blur bias (default: 1)
  86397. * dof_darken: number; // depth-of-field: darken that which is out of focus (from 0 to 1, disabled by default)
  86398. * dof_pentagon: boolean; // depth-of-field: makes a pentagon-like "bokeh" effect
  86399. * dof_gain: number; // depth-of-field: highlights gain; unset to disable (disabled by default)
  86400. * dof_threshold: number; // depth-of-field: highlights threshold (default: 1)
  86401. * blur_noise: boolean; // add a little bit of noise to the blur (default: true)
  86402. * }
  86403. * Note: if an effect parameter is unset, effect is disabled
  86404. *
  86405. * @param name The rendering pipeline name
  86406. * @param parameters - An object containing all parameters (see above)
  86407. * @param scene The scene linked to this pipeline
  86408. * @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)
  86409. * @param cameras The array of cameras that the rendering pipeline will be attached to
  86410. */
  86411. function LensRenderingPipeline(name, parameters, scene, ratio, cameras) {
  86412. if (ratio === void 0) { ratio = 1.0; }
  86413. var _this = _super.call(this, scene.getEngine(), name) || this;
  86414. // Lens effects can be of the following:
  86415. // - chromatic aberration (slight shift of RGB colors)
  86416. // - blur on the edge of the lens
  86417. // - lens distortion
  86418. // - depth-of-field blur & highlights enhancing
  86419. // - depth-of-field 'bokeh' effect (shapes appearing in blurred areas)
  86420. // - grain effect (noise or custom texture)
  86421. // Two additional texture samplers are needed:
  86422. // - depth map (for depth-of-field)
  86423. // - grain texture
  86424. /**
  86425. * @ignore
  86426. * The chromatic aberration PostProcess id in the pipeline
  86427. */
  86428. _this.LensChromaticAberrationEffect = "LensChromaticAberrationEffect";
  86429. /**
  86430. * @ignore
  86431. * The highlights enhancing PostProcess id in the pipeline
  86432. */
  86433. _this.HighlightsEnhancingEffect = "HighlightsEnhancingEffect";
  86434. /**
  86435. * @ignore
  86436. * The depth-of-field PostProcess id in the pipeline
  86437. */
  86438. _this.LensDepthOfFieldEffect = "LensDepthOfFieldEffect";
  86439. _this._scene = scene;
  86440. // Fetch texture samplers
  86441. _this._depthTexture = scene.enableDepthRenderer().getDepthMap(); // Force depth renderer "on"
  86442. if (parameters.grain_texture) {
  86443. _this._grainTexture = parameters.grain_texture;
  86444. }
  86445. else {
  86446. _this._createGrainTexture();
  86447. }
  86448. // save parameters
  86449. _this._edgeBlur = parameters.edge_blur ? parameters.edge_blur : 0;
  86450. _this._grainAmount = parameters.grain_amount ? parameters.grain_amount : 0;
  86451. _this._chromaticAberration = parameters.chromatic_aberration ? parameters.chromatic_aberration : 0;
  86452. _this._distortion = parameters.distortion ? parameters.distortion : 0;
  86453. _this._highlightsGain = parameters.dof_gain !== undefined ? parameters.dof_gain : -1;
  86454. _this._highlightsThreshold = parameters.dof_threshold ? parameters.dof_threshold : 1;
  86455. _this._dofDistance = parameters.dof_focus_distance !== undefined ? parameters.dof_focus_distance : -1;
  86456. _this._dofAperture = parameters.dof_aperture ? parameters.dof_aperture : 1;
  86457. _this._dofDarken = parameters.dof_darken ? parameters.dof_darken : 0;
  86458. _this._dofPentagon = parameters.dof_pentagon !== undefined ? parameters.dof_pentagon : true;
  86459. _this._blurNoise = parameters.blur_noise !== undefined ? parameters.blur_noise : true;
  86460. // Create effects
  86461. _this._createChromaticAberrationPostProcess(ratio);
  86462. _this._createHighlightsPostProcess(ratio);
  86463. _this._createDepthOfFieldPostProcess(ratio / 4);
  86464. // Set up pipeline
  86465. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.LensChromaticAberrationEffect, function () { return _this._chromaticAberrationPostProcess; }, true));
  86466. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.HighlightsEnhancingEffect, function () { return _this._highlightsPostProcess; }, true));
  86467. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.LensDepthOfFieldEffect, function () { return _this._depthOfFieldPostProcess; }, true));
  86468. if (_this._highlightsGain === -1) {
  86469. _this._disableEffect(_this.HighlightsEnhancingEffect, null);
  86470. }
  86471. // Finish
  86472. scene.postProcessRenderPipelineManager.addPipeline(_this);
  86473. if (cameras) {
  86474. scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(name, cameras);
  86475. }
  86476. return _this;
  86477. }
  86478. // public methods (self explanatory)
  86479. /**
  86480. * Sets the amount of blur at the edges
  86481. * @param amount blur amount
  86482. */
  86483. LensRenderingPipeline.prototype.setEdgeBlur = function (amount) { this._edgeBlur = amount; };
  86484. /**
  86485. * Sets edge blur to 0
  86486. */
  86487. LensRenderingPipeline.prototype.disableEdgeBlur = function () { this._edgeBlur = 0; };
  86488. /**
  86489. * Sets the amout of grain
  86490. * @param amount Amount of grain
  86491. */
  86492. LensRenderingPipeline.prototype.setGrainAmount = function (amount) { this._grainAmount = amount; };
  86493. /**
  86494. * Set grain amount to 0
  86495. */
  86496. LensRenderingPipeline.prototype.disableGrain = function () { this._grainAmount = 0; };
  86497. /**
  86498. * Sets the chromatic aberration amount
  86499. * @param amount amount of chromatic aberration
  86500. */
  86501. LensRenderingPipeline.prototype.setChromaticAberration = function (amount) { this._chromaticAberration = amount; };
  86502. /**
  86503. * Sets chromatic aberration amount to 0
  86504. */
  86505. LensRenderingPipeline.prototype.disableChromaticAberration = function () { this._chromaticAberration = 0; };
  86506. /**
  86507. * Sets the EdgeDistortion amount
  86508. * @param amount amount of EdgeDistortion
  86509. */
  86510. LensRenderingPipeline.prototype.setEdgeDistortion = function (amount) { this._distortion = amount; };
  86511. /**
  86512. * Sets edge distortion to 0
  86513. */
  86514. LensRenderingPipeline.prototype.disableEdgeDistortion = function () { this._distortion = 0; };
  86515. /**
  86516. * Sets the FocusDistance amount
  86517. * @param amount amount of FocusDistance
  86518. */
  86519. LensRenderingPipeline.prototype.setFocusDistance = function (amount) { this._dofDistance = amount; };
  86520. /**
  86521. * Disables depth of field
  86522. */
  86523. LensRenderingPipeline.prototype.disableDepthOfField = function () { this._dofDistance = -1; };
  86524. /**
  86525. * Sets the Aperture amount
  86526. * @param amount amount of Aperture
  86527. */
  86528. LensRenderingPipeline.prototype.setAperture = function (amount) { this._dofAperture = amount; };
  86529. /**
  86530. * Sets the DarkenOutOfFocus amount
  86531. * @param amount amount of DarkenOutOfFocus
  86532. */
  86533. LensRenderingPipeline.prototype.setDarkenOutOfFocus = function (amount) { this._dofDarken = amount; };
  86534. /**
  86535. * Creates a pentagon bokeh effect
  86536. */
  86537. LensRenderingPipeline.prototype.enablePentagonBokeh = function () {
  86538. this._highlightsPostProcess.updateEffect("#define PENTAGON\n");
  86539. };
  86540. /**
  86541. * Disables the pentagon bokeh effect
  86542. */
  86543. LensRenderingPipeline.prototype.disablePentagonBokeh = function () {
  86544. this._highlightsPostProcess.updateEffect();
  86545. };
  86546. /**
  86547. * Enables noise blur
  86548. */
  86549. LensRenderingPipeline.prototype.enableNoiseBlur = function () { this._blurNoise = true; };
  86550. /**
  86551. * Disables noise blur
  86552. */
  86553. LensRenderingPipeline.prototype.disableNoiseBlur = function () { this._blurNoise = false; };
  86554. /**
  86555. * Sets the HighlightsGain amount
  86556. * @param amount amount of HighlightsGain
  86557. */
  86558. LensRenderingPipeline.prototype.setHighlightsGain = function (amount) {
  86559. this._highlightsGain = amount;
  86560. };
  86561. /**
  86562. * Sets the HighlightsThreshold amount
  86563. * @param amount amount of HighlightsThreshold
  86564. */
  86565. LensRenderingPipeline.prototype.setHighlightsThreshold = function (amount) {
  86566. if (this._highlightsGain === -1) {
  86567. this._highlightsGain = 1.0;
  86568. }
  86569. this._highlightsThreshold = amount;
  86570. };
  86571. /**
  86572. * Disables highlights
  86573. */
  86574. LensRenderingPipeline.prototype.disableHighlights = function () {
  86575. this._highlightsGain = -1;
  86576. };
  86577. /**
  86578. * Removes the internal pipeline assets and detaches the pipeline from the scene cameras
  86579. * @param disableDepthRender If the scens depth rendering should be disabled (default: false)
  86580. */
  86581. LensRenderingPipeline.prototype.dispose = function (disableDepthRender) {
  86582. if (disableDepthRender === void 0) { disableDepthRender = false; }
  86583. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._scene.cameras);
  86584. this._chromaticAberrationPostProcess = null;
  86585. this._highlightsPostProcess = null;
  86586. this._depthOfFieldPostProcess = null;
  86587. this._grainTexture.dispose();
  86588. if (disableDepthRender) {
  86589. this._scene.disableDepthRenderer();
  86590. }
  86591. };
  86592. // colors shifting and distortion
  86593. LensRenderingPipeline.prototype._createChromaticAberrationPostProcess = function (ratio) {
  86594. var _this = this;
  86595. this._chromaticAberrationPostProcess = new BABYLON.PostProcess("LensChromaticAberration", "chromaticAberration", ["chromatic_aberration", "screen_width", "screen_height", "direction", "radialIntensity", "centerPosition"], // uniforms
  86596. [], // samplers
  86597. ratio, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
  86598. this._chromaticAberrationPostProcess.onApply = function (effect) {
  86599. effect.setFloat('chromatic_aberration', _this._chromaticAberration);
  86600. effect.setFloat('screen_width', _this._scene.getEngine().getRenderWidth());
  86601. effect.setFloat('screen_height', _this._scene.getEngine().getRenderHeight());
  86602. effect.setFloat('radialIntensity', 1);
  86603. effect.setFloat2('direction', 17, 17);
  86604. effect.setFloat2('centerPosition', 0.5, 0.5);
  86605. };
  86606. };
  86607. // highlights enhancing
  86608. LensRenderingPipeline.prototype._createHighlightsPostProcess = function (ratio) {
  86609. var _this = this;
  86610. this._highlightsPostProcess = new BABYLON.PostProcess("LensHighlights", "lensHighlights", ["gain", "threshold", "screen_width", "screen_height"], // uniforms
  86611. [], // samplers
  86612. ratio, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, this._dofPentagon ? "#define PENTAGON\n" : "");
  86613. this._highlightsPostProcess.onApply = function (effect) {
  86614. effect.setFloat('gain', _this._highlightsGain);
  86615. effect.setFloat('threshold', _this._highlightsThreshold);
  86616. effect.setTextureFromPostProcess("textureSampler", _this._chromaticAberrationPostProcess);
  86617. effect.setFloat('screen_width', _this._scene.getEngine().getRenderWidth());
  86618. effect.setFloat('screen_height', _this._scene.getEngine().getRenderHeight());
  86619. };
  86620. };
  86621. // colors shifting and distortion
  86622. LensRenderingPipeline.prototype._createDepthOfFieldPostProcess = function (ratio) {
  86623. var _this = this;
  86624. this._depthOfFieldPostProcess = new BABYLON.PostProcess("LensDepthOfField", "depthOfField", [
  86625. "grain_amount", "blur_noise", "screen_width", "screen_height", "distortion", "dof_enabled",
  86626. "screen_distance", "aperture", "darken", "edge_blur", "highlights", "near", "far"
  86627. ], ["depthSampler", "grainSampler", "highlightsSampler"], ratio, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
  86628. this._depthOfFieldPostProcess.onApply = function (effect) {
  86629. effect.setTexture("depthSampler", _this._depthTexture);
  86630. effect.setTexture("grainSampler", _this._grainTexture);
  86631. effect.setTextureFromPostProcess("textureSampler", _this._highlightsPostProcess);
  86632. effect.setTextureFromPostProcess("highlightsSampler", _this._depthOfFieldPostProcess);
  86633. effect.setFloat('grain_amount', _this._grainAmount);
  86634. effect.setBool('blur_noise', _this._blurNoise);
  86635. effect.setFloat('screen_width', _this._scene.getEngine().getRenderWidth());
  86636. effect.setFloat('screen_height', _this._scene.getEngine().getRenderHeight());
  86637. effect.setFloat('distortion', _this._distortion);
  86638. effect.setBool('dof_enabled', (_this._dofDistance !== -1));
  86639. effect.setFloat('screen_distance', 1.0 / (0.1 - 1.0 / _this._dofDistance));
  86640. effect.setFloat('aperture', _this._dofAperture);
  86641. effect.setFloat('darken', _this._dofDarken);
  86642. effect.setFloat('edge_blur', _this._edgeBlur);
  86643. effect.setBool('highlights', (_this._highlightsGain !== -1));
  86644. if (_this._scene.activeCamera) {
  86645. effect.setFloat('near', _this._scene.activeCamera.minZ);
  86646. effect.setFloat('far', _this._scene.activeCamera.maxZ);
  86647. }
  86648. };
  86649. };
  86650. // creates a black and white random noise texture, 512x512
  86651. LensRenderingPipeline.prototype._createGrainTexture = function () {
  86652. var size = 512;
  86653. this._grainTexture = new BABYLON.DynamicTexture("LensNoiseTexture", size, this._scene, false, BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  86654. this._grainTexture.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  86655. this._grainTexture.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  86656. var context = this._grainTexture.getContext();
  86657. var rand = function (min, max) {
  86658. return Math.random() * (max - min) + min;
  86659. };
  86660. var value;
  86661. for (var x = 0; x < size; x++) {
  86662. for (var y = 0; y < size; y++) {
  86663. value = Math.floor(rand(0.42, 0.58) * 255);
  86664. context.fillStyle = 'rgb(' + value + ', ' + value + ', ' + value + ')';
  86665. context.fillRect(x, y, 1, 1);
  86666. }
  86667. }
  86668. this._grainTexture.update(false);
  86669. };
  86670. return LensRenderingPipeline;
  86671. }(BABYLON.PostProcessRenderPipeline));
  86672. BABYLON.LensRenderingPipeline = LensRenderingPipeline;
  86673. })(BABYLON || (BABYLON = {}));
  86674. //# sourceMappingURL=babylon.lensRenderingPipeline.js.map
  86675. var BABYLON;
  86676. (function (BABYLON) {
  86677. /**
  86678. * Standard rendering pipeline
  86679. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  86680. * @see https://doc.babylonjs.com/how_to/using_standard_rendering_pipeline
  86681. */
  86682. var StandardRenderingPipeline = /** @class */ (function (_super) {
  86683. __extends(StandardRenderingPipeline, _super);
  86684. /**
  86685. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  86686. * @constructor
  86687. * @param name The rendering pipeline name
  86688. * @param scene The scene linked to this pipeline
  86689. * @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)
  86690. * @param originalPostProcess the custom original color post-process. Must be "reusable". Can be null.
  86691. * @param cameras The array of cameras that the rendering pipeline will be attached to
  86692. */
  86693. function StandardRenderingPipeline(name, scene, ratio, originalPostProcess, cameras) {
  86694. if (originalPostProcess === void 0) { originalPostProcess = null; }
  86695. var _this = _super.call(this, scene.getEngine(), name) || this;
  86696. /**
  86697. * Post-process used to down scale an image x4
  86698. */
  86699. _this.downSampleX4PostProcess = null;
  86700. /**
  86701. * Post-process used to calculate the illuminated surfaces controlled by a threshold
  86702. */
  86703. _this.brightPassPostProcess = null;
  86704. /**
  86705. * Post-process array storing all the horizontal blur post-processes used by the pipeline
  86706. */
  86707. _this.blurHPostProcesses = [];
  86708. /**
  86709. * Post-process array storing all the vertical blur post-processes used by the pipeline
  86710. */
  86711. _this.blurVPostProcesses = [];
  86712. /**
  86713. * Post-process used to add colors of 2 textures (typically brightness + real scene color)
  86714. */
  86715. _this.textureAdderPostProcess = null;
  86716. /**
  86717. * Post-process used to create volumetric lighting effect
  86718. */
  86719. _this.volumetricLightPostProcess = null;
  86720. /**
  86721. * Post-process used to smooth the previous volumetric light post-process on the X axis
  86722. */
  86723. _this.volumetricLightSmoothXPostProcess = null;
  86724. /**
  86725. * Post-process used to smooth the previous volumetric light post-process on the Y axis
  86726. */
  86727. _this.volumetricLightSmoothYPostProcess = null;
  86728. /**
  86729. * Post-process used to merge the volumetric light effect and the real scene color
  86730. */
  86731. _this.volumetricLightMergePostProces = null;
  86732. /**
  86733. * Post-process used to store the final volumetric light post-process (attach/detach for debug purpose)
  86734. */
  86735. _this.volumetricLightFinalPostProcess = null;
  86736. /**
  86737. * Base post-process used to calculate the average luminance of the final image for HDR
  86738. */
  86739. _this.luminancePostProcess = null;
  86740. /**
  86741. * Post-processes used to create down sample post-processes in order to get
  86742. * the average luminance of the final image for HDR
  86743. * Array of length "StandardRenderingPipeline.LuminanceSteps"
  86744. */
  86745. _this.luminanceDownSamplePostProcesses = [];
  86746. /**
  86747. * Post-process used to create a HDR effect (light adaptation)
  86748. */
  86749. _this.hdrPostProcess = null;
  86750. /**
  86751. * Post-process used to store the final texture adder post-process (attach/detach for debug purpose)
  86752. */
  86753. _this.textureAdderFinalPostProcess = null;
  86754. /**
  86755. * Post-process used to store the final lens flare post-process (attach/detach for debug purpose)
  86756. */
  86757. _this.lensFlareFinalPostProcess = null;
  86758. /**
  86759. * Post-process used to merge the final HDR post-process and the real scene color
  86760. */
  86761. _this.hdrFinalPostProcess = null;
  86762. /**
  86763. * Post-process used to create a lens flare effect
  86764. */
  86765. _this.lensFlarePostProcess = null;
  86766. /**
  86767. * Post-process that merges the result of the lens flare post-process and the real scene color
  86768. */
  86769. _this.lensFlareComposePostProcess = null;
  86770. /**
  86771. * Post-process used to create a motion blur effect
  86772. */
  86773. _this.motionBlurPostProcess = null;
  86774. /**
  86775. * Post-process used to create a depth of field effect
  86776. */
  86777. _this.depthOfFieldPostProcess = null;
  86778. /**
  86779. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  86780. */
  86781. _this.fxaaPostProcess = null;
  86782. // Values
  86783. /**
  86784. * Represents the brightness threshold in order to configure the illuminated surfaces
  86785. */
  86786. _this.brightThreshold = 1.0;
  86787. /**
  86788. * Configures the blur intensity used for surexposed surfaces are highlighted surfaces (light halo)
  86789. */
  86790. _this.blurWidth = 512.0;
  86791. /**
  86792. * Sets if the blur for highlighted surfaces must be only horizontal
  86793. */
  86794. _this.horizontalBlur = false;
  86795. /**
  86796. * Sets the overall exposure used by the pipeline
  86797. */
  86798. _this.exposure = 1.0;
  86799. /**
  86800. * Texture used typically to simulate "dirty" on camera lens
  86801. */
  86802. _this.lensTexture = null;
  86803. /**
  86804. * Represents the offset coefficient based on Rayleigh principle. Typically in interval [-0.2, 0.2]
  86805. */
  86806. _this.volumetricLightCoefficient = 0.2;
  86807. /**
  86808. * The overall power of volumetric lights, typically in interval [0, 10] maximum
  86809. */
  86810. _this.volumetricLightPower = 4.0;
  86811. /**
  86812. * Used the set the blur intensity to smooth the volumetric lights
  86813. */
  86814. _this.volumetricLightBlurScale = 64.0;
  86815. /**
  86816. * Light (spot or directional) used to generate the volumetric lights rays
  86817. * The source light must have a shadow generate so the pipeline can get its
  86818. * depth map
  86819. */
  86820. _this.sourceLight = null;
  86821. /**
  86822. * For eye adaptation, represents the minimum luminance the eye can see
  86823. */
  86824. _this.hdrMinimumLuminance = 1.0;
  86825. /**
  86826. * For eye adaptation, represents the decrease luminance speed
  86827. */
  86828. _this.hdrDecreaseRate = 0.5;
  86829. /**
  86830. * For eye adaptation, represents the increase luminance speed
  86831. */
  86832. _this.hdrIncreaseRate = 0.5;
  86833. /**
  86834. * Lens color texture used by the lens flare effect. Mandatory if lens flare effect enabled
  86835. */
  86836. _this.lensColorTexture = null;
  86837. /**
  86838. * The overall strengh for the lens flare effect
  86839. */
  86840. _this.lensFlareStrength = 20.0;
  86841. /**
  86842. * Dispersion coefficient for lens flare ghosts
  86843. */
  86844. _this.lensFlareGhostDispersal = 1.4;
  86845. /**
  86846. * Main lens flare halo width
  86847. */
  86848. _this.lensFlareHaloWidth = 0.7;
  86849. /**
  86850. * Based on the lens distortion effect, defines how much the lens flare result
  86851. * is distorted
  86852. */
  86853. _this.lensFlareDistortionStrength = 16.0;
  86854. /**
  86855. * Lens star texture must be used to simulate rays on the flares and is available
  86856. * in the documentation
  86857. */
  86858. _this.lensStarTexture = null;
  86859. /**
  86860. * As the "lensTexture" (can be the same texture or different), it is used to apply the lens
  86861. * flare effect by taking account of the dirt texture
  86862. */
  86863. _this.lensFlareDirtTexture = null;
  86864. /**
  86865. * Represents the focal length for the depth of field effect
  86866. */
  86867. _this.depthOfFieldDistance = 10.0;
  86868. /**
  86869. * Represents the blur intensity for the blurred part of the depth of field effect
  86870. */
  86871. _this.depthOfFieldBlurWidth = 64.0;
  86872. /**
  86873. * For motion blur, defines how much the image is blurred by the movement
  86874. */
  86875. _this.motionStrength = 1.0;
  86876. /**
  86877. * List of animations for the pipeline (IAnimatable implementation)
  86878. */
  86879. _this.animations = [];
  86880. _this._currentDepthOfFieldSource = null;
  86881. _this._hdrCurrentLuminance = 1.0;
  86882. // Getters and setters
  86883. _this._bloomEnabled = false;
  86884. _this._depthOfFieldEnabled = false;
  86885. _this._vlsEnabled = false;
  86886. _this._lensFlareEnabled = false;
  86887. _this._hdrEnabled = false;
  86888. _this._motionBlurEnabled = false;
  86889. _this._fxaaEnabled = false;
  86890. _this._motionBlurSamples = 64.0;
  86891. _this._volumetricLightStepsCount = 50.0;
  86892. _this._samples = 1;
  86893. _this._cameras = cameras || [];
  86894. // Initialize
  86895. _this._scene = scene;
  86896. _this._basePostProcess = originalPostProcess;
  86897. _this._ratio = ratio;
  86898. // Misc
  86899. _this._floatTextureType = scene.getEngine().getCaps().textureFloatRender ? BABYLON.Engine.TEXTURETYPE_FLOAT : BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  86900. // Finish
  86901. scene.postProcessRenderPipelineManager.addPipeline(_this);
  86902. _this._buildPipeline();
  86903. return _this;
  86904. }
  86905. Object.defineProperty(StandardRenderingPipeline.prototype, "BloomEnabled", {
  86906. /**
  86907. * @ignore
  86908. * Specifies if the bloom pipeline is enabled
  86909. */
  86910. get: function () {
  86911. return this._bloomEnabled;
  86912. },
  86913. set: function (enabled) {
  86914. if (this._bloomEnabled === enabled) {
  86915. return;
  86916. }
  86917. this._bloomEnabled = enabled;
  86918. this._buildPipeline();
  86919. },
  86920. enumerable: true,
  86921. configurable: true
  86922. });
  86923. Object.defineProperty(StandardRenderingPipeline.prototype, "DepthOfFieldEnabled", {
  86924. /**
  86925. * @ignore
  86926. * Specifies if the depth of field pipeline is enabed
  86927. */
  86928. get: function () {
  86929. return this._depthOfFieldEnabled;
  86930. },
  86931. set: function (enabled) {
  86932. if (this._depthOfFieldEnabled === enabled) {
  86933. return;
  86934. }
  86935. this._depthOfFieldEnabled = enabled;
  86936. this._buildPipeline();
  86937. },
  86938. enumerable: true,
  86939. configurable: true
  86940. });
  86941. Object.defineProperty(StandardRenderingPipeline.prototype, "LensFlareEnabled", {
  86942. /**
  86943. * @ignore
  86944. * Specifies if the lens flare pipeline is enabed
  86945. */
  86946. get: function () {
  86947. return this._lensFlareEnabled;
  86948. },
  86949. set: function (enabled) {
  86950. if (this._lensFlareEnabled === enabled) {
  86951. return;
  86952. }
  86953. this._lensFlareEnabled = enabled;
  86954. this._buildPipeline();
  86955. },
  86956. enumerable: true,
  86957. configurable: true
  86958. });
  86959. Object.defineProperty(StandardRenderingPipeline.prototype, "HDREnabled", {
  86960. /**
  86961. * @ignore
  86962. * Specifies if the HDR pipeline is enabled
  86963. */
  86964. get: function () {
  86965. return this._hdrEnabled;
  86966. },
  86967. set: function (enabled) {
  86968. if (this._hdrEnabled === enabled) {
  86969. return;
  86970. }
  86971. this._hdrEnabled = enabled;
  86972. this._buildPipeline();
  86973. },
  86974. enumerable: true,
  86975. configurable: true
  86976. });
  86977. Object.defineProperty(StandardRenderingPipeline.prototype, "VLSEnabled", {
  86978. /**
  86979. * @ignore
  86980. * Specifies if the volumetric lights scattering effect is enabled
  86981. */
  86982. get: function () {
  86983. return this._vlsEnabled;
  86984. },
  86985. set: function (enabled) {
  86986. if (this._vlsEnabled === enabled) {
  86987. return;
  86988. }
  86989. if (enabled) {
  86990. var geometry = this._scene.enableGeometryBufferRenderer();
  86991. if (!geometry) {
  86992. BABYLON.Tools.Warn("Geometry renderer is not supported, cannot create volumetric lights in Standard Rendering Pipeline");
  86993. return;
  86994. }
  86995. }
  86996. this._vlsEnabled = enabled;
  86997. this._buildPipeline();
  86998. },
  86999. enumerable: true,
  87000. configurable: true
  87001. });
  87002. Object.defineProperty(StandardRenderingPipeline.prototype, "MotionBlurEnabled", {
  87003. /**
  87004. * @ignore
  87005. * Specifies if the motion blur effect is enabled
  87006. */
  87007. get: function () {
  87008. return this._motionBlurEnabled;
  87009. },
  87010. set: function (enabled) {
  87011. if (this._motionBlurEnabled === enabled) {
  87012. return;
  87013. }
  87014. this._motionBlurEnabled = enabled;
  87015. this._buildPipeline();
  87016. },
  87017. enumerable: true,
  87018. configurable: true
  87019. });
  87020. Object.defineProperty(StandardRenderingPipeline.prototype, "fxaaEnabled", {
  87021. /**
  87022. * Specifies if anti-aliasing is enabled
  87023. */
  87024. get: function () {
  87025. return this._fxaaEnabled;
  87026. },
  87027. set: function (enabled) {
  87028. if (this._fxaaEnabled === enabled) {
  87029. return;
  87030. }
  87031. this._fxaaEnabled = enabled;
  87032. this._buildPipeline();
  87033. },
  87034. enumerable: true,
  87035. configurable: true
  87036. });
  87037. Object.defineProperty(StandardRenderingPipeline.prototype, "volumetricLightStepsCount", {
  87038. /**
  87039. * Specifies the number of steps used to calculate the volumetric lights
  87040. * Typically in interval [50, 200]
  87041. */
  87042. get: function () {
  87043. return this._volumetricLightStepsCount;
  87044. },
  87045. set: function (count) {
  87046. if (this.volumetricLightPostProcess) {
  87047. this.volumetricLightPostProcess.updateEffect("#define VLS\n#define NB_STEPS " + count.toFixed(1));
  87048. }
  87049. this._volumetricLightStepsCount = count;
  87050. },
  87051. enumerable: true,
  87052. configurable: true
  87053. });
  87054. Object.defineProperty(StandardRenderingPipeline.prototype, "motionBlurSamples", {
  87055. /**
  87056. * Specifies the number of samples used for the motion blur effect
  87057. * Typically in interval [16, 64]
  87058. */
  87059. get: function () {
  87060. return this._motionBlurSamples;
  87061. },
  87062. set: function (samples) {
  87063. if (this.motionBlurPostProcess) {
  87064. this.motionBlurPostProcess.updateEffect("#define MOTION_BLUR\n#define MAX_MOTION_SAMPLES " + samples.toFixed(1));
  87065. }
  87066. this._motionBlurSamples = samples;
  87067. },
  87068. enumerable: true,
  87069. configurable: true
  87070. });
  87071. Object.defineProperty(StandardRenderingPipeline.prototype, "samples", {
  87072. /**
  87073. * Specifies MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  87074. */
  87075. get: function () {
  87076. return this._samples;
  87077. },
  87078. set: function (sampleCount) {
  87079. if (this._samples === sampleCount) {
  87080. return;
  87081. }
  87082. this._samples = sampleCount;
  87083. this._buildPipeline();
  87084. },
  87085. enumerable: true,
  87086. configurable: true
  87087. });
  87088. StandardRenderingPipeline.prototype._buildPipeline = function () {
  87089. var _this = this;
  87090. var ratio = this._ratio;
  87091. var scene = this._scene;
  87092. this._disposePostProcesses();
  87093. this._reset();
  87094. // Create pass post-process
  87095. if (!this._basePostProcess) {
  87096. this.originalPostProcess = new BABYLON.PostProcess("HDRPass", "standard", [], [], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define PASS_POST_PROCESS", this._floatTextureType);
  87097. this.originalPostProcess.onApply = function (effect) {
  87098. _this._currentDepthOfFieldSource = _this.originalPostProcess;
  87099. };
  87100. }
  87101. else {
  87102. this.originalPostProcess = this._basePostProcess;
  87103. }
  87104. if (this._bloomEnabled || this._vlsEnabled || this._lensFlareEnabled || this._depthOfFieldEnabled || this._motionBlurEnabled) {
  87105. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRPassPostProcess", function () { return _this.originalPostProcess; }, true));
  87106. }
  87107. this._currentDepthOfFieldSource = this.originalPostProcess;
  87108. if (this._bloomEnabled) {
  87109. // Create down sample X4 post-process
  87110. this._createDownSampleX4PostProcess(scene, ratio / 2);
  87111. // Create bright pass post-process
  87112. this._createBrightPassPostProcess(scene, ratio / 2);
  87113. // Create gaussian blur post-processes (down sampling blurs)
  87114. this._createBlurPostProcesses(scene, ratio / 4, 1);
  87115. // Create texture adder post-process
  87116. this._createTextureAdderPostProcess(scene, ratio);
  87117. // Create depth-of-field source post-process
  87118. 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);
  87119. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRBaseDepthOfFieldSource", function () { return _this.textureAdderFinalPostProcess; }, true));
  87120. }
  87121. if (this._vlsEnabled) {
  87122. // Create volumetric light
  87123. this._createVolumetricLightPostProcess(scene, ratio);
  87124. // Create volumetric light final post-process
  87125. 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);
  87126. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRVLSFinal", function () { return _this.volumetricLightFinalPostProcess; }, true));
  87127. }
  87128. if (this._lensFlareEnabled) {
  87129. // Create lens flare post-process
  87130. this._createLensFlarePostProcess(scene, ratio);
  87131. // Create depth-of-field source post-process post lens-flare and disable it now
  87132. 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);
  87133. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRPostLensFlareDepthOfFieldSource", function () { return _this.lensFlareFinalPostProcess; }, true));
  87134. }
  87135. if (this._hdrEnabled) {
  87136. // Create luminance
  87137. this._createLuminancePostProcesses(scene, this._floatTextureType);
  87138. // Create HDR
  87139. this._createHdrPostProcess(scene, ratio);
  87140. // Create depth-of-field source post-process post hdr and disable it now
  87141. 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);
  87142. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRPostHDReDepthOfFieldSource", function () { return _this.hdrFinalPostProcess; }, true));
  87143. }
  87144. if (this._depthOfFieldEnabled) {
  87145. // Create gaussian blur used by depth-of-field
  87146. this._createBlurPostProcesses(scene, ratio / 2, 3, "depthOfFieldBlurWidth");
  87147. // Create depth-of-field post-process
  87148. this._createDepthOfFieldPostProcess(scene, ratio);
  87149. }
  87150. if (this._motionBlurEnabled) {
  87151. // Create motion blur post-process
  87152. this._createMotionBlurPostProcess(scene, ratio);
  87153. }
  87154. if (this._fxaaEnabled) {
  87155. // Create fxaa post-process
  87156. this.fxaaPostProcess = new BABYLON.FxaaPostProcess("fxaa", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  87157. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRFxaa", function () { return _this.fxaaPostProcess; }, true));
  87158. }
  87159. if (this._cameras !== null) {
  87160. this._scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(this._name, this._cameras);
  87161. }
  87162. if (!this._enableMSAAOnFirstPostProcess(this._samples) && this._samples > 1) {
  87163. BABYLON.Tools.Warn("MSAA failed to enable, MSAA is only supported in browsers that support webGL >= 2.0");
  87164. }
  87165. };
  87166. // Down Sample X4 Post-Processs
  87167. StandardRenderingPipeline.prototype._createDownSampleX4PostProcess = function (scene, ratio) {
  87168. var _this = this;
  87169. var downSampleX4Offsets = new Array(32);
  87170. 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);
  87171. this.downSampleX4PostProcess.onApply = function (effect) {
  87172. var id = 0;
  87173. var width = _this.downSampleX4PostProcess.width;
  87174. var height = _this.downSampleX4PostProcess.height;
  87175. for (var i = -2; i < 2; i++) {
  87176. for (var j = -2; j < 2; j++) {
  87177. downSampleX4Offsets[id] = (i + 0.5) * (1.0 / width);
  87178. downSampleX4Offsets[id + 1] = (j + 0.5) * (1.0 / height);
  87179. id += 2;
  87180. }
  87181. }
  87182. effect.setArray2("dsOffsets", downSampleX4Offsets);
  87183. };
  87184. // Add to pipeline
  87185. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRDownSampleX4", function () { return _this.downSampleX4PostProcess; }, true));
  87186. };
  87187. // Brightpass Post-Process
  87188. StandardRenderingPipeline.prototype._createBrightPassPostProcess = function (scene, ratio) {
  87189. var _this = this;
  87190. var brightOffsets = new Array(8);
  87191. 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);
  87192. this.brightPassPostProcess.onApply = function (effect) {
  87193. var sU = (1.0 / _this.brightPassPostProcess.width);
  87194. var sV = (1.0 / _this.brightPassPostProcess.height);
  87195. brightOffsets[0] = -0.5 * sU;
  87196. brightOffsets[1] = 0.5 * sV;
  87197. brightOffsets[2] = 0.5 * sU;
  87198. brightOffsets[3] = 0.5 * sV;
  87199. brightOffsets[4] = -0.5 * sU;
  87200. brightOffsets[5] = -0.5 * sV;
  87201. brightOffsets[6] = 0.5 * sU;
  87202. brightOffsets[7] = -0.5 * sV;
  87203. effect.setArray2("dsOffsets", brightOffsets);
  87204. effect.setFloat("brightThreshold", _this.brightThreshold);
  87205. };
  87206. // Add to pipeline
  87207. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRBrightPass", function () { return _this.brightPassPostProcess; }, true));
  87208. };
  87209. // Create blur H&V post-processes
  87210. StandardRenderingPipeline.prototype._createBlurPostProcesses = function (scene, ratio, indice, blurWidthKey) {
  87211. var _this = this;
  87212. if (blurWidthKey === void 0) { blurWidthKey = "blurWidth"; }
  87213. var engine = scene.getEngine();
  87214. 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);
  87215. 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);
  87216. blurX.onActivateObservable.add(function () {
  87217. var dw = blurX.width / engine.getRenderWidth();
  87218. blurX.kernel = _this[blurWidthKey] * dw;
  87219. });
  87220. blurY.onActivateObservable.add(function () {
  87221. var dw = blurY.height / engine.getRenderHeight();
  87222. blurY.kernel = _this.horizontalBlur ? 64 * dw : _this[blurWidthKey] * dw;
  87223. });
  87224. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRBlurH" + indice, function () { return blurX; }, true));
  87225. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRBlurV" + indice, function () { return blurY; }, true));
  87226. this.blurHPostProcesses.push(blurX);
  87227. this.blurVPostProcesses.push(blurY);
  87228. };
  87229. // Create texture adder post-process
  87230. StandardRenderingPipeline.prototype._createTextureAdderPostProcess = function (scene, ratio) {
  87231. var _this = this;
  87232. 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);
  87233. this.textureAdderPostProcess.onApply = function (effect) {
  87234. effect.setTextureFromPostProcess("otherSampler", _this._vlsEnabled ? _this._currentDepthOfFieldSource : _this.originalPostProcess);
  87235. effect.setTexture("lensSampler", _this.lensTexture);
  87236. effect.setFloat("exposure", _this.exposure);
  87237. _this._currentDepthOfFieldSource = _this.textureAdderFinalPostProcess;
  87238. };
  87239. // Add to pipeline
  87240. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRTextureAdder", function () { return _this.textureAdderPostProcess; }, true));
  87241. };
  87242. StandardRenderingPipeline.prototype._createVolumetricLightPostProcess = function (scene, ratio) {
  87243. var _this = this;
  87244. var geometryRenderer = scene.enableGeometryBufferRenderer();
  87245. geometryRenderer.enablePosition = true;
  87246. var geometry = geometryRenderer.getGBuffer();
  87247. // Base post-process
  87248. 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));
  87249. var depthValues = BABYLON.Vector2.Zero();
  87250. this.volumetricLightPostProcess.onApply = function (effect) {
  87251. if (_this.sourceLight && _this.sourceLight.getShadowGenerator() && _this._scene.activeCamera) {
  87252. var generator = _this.sourceLight.getShadowGenerator();
  87253. effect.setTexture("shadowMapSampler", generator.getShadowMap());
  87254. effect.setTexture("positionSampler", geometry.textures[2]);
  87255. effect.setColor3("sunColor", _this.sourceLight.diffuse);
  87256. effect.setVector3("sunDirection", _this.sourceLight.getShadowDirection());
  87257. effect.setVector3("cameraPosition", _this._scene.activeCamera.globalPosition);
  87258. effect.setMatrix("shadowViewProjection", generator.getTransformMatrix());
  87259. effect.setFloat("scatteringCoefficient", _this.volumetricLightCoefficient);
  87260. effect.setFloat("scatteringPower", _this.volumetricLightPower);
  87261. depthValues.x = _this.sourceLight.getDepthMinZ(_this._scene.activeCamera);
  87262. depthValues.y = _this.sourceLight.getDepthMaxZ(_this._scene.activeCamera);
  87263. effect.setVector2("depthValues", depthValues);
  87264. }
  87265. };
  87266. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRVLS", function () { return _this.volumetricLightPostProcess; }, true));
  87267. // Smooth
  87268. this._createBlurPostProcesses(scene, ratio / 4, 0, "volumetricLightBlurScale");
  87269. // Merge
  87270. this.volumetricLightMergePostProces = new BABYLON.PostProcess("HDRVLSMerge", "standard", [], ["originalSampler"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define VLSMERGE");
  87271. this.volumetricLightMergePostProces.onApply = function (effect) {
  87272. effect.setTextureFromPostProcess("originalSampler", _this._bloomEnabled ? _this.textureAdderFinalPostProcess : _this.originalPostProcess);
  87273. _this._currentDepthOfFieldSource = _this.volumetricLightFinalPostProcess;
  87274. };
  87275. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRVLSMerge", function () { return _this.volumetricLightMergePostProces; }, true));
  87276. };
  87277. // Create luminance
  87278. StandardRenderingPipeline.prototype._createLuminancePostProcesses = function (scene, textureType) {
  87279. var _this = this;
  87280. // Create luminance
  87281. var size = Math.pow(3, StandardRenderingPipeline.LuminanceSteps);
  87282. this.luminancePostProcess = new BABYLON.PostProcess("HDRLuminance", "standard", ["lumOffsets"], [], { width: size, height: size }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define LUMINANCE", textureType);
  87283. var offsets = [];
  87284. this.luminancePostProcess.onApply = function (effect) {
  87285. var sU = (1.0 / _this.luminancePostProcess.width);
  87286. var sV = (1.0 / _this.luminancePostProcess.height);
  87287. offsets[0] = -0.5 * sU;
  87288. offsets[1] = 0.5 * sV;
  87289. offsets[2] = 0.5 * sU;
  87290. offsets[3] = 0.5 * sV;
  87291. offsets[4] = -0.5 * sU;
  87292. offsets[5] = -0.5 * sV;
  87293. offsets[6] = 0.5 * sU;
  87294. offsets[7] = -0.5 * sV;
  87295. effect.setArray2("lumOffsets", offsets);
  87296. };
  87297. // Add to pipeline
  87298. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRLuminance", function () { return _this.luminancePostProcess; }, true));
  87299. // Create down sample luminance
  87300. for (var i = StandardRenderingPipeline.LuminanceSteps - 1; i >= 0; i--) {
  87301. var size = Math.pow(3, i);
  87302. var defines = "#define LUMINANCE_DOWN_SAMPLE\n";
  87303. if (i === 0) {
  87304. defines += "#define FINAL_DOWN_SAMPLER";
  87305. }
  87306. var postProcess = new BABYLON.PostProcess("HDRLuminanceDownSample" + i, "standard", ["dsOffsets", "halfDestPixelSize"], [], { width: size, height: size }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, defines, textureType);
  87307. this.luminanceDownSamplePostProcesses.push(postProcess);
  87308. }
  87309. // Create callbacks and add effects
  87310. var lastLuminance = this.luminancePostProcess;
  87311. this.luminanceDownSamplePostProcesses.forEach(function (pp, index) {
  87312. var downSampleOffsets = new Array(18);
  87313. pp.onApply = function (effect) {
  87314. if (!lastLuminance) {
  87315. return;
  87316. }
  87317. var id = 0;
  87318. for (var x = -1; x < 2; x++) {
  87319. for (var y = -1; y < 2; y++) {
  87320. downSampleOffsets[id] = x / lastLuminance.width;
  87321. downSampleOffsets[id + 1] = y / lastLuminance.height;
  87322. id += 2;
  87323. }
  87324. }
  87325. effect.setArray2("dsOffsets", downSampleOffsets);
  87326. effect.setFloat("halfDestPixelSize", 0.5 / lastLuminance.width);
  87327. if (index === _this.luminanceDownSamplePostProcesses.length - 1) {
  87328. lastLuminance = _this.luminancePostProcess;
  87329. }
  87330. else {
  87331. lastLuminance = pp;
  87332. }
  87333. };
  87334. if (index === _this.luminanceDownSamplePostProcesses.length - 1) {
  87335. pp.onAfterRender = function (effect) {
  87336. var pixel = scene.getEngine().readPixels(0, 0, 1, 1);
  87337. 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);
  87338. _this._hdrCurrentLuminance = (pixel[0] * bit_shift.x + pixel[1] * bit_shift.y + pixel[2] * bit_shift.z + pixel[3] * bit_shift.w) / 100.0;
  87339. };
  87340. }
  87341. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRLuminanceDownSample" + index, function () { return pp; }, true));
  87342. });
  87343. };
  87344. // Create HDR post-process
  87345. StandardRenderingPipeline.prototype._createHdrPostProcess = function (scene, ratio) {
  87346. var _this = this;
  87347. 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);
  87348. var outputLiminance = 1;
  87349. var time = 0;
  87350. var lastTime = 0;
  87351. this.hdrPostProcess.onApply = function (effect) {
  87352. effect.setTextureFromPostProcess("textureAdderSampler", _this._currentDepthOfFieldSource);
  87353. time += scene.getEngine().getDeltaTime();
  87354. if (outputLiminance < 0) {
  87355. outputLiminance = _this._hdrCurrentLuminance;
  87356. }
  87357. else {
  87358. var dt = (lastTime - time) / 1000.0;
  87359. if (_this._hdrCurrentLuminance < outputLiminance + _this.hdrDecreaseRate * dt) {
  87360. outputLiminance += _this.hdrDecreaseRate * dt;
  87361. }
  87362. else if (_this._hdrCurrentLuminance > outputLiminance - _this.hdrIncreaseRate * dt) {
  87363. outputLiminance -= _this.hdrIncreaseRate * dt;
  87364. }
  87365. else {
  87366. outputLiminance = _this._hdrCurrentLuminance;
  87367. }
  87368. }
  87369. outputLiminance = BABYLON.Scalar.Clamp(outputLiminance, _this.hdrMinimumLuminance, 1e20);
  87370. effect.setFloat("averageLuminance", outputLiminance);
  87371. lastTime = time;
  87372. _this._currentDepthOfFieldSource = _this.hdrFinalPostProcess;
  87373. };
  87374. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDR", function () { return _this.hdrPostProcess; }, true));
  87375. };
  87376. // Create lens flare post-process
  87377. StandardRenderingPipeline.prototype._createLensFlarePostProcess = function (scene, ratio) {
  87378. var _this = this;
  87379. 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);
  87380. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRLensFlare", function () { return _this.lensFlarePostProcess; }, true));
  87381. this._createBlurPostProcesses(scene, ratio / 4, 2);
  87382. 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);
  87383. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRLensFlareCompose", function () { return _this.lensFlareComposePostProcess; }, true));
  87384. var resolution = new BABYLON.Vector2(0, 0);
  87385. // Lens flare
  87386. this.lensFlarePostProcess.onApply = function (effect) {
  87387. effect.setTextureFromPostProcess("textureSampler", _this._bloomEnabled ? _this.blurHPostProcesses[0] : _this.originalPostProcess);
  87388. effect.setTexture("lensColorSampler", _this.lensColorTexture);
  87389. effect.setFloat("strength", _this.lensFlareStrength);
  87390. effect.setFloat("ghostDispersal", _this.lensFlareGhostDispersal);
  87391. effect.setFloat("haloWidth", _this.lensFlareHaloWidth);
  87392. // Shift
  87393. resolution.x = _this.lensFlarePostProcess.width;
  87394. resolution.y = _this.lensFlarePostProcess.height;
  87395. effect.setVector2("resolution", resolution);
  87396. effect.setFloat("distortionStrength", _this.lensFlareDistortionStrength);
  87397. };
  87398. // Compose
  87399. 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);
  87400. 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);
  87401. this.lensFlareComposePostProcess.onApply = function (effect) {
  87402. if (!_this._scene.activeCamera) {
  87403. return;
  87404. }
  87405. effect.setTextureFromPostProcess("otherSampler", _this._currentDepthOfFieldSource);
  87406. effect.setTexture("lensDirtSampler", _this.lensFlareDirtTexture);
  87407. effect.setTexture("lensStarSampler", _this.lensStarTexture);
  87408. // Lens start rotation matrix
  87409. var camerax = _this._scene.activeCamera.getViewMatrix().getRow(0);
  87410. var cameraz = _this._scene.activeCamera.getViewMatrix().getRow(2);
  87411. 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));
  87412. camRot *= 4.0;
  87413. 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);
  87414. var lensStarMatrix = scaleBias2.multiply(starRotation).multiply(scaleBias1);
  87415. effect.setMatrix("lensStarMatrix", lensStarMatrix);
  87416. _this._currentDepthOfFieldSource = _this.lensFlareFinalPostProcess;
  87417. };
  87418. };
  87419. // Create depth-of-field post-process
  87420. StandardRenderingPipeline.prototype._createDepthOfFieldPostProcess = function (scene, ratio) {
  87421. var _this = this;
  87422. 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);
  87423. this.depthOfFieldPostProcess.onApply = function (effect) {
  87424. effect.setTextureFromPostProcess("otherSampler", _this._currentDepthOfFieldSource);
  87425. effect.setTexture("depthSampler", _this._getDepthTexture());
  87426. effect.setFloat("distance", _this.depthOfFieldDistance);
  87427. };
  87428. // Add to pipeline
  87429. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRDepthOfField", function () { return _this.depthOfFieldPostProcess; }, true));
  87430. };
  87431. // Create motion blur post-process
  87432. StandardRenderingPipeline.prototype._createMotionBlurPostProcess = function (scene, ratio) {
  87433. var _this = this;
  87434. 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);
  87435. var motionScale = 0;
  87436. var prevViewProjection = BABYLON.Matrix.Identity();
  87437. var invViewProjection = BABYLON.Matrix.Identity();
  87438. var viewProjection = BABYLON.Matrix.Identity();
  87439. var screenSize = BABYLON.Vector2.Zero();
  87440. this.motionBlurPostProcess.onApply = function (effect) {
  87441. viewProjection = scene.getProjectionMatrix().multiply(scene.getViewMatrix());
  87442. viewProjection.invertToRef(invViewProjection);
  87443. effect.setMatrix("inverseViewProjection", invViewProjection);
  87444. effect.setMatrix("prevViewProjection", prevViewProjection);
  87445. prevViewProjection = viewProjection;
  87446. screenSize.x = _this.motionBlurPostProcess.width;
  87447. screenSize.y = _this.motionBlurPostProcess.height;
  87448. effect.setVector2("screenSize", screenSize);
  87449. motionScale = scene.getEngine().getFps() / 60.0;
  87450. effect.setFloat("motionScale", motionScale);
  87451. effect.setFloat("motionStrength", _this.motionStrength);
  87452. effect.setTexture("depthSampler", _this._getDepthTexture());
  87453. };
  87454. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRMotionBlur", function () { return _this.motionBlurPostProcess; }, true));
  87455. };
  87456. StandardRenderingPipeline.prototype._getDepthTexture = function () {
  87457. if (this._scene.getEngine().getCaps().drawBuffersExtension) {
  87458. var renderer = this._scene.enableGeometryBufferRenderer();
  87459. return renderer.getGBuffer().textures[0];
  87460. }
  87461. return this._scene.enableDepthRenderer().getDepthMap();
  87462. };
  87463. StandardRenderingPipeline.prototype._disposePostProcesses = function () {
  87464. for (var i = 0; i < this._cameras.length; i++) {
  87465. var camera = this._cameras[i];
  87466. if (this.originalPostProcess) {
  87467. this.originalPostProcess.dispose(camera);
  87468. }
  87469. if (this.downSampleX4PostProcess) {
  87470. this.downSampleX4PostProcess.dispose(camera);
  87471. }
  87472. if (this.brightPassPostProcess) {
  87473. this.brightPassPostProcess.dispose(camera);
  87474. }
  87475. if (this.textureAdderPostProcess) {
  87476. this.textureAdderPostProcess.dispose(camera);
  87477. }
  87478. if (this.textureAdderFinalPostProcess) {
  87479. this.textureAdderFinalPostProcess.dispose(camera);
  87480. }
  87481. if (this.volumetricLightPostProcess) {
  87482. this.volumetricLightPostProcess.dispose(camera);
  87483. }
  87484. if (this.volumetricLightSmoothXPostProcess) {
  87485. this.volumetricLightSmoothXPostProcess.dispose(camera);
  87486. }
  87487. if (this.volumetricLightSmoothYPostProcess) {
  87488. this.volumetricLightSmoothYPostProcess.dispose(camera);
  87489. }
  87490. if (this.volumetricLightMergePostProces) {
  87491. this.volumetricLightMergePostProces.dispose(camera);
  87492. }
  87493. if (this.volumetricLightFinalPostProcess) {
  87494. this.volumetricLightFinalPostProcess.dispose(camera);
  87495. }
  87496. if (this.lensFlarePostProcess) {
  87497. this.lensFlarePostProcess.dispose(camera);
  87498. }
  87499. if (this.lensFlareComposePostProcess) {
  87500. this.lensFlareComposePostProcess.dispose(camera);
  87501. }
  87502. for (var j = 0; j < this.luminanceDownSamplePostProcesses.length; j++) {
  87503. this.luminanceDownSamplePostProcesses[j].dispose(camera);
  87504. }
  87505. if (this.luminancePostProcess) {
  87506. this.luminancePostProcess.dispose(camera);
  87507. }
  87508. if (this.hdrPostProcess) {
  87509. this.hdrPostProcess.dispose(camera);
  87510. }
  87511. if (this.hdrFinalPostProcess) {
  87512. this.hdrFinalPostProcess.dispose(camera);
  87513. }
  87514. if (this.depthOfFieldPostProcess) {
  87515. this.depthOfFieldPostProcess.dispose(camera);
  87516. }
  87517. if (this.motionBlurPostProcess) {
  87518. this.motionBlurPostProcess.dispose(camera);
  87519. }
  87520. if (this.fxaaPostProcess) {
  87521. this.fxaaPostProcess.dispose(camera);
  87522. }
  87523. for (var j = 0; j < this.blurHPostProcesses.length; j++) {
  87524. this.blurHPostProcesses[j].dispose(camera);
  87525. }
  87526. for (var j = 0; j < this.blurVPostProcesses.length; j++) {
  87527. this.blurVPostProcesses[j].dispose(camera);
  87528. }
  87529. }
  87530. this.originalPostProcess = null;
  87531. this.downSampleX4PostProcess = null;
  87532. this.brightPassPostProcess = null;
  87533. this.textureAdderPostProcess = null;
  87534. this.textureAdderFinalPostProcess = null;
  87535. this.volumetricLightPostProcess = null;
  87536. this.volumetricLightSmoothXPostProcess = null;
  87537. this.volumetricLightSmoothYPostProcess = null;
  87538. this.volumetricLightMergePostProces = null;
  87539. this.volumetricLightFinalPostProcess = null;
  87540. this.lensFlarePostProcess = null;
  87541. this.lensFlareComposePostProcess = null;
  87542. this.luminancePostProcess = null;
  87543. this.hdrPostProcess = null;
  87544. this.hdrFinalPostProcess = null;
  87545. this.depthOfFieldPostProcess = null;
  87546. this.motionBlurPostProcess = null;
  87547. this.fxaaPostProcess = null;
  87548. this.luminanceDownSamplePostProcesses = [];
  87549. this.blurHPostProcesses = [];
  87550. this.blurVPostProcesses = [];
  87551. };
  87552. /**
  87553. * Dispose of the pipeline and stop all post processes
  87554. */
  87555. StandardRenderingPipeline.prototype.dispose = function () {
  87556. this._disposePostProcesses();
  87557. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._cameras);
  87558. _super.prototype.dispose.call(this);
  87559. };
  87560. /**
  87561. * Serialize the rendering pipeline (Used when exporting)
  87562. * @returns the serialized object
  87563. */
  87564. StandardRenderingPipeline.prototype.serialize = function () {
  87565. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  87566. if (this.sourceLight) {
  87567. serializationObject.sourceLightId = this.sourceLight.id;
  87568. }
  87569. serializationObject.customType = "StandardRenderingPipeline";
  87570. return serializationObject;
  87571. };
  87572. /**
  87573. * Parse the serialized pipeline
  87574. * @param source Source pipeline.
  87575. * @param scene The scene to load the pipeline to.
  87576. * @param rootUrl The URL of the serialized pipeline.
  87577. * @returns An instantiated pipeline from the serialized object.
  87578. */
  87579. StandardRenderingPipeline.Parse = function (source, scene, rootUrl) {
  87580. var p = BABYLON.SerializationHelper.Parse(function () { return new StandardRenderingPipeline(source._name, scene, source._ratio); }, source, scene, rootUrl);
  87581. if (source.sourceLightId) {
  87582. p.sourceLight = scene.getLightByID(source.sourceLightId);
  87583. }
  87584. return p;
  87585. };
  87586. /**
  87587. * Luminance steps
  87588. */
  87589. StandardRenderingPipeline.LuminanceSteps = 6;
  87590. __decorate([
  87591. BABYLON.serialize()
  87592. ], StandardRenderingPipeline.prototype, "brightThreshold", void 0);
  87593. __decorate([
  87594. BABYLON.serialize()
  87595. ], StandardRenderingPipeline.prototype, "blurWidth", void 0);
  87596. __decorate([
  87597. BABYLON.serialize()
  87598. ], StandardRenderingPipeline.prototype, "horizontalBlur", void 0);
  87599. __decorate([
  87600. BABYLON.serialize()
  87601. ], StandardRenderingPipeline.prototype, "exposure", void 0);
  87602. __decorate([
  87603. BABYLON.serializeAsTexture("lensTexture")
  87604. ], StandardRenderingPipeline.prototype, "lensTexture", void 0);
  87605. __decorate([
  87606. BABYLON.serialize()
  87607. ], StandardRenderingPipeline.prototype, "volumetricLightCoefficient", void 0);
  87608. __decorate([
  87609. BABYLON.serialize()
  87610. ], StandardRenderingPipeline.prototype, "volumetricLightPower", void 0);
  87611. __decorate([
  87612. BABYLON.serialize()
  87613. ], StandardRenderingPipeline.prototype, "volumetricLightBlurScale", void 0);
  87614. __decorate([
  87615. BABYLON.serialize()
  87616. ], StandardRenderingPipeline.prototype, "hdrMinimumLuminance", void 0);
  87617. __decorate([
  87618. BABYLON.serialize()
  87619. ], StandardRenderingPipeline.prototype, "hdrDecreaseRate", void 0);
  87620. __decorate([
  87621. BABYLON.serialize()
  87622. ], StandardRenderingPipeline.prototype, "hdrIncreaseRate", void 0);
  87623. __decorate([
  87624. BABYLON.serializeAsTexture("lensColorTexture")
  87625. ], StandardRenderingPipeline.prototype, "lensColorTexture", void 0);
  87626. __decorate([
  87627. BABYLON.serialize()
  87628. ], StandardRenderingPipeline.prototype, "lensFlareStrength", void 0);
  87629. __decorate([
  87630. BABYLON.serialize()
  87631. ], StandardRenderingPipeline.prototype, "lensFlareGhostDispersal", void 0);
  87632. __decorate([
  87633. BABYLON.serialize()
  87634. ], StandardRenderingPipeline.prototype, "lensFlareHaloWidth", void 0);
  87635. __decorate([
  87636. BABYLON.serialize()
  87637. ], StandardRenderingPipeline.prototype, "lensFlareDistortionStrength", void 0);
  87638. __decorate([
  87639. BABYLON.serializeAsTexture("lensStarTexture")
  87640. ], StandardRenderingPipeline.prototype, "lensStarTexture", void 0);
  87641. __decorate([
  87642. BABYLON.serializeAsTexture("lensFlareDirtTexture")
  87643. ], StandardRenderingPipeline.prototype, "lensFlareDirtTexture", void 0);
  87644. __decorate([
  87645. BABYLON.serialize()
  87646. ], StandardRenderingPipeline.prototype, "depthOfFieldDistance", void 0);
  87647. __decorate([
  87648. BABYLON.serialize()
  87649. ], StandardRenderingPipeline.prototype, "depthOfFieldBlurWidth", void 0);
  87650. __decorate([
  87651. BABYLON.serialize()
  87652. ], StandardRenderingPipeline.prototype, "motionStrength", void 0);
  87653. __decorate([
  87654. BABYLON.serialize()
  87655. ], StandardRenderingPipeline.prototype, "_ratio", void 0);
  87656. __decorate([
  87657. BABYLON.serialize()
  87658. ], StandardRenderingPipeline.prototype, "BloomEnabled", null);
  87659. __decorate([
  87660. BABYLON.serialize()
  87661. ], StandardRenderingPipeline.prototype, "DepthOfFieldEnabled", null);
  87662. __decorate([
  87663. BABYLON.serialize()
  87664. ], StandardRenderingPipeline.prototype, "LensFlareEnabled", null);
  87665. __decorate([
  87666. BABYLON.serialize()
  87667. ], StandardRenderingPipeline.prototype, "HDREnabled", null);
  87668. __decorate([
  87669. BABYLON.serialize()
  87670. ], StandardRenderingPipeline.prototype, "VLSEnabled", null);
  87671. __decorate([
  87672. BABYLON.serialize()
  87673. ], StandardRenderingPipeline.prototype, "MotionBlurEnabled", null);
  87674. __decorate([
  87675. BABYLON.serialize()
  87676. ], StandardRenderingPipeline.prototype, "fxaaEnabled", null);
  87677. __decorate([
  87678. BABYLON.serialize()
  87679. ], StandardRenderingPipeline.prototype, "volumetricLightStepsCount", null);
  87680. __decorate([
  87681. BABYLON.serialize()
  87682. ], StandardRenderingPipeline.prototype, "motionBlurSamples", null);
  87683. __decorate([
  87684. BABYLON.serialize()
  87685. ], StandardRenderingPipeline.prototype, "samples", null);
  87686. return StandardRenderingPipeline;
  87687. }(BABYLON.PostProcessRenderPipeline));
  87688. BABYLON.StandardRenderingPipeline = StandardRenderingPipeline;
  87689. })(BABYLON || (BABYLON = {}));
  87690. //# sourceMappingURL=babylon.standardRenderingPipeline.js.map
  87691. var BABYLON;
  87692. (function (BABYLON) {
  87693. /**
  87694. * Fxaa post process
  87695. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#fxaa
  87696. */
  87697. var FxaaPostProcess = /** @class */ (function (_super) {
  87698. __extends(FxaaPostProcess, _super);
  87699. function FxaaPostProcess(name, options, camera, samplingMode, engine, reusable, textureType) {
  87700. if (camera === void 0) { camera = null; }
  87701. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  87702. var _this = _super.call(this, name, "fxaa", ["texelSize"], null, options, camera, samplingMode || BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, reusable, null, textureType, "fxaa", undefined, true) || this;
  87703. var defines = _this._getDefines();
  87704. _this.updateEffect(defines);
  87705. _this.onApplyObservable.add(function (effect) {
  87706. var texelSize = _this.texelSize;
  87707. effect.setFloat2("texelSize", texelSize.x, texelSize.y);
  87708. });
  87709. return _this;
  87710. }
  87711. FxaaPostProcess.prototype._getDefines = function () {
  87712. var engine = this.getEngine();
  87713. if (!engine) {
  87714. return null;
  87715. }
  87716. var glInfo = engine.getGlInfo();
  87717. if (glInfo && glInfo.renderer && glInfo.renderer.toLowerCase().indexOf("mali") > -1) {
  87718. return "#define MALI 1\n";
  87719. }
  87720. return null;
  87721. };
  87722. return FxaaPostProcess;
  87723. }(BABYLON.PostProcess));
  87724. BABYLON.FxaaPostProcess = FxaaPostProcess;
  87725. })(BABYLON || (BABYLON = {}));
  87726. //# sourceMappingURL=babylon.fxaaPostProcess.js.map
  87727. var BABYLON;
  87728. (function (BABYLON) {
  87729. /**
  87730. * The ChromaticAberrationPostProcess separates the rgb channels in an image to produce chromatic distortion around the edges of the screen
  87731. */
  87732. var ChromaticAberrationPostProcess = /** @class */ (function (_super) {
  87733. __extends(ChromaticAberrationPostProcess, _super);
  87734. /**
  87735. * Creates a new instance ChromaticAberrationPostProcess
  87736. * @param name The name of the effect.
  87737. * @param screenWidth The width of the screen to apply the effect on.
  87738. * @param screenHeight The height of the screen to apply the effect on.
  87739. * @param options The required width/height ratio to downsize to before computing the render pass.
  87740. * @param camera The camera to apply the render pass to.
  87741. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  87742. * @param engine The engine which the post process will be applied. (default: current engine)
  87743. * @param reusable If the post process can be reused on the same frame. (default: false)
  87744. * @param textureType Type of textures used when performing the post process. (default: 0)
  87745. * @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)
  87746. */
  87747. function ChromaticAberrationPostProcess(name, screenWidth, screenHeight, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  87748. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  87749. if (blockCompilation === void 0) { blockCompilation = false; }
  87750. 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;
  87751. /**
  87752. * The amount of seperation of rgb channels (default: 30)
  87753. */
  87754. _this.aberrationAmount = 30;
  87755. /**
  87756. * The amount the effect will increase for pixels closer to the edge of the screen. (default: 0)
  87757. */
  87758. _this.radialIntensity = 0;
  87759. /**
  87760. * 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))
  87761. */
  87762. _this.direction = new BABYLON.Vector2(0.707, 0.707);
  87763. /**
  87764. * 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))
  87765. */
  87766. _this.centerPosition = new BABYLON.Vector2(0.5, 0.5);
  87767. _this.onApplyObservable.add(function (effect) {
  87768. effect.setFloat('chromatic_aberration', _this.aberrationAmount);
  87769. effect.setFloat('screen_width', screenWidth);
  87770. effect.setFloat('screen_height', screenHeight);
  87771. effect.setFloat('radialIntensity', _this.radialIntensity);
  87772. effect.setFloat2('direction', _this.direction.x, _this.direction.y);
  87773. effect.setFloat2('centerPosition', _this.centerPosition.x, _this.centerPosition.y);
  87774. });
  87775. return _this;
  87776. }
  87777. return ChromaticAberrationPostProcess;
  87778. }(BABYLON.PostProcess));
  87779. BABYLON.ChromaticAberrationPostProcess = ChromaticAberrationPostProcess;
  87780. })(BABYLON || (BABYLON = {}));
  87781. //# sourceMappingURL=babylon.chromaticAberrationPostProcess.js.map
  87782. var BABYLON;
  87783. (function (BABYLON) {
  87784. /**
  87785. * The GrainPostProcess adds noise to the image at mid luminance levels
  87786. */
  87787. var GrainPostProcess = /** @class */ (function (_super) {
  87788. __extends(GrainPostProcess, _super);
  87789. /**
  87790. * Creates a new instance of @see GrainPostProcess
  87791. * @param name The name of the effect.
  87792. * @param options The required width/height ratio to downsize to before computing the render pass.
  87793. * @param camera The camera to apply the render pass to.
  87794. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  87795. * @param engine The engine which the post process will be applied. (default: current engine)
  87796. * @param reusable If the post process can be reused on the same frame. (default: false)
  87797. * @param textureType Type of textures used when performing the post process. (default: 0)
  87798. * @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)
  87799. */
  87800. function GrainPostProcess(name, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  87801. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  87802. if (blockCompilation === void 0) { blockCompilation = false; }
  87803. var _this = _super.call(this, name, "grain", ["intensity", "animatedSeed"], [], options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, blockCompilation) || this;
  87804. /**
  87805. * The intensity of the grain added (default: 30)
  87806. */
  87807. _this.intensity = 30;
  87808. /**
  87809. * If the grain should be randomized on every frame
  87810. */
  87811. _this.animated = false;
  87812. _this.onApplyObservable.add(function (effect) {
  87813. effect.setFloat('intensity', _this.intensity);
  87814. effect.setFloat('animatedSeed', _this.animated ? Math.random() + 1 : 1);
  87815. });
  87816. return _this;
  87817. }
  87818. return GrainPostProcess;
  87819. }(BABYLON.PostProcess));
  87820. BABYLON.GrainPostProcess = GrainPostProcess;
  87821. })(BABYLON || (BABYLON = {}));
  87822. //# sourceMappingURL=babylon.grainPostProcess.js.map
  87823. var BABYLON;
  87824. (function (BABYLON) {
  87825. /**
  87826. * The SharpenPostProcess applies a sharpen kernel to every pixel
  87827. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  87828. */
  87829. var SharpenPostProcess = /** @class */ (function (_super) {
  87830. __extends(SharpenPostProcess, _super);
  87831. /**
  87832. * Creates a new instance ConvolutionPostProcess
  87833. * @param name The name of the effect.
  87834. * @param options The required width/height ratio to downsize to before computing the render pass.
  87835. * @param camera The camera to apply the render pass to.
  87836. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  87837. * @param engine The engine which the post process will be applied. (default: current engine)
  87838. * @param reusable If the post process can be reused on the same frame. (default: false)
  87839. * @param textureType Type of textures used when performing the post process. (default: 0)
  87840. * @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)
  87841. */
  87842. function SharpenPostProcess(name, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  87843. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  87844. if (blockCompilation === void 0) { blockCompilation = false; }
  87845. var _this = _super.call(this, name, "sharpen", ["sharpnessAmounts", "screenSize"], null, options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, blockCompilation) || this;
  87846. /**
  87847. * How much of the original color should be applied. Setting this to 0 will display edge detection. (default: 1)
  87848. */
  87849. _this.colorAmount = 1.0;
  87850. /**
  87851. * How much sharpness should be applied (default: 0.3)
  87852. */
  87853. _this.edgeAmount = 0.3;
  87854. _this.onApply = function (effect) {
  87855. effect.setFloat2("screenSize", _this.width, _this.height);
  87856. effect.setFloat2("sharpnessAmounts", _this.edgeAmount, _this.colorAmount);
  87857. };
  87858. return _this;
  87859. }
  87860. return SharpenPostProcess;
  87861. }(BABYLON.PostProcess));
  87862. BABYLON.SharpenPostProcess = SharpenPostProcess;
  87863. })(BABYLON || (BABYLON = {}));
  87864. //# sourceMappingURL=babylon.sharpenPostProcess.js.map
  87865. var BABYLON;
  87866. (function (BABYLON) {
  87867. /**
  87868. * The Blur Post Process which blurs an image based on a kernel and direction.
  87869. * Can be used twice in x and y directions to perform a guassian blur in two passes.
  87870. */
  87871. var BlurPostProcess = /** @class */ (function (_super) {
  87872. __extends(BlurPostProcess, _super);
  87873. /**
  87874. * Creates a new instance BlurPostProcess
  87875. * @param name The name of the effect.
  87876. * @param direction The direction in which to blur the image.
  87877. * @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.
  87878. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  87879. * @param camera The camera to apply the render pass to.
  87880. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  87881. * @param engine The engine which the post process will be applied. (default: current engine)
  87882. * @param reusable If the post process can be reused on the same frame. (default: false)
  87883. * @param textureType Type of textures used when performing the post process. (default: 0)
  87884. * @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)
  87885. */
  87886. function BlurPostProcess(name,
  87887. /** The direction in which to blur the image. */
  87888. direction, kernel, options, camera, samplingMode, engine, reusable, textureType, defines, blockCompilation) {
  87889. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  87890. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  87891. if (defines === void 0) { defines = ""; }
  87892. if (blockCompilation === void 0) { blockCompilation = false; }
  87893. 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;
  87894. _this.direction = direction;
  87895. _this.blockCompilation = blockCompilation;
  87896. _this._packedFloat = false;
  87897. _this._staticDefines = "";
  87898. _this._staticDefines = defines;
  87899. _this.onApplyObservable.add(function (effect) {
  87900. if (_this._outputTexture) {
  87901. effect.setFloat2('delta', (1 / _this._outputTexture.width) * _this.direction.x, (1 / _this._outputTexture.height) * _this.direction.y);
  87902. }
  87903. else {
  87904. effect.setFloat2('delta', (1 / _this.width) * _this.direction.x, (1 / _this.height) * _this.direction.y);
  87905. }
  87906. });
  87907. _this.kernel = kernel;
  87908. return _this;
  87909. }
  87910. Object.defineProperty(BlurPostProcess.prototype, "kernel", {
  87911. /**
  87912. * Gets the length in pixels of the blur sample region
  87913. */
  87914. get: function () {
  87915. return this._idealKernel;
  87916. },
  87917. /**
  87918. * Sets the length in pixels of the blur sample region
  87919. */
  87920. set: function (v) {
  87921. if (this._idealKernel === v) {
  87922. return;
  87923. }
  87924. v = Math.max(v, 1);
  87925. this._idealKernel = v;
  87926. this._kernel = this._nearestBestKernel(v);
  87927. if (!this.blockCompilation) {
  87928. this._updateParameters();
  87929. }
  87930. },
  87931. enumerable: true,
  87932. configurable: true
  87933. });
  87934. Object.defineProperty(BlurPostProcess.prototype, "packedFloat", {
  87935. /**
  87936. * Gets wether or not the blur is unpacking/repacking floats
  87937. */
  87938. get: function () {
  87939. return this._packedFloat;
  87940. },
  87941. /**
  87942. * Sets wether or not the blur needs to unpack/repack floats
  87943. */
  87944. set: function (v) {
  87945. if (this._packedFloat === v) {
  87946. return;
  87947. }
  87948. this._packedFloat = v;
  87949. if (!this.blockCompilation) {
  87950. this._updateParameters();
  87951. }
  87952. },
  87953. enumerable: true,
  87954. configurable: true
  87955. });
  87956. /**
  87957. * Updates the effect with the current post process compile time values and recompiles the shader.
  87958. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  87959. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  87960. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  87961. * @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
  87962. * @param onCompiled Called when the shader has been compiled.
  87963. * @param onError Called if there is an error when compiling a shader.
  87964. */
  87965. BlurPostProcess.prototype.updateEffect = function (defines, uniforms, samplers, indexParameters, onCompiled, onError) {
  87966. if (defines === void 0) { defines = null; }
  87967. if (uniforms === void 0) { uniforms = null; }
  87968. if (samplers === void 0) { samplers = null; }
  87969. this._updateParameters(onCompiled, onError);
  87970. };
  87971. BlurPostProcess.prototype._updateParameters = function (onCompiled, onError) {
  87972. // Generate sampling offsets and weights
  87973. var N = this._kernel;
  87974. var centerIndex = (N - 1) / 2;
  87975. // Generate Gaussian sampling weights over kernel
  87976. var offsets = [];
  87977. var weights = [];
  87978. var totalWeight = 0;
  87979. for (var i = 0; i < N; i++) {
  87980. var u = i / (N - 1);
  87981. var w = this._gaussianWeight(u * 2.0 - 1);
  87982. offsets[i] = (i - centerIndex);
  87983. weights[i] = w;
  87984. totalWeight += w;
  87985. }
  87986. // Normalize weights
  87987. for (var i = 0; i < weights.length; i++) {
  87988. weights[i] /= totalWeight;
  87989. }
  87990. // Optimize: combine samples to take advantage of hardware linear sampling
  87991. // Walk from left to center, combining pairs (symmetrically)
  87992. var linearSamplingWeights = [];
  87993. var linearSamplingOffsets = [];
  87994. var linearSamplingMap = [];
  87995. for (var i = 0; i <= centerIndex; i += 2) {
  87996. var j = Math.min(i + 1, Math.floor(centerIndex));
  87997. var singleCenterSample = i === j;
  87998. if (singleCenterSample) {
  87999. linearSamplingMap.push({ o: offsets[i], w: weights[i] });
  88000. }
  88001. else {
  88002. var sharedCell = j === centerIndex;
  88003. var weightLinear = (weights[i] + weights[j] * (sharedCell ? .5 : 1.));
  88004. var offsetLinear = offsets[i] + 1 / (1 + weights[i] / weights[j]);
  88005. if (offsetLinear === 0) {
  88006. linearSamplingMap.push({ o: offsets[i], w: weights[i] });
  88007. linearSamplingMap.push({ o: offsets[i + 1], w: weights[i + 1] });
  88008. }
  88009. else {
  88010. linearSamplingMap.push({ o: offsetLinear, w: weightLinear });
  88011. linearSamplingMap.push({ o: -offsetLinear, w: weightLinear });
  88012. }
  88013. }
  88014. }
  88015. for (var i = 0; i < linearSamplingMap.length; i++) {
  88016. linearSamplingOffsets[i] = linearSamplingMap[i].o;
  88017. linearSamplingWeights[i] = linearSamplingMap[i].w;
  88018. }
  88019. // Replace with optimized
  88020. offsets = linearSamplingOffsets;
  88021. weights = linearSamplingWeights;
  88022. // Generate shaders
  88023. var maxVaryingRows = this.getEngine().getCaps().maxVaryingVectors;
  88024. var freeVaryingVec2 = Math.max(maxVaryingRows, 0.) - 1; // Because of sampleCenter
  88025. var varyingCount = Math.min(offsets.length, freeVaryingVec2);
  88026. var defines = "";
  88027. defines += this._staticDefines;
  88028. // The DOF fragment should ignore the center pixel when looping as it is handled manualy in the fragment shader.
  88029. if (this._staticDefines.indexOf("DOF") != -1) {
  88030. defines += "#define CENTER_WEIGHT " + this._glslFloat(weights[varyingCount - 1]) + "\r\n";
  88031. varyingCount--;
  88032. }
  88033. for (var i = 0; i < varyingCount; i++) {
  88034. defines += "#define KERNEL_OFFSET" + i + " " + this._glslFloat(offsets[i]) + "\r\n";
  88035. defines += "#define KERNEL_WEIGHT" + i + " " + this._glslFloat(weights[i]) + "\r\n";
  88036. }
  88037. var depCount = 0;
  88038. for (var i = freeVaryingVec2; i < offsets.length; i++) {
  88039. defines += "#define KERNEL_DEP_OFFSET" + depCount + " " + this._glslFloat(offsets[i]) + "\r\n";
  88040. defines += "#define KERNEL_DEP_WEIGHT" + depCount + " " + this._glslFloat(weights[i]) + "\r\n";
  88041. depCount++;
  88042. }
  88043. if (this.packedFloat) {
  88044. defines += "#define PACKEDFLOAT 1";
  88045. }
  88046. this.blockCompilation = false;
  88047. _super.prototype.updateEffect.call(this, defines, null, null, {
  88048. varyingCount: varyingCount,
  88049. depCount: depCount
  88050. }, onCompiled, onError);
  88051. };
  88052. /**
  88053. * Best kernels are odd numbers that when divided by 2, their integer part is even, so 5, 9 or 13.
  88054. * Other odd kernels optimize correctly but require proportionally more samples, even kernels are
  88055. * possible but will produce minor visual artifacts. Since each new kernel requires a new shader we
  88056. * want to minimize kernel changes, having gaps between physical kernels is helpful in that regard.
  88057. * The gaps between physical kernels are compensated for in the weighting of the samples
  88058. * @param idealKernel Ideal blur kernel.
  88059. * @return Nearest best kernel.
  88060. */
  88061. BlurPostProcess.prototype._nearestBestKernel = function (idealKernel) {
  88062. var v = Math.round(idealKernel);
  88063. for (var _i = 0, _a = [v, v - 1, v + 1, v - 2, v + 2]; _i < _a.length; _i++) {
  88064. var k = _a[_i];
  88065. if (((k % 2) !== 0) && ((Math.floor(k / 2) % 2) === 0) && k > 0) {
  88066. return Math.max(k, 3);
  88067. }
  88068. }
  88069. return Math.max(v, 3);
  88070. };
  88071. /**
  88072. * Calculates the value of a Gaussian distribution with sigma 3 at a given point.
  88073. * @param x The point on the Gaussian distribution to sample.
  88074. * @return the value of the Gaussian function at x.
  88075. */
  88076. BlurPostProcess.prototype._gaussianWeight = function (x) {
  88077. //reference: Engine/ImageProcessingBlur.cpp #dcc760
  88078. // We are evaluating the Gaussian (normal) distribution over a kernel parameter space of [-1,1],
  88079. // so we truncate at three standard deviations by setting stddev (sigma) to 1/3.
  88080. // The choice of 3-sigma truncation is common but arbitrary, and means that the signal is
  88081. // truncated at around 1.3% of peak strength.
  88082. //the distribution is scaled to account for the difference between the actual kernel size and the requested kernel size
  88083. var sigma = (1 / 3);
  88084. var denominator = Math.sqrt(2.0 * Math.PI) * sigma;
  88085. var exponent = -((x * x) / (2.0 * sigma * sigma));
  88086. var weight = (1.0 / denominator) * Math.exp(exponent);
  88087. return weight;
  88088. };
  88089. /**
  88090. * Generates a string that can be used as a floating point number in GLSL.
  88091. * @param x Value to print.
  88092. * @param decimalFigures Number of decimal places to print the number to (excluding trailing 0s).
  88093. * @return GLSL float string.
  88094. */
  88095. BlurPostProcess.prototype._glslFloat = function (x, decimalFigures) {
  88096. if (decimalFigures === void 0) { decimalFigures = 8; }
  88097. return x.toFixed(decimalFigures).replace(/0+$/, '');
  88098. };
  88099. return BlurPostProcess;
  88100. }(BABYLON.PostProcess));
  88101. BABYLON.BlurPostProcess = BlurPostProcess;
  88102. })(BABYLON || (BABYLON = {}));
  88103. //# sourceMappingURL=babylon.blurPostProcess.js.map
  88104. var BABYLON;
  88105. (function (BABYLON) {
  88106. /**
  88107. * The DepthOfFieldBlurPostProcess applied a blur in a give direction.
  88108. * This blur differs from the standard BlurPostProcess as it attempts to avoid blurring pixels
  88109. * based on samples that have a large difference in distance than the center pixel.
  88110. * See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  88111. */
  88112. var DepthOfFieldBlurPostProcess = /** @class */ (function (_super) {
  88113. __extends(DepthOfFieldBlurPostProcess, _super);
  88114. /**
  88115. * Creates a new instance CircleOfConfusionPostProcess
  88116. * @param name The name of the effect.
  88117. * @param scene The scene the effect belongs to.
  88118. * @param direction The direction the blur should be applied.
  88119. * @param kernel The size of the kernel used to blur.
  88120. * @param options The required width/height ratio to downsize to before computing the render pass.
  88121. * @param camera The camera to apply the render pass to.
  88122. * @param circleOfConfusion The circle of confusion + depth map to be used to avoid blurring accross edges
  88123. * @param imageToBlur The image to apply the blur to (default: Current rendered frame)
  88124. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  88125. * @param engine The engine which the post process will be applied. (default: current engine)
  88126. * @param reusable If the post process can be reused on the same frame. (default: false)
  88127. * @param textureType Type of textures used when performing the post process. (default: 0)
  88128. * @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)
  88129. */
  88130. function DepthOfFieldBlurPostProcess(name, scene, direction, kernel, options, camera, circleOfConfusion, imageToBlur, samplingMode, engine, reusable, textureType, blockCompilation) {
  88131. if (imageToBlur === void 0) { imageToBlur = null; }
  88132. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  88133. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  88134. if (blockCompilation === void 0) { blockCompilation = false; }
  88135. 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;
  88136. _this.direction = direction;
  88137. _this.onApplyObservable.add(function (effect) {
  88138. if (imageToBlur != null) {
  88139. effect.setTextureFromPostProcess("textureSampler", imageToBlur);
  88140. }
  88141. effect.setTextureFromPostProcessOutput("circleOfConfusionSampler", circleOfConfusion);
  88142. if (scene.activeCamera) {
  88143. effect.setFloat2('cameraMinMaxZ', scene.activeCamera.minZ, scene.activeCamera.maxZ);
  88144. }
  88145. });
  88146. return _this;
  88147. }
  88148. return DepthOfFieldBlurPostProcess;
  88149. }(BABYLON.BlurPostProcess));
  88150. BABYLON.DepthOfFieldBlurPostProcess = DepthOfFieldBlurPostProcess;
  88151. })(BABYLON || (BABYLON = {}));
  88152. //# sourceMappingURL=babylon.depthOfFieldBlurPostProcess.js.map
  88153. var BABYLON;
  88154. (function (BABYLON) {
  88155. /**
  88156. * Options to be set when merging outputs from the default pipeline.
  88157. */
  88158. var DepthOfFieldMergePostProcessOptions = /** @class */ (function () {
  88159. function DepthOfFieldMergePostProcessOptions() {
  88160. }
  88161. return DepthOfFieldMergePostProcessOptions;
  88162. }());
  88163. BABYLON.DepthOfFieldMergePostProcessOptions = DepthOfFieldMergePostProcessOptions;
  88164. /**
  88165. * The DepthOfFieldMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  88166. */
  88167. var DepthOfFieldMergePostProcess = /** @class */ (function (_super) {
  88168. __extends(DepthOfFieldMergePostProcess, _super);
  88169. /**
  88170. * Creates a new instance of DepthOfFieldMergePostProcess
  88171. * @param name The name of the effect.
  88172. * @param originalFromInput Post process which's input will be used for the merge.
  88173. * @param circleOfConfusion Circle of confusion post process which's output will be used to blur each pixel.
  88174. * @param blurSteps Blur post processes from low to high which will be mixed with the original image.
  88175. * @param options The required width/height ratio to downsize to before computing the render pass.
  88176. * @param camera The camera to apply the render pass to.
  88177. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  88178. * @param engine The engine which the post process will be applied. (default: current engine)
  88179. * @param reusable If the post process can be reused on the same frame. (default: false)
  88180. * @param textureType Type of textures used when performing the post process. (default: 0)
  88181. * @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)
  88182. */
  88183. function DepthOfFieldMergePostProcess(name, originalFromInput, circleOfConfusion, blurSteps, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  88184. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  88185. if (blockCompilation === void 0) { blockCompilation = false; }
  88186. var _this = _super.call(this, name, "depthOfFieldMerge", [], ["circleOfConfusionSampler", "blurStep0", "blurStep1", "blurStep2"], options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, true) || this;
  88187. _this.blurSteps = blurSteps;
  88188. _this.onApplyObservable.add(function (effect) {
  88189. effect.setTextureFromPostProcess("textureSampler", originalFromInput);
  88190. effect.setTextureFromPostProcessOutput("circleOfConfusionSampler", circleOfConfusion);
  88191. blurSteps.forEach(function (step, index) {
  88192. effect.setTextureFromPostProcessOutput("blurStep" + (blurSteps.length - index - 1), step);
  88193. });
  88194. });
  88195. if (!blockCompilation) {
  88196. _this.updateEffect();
  88197. }
  88198. return _this;
  88199. }
  88200. /**
  88201. * Updates the effect with the current post process compile time values and recompiles the shader.
  88202. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  88203. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  88204. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  88205. * @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
  88206. * @param onCompiled Called when the shader has been compiled.
  88207. * @param onError Called if there is an error when compiling a shader.
  88208. */
  88209. DepthOfFieldMergePostProcess.prototype.updateEffect = function (defines, uniforms, samplers, indexParameters, onCompiled, onError) {
  88210. if (defines === void 0) { defines = null; }
  88211. if (uniforms === void 0) { uniforms = null; }
  88212. if (samplers === void 0) { samplers = null; }
  88213. if (!defines) {
  88214. defines = "";
  88215. defines += "#define BLUR_LEVEL " + (this.blurSteps.length - 1) + "\n";
  88216. }
  88217. _super.prototype.updateEffect.call(this, defines, uniforms, samplers, indexParameters, onCompiled, onError);
  88218. };
  88219. return DepthOfFieldMergePostProcess;
  88220. }(BABYLON.PostProcess));
  88221. BABYLON.DepthOfFieldMergePostProcess = DepthOfFieldMergePostProcess;
  88222. })(BABYLON || (BABYLON = {}));
  88223. //# sourceMappingURL=babylon.depthOfFieldMergePostProcess.js.map
  88224. var BABYLON;
  88225. (function (BABYLON) {
  88226. /**
  88227. * The CircleOfConfusionPostProcess computes the circle of confusion value for each pixel given required lens parameters. See https://en.wikipedia.org/wiki/Circle_of_confusion
  88228. */
  88229. var CircleOfConfusionPostProcess = /** @class */ (function (_super) {
  88230. __extends(CircleOfConfusionPostProcess, _super);
  88231. /**
  88232. * Creates a new instance CircleOfConfusionPostProcess
  88233. * @param name The name of the effect.
  88234. * @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.
  88235. * @param options The required width/height ratio to downsize to before computing the render pass.
  88236. * @param camera The camera to apply the render pass to.
  88237. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  88238. * @param engine The engine which the post process will be applied. (default: current engine)
  88239. * @param reusable If the post process can be reused on the same frame. (default: false)
  88240. * @param textureType Type of textures used when performing the post process. (default: 0)
  88241. * @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)
  88242. */
  88243. function CircleOfConfusionPostProcess(name, depthTexture, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  88244. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  88245. if (blockCompilation === void 0) { blockCompilation = false; }
  88246. var _this = _super.call(this, name, "circleOfConfusion", ["cameraMinMaxZ", "focusDistance", "cocPrecalculation"], ["depthSampler"], options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, blockCompilation) || this;
  88247. /**
  88248. * 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.
  88249. */
  88250. _this.lensSize = 50;
  88251. /**
  88252. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  88253. */
  88254. _this.fStop = 1.4;
  88255. /**
  88256. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  88257. */
  88258. _this.focusDistance = 2000;
  88259. /**
  88260. * Focal length of the effect's camera in scene units/1000 (eg. millimeter). (default: 50)
  88261. */
  88262. _this.focalLength = 50;
  88263. _this._depthTexture = null;
  88264. _this._depthTexture = depthTexture;
  88265. _this.onApplyObservable.add(function (effect) {
  88266. if (!_this._depthTexture) {
  88267. BABYLON.Tools.Warn("No depth texture set on CircleOfConfusionPostProcess");
  88268. return;
  88269. }
  88270. effect.setTexture("depthSampler", _this._depthTexture);
  88271. // Circle of confusion calculation, See https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch23.html
  88272. var aperture = _this.lensSize / _this.fStop;
  88273. var cocPrecalculation = ((aperture * _this.focalLength) / ((_this.focusDistance - _this.focalLength))); // * ((this.focusDistance - pixelDistance)/pixelDistance) [This part is done in shader]
  88274. effect.setFloat('focusDistance', _this.focusDistance);
  88275. effect.setFloat('cocPrecalculation', cocPrecalculation);
  88276. effect.setFloat2('cameraMinMaxZ', _this._depthTexture.activeCamera.minZ, _this._depthTexture.activeCamera.maxZ);
  88277. });
  88278. return _this;
  88279. }
  88280. Object.defineProperty(CircleOfConfusionPostProcess.prototype, "depthTexture", {
  88281. /**
  88282. * 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.
  88283. */
  88284. set: function (value) {
  88285. this._depthTexture = value;
  88286. },
  88287. enumerable: true,
  88288. configurable: true
  88289. });
  88290. return CircleOfConfusionPostProcess;
  88291. }(BABYLON.PostProcess));
  88292. BABYLON.CircleOfConfusionPostProcess = CircleOfConfusionPostProcess;
  88293. })(BABYLON || (BABYLON = {}));
  88294. //# sourceMappingURL=babylon.circleOfConfusionPostProcess.js.map
  88295. var BABYLON;
  88296. (function (BABYLON) {
  88297. /**
  88298. * Specifies the level of max blur that should be applied when using the depth of field effect
  88299. */
  88300. var DepthOfFieldEffectBlurLevel;
  88301. (function (DepthOfFieldEffectBlurLevel) {
  88302. /**
  88303. * Subtle blur
  88304. */
  88305. DepthOfFieldEffectBlurLevel[DepthOfFieldEffectBlurLevel["Low"] = 0] = "Low";
  88306. /**
  88307. * Medium blur
  88308. */
  88309. DepthOfFieldEffectBlurLevel[DepthOfFieldEffectBlurLevel["Medium"] = 1] = "Medium";
  88310. /**
  88311. * Large blur
  88312. */
  88313. DepthOfFieldEffectBlurLevel[DepthOfFieldEffectBlurLevel["High"] = 2] = "High";
  88314. })(DepthOfFieldEffectBlurLevel = BABYLON.DepthOfFieldEffectBlurLevel || (BABYLON.DepthOfFieldEffectBlurLevel = {}));
  88315. /**
  88316. * The depth of field effect applies a blur to objects that are closer or further from where the camera is focusing.
  88317. */
  88318. var DepthOfFieldEffect = /** @class */ (function (_super) {
  88319. __extends(DepthOfFieldEffect, _super);
  88320. /**
  88321. * Creates a new instance DepthOfFieldEffect
  88322. * @param scene The scene the effect belongs to.
  88323. * @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.
  88324. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  88325. * @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)
  88326. */
  88327. function DepthOfFieldEffect(scene, depthTexture, blurLevel, pipelineTextureType, blockCompilation) {
  88328. if (blurLevel === void 0) { blurLevel = DepthOfFieldEffectBlurLevel.Low; }
  88329. if (pipelineTextureType === void 0) { pipelineTextureType = 0; }
  88330. if (blockCompilation === void 0) { blockCompilation = false; }
  88331. var _this = _super.call(this, scene.getEngine(), "depth of field", function () {
  88332. return _this._effects;
  88333. }, true) || this;
  88334. /**
  88335. * @hidden Internal post processes in depth of field effect
  88336. */
  88337. _this._effects = [];
  88338. // Circle of confusion value for each pixel is used to determine how much to blur that pixel
  88339. _this._circleOfConfusion = new BABYLON.CircleOfConfusionPostProcess("circleOfConfusion", depthTexture, 1, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, blockCompilation);
  88340. // 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)
  88341. // Blur the image but do not blur on sharp far to near distance changes to avoid bleeding artifacts
  88342. // See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  88343. _this._depthOfFieldBlurY = [];
  88344. _this._depthOfFieldBlurX = [];
  88345. var blurCount = 1;
  88346. var kernelSize = 15;
  88347. switch (blurLevel) {
  88348. case DepthOfFieldEffectBlurLevel.High: {
  88349. blurCount = 3;
  88350. kernelSize = 51;
  88351. break;
  88352. }
  88353. case DepthOfFieldEffectBlurLevel.Medium: {
  88354. blurCount = 2;
  88355. kernelSize = 31;
  88356. break;
  88357. }
  88358. default: {
  88359. kernelSize = 15;
  88360. blurCount = 1;
  88361. break;
  88362. }
  88363. }
  88364. var adjustedKernelSize = kernelSize / Math.pow(2, blurCount - 1);
  88365. var ratio = 1.0;
  88366. for (var i = 0; i < blurCount; i++) {
  88367. 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);
  88368. blurY.autoClear = false;
  88369. ratio = 0.75 / Math.pow(2, i);
  88370. 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);
  88371. blurX.autoClear = false;
  88372. _this._depthOfFieldBlurY.push(blurY);
  88373. _this._depthOfFieldBlurX.push(blurX);
  88374. }
  88375. // Set all post processes on the effect.
  88376. _this._effects = [_this._circleOfConfusion];
  88377. for (var i = 0; i < _this._depthOfFieldBlurX.length; i++) {
  88378. _this._effects.push(_this._depthOfFieldBlurY[i]);
  88379. _this._effects.push(_this._depthOfFieldBlurX[i]);
  88380. }
  88381. // Merge blurred images with original image based on circleOfConfusion
  88382. _this._dofMerge = new BABYLON.DepthOfFieldMergePostProcess("dofMerge", _this._circleOfConfusion, _this._circleOfConfusion, _this._depthOfFieldBlurX, ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, blockCompilation);
  88383. _this._dofMerge.autoClear = false;
  88384. _this._effects.push(_this._dofMerge);
  88385. return _this;
  88386. }
  88387. Object.defineProperty(DepthOfFieldEffect.prototype, "focalLength", {
  88388. get: function () {
  88389. return this._circleOfConfusion.focalLength;
  88390. },
  88391. /**
  88392. * The focal the length of the camera used in the effect in scene units/1000 (eg. millimeter)
  88393. */
  88394. set: function (value) {
  88395. this._circleOfConfusion.focalLength = value;
  88396. },
  88397. enumerable: true,
  88398. configurable: true
  88399. });
  88400. Object.defineProperty(DepthOfFieldEffect.prototype, "fStop", {
  88401. get: function () {
  88402. return this._circleOfConfusion.fStop;
  88403. },
  88404. /**
  88405. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  88406. */
  88407. set: function (value) {
  88408. this._circleOfConfusion.fStop = value;
  88409. },
  88410. enumerable: true,
  88411. configurable: true
  88412. });
  88413. Object.defineProperty(DepthOfFieldEffect.prototype, "focusDistance", {
  88414. get: function () {
  88415. return this._circleOfConfusion.focusDistance;
  88416. },
  88417. /**
  88418. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  88419. */
  88420. set: function (value) {
  88421. this._circleOfConfusion.focusDistance = value;
  88422. },
  88423. enumerable: true,
  88424. configurable: true
  88425. });
  88426. Object.defineProperty(DepthOfFieldEffect.prototype, "lensSize", {
  88427. get: function () {
  88428. return this._circleOfConfusion.lensSize;
  88429. },
  88430. /**
  88431. * 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.
  88432. */
  88433. set: function (value) {
  88434. this._circleOfConfusion.lensSize = value;
  88435. },
  88436. enumerable: true,
  88437. configurable: true
  88438. });
  88439. Object.defineProperty(DepthOfFieldEffect.prototype, "depthTexture", {
  88440. /**
  88441. * 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.
  88442. */
  88443. set: function (value) {
  88444. this._circleOfConfusion.depthTexture = value;
  88445. },
  88446. enumerable: true,
  88447. configurable: true
  88448. });
  88449. /**
  88450. * Disposes each of the internal effects for a given camera.
  88451. * @param camera The camera to dispose the effect on.
  88452. */
  88453. DepthOfFieldEffect.prototype.disposeEffects = function (camera) {
  88454. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  88455. this._effects[effectIndex].dispose(camera);
  88456. }
  88457. };
  88458. /**
  88459. * @hidden Internal
  88460. */
  88461. DepthOfFieldEffect.prototype._updateEffects = function () {
  88462. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  88463. this._effects[effectIndex].updateEffect();
  88464. }
  88465. };
  88466. /**
  88467. * Internal
  88468. * @returns if all the contained post processes are ready.
  88469. * @hidden
  88470. */
  88471. DepthOfFieldEffect.prototype._isReady = function () {
  88472. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  88473. if (!this._effects[effectIndex].isReady()) {
  88474. return false;
  88475. }
  88476. }
  88477. return true;
  88478. };
  88479. return DepthOfFieldEffect;
  88480. }(BABYLON.PostProcessRenderEffect));
  88481. BABYLON.DepthOfFieldEffect = DepthOfFieldEffect;
  88482. })(BABYLON || (BABYLON = {}));
  88483. //# sourceMappingURL=babylon.depthOfFieldEffect.js.map
  88484. var BABYLON;
  88485. (function (BABYLON) {
  88486. /**
  88487. * The BloomMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  88488. */
  88489. var BloomMergePostProcess = /** @class */ (function (_super) {
  88490. __extends(BloomMergePostProcess, _super);
  88491. /**
  88492. * Creates a new instance of @see BloomMergePostProcess
  88493. * @param name The name of the effect.
  88494. * @param originalFromInput Post process which's input will be used for the merge.
  88495. * @param blurred Blurred highlights post process which's output will be used.
  88496. * @param weight Weight of the bloom to be added to the original input.
  88497. * @param options The required width/height ratio to downsize to before computing the render pass.
  88498. * @param camera The camera to apply the render pass to.
  88499. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  88500. * @param engine The engine which the post process will be applied. (default: current engine)
  88501. * @param reusable If the post process can be reused on the same frame. (default: false)
  88502. * @param textureType Type of textures used when performing the post process. (default: 0)
  88503. * @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)
  88504. */
  88505. function BloomMergePostProcess(name, originalFromInput, blurred,
  88506. /** Weight of the bloom to be added to the original input. */
  88507. weight, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  88508. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  88509. if (blockCompilation === void 0) { blockCompilation = false; }
  88510. var _this = _super.call(this, name, "bloomMerge", ["bloomWeight"], ["circleOfConfusionSampler", "blurStep0", "blurStep1", "blurStep2", "bloomBlur"], options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, true) || this;
  88511. _this.weight = weight;
  88512. _this.onApplyObservable.add(function (effect) {
  88513. effect.setTextureFromPostProcess("textureSampler", originalFromInput);
  88514. effect.setTextureFromPostProcessOutput("bloomBlur", blurred);
  88515. effect.setFloat("bloomWeight", _this.weight);
  88516. });
  88517. if (!blockCompilation) {
  88518. _this.updateEffect();
  88519. }
  88520. return _this;
  88521. }
  88522. return BloomMergePostProcess;
  88523. }(BABYLON.PostProcess));
  88524. BABYLON.BloomMergePostProcess = BloomMergePostProcess;
  88525. })(BABYLON || (BABYLON = {}));
  88526. //# sourceMappingURL=babylon.bloomMergePostProcess.js.map
  88527. var BABYLON;
  88528. (function (BABYLON) {
  88529. /**
  88530. * 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.
  88531. */
  88532. var ExtractHighlightsPostProcess = /** @class */ (function (_super) {
  88533. __extends(ExtractHighlightsPostProcess, _super);
  88534. function ExtractHighlightsPostProcess(name, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  88535. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  88536. if (blockCompilation === void 0) { blockCompilation = false; }
  88537. var _this = _super.call(this, name, "extractHighlights", ["threshold", "exposure"], null, options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, blockCompilation) || this;
  88538. /**
  88539. * The luminance threshold, pixels below this value will be set to black.
  88540. */
  88541. _this.threshold = 0.9;
  88542. /** @hidden */
  88543. _this._exposure = 1;
  88544. /**
  88545. * Post process which has the input texture to be used when performing highlight extraction
  88546. * @hidden
  88547. */
  88548. _this._inputPostProcess = null;
  88549. _this.onApplyObservable.add(function (effect) {
  88550. if (_this._inputPostProcess) {
  88551. effect.setTextureFromPostProcess("textureSampler", _this._inputPostProcess);
  88552. }
  88553. effect.setFloat('threshold', Math.pow(_this.threshold, BABYLON.ToGammaSpace));
  88554. effect.setFloat('exposure', _this._exposure);
  88555. });
  88556. return _this;
  88557. }
  88558. return ExtractHighlightsPostProcess;
  88559. }(BABYLON.PostProcess));
  88560. BABYLON.ExtractHighlightsPostProcess = ExtractHighlightsPostProcess;
  88561. })(BABYLON || (BABYLON = {}));
  88562. //# sourceMappingURL=babylon.extractHighlightsPostProcess.js.map
  88563. var BABYLON;
  88564. (function (BABYLON) {
  88565. /**
  88566. * The bloom effect spreads bright areas of an image to simulate artifacts seen in cameras
  88567. */
  88568. var BloomEffect = /** @class */ (function (_super) {
  88569. __extends(BloomEffect, _super);
  88570. /**
  88571. * Creates a new instance of @see BloomEffect
  88572. * @param scene The scene the effect belongs to.
  88573. * @param bloomScale The ratio of the blur texture to the input texture that should be used to compute the bloom.
  88574. * @param bloomKernel The size of the kernel to be used when applying the blur.
  88575. * @param bloomWeight The the strength of bloom.
  88576. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  88577. * @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)
  88578. */
  88579. function BloomEffect(scene, bloomScale, bloomWeight, bloomKernel, pipelineTextureType, blockCompilation) {
  88580. if (pipelineTextureType === void 0) { pipelineTextureType = 0; }
  88581. if (blockCompilation === void 0) { blockCompilation = false; }
  88582. var _this = _super.call(this, scene.getEngine(), "bloom", function () {
  88583. return _this._effects;
  88584. }, true) || this;
  88585. _this.bloomScale = bloomScale;
  88586. /**
  88587. * @hidden Internal
  88588. */
  88589. _this._effects = [];
  88590. _this._downscale = new BABYLON.ExtractHighlightsPostProcess("highlights", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, blockCompilation);
  88591. _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);
  88592. _this._blurX.alwaysForcePOT = true;
  88593. _this._blurX.autoClear = false;
  88594. _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);
  88595. _this._blurY.alwaysForcePOT = true;
  88596. _this._blurY.autoClear = false;
  88597. _this.kernel = bloomKernel;
  88598. _this._effects = [_this._downscale, _this._blurX, _this._blurY];
  88599. _this._merge = new BABYLON.BloomMergePostProcess("bloomMerge", _this._downscale, _this._blurY, bloomWeight, bloomScale, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, blockCompilation);
  88600. _this._merge.autoClear = false;
  88601. _this._effects.push(_this._merge);
  88602. return _this;
  88603. }
  88604. Object.defineProperty(BloomEffect.prototype, "threshold", {
  88605. /**
  88606. * The luminance threshold to find bright areas of the image to bloom.
  88607. */
  88608. get: function () {
  88609. return this._downscale.threshold;
  88610. },
  88611. set: function (value) {
  88612. this._downscale.threshold = value;
  88613. },
  88614. enumerable: true,
  88615. configurable: true
  88616. });
  88617. Object.defineProperty(BloomEffect.prototype, "weight", {
  88618. /**
  88619. * The strength of the bloom.
  88620. */
  88621. get: function () {
  88622. return this._merge.weight;
  88623. },
  88624. set: function (value) {
  88625. this._merge.weight = value;
  88626. },
  88627. enumerable: true,
  88628. configurable: true
  88629. });
  88630. Object.defineProperty(BloomEffect.prototype, "kernel", {
  88631. /**
  88632. * Specifies the size of the bloom blur kernel, relative to the final output size
  88633. */
  88634. get: function () {
  88635. return this._blurX.kernel / this.bloomScale;
  88636. },
  88637. set: function (value) {
  88638. this._blurX.kernel = value * this.bloomScale;
  88639. this._blurY.kernel = value * this.bloomScale;
  88640. },
  88641. enumerable: true,
  88642. configurable: true
  88643. });
  88644. /**
  88645. * Disposes each of the internal effects for a given camera.
  88646. * @param camera The camera to dispose the effect on.
  88647. */
  88648. BloomEffect.prototype.disposeEffects = function (camera) {
  88649. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  88650. this._effects[effectIndex].dispose(camera);
  88651. }
  88652. };
  88653. /**
  88654. * @hidden Internal
  88655. */
  88656. BloomEffect.prototype._updateEffects = function () {
  88657. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  88658. this._effects[effectIndex].updateEffect();
  88659. }
  88660. };
  88661. /**
  88662. * Internal
  88663. * @returns if all the contained post processes are ready.
  88664. * @hidden
  88665. */
  88666. BloomEffect.prototype._isReady = function () {
  88667. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  88668. if (!this._effects[effectIndex].isReady()) {
  88669. return false;
  88670. }
  88671. }
  88672. return true;
  88673. };
  88674. return BloomEffect;
  88675. }(BABYLON.PostProcessRenderEffect));
  88676. BABYLON.BloomEffect = BloomEffect;
  88677. })(BABYLON || (BABYLON = {}));
  88678. //# sourceMappingURL=babylon.bloomEffect.js.map
  88679. var BABYLON;
  88680. (function (BABYLON) {
  88681. /**
  88682. * The default rendering pipeline can be added to a scene to apply common post processing effects such as anti-aliasing or depth of field.
  88683. * See https://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  88684. */
  88685. var DefaultRenderingPipeline = /** @class */ (function (_super) {
  88686. __extends(DefaultRenderingPipeline, _super);
  88687. /**
  88688. * @constructor
  88689. * @param name - The rendering pipeline name (default: "")
  88690. * @param hdr - If high dynamic range textures should be used (default: true)
  88691. * @param scene - The scene linked to this pipeline (default: the last created scene)
  88692. * @param cameras - The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)
  88693. * @param automaticBuild - if false, you will have to manually call prepare() to update the pipeline (default: true)
  88694. */
  88695. function DefaultRenderingPipeline(name, hdr, scene, cameras, automaticBuild) {
  88696. if (name === void 0) { name = ""; }
  88697. if (hdr === void 0) { hdr = true; }
  88698. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  88699. if (automaticBuild === void 0) { automaticBuild = true; }
  88700. var _this = _super.call(this, scene.getEngine(), name) || this;
  88701. _this._camerasToBeAttached = [];
  88702. /**
  88703. * ID of the sharpen post process,
  88704. */
  88705. _this.SharpenPostProcessId = "SharpenPostProcessEffect";
  88706. /**
  88707. * @ignore
  88708. * ID of the image processing post process;
  88709. */
  88710. _this.ImageProcessingPostProcessId = "ImageProcessingPostProcessEffect";
  88711. /**
  88712. * @ignore
  88713. * ID of the Fast Approximate Anti-Aliasing post process;
  88714. */
  88715. _this.FxaaPostProcessId = "FxaaPostProcessEffect";
  88716. /**
  88717. * ID of the chromatic aberration post process,
  88718. */
  88719. _this.ChromaticAberrationPostProcessId = "ChromaticAberrationPostProcessEffect";
  88720. /**
  88721. * ID of the grain post process
  88722. */
  88723. _this.GrainPostProcessId = "GrainPostProcessEffect";
  88724. /**
  88725. * Glow post process which adds a glow to emmisive areas of the image
  88726. */
  88727. _this._glowLayer = null;
  88728. /**
  88729. * Animations which can be used to tweak settings over a period of time
  88730. */
  88731. _this.animations = [];
  88732. _this._imageProcessingConfigurationObserver = null;
  88733. // Values
  88734. _this._sharpenEnabled = false;
  88735. _this._bloomEnabled = false;
  88736. _this._depthOfFieldEnabled = false;
  88737. _this._depthOfFieldBlurLevel = BABYLON.DepthOfFieldEffectBlurLevel.Low;
  88738. _this._fxaaEnabled = false;
  88739. _this._imageProcessingEnabled = true;
  88740. _this._bloomScale = 0.5;
  88741. _this._chromaticAberrationEnabled = false;
  88742. _this._grainEnabled = false;
  88743. _this._buildAllowed = true;
  88744. _this._resizeObserver = null;
  88745. _this._hardwareScaleLevel = 1.0;
  88746. _this._bloomKernel = 64;
  88747. /**
  88748. * Specifies the weight of the bloom in the final rendering
  88749. */
  88750. _this._bloomWeight = 0.15;
  88751. /**
  88752. * Specifies the luma threshold for the area that will be blurred by the bloom
  88753. */
  88754. _this._bloomThreshold = 0.9;
  88755. _this._samples = 1;
  88756. _this._hasCleared = false;
  88757. _this._prevPostProcess = null;
  88758. _this._prevPrevPostProcess = null;
  88759. _this._depthOfFieldSceneObserver = null;
  88760. _this._cameras = cameras || scene.cameras;
  88761. _this._cameras = _this._cameras.slice();
  88762. _this._camerasToBeAttached = _this._cameras.slice();
  88763. _this._buildAllowed = automaticBuild;
  88764. // Initialize
  88765. _this._scene = scene;
  88766. var caps = _this._scene.getEngine().getCaps();
  88767. _this._hdr = hdr && (caps.textureHalfFloatRender || caps.textureFloatRender);
  88768. // Misc
  88769. if (_this._hdr) {
  88770. if (caps.textureHalfFloatRender) {
  88771. _this._defaultPipelineTextureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  88772. }
  88773. else if (caps.textureFloatRender) {
  88774. _this._defaultPipelineTextureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  88775. }
  88776. }
  88777. else {
  88778. _this._defaultPipelineTextureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  88779. }
  88780. // Attach
  88781. scene.postProcessRenderPipelineManager.addPipeline(_this);
  88782. var engine = _this._scene.getEngine();
  88783. // Create post processes before hand so they can be modified before enabled.
  88784. // Block compilation flag is set to true to avoid compilation prior to use, these will be updated on first use in build pipeline.
  88785. _this.sharpen = new BABYLON.SharpenPostProcess("sharpen", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, _this._defaultPipelineTextureType, true);
  88786. _this._sharpenEffect = new BABYLON.PostProcessRenderEffect(engine, _this.SharpenPostProcessId, function () { return _this.sharpen; }, true);
  88787. _this.depthOfField = new BABYLON.DepthOfFieldEffect(_this._scene, null, _this._depthOfFieldBlurLevel, _this._defaultPipelineTextureType, true);
  88788. _this.bloom = new BABYLON.BloomEffect(_this._scene, _this._bloomScale, _this._bloomWeight, _this.bloomKernel, _this._defaultPipelineTextureType, true);
  88789. _this.chromaticAberration = new BABYLON.ChromaticAberrationPostProcess("ChromaticAberration", engine.getRenderWidth(), engine.getRenderHeight(), 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, _this._defaultPipelineTextureType, true);
  88790. _this._chromaticAberrationEffect = new BABYLON.PostProcessRenderEffect(engine, _this.ChromaticAberrationPostProcessId, function () { return _this.chromaticAberration; }, true);
  88791. _this.grain = new BABYLON.GrainPostProcess("Grain", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, _this._defaultPipelineTextureType, true);
  88792. _this._grainEffect = new BABYLON.PostProcessRenderEffect(engine, _this.GrainPostProcessId, function () { return _this.grain; }, true);
  88793. _this._resizeObserver = engine.onResizeObservable.add(function () {
  88794. _this._hardwareScaleLevel = engine.getHardwareScalingLevel();
  88795. _this.bloomKernel = _this.bloomKernel;
  88796. });
  88797. _this._imageProcessingConfigurationObserver = _this._scene.imageProcessingConfiguration.onUpdateParameters.add(function () {
  88798. _this.bloom._downscale._exposure = _this._scene.imageProcessingConfiguration.exposure;
  88799. });
  88800. _this._buildPipeline();
  88801. return _this;
  88802. }
  88803. Object.defineProperty(DefaultRenderingPipeline.prototype, "sharpenEnabled", {
  88804. get: function () {
  88805. return this._sharpenEnabled;
  88806. },
  88807. /**
  88808. * Enable or disable the sharpen process from the pipeline
  88809. */
  88810. set: function (enabled) {
  88811. if (this._sharpenEnabled === enabled) {
  88812. return;
  88813. }
  88814. this._sharpenEnabled = enabled;
  88815. this._buildPipeline();
  88816. },
  88817. enumerable: true,
  88818. configurable: true
  88819. });
  88820. Object.defineProperty(DefaultRenderingPipeline.prototype, "bloomKernel", {
  88821. /**
  88822. * Specifies the size of the bloom blur kernel, relative to the final output size
  88823. */
  88824. get: function () {
  88825. return this._bloomKernel;
  88826. },
  88827. set: function (value) {
  88828. this._bloomKernel = value;
  88829. this.bloom.kernel = value / this._hardwareScaleLevel;
  88830. },
  88831. enumerable: true,
  88832. configurable: true
  88833. });
  88834. Object.defineProperty(DefaultRenderingPipeline.prototype, "bloomWeight", {
  88835. get: function () {
  88836. return this._bloomWeight;
  88837. },
  88838. /**
  88839. * The strength of the bloom.
  88840. */
  88841. set: function (value) {
  88842. if (this._bloomWeight === value) {
  88843. return;
  88844. }
  88845. this.bloom.weight = value;
  88846. this._bloomWeight = value;
  88847. },
  88848. enumerable: true,
  88849. configurable: true
  88850. });
  88851. Object.defineProperty(DefaultRenderingPipeline.prototype, "bloomThreshold", {
  88852. get: function () {
  88853. return this._bloomThreshold;
  88854. },
  88855. /**
  88856. * The strength of the bloom.
  88857. */
  88858. set: function (value) {
  88859. if (this._bloomThreshold === value) {
  88860. return;
  88861. }
  88862. this.bloom.threshold = value;
  88863. this._bloomThreshold = value;
  88864. },
  88865. enumerable: true,
  88866. configurable: true
  88867. });
  88868. Object.defineProperty(DefaultRenderingPipeline.prototype, "bloomScale", {
  88869. get: function () {
  88870. return this._bloomScale;
  88871. },
  88872. /**
  88873. * The scale of the bloom, lower value will provide better performance.
  88874. */
  88875. set: function (value) {
  88876. if (this._bloomScale === value) {
  88877. return;
  88878. }
  88879. this._bloomScale = value;
  88880. // recreate bloom and dispose old as this setting is not dynamic
  88881. this._rebuildBloom();
  88882. this._buildPipeline();
  88883. },
  88884. enumerable: true,
  88885. configurable: true
  88886. });
  88887. Object.defineProperty(DefaultRenderingPipeline.prototype, "bloomEnabled", {
  88888. get: function () {
  88889. return this._bloomEnabled;
  88890. },
  88891. /**
  88892. * Enable or disable the bloom from the pipeline
  88893. */
  88894. set: function (enabled) {
  88895. if (this._bloomEnabled === enabled) {
  88896. return;
  88897. }
  88898. this._bloomEnabled = enabled;
  88899. this._buildPipeline();
  88900. },
  88901. enumerable: true,
  88902. configurable: true
  88903. });
  88904. DefaultRenderingPipeline.prototype._rebuildBloom = function () {
  88905. // recreate bloom and dispose old as this setting is not dynamic
  88906. var oldBloom = this.bloom;
  88907. this.bloom = new BABYLON.BloomEffect(this._scene, this.bloomScale, this._bloomWeight, this.bloomKernel, this._defaultPipelineTextureType, false);
  88908. this.bloom.threshold = oldBloom.threshold;
  88909. for (var i = 0; i < this._cameras.length; i++) {
  88910. oldBloom.disposeEffects(this._cameras[i]);
  88911. }
  88912. };
  88913. Object.defineProperty(DefaultRenderingPipeline.prototype, "depthOfFieldEnabled", {
  88914. /**
  88915. * If the depth of field is enabled.
  88916. */
  88917. get: function () {
  88918. return this._depthOfFieldEnabled;
  88919. },
  88920. set: function (enabled) {
  88921. if (this._depthOfFieldEnabled === enabled) {
  88922. return;
  88923. }
  88924. this._depthOfFieldEnabled = enabled;
  88925. this._buildPipeline();
  88926. },
  88927. enumerable: true,
  88928. configurable: true
  88929. });
  88930. Object.defineProperty(DefaultRenderingPipeline.prototype, "depthOfFieldBlurLevel", {
  88931. /**
  88932. * Blur level of the depth of field effect. (Higher blur will effect performance)
  88933. */
  88934. get: function () {
  88935. return this._depthOfFieldBlurLevel;
  88936. },
  88937. set: function (value) {
  88938. if (this._depthOfFieldBlurLevel === value) {
  88939. return;
  88940. }
  88941. this._depthOfFieldBlurLevel = value;
  88942. // recreate dof and dispose old as this setting is not dynamic
  88943. var oldDof = this.depthOfField;
  88944. this.depthOfField = new BABYLON.DepthOfFieldEffect(this._scene, null, this._depthOfFieldBlurLevel, this._defaultPipelineTextureType, false);
  88945. this.depthOfField.focalLength = oldDof.focalLength;
  88946. this.depthOfField.focusDistance = oldDof.focusDistance;
  88947. this.depthOfField.fStop = oldDof.fStop;
  88948. this.depthOfField.lensSize = oldDof.lensSize;
  88949. for (var i = 0; i < this._cameras.length; i++) {
  88950. oldDof.disposeEffects(this._cameras[i]);
  88951. }
  88952. this._buildPipeline();
  88953. },
  88954. enumerable: true,
  88955. configurable: true
  88956. });
  88957. Object.defineProperty(DefaultRenderingPipeline.prototype, "fxaaEnabled", {
  88958. get: function () {
  88959. return this._fxaaEnabled;
  88960. },
  88961. /**
  88962. * If the anti aliasing is enabled.
  88963. */
  88964. set: function (enabled) {
  88965. if (this._fxaaEnabled === enabled) {
  88966. return;
  88967. }
  88968. this._fxaaEnabled = enabled;
  88969. this._buildPipeline();
  88970. },
  88971. enumerable: true,
  88972. configurable: true
  88973. });
  88974. Object.defineProperty(DefaultRenderingPipeline.prototype, "samples", {
  88975. get: function () {
  88976. return this._samples;
  88977. },
  88978. /**
  88979. * MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  88980. */
  88981. set: function (sampleCount) {
  88982. if (this._samples === sampleCount) {
  88983. return;
  88984. }
  88985. this._samples = sampleCount;
  88986. this._buildPipeline();
  88987. },
  88988. enumerable: true,
  88989. configurable: true
  88990. });
  88991. Object.defineProperty(DefaultRenderingPipeline.prototype, "imageProcessingEnabled", {
  88992. get: function () {
  88993. return this._imageProcessingEnabled;
  88994. },
  88995. /**
  88996. * If image processing is enabled.
  88997. */
  88998. set: function (enabled) {
  88999. if (this._imageProcessingEnabled === enabled) {
  89000. return;
  89001. }
  89002. this._imageProcessingEnabled = enabled;
  89003. this._buildPipeline();
  89004. },
  89005. enumerable: true,
  89006. configurable: true
  89007. });
  89008. Object.defineProperty(DefaultRenderingPipeline.prototype, "glowLayerEnabled", {
  89009. get: function () {
  89010. return this._glowLayer == null;
  89011. },
  89012. /**
  89013. * If glow layer is enabled. (Adds a glow effect to emmissive materials)
  89014. */
  89015. set: function (enabled) {
  89016. if (enabled && !this._glowLayer) {
  89017. this._glowLayer = new BABYLON.GlowLayer("", this._scene);
  89018. }
  89019. else if (!enabled && this._glowLayer) {
  89020. this._glowLayer.dispose();
  89021. this._glowLayer = null;
  89022. }
  89023. },
  89024. enumerable: true,
  89025. configurable: true
  89026. });
  89027. Object.defineProperty(DefaultRenderingPipeline.prototype, "chromaticAberrationEnabled", {
  89028. get: function () {
  89029. return this._chromaticAberrationEnabled;
  89030. },
  89031. /**
  89032. * Enable or disable the chromaticAberration process from the pipeline
  89033. */
  89034. set: function (enabled) {
  89035. if (this._chromaticAberrationEnabled === enabled) {
  89036. return;
  89037. }
  89038. this._chromaticAberrationEnabled = enabled;
  89039. this._buildPipeline();
  89040. },
  89041. enumerable: true,
  89042. configurable: true
  89043. });
  89044. Object.defineProperty(DefaultRenderingPipeline.prototype, "grainEnabled", {
  89045. get: function () {
  89046. return this._grainEnabled;
  89047. },
  89048. /**
  89049. * Enable or disable the grain process from the pipeline
  89050. */
  89051. set: function (enabled) {
  89052. if (this._grainEnabled === enabled) {
  89053. return;
  89054. }
  89055. this._grainEnabled = enabled;
  89056. this._buildPipeline();
  89057. },
  89058. enumerable: true,
  89059. configurable: true
  89060. });
  89061. /**
  89062. * Force the compilation of the entire pipeline.
  89063. */
  89064. DefaultRenderingPipeline.prototype.prepare = function () {
  89065. var previousState = this._buildAllowed;
  89066. this._buildAllowed = true;
  89067. this._buildPipeline();
  89068. this._buildAllowed = previousState;
  89069. };
  89070. DefaultRenderingPipeline.prototype._setAutoClearAndTextureSharing = function (postProcess, skipTextureSharing) {
  89071. if (skipTextureSharing === void 0) { skipTextureSharing = false; }
  89072. if (this._hasCleared) {
  89073. postProcess.autoClear = false;
  89074. }
  89075. else {
  89076. postProcess.autoClear = true;
  89077. this._scene.autoClear = false;
  89078. this._hasCleared = true;
  89079. }
  89080. if (!skipTextureSharing) {
  89081. if (this._prevPrevPostProcess) {
  89082. postProcess.shareOutputWith(this._prevPrevPostProcess);
  89083. }
  89084. else {
  89085. postProcess.useOwnOutput();
  89086. }
  89087. if (this._prevPostProcess) {
  89088. this._prevPrevPostProcess = this._prevPostProcess;
  89089. }
  89090. this._prevPostProcess = postProcess;
  89091. }
  89092. };
  89093. DefaultRenderingPipeline.prototype._buildPipeline = function () {
  89094. var _this = this;
  89095. if (!this._buildAllowed) {
  89096. return;
  89097. }
  89098. this._scene.autoClear = true;
  89099. var engine = this._scene.getEngine();
  89100. this._disposePostProcesses();
  89101. if (this._cameras !== null) {
  89102. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._cameras);
  89103. // get back cameras to be used to reattach pipeline
  89104. this._cameras = this._camerasToBeAttached.slice();
  89105. }
  89106. this._reset();
  89107. this._prevPostProcess = null;
  89108. this._prevPrevPostProcess = null;
  89109. this._hasCleared = false;
  89110. if (this.depthOfFieldEnabled) {
  89111. // Multi camera suport
  89112. if (this._cameras.length > 1) {
  89113. for (var _i = 0, _a = this._cameras; _i < _a.length; _i++) {
  89114. var camera = _a[_i];
  89115. var depthRenderer = this._scene.enableDepthRenderer(camera);
  89116. depthRenderer.useOnlyInActiveCamera = true;
  89117. }
  89118. this._depthOfFieldSceneObserver = this._scene.onAfterRenderTargetsRenderObservable.add(function (scene) {
  89119. if (_this._cameras.indexOf(scene.activeCamera) > -1) {
  89120. _this.depthOfField.depthTexture = scene.enableDepthRenderer(scene.activeCamera).getDepthMap();
  89121. }
  89122. });
  89123. }
  89124. else {
  89125. this._scene.onAfterRenderTargetsRenderObservable.remove(this._depthOfFieldSceneObserver);
  89126. var depthRenderer = this._scene.enableDepthRenderer(this._cameras[0]);
  89127. this.depthOfField.depthTexture = depthRenderer.getDepthMap();
  89128. }
  89129. if (!this.depthOfField._isReady()) {
  89130. this.depthOfField._updateEffects();
  89131. }
  89132. this.addEffect(this.depthOfField);
  89133. this._setAutoClearAndTextureSharing(this.depthOfField._effects[0], true);
  89134. }
  89135. else {
  89136. this._scene.onAfterRenderTargetsRenderObservable.remove(this._depthOfFieldSceneObserver);
  89137. }
  89138. if (this.bloomEnabled) {
  89139. if (!this.bloom._isReady()) {
  89140. this.bloom._updateEffects();
  89141. }
  89142. this.addEffect(this.bloom);
  89143. this._setAutoClearAndTextureSharing(this.bloom._effects[0], true);
  89144. }
  89145. if (this._imageProcessingEnabled) {
  89146. this.imageProcessing = new BABYLON.ImageProcessingPostProcess("imageProcessing", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, this._defaultPipelineTextureType);
  89147. if (this._hdr) {
  89148. this.addEffect(new BABYLON.PostProcessRenderEffect(engine, this.ImageProcessingPostProcessId, function () { return _this.imageProcessing; }, true));
  89149. this._setAutoClearAndTextureSharing(this.imageProcessing);
  89150. }
  89151. else {
  89152. this._scene.imageProcessingConfiguration.applyByPostProcess = false;
  89153. }
  89154. }
  89155. if (this.sharpenEnabled) {
  89156. if (!this.sharpen.isReady()) {
  89157. this.sharpen.updateEffect();
  89158. }
  89159. this.addEffect(this._sharpenEffect);
  89160. this._setAutoClearAndTextureSharing(this.sharpen);
  89161. }
  89162. if (this.grainEnabled) {
  89163. if (!this.grain.isReady()) {
  89164. this.grain.updateEffect();
  89165. }
  89166. this.addEffect(this._grainEffect);
  89167. this._setAutoClearAndTextureSharing(this.grain);
  89168. }
  89169. if (this.chromaticAberrationEnabled) {
  89170. if (!this.chromaticAberration.isReady()) {
  89171. this.chromaticAberration.updateEffect();
  89172. }
  89173. this.addEffect(this._chromaticAberrationEffect);
  89174. this._setAutoClearAndTextureSharing(this.chromaticAberration);
  89175. }
  89176. if (this.fxaaEnabled) {
  89177. this.fxaa = new BABYLON.FxaaPostProcess("fxaa", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, this._defaultPipelineTextureType);
  89178. this.addEffect(new BABYLON.PostProcessRenderEffect(engine, this.FxaaPostProcessId, function () { return _this.fxaa; }, true));
  89179. this._setAutoClearAndTextureSharing(this.fxaa, true);
  89180. }
  89181. if (this._cameras !== null) {
  89182. this._scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(this._name, this._cameras);
  89183. }
  89184. if (!this._enableMSAAOnFirstPostProcess(this.samples) && this.samples > 1) {
  89185. BABYLON.Tools.Warn("MSAA failed to enable, MSAA is only supported in browsers that support webGL >= 2.0");
  89186. }
  89187. };
  89188. DefaultRenderingPipeline.prototype._disposePostProcesses = function (disposeNonRecreated) {
  89189. if (disposeNonRecreated === void 0) { disposeNonRecreated = false; }
  89190. for (var i = 0; i < this._cameras.length; i++) {
  89191. var camera = this._cameras[i];
  89192. if (this.imageProcessing) {
  89193. this.imageProcessing.dispose(camera);
  89194. }
  89195. if (this.fxaa) {
  89196. this.fxaa.dispose(camera);
  89197. }
  89198. // These are created in the constructor and should not be disposed on every pipeline change
  89199. if (disposeNonRecreated) {
  89200. if (this.sharpen) {
  89201. this.sharpen.dispose(camera);
  89202. }
  89203. if (this.depthOfField) {
  89204. this._scene.onAfterRenderTargetsRenderObservable.remove(this._depthOfFieldSceneObserver);
  89205. this.depthOfField.disposeEffects(camera);
  89206. }
  89207. if (this.bloom) {
  89208. this.bloom.disposeEffects(camera);
  89209. }
  89210. if (this.chromaticAberration) {
  89211. this.chromaticAberration.dispose(camera);
  89212. }
  89213. if (this.grain) {
  89214. this.grain.dispose(camera);
  89215. }
  89216. if (this._glowLayer) {
  89217. this._glowLayer.dispose();
  89218. }
  89219. }
  89220. }
  89221. this.imageProcessing = null;
  89222. this.fxaa = null;
  89223. if (disposeNonRecreated) {
  89224. this.sharpen = null;
  89225. this._sharpenEffect = null;
  89226. this.depthOfField = null;
  89227. this.bloom = null;
  89228. this.chromaticAberration = null;
  89229. this._chromaticAberrationEffect = null;
  89230. this.grain = null;
  89231. this._grainEffect = null;
  89232. this._glowLayer = null;
  89233. }
  89234. };
  89235. /**
  89236. * Adds a camera to the pipeline
  89237. * @param camera the camera to be added
  89238. */
  89239. DefaultRenderingPipeline.prototype.addCamera = function (camera) {
  89240. this._camerasToBeAttached.push(camera);
  89241. this._buildPipeline();
  89242. };
  89243. /**
  89244. * Removes a camera from the pipeline
  89245. * @param camera the camera to remove
  89246. */
  89247. DefaultRenderingPipeline.prototype.removeCamera = function (camera) {
  89248. var index = this._camerasToBeAttached.indexOf(camera);
  89249. this._camerasToBeAttached.splice(index, 1);
  89250. this._buildPipeline();
  89251. };
  89252. /**
  89253. * Dispose of the pipeline and stop all post processes
  89254. */
  89255. DefaultRenderingPipeline.prototype.dispose = function () {
  89256. this._disposePostProcesses(true);
  89257. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._cameras);
  89258. this._scene.autoClear = true;
  89259. if (this._resizeObserver) {
  89260. this._scene.getEngine().onResizeObservable.remove(this._resizeObserver);
  89261. this._resizeObserver = null;
  89262. }
  89263. this._scene.imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingConfigurationObserver);
  89264. _super.prototype.dispose.call(this);
  89265. };
  89266. /**
  89267. * Serialize the rendering pipeline (Used when exporting)
  89268. * @returns the serialized object
  89269. */
  89270. DefaultRenderingPipeline.prototype.serialize = function () {
  89271. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  89272. serializationObject.customType = "DefaultRenderingPipeline";
  89273. return serializationObject;
  89274. };
  89275. /**
  89276. * Parse the serialized pipeline
  89277. * @param source Source pipeline.
  89278. * @param scene The scene to load the pipeline to.
  89279. * @param rootUrl The URL of the serialized pipeline.
  89280. * @returns An instantiated pipeline from the serialized object.
  89281. */
  89282. DefaultRenderingPipeline.Parse = function (source, scene, rootUrl) {
  89283. return BABYLON.SerializationHelper.Parse(function () { return new DefaultRenderingPipeline(source._name, source._name._hdr, scene); }, source, scene, rootUrl);
  89284. };
  89285. __decorate([
  89286. BABYLON.serialize()
  89287. ], DefaultRenderingPipeline.prototype, "sharpenEnabled", null);
  89288. __decorate([
  89289. BABYLON.serialize()
  89290. ], DefaultRenderingPipeline.prototype, "bloomKernel", null);
  89291. __decorate([
  89292. BABYLON.serialize()
  89293. ], DefaultRenderingPipeline.prototype, "_bloomWeight", void 0);
  89294. __decorate([
  89295. BABYLON.serialize()
  89296. ], DefaultRenderingPipeline.prototype, "_bloomThreshold", void 0);
  89297. __decorate([
  89298. BABYLON.serialize()
  89299. ], DefaultRenderingPipeline.prototype, "_hdr", void 0);
  89300. __decorate([
  89301. BABYLON.serialize()
  89302. ], DefaultRenderingPipeline.prototype, "bloomWeight", null);
  89303. __decorate([
  89304. BABYLON.serialize()
  89305. ], DefaultRenderingPipeline.prototype, "bloomThreshold", null);
  89306. __decorate([
  89307. BABYLON.serialize()
  89308. ], DefaultRenderingPipeline.prototype, "bloomScale", null);
  89309. __decorate([
  89310. BABYLON.serialize()
  89311. ], DefaultRenderingPipeline.prototype, "bloomEnabled", null);
  89312. __decorate([
  89313. BABYLON.serialize()
  89314. ], DefaultRenderingPipeline.prototype, "depthOfFieldEnabled", null);
  89315. __decorate([
  89316. BABYLON.serialize()
  89317. ], DefaultRenderingPipeline.prototype, "depthOfFieldBlurLevel", null);
  89318. __decorate([
  89319. BABYLON.serialize()
  89320. ], DefaultRenderingPipeline.prototype, "fxaaEnabled", null);
  89321. __decorate([
  89322. BABYLON.serialize()
  89323. ], DefaultRenderingPipeline.prototype, "samples", null);
  89324. __decorate([
  89325. BABYLON.serialize()
  89326. ], DefaultRenderingPipeline.prototype, "imageProcessingEnabled", null);
  89327. __decorate([
  89328. BABYLON.serialize()
  89329. ], DefaultRenderingPipeline.prototype, "glowLayerEnabled", null);
  89330. __decorate([
  89331. BABYLON.serialize()
  89332. ], DefaultRenderingPipeline.prototype, "chromaticAberrationEnabled", null);
  89333. __decorate([
  89334. BABYLON.serialize()
  89335. ], DefaultRenderingPipeline.prototype, "grainEnabled", null);
  89336. return DefaultRenderingPipeline;
  89337. }(BABYLON.PostProcessRenderPipeline));
  89338. BABYLON.DefaultRenderingPipeline = DefaultRenderingPipeline;
  89339. })(BABYLON || (BABYLON = {}));
  89340. //# sourceMappingURL=babylon.defaultRenderingPipeline.js.map
  89341. var BABYLON;
  89342. (function (BABYLON) {
  89343. /**
  89344. * @hidden
  89345. */
  89346. var ImageProcessingConfigurationDefines = /** @class */ (function (_super) {
  89347. __extends(ImageProcessingConfigurationDefines, _super);
  89348. function ImageProcessingConfigurationDefines() {
  89349. var _this = _super.call(this) || this;
  89350. _this.IMAGEPROCESSING = false;
  89351. _this.VIGNETTE = false;
  89352. _this.VIGNETTEBLENDMODEMULTIPLY = false;
  89353. _this.VIGNETTEBLENDMODEOPAQUE = false;
  89354. _this.TONEMAPPING = false;
  89355. _this.TONEMAPPING_ACES = false;
  89356. _this.CONTRAST = false;
  89357. _this.COLORCURVES = false;
  89358. _this.COLORGRADING = false;
  89359. _this.COLORGRADING3D = false;
  89360. _this.SAMPLER3DGREENDEPTH = false;
  89361. _this.SAMPLER3DBGRMAP = false;
  89362. _this.IMAGEPROCESSINGPOSTPROCESS = false;
  89363. _this.EXPOSURE = false;
  89364. _this.rebuild();
  89365. return _this;
  89366. }
  89367. return ImageProcessingConfigurationDefines;
  89368. }(BABYLON.MaterialDefines));
  89369. BABYLON.ImageProcessingConfigurationDefines = ImageProcessingConfigurationDefines;
  89370. /**
  89371. * This groups together the common properties used for image processing either in direct forward pass
  89372. * or through post processing effect depending on the use of the image processing pipeline in your scene
  89373. * or not.
  89374. */
  89375. var ImageProcessingConfiguration = /** @class */ (function () {
  89376. function ImageProcessingConfiguration() {
  89377. /**
  89378. * Color curves setup used in the effect if colorCurvesEnabled is set to true
  89379. */
  89380. this.colorCurves = new BABYLON.ColorCurves();
  89381. this._colorCurvesEnabled = false;
  89382. this._colorGradingEnabled = false;
  89383. this._colorGradingWithGreenDepth = true;
  89384. this._colorGradingBGR = true;
  89385. /** @hidden */
  89386. this._exposure = 1.0;
  89387. this._toneMappingEnabled = false;
  89388. this._toneMappingType = ImageProcessingConfiguration.TONEMAPPING_STANDARD;
  89389. this._contrast = 1.0;
  89390. /**
  89391. * Vignette stretch size.
  89392. */
  89393. this.vignetteStretch = 0;
  89394. /**
  89395. * Vignette centre X Offset.
  89396. */
  89397. this.vignetteCentreX = 0;
  89398. /**
  89399. * Vignette centre Y Offset.
  89400. */
  89401. this.vignetteCentreY = 0;
  89402. /**
  89403. * Vignette weight or intensity of the vignette effect.
  89404. */
  89405. this.vignetteWeight = 1.5;
  89406. /**
  89407. * Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  89408. * if vignetteEnabled is set to true.
  89409. */
  89410. this.vignetteColor = new BABYLON.Color4(0, 0, 0, 0);
  89411. /**
  89412. * Camera field of view used by the Vignette effect.
  89413. */
  89414. this.vignetteCameraFov = 0.5;
  89415. this._vignetteBlendMode = ImageProcessingConfiguration.VIGNETTEMODE_MULTIPLY;
  89416. this._vignetteEnabled = false;
  89417. this._applyByPostProcess = false;
  89418. this._isEnabled = true;
  89419. /**
  89420. * An event triggered when the configuration changes and requires Shader to Update some parameters.
  89421. */
  89422. this.onUpdateParameters = new BABYLON.Observable();
  89423. }
  89424. Object.defineProperty(ImageProcessingConfiguration.prototype, "colorCurvesEnabled", {
  89425. /**
  89426. * Gets wether the color curves effect is enabled.
  89427. */
  89428. get: function () {
  89429. return this._colorCurvesEnabled;
  89430. },
  89431. /**
  89432. * Sets wether the color curves effect is enabled.
  89433. */
  89434. set: function (value) {
  89435. if (this._colorCurvesEnabled === value) {
  89436. return;
  89437. }
  89438. this._colorCurvesEnabled = value;
  89439. this._updateParameters();
  89440. },
  89441. enumerable: true,
  89442. configurable: true
  89443. });
  89444. Object.defineProperty(ImageProcessingConfiguration.prototype, "colorGradingTexture", {
  89445. /**
  89446. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  89447. */
  89448. get: function () {
  89449. return this._colorGradingTexture;
  89450. },
  89451. /**
  89452. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  89453. */
  89454. set: function (value) {
  89455. if (this._colorGradingTexture === value) {
  89456. return;
  89457. }
  89458. this._colorGradingTexture = value;
  89459. this._updateParameters();
  89460. },
  89461. enumerable: true,
  89462. configurable: true
  89463. });
  89464. Object.defineProperty(ImageProcessingConfiguration.prototype, "colorGradingEnabled", {
  89465. /**
  89466. * Gets wether the color grading effect is enabled.
  89467. */
  89468. get: function () {
  89469. return this._colorGradingEnabled;
  89470. },
  89471. /**
  89472. * Sets wether the color grading effect is enabled.
  89473. */
  89474. set: function (value) {
  89475. if (this._colorGradingEnabled === value) {
  89476. return;
  89477. }
  89478. this._colorGradingEnabled = value;
  89479. this._updateParameters();
  89480. },
  89481. enumerable: true,
  89482. configurable: true
  89483. });
  89484. Object.defineProperty(ImageProcessingConfiguration.prototype, "colorGradingWithGreenDepth", {
  89485. /**
  89486. * Gets wether the color grading effect is using a green depth for the 3d Texture.
  89487. */
  89488. get: function () {
  89489. return this._colorGradingWithGreenDepth;
  89490. },
  89491. /**
  89492. * Sets wether the color grading effect is using a green depth for the 3d Texture.
  89493. */
  89494. set: function (value) {
  89495. if (this._colorGradingWithGreenDepth === value) {
  89496. return;
  89497. }
  89498. this._colorGradingWithGreenDepth = value;
  89499. this._updateParameters();
  89500. },
  89501. enumerable: true,
  89502. configurable: true
  89503. });
  89504. Object.defineProperty(ImageProcessingConfiguration.prototype, "colorGradingBGR", {
  89505. /**
  89506. * Gets wether the color grading texture contains BGR values.
  89507. */
  89508. get: function () {
  89509. return this._colorGradingBGR;
  89510. },
  89511. /**
  89512. * Sets wether the color grading texture contains BGR values.
  89513. */
  89514. set: function (value) {
  89515. if (this._colorGradingBGR === value) {
  89516. return;
  89517. }
  89518. this._colorGradingBGR = value;
  89519. this._updateParameters();
  89520. },
  89521. enumerable: true,
  89522. configurable: true
  89523. });
  89524. Object.defineProperty(ImageProcessingConfiguration.prototype, "exposure", {
  89525. /**
  89526. * Gets the Exposure used in the effect.
  89527. */
  89528. get: function () {
  89529. return this._exposure;
  89530. },
  89531. /**
  89532. * Sets the Exposure used in the effect.
  89533. */
  89534. set: function (value) {
  89535. if (this._exposure === value) {
  89536. return;
  89537. }
  89538. this._exposure = value;
  89539. this._updateParameters();
  89540. },
  89541. enumerable: true,
  89542. configurable: true
  89543. });
  89544. Object.defineProperty(ImageProcessingConfiguration.prototype, "toneMappingEnabled", {
  89545. /**
  89546. * Gets wether the tone mapping effect is enabled.
  89547. */
  89548. get: function () {
  89549. return this._toneMappingEnabled;
  89550. },
  89551. /**
  89552. * Sets wether the tone mapping effect is enabled.
  89553. */
  89554. set: function (value) {
  89555. if (this._toneMappingEnabled === value) {
  89556. return;
  89557. }
  89558. this._toneMappingEnabled = value;
  89559. this._updateParameters();
  89560. },
  89561. enumerable: true,
  89562. configurable: true
  89563. });
  89564. Object.defineProperty(ImageProcessingConfiguration.prototype, "toneMappingType", {
  89565. /**
  89566. * Gets the type of tone mapping effect.
  89567. */
  89568. get: function () {
  89569. return this._toneMappingType;
  89570. },
  89571. /**
  89572. * Sets the type of tone mapping effect used in BabylonJS.
  89573. */
  89574. set: function (value) {
  89575. if (this._toneMappingType === value) {
  89576. return;
  89577. }
  89578. this._toneMappingType = value;
  89579. this._updateParameters();
  89580. },
  89581. enumerable: true,
  89582. configurable: true
  89583. });
  89584. Object.defineProperty(ImageProcessingConfiguration.prototype, "contrast", {
  89585. /**
  89586. * Gets the contrast used in the effect.
  89587. */
  89588. get: function () {
  89589. return this._contrast;
  89590. },
  89591. /**
  89592. * Sets the contrast used in the effect.
  89593. */
  89594. set: function (value) {
  89595. if (this._contrast === value) {
  89596. return;
  89597. }
  89598. this._contrast = value;
  89599. this._updateParameters();
  89600. },
  89601. enumerable: true,
  89602. configurable: true
  89603. });
  89604. Object.defineProperty(ImageProcessingConfiguration.prototype, "vignetteBlendMode", {
  89605. /**
  89606. * Gets the vignette blend mode allowing different kind of effect.
  89607. */
  89608. get: function () {
  89609. return this._vignetteBlendMode;
  89610. },
  89611. /**
  89612. * Sets the vignette blend mode allowing different kind of effect.
  89613. */
  89614. set: function (value) {
  89615. if (this._vignetteBlendMode === value) {
  89616. return;
  89617. }
  89618. this._vignetteBlendMode = value;
  89619. this._updateParameters();
  89620. },
  89621. enumerable: true,
  89622. configurable: true
  89623. });
  89624. Object.defineProperty(ImageProcessingConfiguration.prototype, "vignetteEnabled", {
  89625. /**
  89626. * Gets wether the vignette effect is enabled.
  89627. */
  89628. get: function () {
  89629. return this._vignetteEnabled;
  89630. },
  89631. /**
  89632. * Sets wether the vignette effect is enabled.
  89633. */
  89634. set: function (value) {
  89635. if (this._vignetteEnabled === value) {
  89636. return;
  89637. }
  89638. this._vignetteEnabled = value;
  89639. this._updateParameters();
  89640. },
  89641. enumerable: true,
  89642. configurable: true
  89643. });
  89644. Object.defineProperty(ImageProcessingConfiguration.prototype, "applyByPostProcess", {
  89645. /**
  89646. * Gets wether the image processing is applied through a post process or not.
  89647. */
  89648. get: function () {
  89649. return this._applyByPostProcess;
  89650. },
  89651. /**
  89652. * Sets wether the image processing is applied through a post process or not.
  89653. */
  89654. set: function (value) {
  89655. if (this._applyByPostProcess === value) {
  89656. return;
  89657. }
  89658. this._applyByPostProcess = value;
  89659. this._updateParameters();
  89660. },
  89661. enumerable: true,
  89662. configurable: true
  89663. });
  89664. Object.defineProperty(ImageProcessingConfiguration.prototype, "isEnabled", {
  89665. /**
  89666. * Gets wether the image processing is enabled or not.
  89667. */
  89668. get: function () {
  89669. return this._isEnabled;
  89670. },
  89671. /**
  89672. * Sets wether the image processing is enabled or not.
  89673. */
  89674. set: function (value) {
  89675. if (this._isEnabled === value) {
  89676. return;
  89677. }
  89678. this._isEnabled = value;
  89679. this._updateParameters();
  89680. },
  89681. enumerable: true,
  89682. configurable: true
  89683. });
  89684. /**
  89685. * Method called each time the image processing information changes requires to recompile the effect.
  89686. */
  89687. ImageProcessingConfiguration.prototype._updateParameters = function () {
  89688. this.onUpdateParameters.notifyObservers(this);
  89689. };
  89690. /**
  89691. * Gets the current class name.
  89692. * @return "ImageProcessingConfiguration"
  89693. */
  89694. ImageProcessingConfiguration.prototype.getClassName = function () {
  89695. return "ImageProcessingConfiguration";
  89696. };
  89697. /**
  89698. * Prepare the list of uniforms associated with the Image Processing effects.
  89699. * @param uniforms The list of uniforms used in the effect
  89700. * @param defines the list of defines currently in use
  89701. */
  89702. ImageProcessingConfiguration.PrepareUniforms = function (uniforms, defines) {
  89703. if (defines.EXPOSURE) {
  89704. uniforms.push("exposureLinear");
  89705. }
  89706. if (defines.CONTRAST) {
  89707. uniforms.push("contrast");
  89708. }
  89709. if (defines.COLORGRADING) {
  89710. uniforms.push("colorTransformSettings");
  89711. }
  89712. if (defines.VIGNETTE) {
  89713. uniforms.push("vInverseScreenSize");
  89714. uniforms.push("vignetteSettings1");
  89715. uniforms.push("vignetteSettings2");
  89716. }
  89717. if (defines.COLORCURVES) {
  89718. BABYLON.ColorCurves.PrepareUniforms(uniforms);
  89719. }
  89720. };
  89721. /**
  89722. * Prepare the list of samplers associated with the Image Processing effects.
  89723. * @param samplersList The list of uniforms used in the effect
  89724. * @param defines the list of defines currently in use
  89725. */
  89726. ImageProcessingConfiguration.PrepareSamplers = function (samplersList, defines) {
  89727. if (defines.COLORGRADING) {
  89728. samplersList.push("txColorTransform");
  89729. }
  89730. };
  89731. /**
  89732. * Prepare the list of defines associated to the shader.
  89733. * @param defines the list of defines to complete
  89734. * @param forPostProcess Define if we are currently in post process mode or not
  89735. */
  89736. ImageProcessingConfiguration.prototype.prepareDefines = function (defines, forPostProcess) {
  89737. if (forPostProcess === void 0) { forPostProcess = false; }
  89738. if (forPostProcess !== this.applyByPostProcess || !this._isEnabled) {
  89739. defines.VIGNETTE = false;
  89740. defines.TONEMAPPING = false;
  89741. defines.TONEMAPPING_ACES = false;
  89742. defines.CONTRAST = false;
  89743. defines.EXPOSURE = false;
  89744. defines.COLORCURVES = false;
  89745. defines.COLORGRADING = false;
  89746. defines.COLORGRADING3D = false;
  89747. defines.IMAGEPROCESSING = false;
  89748. defines.IMAGEPROCESSINGPOSTPROCESS = this.applyByPostProcess && this._isEnabled;
  89749. return;
  89750. }
  89751. defines.VIGNETTE = this.vignetteEnabled;
  89752. defines.VIGNETTEBLENDMODEMULTIPLY = (this.vignetteBlendMode === ImageProcessingConfiguration._VIGNETTEMODE_MULTIPLY);
  89753. defines.VIGNETTEBLENDMODEOPAQUE = !defines.VIGNETTEBLENDMODEMULTIPLY;
  89754. defines.TONEMAPPING = this.toneMappingEnabled;
  89755. switch (this._toneMappingType) {
  89756. case ImageProcessingConfiguration.TONEMAPPING_ACES:
  89757. defines.TONEMAPPING_ACES = true;
  89758. break;
  89759. }
  89760. defines.CONTRAST = (this.contrast !== 1.0);
  89761. defines.EXPOSURE = (this.exposure !== 1.0);
  89762. defines.COLORCURVES = (this.colorCurvesEnabled && !!this.colorCurves);
  89763. defines.COLORGRADING = (this.colorGradingEnabled && !!this.colorGradingTexture);
  89764. if (defines.COLORGRADING) {
  89765. defines.COLORGRADING3D = this.colorGradingTexture.is3D;
  89766. }
  89767. else {
  89768. defines.COLORGRADING3D = false;
  89769. }
  89770. defines.SAMPLER3DGREENDEPTH = this.colorGradingWithGreenDepth;
  89771. defines.SAMPLER3DBGRMAP = this.colorGradingBGR;
  89772. defines.IMAGEPROCESSINGPOSTPROCESS = this.applyByPostProcess;
  89773. defines.IMAGEPROCESSING = defines.VIGNETTE || defines.TONEMAPPING || defines.CONTRAST || defines.EXPOSURE || defines.COLORCURVES || defines.COLORGRADING;
  89774. };
  89775. /**
  89776. * Returns true if all the image processing information are ready.
  89777. * @returns True if ready, otherwise, false
  89778. */
  89779. ImageProcessingConfiguration.prototype.isReady = function () {
  89780. // Color Grading texure can not be none blocking.
  89781. return !this.colorGradingEnabled || !this.colorGradingTexture || this.colorGradingTexture.isReady();
  89782. };
  89783. /**
  89784. * Binds the image processing to the shader.
  89785. * @param effect The effect to bind to
  89786. * @param aspectRatio Define the current aspect ratio of the effect
  89787. */
  89788. ImageProcessingConfiguration.prototype.bind = function (effect, aspectRatio) {
  89789. if (aspectRatio === void 0) { aspectRatio = 1; }
  89790. // Color Curves
  89791. if (this._colorCurvesEnabled && this.colorCurves) {
  89792. BABYLON.ColorCurves.Bind(this.colorCurves, effect);
  89793. }
  89794. // Vignette
  89795. if (this._vignetteEnabled) {
  89796. var inverseWidth = 1 / effect.getEngine().getRenderWidth();
  89797. var inverseHeight = 1 / effect.getEngine().getRenderHeight();
  89798. effect.setFloat2("vInverseScreenSize", inverseWidth, inverseHeight);
  89799. var vignetteScaleY = Math.tan(this.vignetteCameraFov * 0.5);
  89800. var vignetteScaleX = vignetteScaleY * aspectRatio;
  89801. var vignetteScaleGeometricMean = Math.sqrt(vignetteScaleX * vignetteScaleY);
  89802. vignetteScaleX = BABYLON.Tools.Mix(vignetteScaleX, vignetteScaleGeometricMean, this.vignetteStretch);
  89803. vignetteScaleY = BABYLON.Tools.Mix(vignetteScaleY, vignetteScaleGeometricMean, this.vignetteStretch);
  89804. effect.setFloat4("vignetteSettings1", vignetteScaleX, vignetteScaleY, -vignetteScaleX * this.vignetteCentreX, -vignetteScaleY * this.vignetteCentreY);
  89805. var vignettePower = -2.0 * this.vignetteWeight;
  89806. effect.setFloat4("vignetteSettings2", this.vignetteColor.r, this.vignetteColor.g, this.vignetteColor.b, vignettePower);
  89807. }
  89808. // Exposure
  89809. effect.setFloat("exposureLinear", this.exposure);
  89810. // Contrast
  89811. effect.setFloat("contrast", this.contrast);
  89812. // Color transform settings
  89813. if (this.colorGradingTexture) {
  89814. effect.setTexture("txColorTransform", this.colorGradingTexture);
  89815. var textureSize = this.colorGradingTexture.getSize().height;
  89816. effect.setFloat4("colorTransformSettings", (textureSize - 1) / textureSize, // textureScale
  89817. 0.5 / textureSize, // textureOffset
  89818. textureSize, // textureSize
  89819. this.colorGradingTexture.level // weight
  89820. );
  89821. }
  89822. };
  89823. /**
  89824. * Clones the current image processing instance.
  89825. * @return The cloned image processing
  89826. */
  89827. ImageProcessingConfiguration.prototype.clone = function () {
  89828. return BABYLON.SerializationHelper.Clone(function () { return new ImageProcessingConfiguration(); }, this);
  89829. };
  89830. /**
  89831. * Serializes the current image processing instance to a json representation.
  89832. * @return a JSON representation
  89833. */
  89834. ImageProcessingConfiguration.prototype.serialize = function () {
  89835. return BABYLON.SerializationHelper.Serialize(this);
  89836. };
  89837. /**
  89838. * Parses the image processing from a json representation.
  89839. * @param source the JSON source to parse
  89840. * @return The parsed image processing
  89841. */
  89842. ImageProcessingConfiguration.Parse = function (source) {
  89843. return BABYLON.SerializationHelper.Parse(function () { return new ImageProcessingConfiguration(); }, source, null, null);
  89844. };
  89845. Object.defineProperty(ImageProcessingConfiguration, "VIGNETTEMODE_MULTIPLY", {
  89846. /**
  89847. * Used to apply the vignette as a mix with the pixel color.
  89848. */
  89849. get: function () {
  89850. return this._VIGNETTEMODE_MULTIPLY;
  89851. },
  89852. enumerable: true,
  89853. configurable: true
  89854. });
  89855. Object.defineProperty(ImageProcessingConfiguration, "VIGNETTEMODE_OPAQUE", {
  89856. /**
  89857. * Used to apply the vignette as a replacement of the pixel color.
  89858. */
  89859. get: function () {
  89860. return this._VIGNETTEMODE_OPAQUE;
  89861. },
  89862. enumerable: true,
  89863. configurable: true
  89864. });
  89865. /**
  89866. * Default tone mapping applied in BabylonJS.
  89867. */
  89868. ImageProcessingConfiguration.TONEMAPPING_STANDARD = 0;
  89869. /**
  89870. * ACES Tone mapping (used by default in unreal and unity). This can help getting closer
  89871. * to other engines rendering to increase portability.
  89872. */
  89873. ImageProcessingConfiguration.TONEMAPPING_ACES = 1;
  89874. // Static constants associated to the image processing.
  89875. ImageProcessingConfiguration._VIGNETTEMODE_MULTIPLY = 0;
  89876. ImageProcessingConfiguration._VIGNETTEMODE_OPAQUE = 1;
  89877. __decorate([
  89878. BABYLON.serializeAsColorCurves()
  89879. ], ImageProcessingConfiguration.prototype, "colorCurves", void 0);
  89880. __decorate([
  89881. BABYLON.serialize()
  89882. ], ImageProcessingConfiguration.prototype, "_colorCurvesEnabled", void 0);
  89883. __decorate([
  89884. BABYLON.serializeAsTexture("colorGradingTexture")
  89885. ], ImageProcessingConfiguration.prototype, "_colorGradingTexture", void 0);
  89886. __decorate([
  89887. BABYLON.serialize()
  89888. ], ImageProcessingConfiguration.prototype, "_colorGradingEnabled", void 0);
  89889. __decorate([
  89890. BABYLON.serialize()
  89891. ], ImageProcessingConfiguration.prototype, "_colorGradingWithGreenDepth", void 0);
  89892. __decorate([
  89893. BABYLON.serialize()
  89894. ], ImageProcessingConfiguration.prototype, "_colorGradingBGR", void 0);
  89895. __decorate([
  89896. BABYLON.serialize()
  89897. ], ImageProcessingConfiguration.prototype, "_exposure", void 0);
  89898. __decorate([
  89899. BABYLON.serialize()
  89900. ], ImageProcessingConfiguration.prototype, "_toneMappingEnabled", void 0);
  89901. __decorate([
  89902. BABYLON.serialize()
  89903. ], ImageProcessingConfiguration.prototype, "_toneMappingType", void 0);
  89904. __decorate([
  89905. BABYLON.serialize()
  89906. ], ImageProcessingConfiguration.prototype, "_contrast", void 0);
  89907. __decorate([
  89908. BABYLON.serialize()
  89909. ], ImageProcessingConfiguration.prototype, "vignetteStretch", void 0);
  89910. __decorate([
  89911. BABYLON.serialize()
  89912. ], ImageProcessingConfiguration.prototype, "vignetteCentreX", void 0);
  89913. __decorate([
  89914. BABYLON.serialize()
  89915. ], ImageProcessingConfiguration.prototype, "vignetteCentreY", void 0);
  89916. __decorate([
  89917. BABYLON.serialize()
  89918. ], ImageProcessingConfiguration.prototype, "vignetteWeight", void 0);
  89919. __decorate([
  89920. BABYLON.serializeAsColor4()
  89921. ], ImageProcessingConfiguration.prototype, "vignetteColor", void 0);
  89922. __decorate([
  89923. BABYLON.serialize()
  89924. ], ImageProcessingConfiguration.prototype, "vignetteCameraFov", void 0);
  89925. __decorate([
  89926. BABYLON.serialize()
  89927. ], ImageProcessingConfiguration.prototype, "_vignetteBlendMode", void 0);
  89928. __decorate([
  89929. BABYLON.serialize()
  89930. ], ImageProcessingConfiguration.prototype, "_vignetteEnabled", void 0);
  89931. __decorate([
  89932. BABYLON.serialize()
  89933. ], ImageProcessingConfiguration.prototype, "_applyByPostProcess", void 0);
  89934. __decorate([
  89935. BABYLON.serialize()
  89936. ], ImageProcessingConfiguration.prototype, "_isEnabled", void 0);
  89937. return ImageProcessingConfiguration;
  89938. }());
  89939. BABYLON.ImageProcessingConfiguration = ImageProcessingConfiguration;
  89940. })(BABYLON || (BABYLON = {}));
  89941. //# sourceMappingURL=babylon.imageProcessingConfiguration.js.map
  89942. var BABYLON;
  89943. (function (BABYLON) {
  89944. /**
  89945. * This represents a color grading texture. This acts as a lookup table LUT, useful during post process
  89946. * It can help converting any input color in a desired output one. This can then be used to create effects
  89947. * from sepia, black and white to sixties or futuristic rendering...
  89948. *
  89949. * The only supported format is currently 3dl.
  89950. * More information on LUT: https://en.wikipedia.org/wiki/3D_lookup_table
  89951. */
  89952. var ColorGradingTexture = /** @class */ (function (_super) {
  89953. __extends(ColorGradingTexture, _super);
  89954. /**
  89955. * Instantiates a ColorGradingTexture from the following parameters.
  89956. *
  89957. * @param url The location of the color gradind data (currently only supporting 3dl)
  89958. * @param scene The scene the texture will be used in
  89959. */
  89960. function ColorGradingTexture(url, scene) {
  89961. var _this = _super.call(this, scene) || this;
  89962. if (!url) {
  89963. return _this;
  89964. }
  89965. _this._engine = scene.getEngine();
  89966. _this._textureMatrix = BABYLON.Matrix.Identity();
  89967. _this.name = url;
  89968. _this.url = url;
  89969. _this.hasAlpha = false;
  89970. _this.isCube = false;
  89971. _this.is3D = _this._engine.webGLVersion > 1;
  89972. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  89973. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  89974. _this.wrapR = BABYLON.Texture.CLAMP_ADDRESSMODE;
  89975. _this.anisotropicFilteringLevel = 1;
  89976. _this._texture = _this._getFromCache(url, true);
  89977. if (!_this._texture) {
  89978. if (!scene.useDelayedTextureLoading) {
  89979. _this.loadTexture();
  89980. }
  89981. else {
  89982. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  89983. }
  89984. }
  89985. return _this;
  89986. }
  89987. /**
  89988. * Returns the texture matrix used in most of the material.
  89989. * This is not used in color grading but keep for troubleshooting purpose (easily swap diffuse by colorgrading to look in).
  89990. */
  89991. ColorGradingTexture.prototype.getTextureMatrix = function () {
  89992. return this._textureMatrix;
  89993. };
  89994. /**
  89995. * Occurs when the file being loaded is a .3dl LUT file.
  89996. */
  89997. ColorGradingTexture.prototype.load3dlTexture = function () {
  89998. var engine = this._engine;
  89999. var texture;
  90000. if (engine.webGLVersion === 1) {
  90001. texture = engine.createRawTexture(null, 1, 1, BABYLON.Engine.TEXTUREFORMAT_RGBA, false, false, BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  90002. }
  90003. else {
  90004. texture = engine.createRawTexture3D(null, 1, 1, 1, BABYLON.Engine.TEXTUREFORMAT_RGBA, false, false, BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  90005. }
  90006. this._texture = texture;
  90007. var callback = function (text) {
  90008. if (typeof text !== "string") {
  90009. return;
  90010. }
  90011. var data = null;
  90012. var tempData = null;
  90013. var line;
  90014. var lines = text.split('\n');
  90015. var size = 0, pixelIndexW = 0, pixelIndexH = 0, pixelIndexSlice = 0;
  90016. var maxColor = 0;
  90017. for (var i = 0; i < lines.length; i++) {
  90018. line = lines[i];
  90019. if (!ColorGradingTexture._noneEmptyLineRegex.test(line)) {
  90020. continue;
  90021. }
  90022. if (line.indexOf('#') === 0) {
  90023. continue;
  90024. }
  90025. var words = line.split(" ");
  90026. if (size === 0) {
  90027. // Number of space + one
  90028. size = words.length;
  90029. data = new Uint8Array(size * size * size * 4); // volume texture of side size and rgb 8
  90030. tempData = new Float32Array(size * size * size * 4);
  90031. continue;
  90032. }
  90033. if (size != 0) {
  90034. var r = Math.max(parseInt(words[0]), 0);
  90035. var g = Math.max(parseInt(words[1]), 0);
  90036. var b = Math.max(parseInt(words[2]), 0);
  90037. maxColor = Math.max(r, maxColor);
  90038. maxColor = Math.max(g, maxColor);
  90039. maxColor = Math.max(b, maxColor);
  90040. var pixelStorageIndex = (pixelIndexW + pixelIndexSlice * size + pixelIndexH * size * size) * 4;
  90041. if (tempData) {
  90042. tempData[pixelStorageIndex + 0] = r;
  90043. tempData[pixelStorageIndex + 1] = g;
  90044. tempData[pixelStorageIndex + 2] = b;
  90045. }
  90046. // Keep for reference in case of back compat problems.
  90047. // pixelIndexSlice++;
  90048. // if (pixelIndexSlice % size == 0) {
  90049. // pixelIndexH++;
  90050. // pixelIndexSlice = 0;
  90051. // if (pixelIndexH % size == 0) {
  90052. // pixelIndexW++;
  90053. // pixelIndexH = 0;
  90054. // }
  90055. // }
  90056. pixelIndexH++;
  90057. if (pixelIndexH % size == 0) {
  90058. pixelIndexSlice++;
  90059. pixelIndexH = 0;
  90060. if (pixelIndexSlice % size == 0) {
  90061. pixelIndexW++;
  90062. pixelIndexSlice = 0;
  90063. }
  90064. }
  90065. }
  90066. }
  90067. if (tempData && data) {
  90068. for (var i = 0; i < tempData.length; i++) {
  90069. if (i > 0 && (i + 1) % 4 === 0) {
  90070. data[i] = 255;
  90071. }
  90072. else {
  90073. var value = tempData[i];
  90074. data[i] = (value / maxColor * 255);
  90075. }
  90076. }
  90077. }
  90078. if (texture.is3D) {
  90079. texture.updateSize(size, size, size);
  90080. engine.updateRawTexture3D(texture, data, BABYLON.Engine.TEXTUREFORMAT_RGBA, false);
  90081. }
  90082. else {
  90083. texture.updateSize(size * size, size);
  90084. engine.updateRawTexture(texture, data, BABYLON.Engine.TEXTUREFORMAT_RGBA, false);
  90085. }
  90086. };
  90087. var scene = this.getScene();
  90088. if (scene) {
  90089. scene._loadFile(this.url, callback);
  90090. }
  90091. else {
  90092. this._engine._loadFile(this.url, callback);
  90093. }
  90094. return this._texture;
  90095. };
  90096. /**
  90097. * Starts the loading process of the texture.
  90098. */
  90099. ColorGradingTexture.prototype.loadTexture = function () {
  90100. if (this.url && this.url.toLocaleLowerCase().indexOf(".3dl") == (this.url.length - 4)) {
  90101. this.load3dlTexture();
  90102. }
  90103. };
  90104. /**
  90105. * Clones the color gradind texture.
  90106. */
  90107. ColorGradingTexture.prototype.clone = function () {
  90108. var newTexture = new ColorGradingTexture(this.url, this.getScene());
  90109. // Base texture
  90110. newTexture.level = this.level;
  90111. return newTexture;
  90112. };
  90113. /**
  90114. * Called during delayed load for textures.
  90115. */
  90116. ColorGradingTexture.prototype.delayLoad = function () {
  90117. if (this.delayLoadState !== BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  90118. return;
  90119. }
  90120. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  90121. this._texture = this._getFromCache(this.url, true);
  90122. if (!this._texture) {
  90123. this.loadTexture();
  90124. }
  90125. };
  90126. /**
  90127. * Parses a color grading texture serialized by Babylon.
  90128. * @param parsedTexture The texture information being parsedTexture
  90129. * @param scene The scene to load the texture in
  90130. * @param rootUrl The root url of the data assets to load
  90131. * @return A color gradind texture
  90132. */
  90133. ColorGradingTexture.Parse = function (parsedTexture, scene, rootUrl) {
  90134. var texture = null;
  90135. if (parsedTexture.name && !parsedTexture.isRenderTarget) {
  90136. texture = new ColorGradingTexture(parsedTexture.name, scene);
  90137. texture.name = parsedTexture.name;
  90138. texture.level = parsedTexture.level;
  90139. }
  90140. return texture;
  90141. };
  90142. /**
  90143. * Serializes the LUT texture to json format.
  90144. */
  90145. ColorGradingTexture.prototype.serialize = function () {
  90146. if (!this.name) {
  90147. return null;
  90148. }
  90149. var serializationObject = {};
  90150. serializationObject.name = this.name;
  90151. serializationObject.level = this.level;
  90152. serializationObject.customType = "BABYLON.ColorGradingTexture";
  90153. return serializationObject;
  90154. };
  90155. /**
  90156. * Empty line regex stored for GC.
  90157. */
  90158. ColorGradingTexture._noneEmptyLineRegex = /\S+/;
  90159. return ColorGradingTexture;
  90160. }(BABYLON.BaseTexture));
  90161. BABYLON.ColorGradingTexture = ColorGradingTexture;
  90162. })(BABYLON || (BABYLON = {}));
  90163. //# sourceMappingURL=babylon.colorGradingTexture.js.map
  90164. var BABYLON;
  90165. (function (BABYLON) {
  90166. /**
  90167. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  90168. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  90169. * 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;
  90170. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  90171. */
  90172. var ColorCurves = /** @class */ (function () {
  90173. function ColorCurves() {
  90174. this._dirty = true;
  90175. this._tempColor = new BABYLON.Color4(0, 0, 0, 0);
  90176. this._globalCurve = new BABYLON.Color4(0, 0, 0, 0);
  90177. this._highlightsCurve = new BABYLON.Color4(0, 0, 0, 0);
  90178. this._midtonesCurve = new BABYLON.Color4(0, 0, 0, 0);
  90179. this._shadowsCurve = new BABYLON.Color4(0, 0, 0, 0);
  90180. this._positiveCurve = new BABYLON.Color4(0, 0, 0, 0);
  90181. this._negativeCurve = new BABYLON.Color4(0, 0, 0, 0);
  90182. this._globalHue = 30;
  90183. this._globalDensity = 0;
  90184. this._globalSaturation = 0;
  90185. this._globalExposure = 0;
  90186. this._highlightsHue = 30;
  90187. this._highlightsDensity = 0;
  90188. this._highlightsSaturation = 0;
  90189. this._highlightsExposure = 0;
  90190. this._midtonesHue = 30;
  90191. this._midtonesDensity = 0;
  90192. this._midtonesSaturation = 0;
  90193. this._midtonesExposure = 0;
  90194. this._shadowsHue = 30;
  90195. this._shadowsDensity = 0;
  90196. this._shadowsSaturation = 0;
  90197. this._shadowsExposure = 0;
  90198. }
  90199. Object.defineProperty(ColorCurves.prototype, "globalHue", {
  90200. /**
  90201. * Gets the global Hue value.
  90202. * 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).
  90203. */
  90204. get: function () {
  90205. return this._globalHue;
  90206. },
  90207. /**
  90208. * Sets the global Hue value.
  90209. * 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).
  90210. */
  90211. set: function (value) {
  90212. this._globalHue = value;
  90213. this._dirty = true;
  90214. },
  90215. enumerable: true,
  90216. configurable: true
  90217. });
  90218. Object.defineProperty(ColorCurves.prototype, "globalDensity", {
  90219. /**
  90220. * Gets the global Density value.
  90221. * 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.
  90222. * Values less than zero provide a filter of opposite hue.
  90223. */
  90224. get: function () {
  90225. return this._globalDensity;
  90226. },
  90227. /**
  90228. * Sets the global Density value.
  90229. * 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.
  90230. * Values less than zero provide a filter of opposite hue.
  90231. */
  90232. set: function (value) {
  90233. this._globalDensity = value;
  90234. this._dirty = true;
  90235. },
  90236. enumerable: true,
  90237. configurable: true
  90238. });
  90239. Object.defineProperty(ColorCurves.prototype, "globalSaturation", {
  90240. /**
  90241. * Gets the global Saturation value.
  90242. * 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.
  90243. */
  90244. get: function () {
  90245. return this._globalSaturation;
  90246. },
  90247. /**
  90248. * Sets the global Saturation value.
  90249. * 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.
  90250. */
  90251. set: function (value) {
  90252. this._globalSaturation = value;
  90253. this._dirty = true;
  90254. },
  90255. enumerable: true,
  90256. configurable: true
  90257. });
  90258. Object.defineProperty(ColorCurves.prototype, "globalExposure", {
  90259. /**
  90260. * Gets the global Exposure value.
  90261. * 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.
  90262. */
  90263. get: function () {
  90264. return this._globalExposure;
  90265. },
  90266. /**
  90267. * Sets the global Exposure value.
  90268. * 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.
  90269. */
  90270. set: function (value) {
  90271. this._globalExposure = value;
  90272. this._dirty = true;
  90273. },
  90274. enumerable: true,
  90275. configurable: true
  90276. });
  90277. Object.defineProperty(ColorCurves.prototype, "highlightsHue", {
  90278. /**
  90279. * Gets the highlights Hue value.
  90280. * 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).
  90281. */
  90282. get: function () {
  90283. return this._highlightsHue;
  90284. },
  90285. /**
  90286. * Sets the highlights Hue value.
  90287. * 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).
  90288. */
  90289. set: function (value) {
  90290. this._highlightsHue = value;
  90291. this._dirty = true;
  90292. },
  90293. enumerable: true,
  90294. configurable: true
  90295. });
  90296. Object.defineProperty(ColorCurves.prototype, "highlightsDensity", {
  90297. /**
  90298. * Gets the highlights Density value.
  90299. * 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.
  90300. * Values less than zero provide a filter of opposite hue.
  90301. */
  90302. get: function () {
  90303. return this._highlightsDensity;
  90304. },
  90305. /**
  90306. * Sets the highlights Density value.
  90307. * 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.
  90308. * Values less than zero provide a filter of opposite hue.
  90309. */
  90310. set: function (value) {
  90311. this._highlightsDensity = value;
  90312. this._dirty = true;
  90313. },
  90314. enumerable: true,
  90315. configurable: true
  90316. });
  90317. Object.defineProperty(ColorCurves.prototype, "highlightsSaturation", {
  90318. /**
  90319. * Gets the highlights Saturation value.
  90320. * 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.
  90321. */
  90322. get: function () {
  90323. return this._highlightsSaturation;
  90324. },
  90325. /**
  90326. * Sets the highlights Saturation value.
  90327. * 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.
  90328. */
  90329. set: function (value) {
  90330. this._highlightsSaturation = value;
  90331. this._dirty = true;
  90332. },
  90333. enumerable: true,
  90334. configurable: true
  90335. });
  90336. Object.defineProperty(ColorCurves.prototype, "highlightsExposure", {
  90337. /**
  90338. * Gets the highlights Exposure value.
  90339. * 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.
  90340. */
  90341. get: function () {
  90342. return this._highlightsExposure;
  90343. },
  90344. /**
  90345. * Sets the highlights Exposure value.
  90346. * 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.
  90347. */
  90348. set: function (value) {
  90349. this._highlightsExposure = value;
  90350. this._dirty = true;
  90351. },
  90352. enumerable: true,
  90353. configurable: true
  90354. });
  90355. Object.defineProperty(ColorCurves.prototype, "midtonesHue", {
  90356. /**
  90357. * Gets the midtones Hue value.
  90358. * 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).
  90359. */
  90360. get: function () {
  90361. return this._midtonesHue;
  90362. },
  90363. /**
  90364. * Sets the midtones Hue value.
  90365. * 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).
  90366. */
  90367. set: function (value) {
  90368. this._midtonesHue = value;
  90369. this._dirty = true;
  90370. },
  90371. enumerable: true,
  90372. configurable: true
  90373. });
  90374. Object.defineProperty(ColorCurves.prototype, "midtonesDensity", {
  90375. /**
  90376. * Gets the midtones Density value.
  90377. * 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.
  90378. * Values less than zero provide a filter of opposite hue.
  90379. */
  90380. get: function () {
  90381. return this._midtonesDensity;
  90382. },
  90383. /**
  90384. * Sets the midtones Density value.
  90385. * 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.
  90386. * Values less than zero provide a filter of opposite hue.
  90387. */
  90388. set: function (value) {
  90389. this._midtonesDensity = value;
  90390. this._dirty = true;
  90391. },
  90392. enumerable: true,
  90393. configurable: true
  90394. });
  90395. Object.defineProperty(ColorCurves.prototype, "midtonesSaturation", {
  90396. /**
  90397. * Gets the midtones Saturation value.
  90398. * 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.
  90399. */
  90400. get: function () {
  90401. return this._midtonesSaturation;
  90402. },
  90403. /**
  90404. * Sets the midtones Saturation value.
  90405. * 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.
  90406. */
  90407. set: function (value) {
  90408. this._midtonesSaturation = value;
  90409. this._dirty = true;
  90410. },
  90411. enumerable: true,
  90412. configurable: true
  90413. });
  90414. Object.defineProperty(ColorCurves.prototype, "midtonesExposure", {
  90415. /**
  90416. * Gets the midtones Exposure value.
  90417. * 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.
  90418. */
  90419. get: function () {
  90420. return this._midtonesExposure;
  90421. },
  90422. /**
  90423. * Sets the midtones Exposure value.
  90424. * 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.
  90425. */
  90426. set: function (value) {
  90427. this._midtonesExposure = value;
  90428. this._dirty = true;
  90429. },
  90430. enumerable: true,
  90431. configurable: true
  90432. });
  90433. Object.defineProperty(ColorCurves.prototype, "shadowsHue", {
  90434. /**
  90435. * Gets the shadows Hue value.
  90436. * 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).
  90437. */
  90438. get: function () {
  90439. return this._shadowsHue;
  90440. },
  90441. /**
  90442. * Sets the shadows Hue value.
  90443. * 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).
  90444. */
  90445. set: function (value) {
  90446. this._shadowsHue = value;
  90447. this._dirty = true;
  90448. },
  90449. enumerable: true,
  90450. configurable: true
  90451. });
  90452. Object.defineProperty(ColorCurves.prototype, "shadowsDensity", {
  90453. /**
  90454. * Gets the shadows Density value.
  90455. * 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.
  90456. * Values less than zero provide a filter of opposite hue.
  90457. */
  90458. get: function () {
  90459. return this._shadowsDensity;
  90460. },
  90461. /**
  90462. * Sets the shadows Density value.
  90463. * 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.
  90464. * Values less than zero provide a filter of opposite hue.
  90465. */
  90466. set: function (value) {
  90467. this._shadowsDensity = value;
  90468. this._dirty = true;
  90469. },
  90470. enumerable: true,
  90471. configurable: true
  90472. });
  90473. Object.defineProperty(ColorCurves.prototype, "shadowsSaturation", {
  90474. /**
  90475. * Gets the shadows Saturation value.
  90476. * 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.
  90477. */
  90478. get: function () {
  90479. return this._shadowsSaturation;
  90480. },
  90481. /**
  90482. * Sets the shadows Saturation value.
  90483. * 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.
  90484. */
  90485. set: function (value) {
  90486. this._shadowsSaturation = value;
  90487. this._dirty = true;
  90488. },
  90489. enumerable: true,
  90490. configurable: true
  90491. });
  90492. Object.defineProperty(ColorCurves.prototype, "shadowsExposure", {
  90493. /**
  90494. * Gets the shadows Exposure value.
  90495. * 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.
  90496. */
  90497. get: function () {
  90498. return this._shadowsExposure;
  90499. },
  90500. /**
  90501. * Sets the shadows Exposure value.
  90502. * 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.
  90503. */
  90504. set: function (value) {
  90505. this._shadowsExposure = value;
  90506. this._dirty = true;
  90507. },
  90508. enumerable: true,
  90509. configurable: true
  90510. });
  90511. /**
  90512. * Returns the class name
  90513. * @returns The class name
  90514. */
  90515. ColorCurves.prototype.getClassName = function () {
  90516. return "ColorCurves";
  90517. };
  90518. /**
  90519. * Binds the color curves to the shader.
  90520. * @param colorCurves The color curve to bind
  90521. * @param effect The effect to bind to
  90522. * @param positiveUniform The positive uniform shader parameter
  90523. * @param neutralUniform The neutral uniform shader parameter
  90524. * @param negativeUniform The negative uniform shader parameter
  90525. */
  90526. ColorCurves.Bind = function (colorCurves, effect, positiveUniform, neutralUniform, negativeUniform) {
  90527. if (positiveUniform === void 0) { positiveUniform = "vCameraColorCurvePositive"; }
  90528. if (neutralUniform === void 0) { neutralUniform = "vCameraColorCurveNeutral"; }
  90529. if (negativeUniform === void 0) { negativeUniform = "vCameraColorCurveNegative"; }
  90530. if (colorCurves._dirty) {
  90531. colorCurves._dirty = false;
  90532. // Fill in global info.
  90533. colorCurves.getColorGradingDataToRef(colorCurves._globalHue, colorCurves._globalDensity, colorCurves._globalSaturation, colorCurves._globalExposure, colorCurves._globalCurve);
  90534. // Compute highlights info.
  90535. colorCurves.getColorGradingDataToRef(colorCurves._highlightsHue, colorCurves._highlightsDensity, colorCurves._highlightsSaturation, colorCurves._highlightsExposure, colorCurves._tempColor);
  90536. colorCurves._tempColor.multiplyToRef(colorCurves._globalCurve, colorCurves._highlightsCurve);
  90537. // Compute midtones info.
  90538. colorCurves.getColorGradingDataToRef(colorCurves._midtonesHue, colorCurves._midtonesDensity, colorCurves._midtonesSaturation, colorCurves._midtonesExposure, colorCurves._tempColor);
  90539. colorCurves._tempColor.multiplyToRef(colorCurves._globalCurve, colorCurves._midtonesCurve);
  90540. // Compute shadows info.
  90541. colorCurves.getColorGradingDataToRef(colorCurves._shadowsHue, colorCurves._shadowsDensity, colorCurves._shadowsSaturation, colorCurves._shadowsExposure, colorCurves._tempColor);
  90542. colorCurves._tempColor.multiplyToRef(colorCurves._globalCurve, colorCurves._shadowsCurve);
  90543. // Compute deltas (neutral is midtones).
  90544. colorCurves._highlightsCurve.subtractToRef(colorCurves._midtonesCurve, colorCurves._positiveCurve);
  90545. colorCurves._midtonesCurve.subtractToRef(colorCurves._shadowsCurve, colorCurves._negativeCurve);
  90546. }
  90547. if (effect) {
  90548. effect.setFloat4(positiveUniform, colorCurves._positiveCurve.r, colorCurves._positiveCurve.g, colorCurves._positiveCurve.b, colorCurves._positiveCurve.a);
  90549. effect.setFloat4(neutralUniform, colorCurves._midtonesCurve.r, colorCurves._midtonesCurve.g, colorCurves._midtonesCurve.b, colorCurves._midtonesCurve.a);
  90550. effect.setFloat4(negativeUniform, colorCurves._negativeCurve.r, colorCurves._negativeCurve.g, colorCurves._negativeCurve.b, colorCurves._negativeCurve.a);
  90551. }
  90552. };
  90553. /**
  90554. * Prepare the list of uniforms associated with the ColorCurves effects.
  90555. * @param uniformsList The list of uniforms used in the effect
  90556. */
  90557. ColorCurves.PrepareUniforms = function (uniformsList) {
  90558. uniformsList.push("vCameraColorCurveNeutral", "vCameraColorCurvePositive", "vCameraColorCurveNegative");
  90559. };
  90560. /**
  90561. * Returns color grading data based on a hue, density, saturation and exposure value.
  90562. * @param filterHue The hue of the color filter.
  90563. * @param filterDensity The density of the color filter.
  90564. * @param saturation The saturation.
  90565. * @param exposure The exposure.
  90566. * @param result The result data container.
  90567. */
  90568. ColorCurves.prototype.getColorGradingDataToRef = function (hue, density, saturation, exposure, result) {
  90569. if (hue == null) {
  90570. return;
  90571. }
  90572. hue = ColorCurves.clamp(hue, 0, 360);
  90573. density = ColorCurves.clamp(density, -100, 100);
  90574. saturation = ColorCurves.clamp(saturation, -100, 100);
  90575. exposure = ColorCurves.clamp(exposure, -100, 100);
  90576. // Remap the slider/config filter density with non-linear mapping and also scale by half
  90577. // so that the maximum filter density is only 50% control. This provides fine control
  90578. // for small values and reasonable range.
  90579. density = ColorCurves.applyColorGradingSliderNonlinear(density);
  90580. density *= 0.5;
  90581. exposure = ColorCurves.applyColorGradingSliderNonlinear(exposure);
  90582. if (density < 0) {
  90583. density *= -1;
  90584. hue = (hue + 180) % 360;
  90585. }
  90586. ColorCurves.fromHSBToRef(hue, density, 50 + 0.25 * exposure, result);
  90587. result.scaleToRef(2, result);
  90588. result.a = 1 + 0.01 * saturation;
  90589. };
  90590. /**
  90591. * Takes an input slider value and returns an adjusted value that provides extra control near the centre.
  90592. * @param value The input slider value in range [-100,100].
  90593. * @returns Adjusted value.
  90594. */
  90595. ColorCurves.applyColorGradingSliderNonlinear = function (value) {
  90596. value /= 100;
  90597. var x = Math.abs(value);
  90598. x = Math.pow(x, 2);
  90599. if (value < 0) {
  90600. x *= -1;
  90601. }
  90602. x *= 100;
  90603. return x;
  90604. };
  90605. /**
  90606. * Returns an RGBA Color4 based on Hue, Saturation and Brightness (also referred to as value, HSV).
  90607. * @param hue The hue (H) input.
  90608. * @param saturation The saturation (S) input.
  90609. * @param brightness The brightness (B) input.
  90610. * @result An RGBA color represented as Vector4.
  90611. */
  90612. ColorCurves.fromHSBToRef = function (hue, saturation, brightness, result) {
  90613. var h = ColorCurves.clamp(hue, 0, 360);
  90614. var s = ColorCurves.clamp(saturation / 100, 0, 1);
  90615. var v = ColorCurves.clamp(brightness / 100, 0, 1);
  90616. if (s === 0) {
  90617. result.r = v;
  90618. result.g = v;
  90619. result.b = v;
  90620. }
  90621. else {
  90622. // sector 0 to 5
  90623. h /= 60;
  90624. var i = Math.floor(h);
  90625. // fractional part of h
  90626. var f = h - i;
  90627. var p = v * (1 - s);
  90628. var q = v * (1 - s * f);
  90629. var t = v * (1 - s * (1 - f));
  90630. switch (i) {
  90631. case 0:
  90632. result.r = v;
  90633. result.g = t;
  90634. result.b = p;
  90635. break;
  90636. case 1:
  90637. result.r = q;
  90638. result.g = v;
  90639. result.b = p;
  90640. break;
  90641. case 2:
  90642. result.r = p;
  90643. result.g = v;
  90644. result.b = t;
  90645. break;
  90646. case 3:
  90647. result.r = p;
  90648. result.g = q;
  90649. result.b = v;
  90650. break;
  90651. case 4:
  90652. result.r = t;
  90653. result.g = p;
  90654. result.b = v;
  90655. break;
  90656. default: // case 5:
  90657. result.r = v;
  90658. result.g = p;
  90659. result.b = q;
  90660. break;
  90661. }
  90662. }
  90663. result.a = 1;
  90664. };
  90665. /**
  90666. * Returns a value clamped between min and max
  90667. * @param value The value to clamp
  90668. * @param min The minimum of value
  90669. * @param max The maximum of value
  90670. * @returns The clamped value.
  90671. */
  90672. ColorCurves.clamp = function (value, min, max) {
  90673. return Math.min(Math.max(value, min), max);
  90674. };
  90675. /**
  90676. * Clones the current color curve instance.
  90677. * @return The cloned curves
  90678. */
  90679. ColorCurves.prototype.clone = function () {
  90680. return BABYLON.SerializationHelper.Clone(function () { return new ColorCurves(); }, this);
  90681. };
  90682. /**
  90683. * Serializes the current color curve instance to a json representation.
  90684. * @return a JSON representation
  90685. */
  90686. ColorCurves.prototype.serialize = function () {
  90687. return BABYLON.SerializationHelper.Serialize(this);
  90688. };
  90689. /**
  90690. * Parses the color curve from a json representation.
  90691. * @param source the JSON source to parse
  90692. * @return The parsed curves
  90693. */
  90694. ColorCurves.Parse = function (source) {
  90695. return BABYLON.SerializationHelper.Parse(function () { return new ColorCurves(); }, source, null, null);
  90696. };
  90697. __decorate([
  90698. BABYLON.serialize()
  90699. ], ColorCurves.prototype, "_globalHue", void 0);
  90700. __decorate([
  90701. BABYLON.serialize()
  90702. ], ColorCurves.prototype, "_globalDensity", void 0);
  90703. __decorate([
  90704. BABYLON.serialize()
  90705. ], ColorCurves.prototype, "_globalSaturation", void 0);
  90706. __decorate([
  90707. BABYLON.serialize()
  90708. ], ColorCurves.prototype, "_globalExposure", void 0);
  90709. __decorate([
  90710. BABYLON.serialize()
  90711. ], ColorCurves.prototype, "_highlightsHue", void 0);
  90712. __decorate([
  90713. BABYLON.serialize()
  90714. ], ColorCurves.prototype, "_highlightsDensity", void 0);
  90715. __decorate([
  90716. BABYLON.serialize()
  90717. ], ColorCurves.prototype, "_highlightsSaturation", void 0);
  90718. __decorate([
  90719. BABYLON.serialize()
  90720. ], ColorCurves.prototype, "_highlightsExposure", void 0);
  90721. __decorate([
  90722. BABYLON.serialize()
  90723. ], ColorCurves.prototype, "_midtonesHue", void 0);
  90724. __decorate([
  90725. BABYLON.serialize()
  90726. ], ColorCurves.prototype, "_midtonesDensity", void 0);
  90727. __decorate([
  90728. BABYLON.serialize()
  90729. ], ColorCurves.prototype, "_midtonesSaturation", void 0);
  90730. __decorate([
  90731. BABYLON.serialize()
  90732. ], ColorCurves.prototype, "_midtonesExposure", void 0);
  90733. return ColorCurves;
  90734. }());
  90735. BABYLON.ColorCurves = ColorCurves;
  90736. })(BABYLON || (BABYLON = {}));
  90737. //# sourceMappingURL=babylon.colorCurves.js.map
  90738. var BABYLON;
  90739. (function (BABYLON) {
  90740. /**
  90741. * Post process which applies a refractin texture
  90742. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  90743. */
  90744. var RefractionPostProcess = /** @class */ (function (_super) {
  90745. __extends(RefractionPostProcess, _super);
  90746. /**
  90747. * Initializes the RefractionPostProcess
  90748. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  90749. * @param name The name of the effect.
  90750. * @param refractionTextureUrl Url of the refraction texture to use
  90751. * @param color the base color of the refraction (used to taint the rendering)
  90752. * @param depth simulated refraction depth
  90753. * @param colorLevel the coefficient of the base color (0 to remove base color tainting)
  90754. * @param camera The camera to apply the render pass to.
  90755. * @param options The required width/height ratio to downsize to before computing the render pass.
  90756. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  90757. * @param engine The engine which the post process will be applied. (default: current engine)
  90758. * @param reusable If the post process can be reused on the same frame. (default: false)
  90759. */
  90760. function RefractionPostProcess(name, refractionTextureUrl,
  90761. /** the base color of the refraction (used to taint the rendering) */
  90762. color,
  90763. /** simulated refraction depth */
  90764. depth,
  90765. /** the coefficient of the base color (0 to remove base color tainting) */
  90766. colorLevel, options, camera, samplingMode, engine, reusable) {
  90767. var _this = _super.call(this, name, "refraction", ["baseColor", "depth", "colorLevel"], ["refractionSampler"], options, camera, samplingMode, engine, reusable) || this;
  90768. _this.color = color;
  90769. _this.depth = depth;
  90770. _this.colorLevel = colorLevel;
  90771. _this._ownRefractionTexture = true;
  90772. _this.onActivateObservable.add(function (cam) {
  90773. _this._refTexture = _this._refTexture || new BABYLON.Texture(refractionTextureUrl, cam.getScene());
  90774. });
  90775. _this.onApplyObservable.add(function (effect) {
  90776. effect.setColor3("baseColor", _this.color);
  90777. effect.setFloat("depth", _this.depth);
  90778. effect.setFloat("colorLevel", _this.colorLevel);
  90779. effect.setTexture("refractionSampler", _this._refTexture);
  90780. });
  90781. return _this;
  90782. }
  90783. Object.defineProperty(RefractionPostProcess.prototype, "refractionTexture", {
  90784. /**
  90785. * Gets or sets the refraction texture
  90786. * Please note that you are responsible for disposing the texture if you set it manually
  90787. */
  90788. get: function () {
  90789. return this._refTexture;
  90790. },
  90791. set: function (value) {
  90792. if (this._refTexture && this._ownRefractionTexture) {
  90793. this._refTexture.dispose();
  90794. }
  90795. this._refTexture = value;
  90796. this._ownRefractionTexture = false;
  90797. },
  90798. enumerable: true,
  90799. configurable: true
  90800. });
  90801. // Methods
  90802. /**
  90803. * Disposes of the post process
  90804. * @param camera Camera to dispose post process on
  90805. */
  90806. RefractionPostProcess.prototype.dispose = function (camera) {
  90807. if (this._refTexture && this._ownRefractionTexture) {
  90808. this._refTexture.dispose();
  90809. this._refTexture = null;
  90810. }
  90811. _super.prototype.dispose.call(this, camera);
  90812. };
  90813. return RefractionPostProcess;
  90814. }(BABYLON.PostProcess));
  90815. BABYLON.RefractionPostProcess = RefractionPostProcess;
  90816. })(BABYLON || (BABYLON = {}));
  90817. //# sourceMappingURL=babylon.refractionPostProcess.js.map
  90818. var BABYLON;
  90819. (function (BABYLON) {
  90820. /**
  90821. * Post process used to render in black and white
  90822. */
  90823. var BlackAndWhitePostProcess = /** @class */ (function (_super) {
  90824. __extends(BlackAndWhitePostProcess, _super);
  90825. /**
  90826. * Creates a black and white post process
  90827. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#black-and-white
  90828. * @param name The name of the effect.
  90829. * @param options The required width/height ratio to downsize to before computing the render pass.
  90830. * @param camera The camera to apply the render pass to.
  90831. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  90832. * @param engine The engine which the post process will be applied. (default: current engine)
  90833. * @param reusable If the post process can be reused on the same frame. (default: false)
  90834. */
  90835. function BlackAndWhitePostProcess(name, options, camera, samplingMode, engine, reusable) {
  90836. var _this = _super.call(this, name, "blackAndWhite", ["degree"], null, options, camera, samplingMode, engine, reusable) || this;
  90837. /**
  90838. * Linear about to convert he result to black and white (default: 1)
  90839. */
  90840. _this.degree = 1;
  90841. _this.onApplyObservable.add(function (effect) {
  90842. effect.setFloat("degree", _this.degree);
  90843. });
  90844. return _this;
  90845. }
  90846. return BlackAndWhitePostProcess;
  90847. }(BABYLON.PostProcess));
  90848. BABYLON.BlackAndWhitePostProcess = BlackAndWhitePostProcess;
  90849. })(BABYLON || (BABYLON = {}));
  90850. //# sourceMappingURL=babylon.blackAndWhitePostProcess.js.map
  90851. var BABYLON;
  90852. (function (BABYLON) {
  90853. /**
  90854. * The ConvolutionPostProcess applies a 3x3 kernel to every pixel of the
  90855. * input texture to perform effects such as edge detection or sharpening
  90856. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  90857. */
  90858. var ConvolutionPostProcess = /** @class */ (function (_super) {
  90859. __extends(ConvolutionPostProcess, _super);
  90860. /**
  90861. * Creates a new instance ConvolutionPostProcess
  90862. * @param name The name of the effect.
  90863. * @param kernel Array of 9 values corrisponding to the 3x3 kernel to be applied
  90864. * @param options The required width/height ratio to downsize to before computing the render pass.
  90865. * @param camera The camera to apply the render pass to.
  90866. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  90867. * @param engine The engine which the post process will be applied. (default: current engine)
  90868. * @param reusable If the post process can be reused on the same frame. (default: false)
  90869. * @param textureType Type of textures used when performing the post process. (default: 0)
  90870. */
  90871. function ConvolutionPostProcess(name,
  90872. /** Array of 9 values corrisponding to the 3x3 kernel to be applied */
  90873. kernel, options, camera, samplingMode, engine, reusable, textureType) {
  90874. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  90875. var _this = _super.call(this, name, "convolution", ["kernel", "screenSize"], null, options, camera, samplingMode, engine, reusable, null, textureType) || this;
  90876. _this.kernel = kernel;
  90877. _this.onApply = function (effect) {
  90878. effect.setFloat2("screenSize", _this.width, _this.height);
  90879. effect.setArray("kernel", _this.kernel);
  90880. };
  90881. return _this;
  90882. }
  90883. // Statics
  90884. /**
  90885. * Edge detection 0 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  90886. */
  90887. ConvolutionPostProcess.EdgeDetect0Kernel = [1, 0, -1, 0, 0, 0, -1, 0, 1];
  90888. /**
  90889. * Edge detection 1 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  90890. */
  90891. ConvolutionPostProcess.EdgeDetect1Kernel = [0, 1, 0, 1, -4, 1, 0, 1, 0];
  90892. /**
  90893. * Edge detection 2 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  90894. */
  90895. ConvolutionPostProcess.EdgeDetect2Kernel = [-1, -1, -1, -1, 8, -1, -1, -1, -1];
  90896. /**
  90897. * Kernel to sharpen an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  90898. */
  90899. ConvolutionPostProcess.SharpenKernel = [0, -1, 0, -1, 5, -1, 0, -1, 0];
  90900. /**
  90901. * Kernel to emboss an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  90902. */
  90903. ConvolutionPostProcess.EmbossKernel = [-2, -1, 0, -1, 1, 1, 0, 1, 2];
  90904. /**
  90905. * Kernel to blur an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  90906. */
  90907. ConvolutionPostProcess.GaussianKernel = [0, 1, 0, 1, 1, 1, 0, 1, 0];
  90908. return ConvolutionPostProcess;
  90909. }(BABYLON.PostProcess));
  90910. BABYLON.ConvolutionPostProcess = ConvolutionPostProcess;
  90911. })(BABYLON || (BABYLON = {}));
  90912. //# sourceMappingURL=babylon.convolutionPostProcess.js.map
  90913. var BABYLON;
  90914. (function (BABYLON) {
  90915. /**
  90916. * Applies a kernel filter to the image
  90917. */
  90918. var FilterPostProcess = /** @class */ (function (_super) {
  90919. __extends(FilterPostProcess, _super);
  90920. /**
  90921. *
  90922. * @param name The name of the effect.
  90923. * @param kernelMatrix The matrix to be applied to the image
  90924. * @param options The required width/height ratio to downsize to before computing the render pass.
  90925. * @param camera The camera to apply the render pass to.
  90926. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  90927. * @param engine The engine which the post process will be applied. (default: current engine)
  90928. * @param reusable If the post process can be reused on the same frame. (default: false)
  90929. */
  90930. function FilterPostProcess(name,
  90931. /** The matrix to be applied to the image */
  90932. kernelMatrix, options, camera, samplingMode, engine, reusable) {
  90933. var _this = _super.call(this, name, "filter", ["kernelMatrix"], null, options, camera, samplingMode, engine, reusable) || this;
  90934. _this.kernelMatrix = kernelMatrix;
  90935. _this.onApply = function (effect) {
  90936. effect.setMatrix("kernelMatrix", _this.kernelMatrix);
  90937. };
  90938. return _this;
  90939. }
  90940. return FilterPostProcess;
  90941. }(BABYLON.PostProcess));
  90942. BABYLON.FilterPostProcess = FilterPostProcess;
  90943. })(BABYLON || (BABYLON = {}));
  90944. //# sourceMappingURL=babylon.filterPostProcess.js.map
  90945. var BABYLON;
  90946. (function (BABYLON) {
  90947. /**
  90948. * Inspired by http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html
  90949. */
  90950. var VolumetricLightScatteringPostProcess = /** @class */ (function (_super) {
  90951. __extends(VolumetricLightScatteringPostProcess, _super);
  90952. /**
  90953. * @constructor
  90954. * @param name The post-process name
  90955. * @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)
  90956. * @param camera The camera that the post-process will be attached to
  90957. * @param mesh The mesh used to create the light scattering
  90958. * @param samples The post-process quality, default 100
  90959. * @param samplingModeThe post-process filtering mode
  90960. * @param engine The babylon engine
  90961. * @param reusable If the post-process is reusable
  90962. * @param scene The constructor needs a scene reference to initialize internal components. If "camera" is null a "scene" must be provided
  90963. */
  90964. function VolumetricLightScatteringPostProcess(name, ratio, camera, mesh, samples, samplingMode, engine, reusable, scene) {
  90965. if (samples === void 0) { samples = 100; }
  90966. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  90967. 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;
  90968. _this._screenCoordinates = BABYLON.Vector2.Zero();
  90969. /**
  90970. * Custom position of the mesh. Used if "useCustomMeshPosition" is set to "true"
  90971. */
  90972. _this.customMeshPosition = BABYLON.Vector3.Zero();
  90973. /**
  90974. * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)
  90975. */
  90976. _this.useCustomMeshPosition = false;
  90977. /**
  90978. * If the post-process should inverse the light scattering direction
  90979. */
  90980. _this.invert = true;
  90981. /**
  90982. * Array containing the excluded meshes not rendered in the internal pass
  90983. */
  90984. _this.excludedMeshes = new Array();
  90985. /**
  90986. * Controls the overall intensity of the post-process
  90987. */
  90988. _this.exposure = 0.3;
  90989. /**
  90990. * Dissipates each sample's contribution in range [0, 1]
  90991. */
  90992. _this.decay = 0.96815;
  90993. /**
  90994. * Controls the overall intensity of each sample
  90995. */
  90996. _this.weight = 0.58767;
  90997. /**
  90998. * Controls the density of each sample
  90999. */
  91000. _this.density = 0.926;
  91001. scene = ((camera === null) ? scene : camera.getScene()); // parameter "scene" can be null.
  91002. engine = scene.getEngine();
  91003. _this._viewPort = new BABYLON.Viewport(0, 0, 1, 1).toGlobal(engine.getRenderWidth(), engine.getRenderHeight());
  91004. // Configure mesh
  91005. _this.mesh = ((mesh !== null) ? mesh : VolumetricLightScatteringPostProcess.CreateDefaultMesh("VolumetricLightScatteringMesh", scene));
  91006. // Configure
  91007. _this._createPass(scene, ratio.passRatio || ratio);
  91008. _this.onActivate = function (camera) {
  91009. if (!_this.isSupported) {
  91010. _this.dispose(camera);
  91011. }
  91012. _this.onActivate = null;
  91013. };
  91014. _this.onApplyObservable.add(function (effect) {
  91015. _this._updateMeshScreenCoordinates(scene);
  91016. effect.setTexture("lightScatteringSampler", _this._volumetricLightScatteringRTT);
  91017. effect.setFloat("exposure", _this.exposure);
  91018. effect.setFloat("decay", _this.decay);
  91019. effect.setFloat("weight", _this.weight);
  91020. effect.setFloat("density", _this.density);
  91021. effect.setVector2("meshPositionOnScreen", _this._screenCoordinates);
  91022. });
  91023. return _this;
  91024. }
  91025. Object.defineProperty(VolumetricLightScatteringPostProcess.prototype, "useDiffuseColor", {
  91026. /**
  91027. * @hidden
  91028. * VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead
  91029. */
  91030. get: function () {
  91031. BABYLON.Tools.Warn("VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead");
  91032. return false;
  91033. },
  91034. set: function (useDiffuseColor) {
  91035. BABYLON.Tools.Warn("VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead");
  91036. },
  91037. enumerable: true,
  91038. configurable: true
  91039. });
  91040. /**
  91041. * Returns the string "VolumetricLightScatteringPostProcess"
  91042. * @returns "VolumetricLightScatteringPostProcess"
  91043. */
  91044. VolumetricLightScatteringPostProcess.prototype.getClassName = function () {
  91045. return "VolumetricLightScatteringPostProcess";
  91046. };
  91047. VolumetricLightScatteringPostProcess.prototype._isReady = function (subMesh, useInstances) {
  91048. var mesh = subMesh.getMesh();
  91049. // Render this.mesh as default
  91050. if (mesh === this.mesh && mesh.material) {
  91051. return mesh.material.isReady(mesh);
  91052. }
  91053. var defines = [];
  91054. var attribs = [BABYLON.VertexBuffer.PositionKind];
  91055. var material = subMesh.getMaterial();
  91056. // Alpha test
  91057. if (material) {
  91058. if (material.needAlphaTesting()) {
  91059. defines.push("#define ALPHATEST");
  91060. }
  91061. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  91062. attribs.push(BABYLON.VertexBuffer.UVKind);
  91063. defines.push("#define UV1");
  91064. }
  91065. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  91066. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  91067. defines.push("#define UV2");
  91068. }
  91069. }
  91070. // Bones
  91071. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  91072. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  91073. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  91074. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  91075. defines.push("#define BonesPerMesh " + (mesh.skeleton ? (mesh.skeleton.bones.length + 1) : 0));
  91076. }
  91077. else {
  91078. defines.push("#define NUM_BONE_INFLUENCERS 0");
  91079. }
  91080. // Instances
  91081. if (useInstances) {
  91082. defines.push("#define INSTANCES");
  91083. attribs.push("world0");
  91084. attribs.push("world1");
  91085. attribs.push("world2");
  91086. attribs.push("world3");
  91087. }
  91088. // Get correct effect
  91089. var join = defines.join("\n");
  91090. if (this._cachedDefines !== join) {
  91091. this._cachedDefines = join;
  91092. this._volumetricLightScatteringPass = mesh.getScene().getEngine().createEffect({ vertexElement: "depth", fragmentElement: "volumetricLightScatteringPass" }, attribs, ["world", "mBones", "viewProjection", "diffuseMatrix"], ["diffuseSampler"], join);
  91093. }
  91094. return this._volumetricLightScatteringPass.isReady();
  91095. };
  91096. /**
  91097. * Sets the new light position for light scattering effect
  91098. * @param position The new custom light position
  91099. */
  91100. VolumetricLightScatteringPostProcess.prototype.setCustomMeshPosition = function (position) {
  91101. this.customMeshPosition = position;
  91102. };
  91103. /**
  91104. * Returns the light position for light scattering effect
  91105. * @return Vector3 The custom light position
  91106. */
  91107. VolumetricLightScatteringPostProcess.prototype.getCustomMeshPosition = function () {
  91108. return this.customMeshPosition;
  91109. };
  91110. /**
  91111. * Disposes the internal assets and detaches the post-process from the camera
  91112. */
  91113. VolumetricLightScatteringPostProcess.prototype.dispose = function (camera) {
  91114. var rttIndex = camera.getScene().customRenderTargets.indexOf(this._volumetricLightScatteringRTT);
  91115. if (rttIndex !== -1) {
  91116. camera.getScene().customRenderTargets.splice(rttIndex, 1);
  91117. }
  91118. this._volumetricLightScatteringRTT.dispose();
  91119. _super.prototype.dispose.call(this, camera);
  91120. };
  91121. /**
  91122. * Returns the render target texture used by the post-process
  91123. * @return the render target texture used by the post-process
  91124. */
  91125. VolumetricLightScatteringPostProcess.prototype.getPass = function () {
  91126. return this._volumetricLightScatteringRTT;
  91127. };
  91128. // Private methods
  91129. VolumetricLightScatteringPostProcess.prototype._meshExcluded = function (mesh) {
  91130. if (this.excludedMeshes.length > 0 && this.excludedMeshes.indexOf(mesh) !== -1) {
  91131. return true;
  91132. }
  91133. return false;
  91134. };
  91135. VolumetricLightScatteringPostProcess.prototype._createPass = function (scene, ratio) {
  91136. var _this = this;
  91137. var engine = scene.getEngine();
  91138. this._volumetricLightScatteringRTT = new BABYLON.RenderTargetTexture("volumetricLightScatteringMap", { width: engine.getRenderWidth() * ratio, height: engine.getRenderHeight() * ratio }, scene, false, true, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  91139. this._volumetricLightScatteringRTT.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  91140. this._volumetricLightScatteringRTT.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  91141. this._volumetricLightScatteringRTT.renderList = null;
  91142. this._volumetricLightScatteringRTT.renderParticles = false;
  91143. this._volumetricLightScatteringRTT.ignoreCameraViewport = true;
  91144. var camera = this.getCamera();
  91145. if (camera) {
  91146. camera.customRenderTargets.push(this._volumetricLightScatteringRTT);
  91147. }
  91148. else {
  91149. scene.customRenderTargets.push(this._volumetricLightScatteringRTT);
  91150. }
  91151. // Custom render function for submeshes
  91152. var renderSubMesh = function (subMesh) {
  91153. var mesh = subMesh.getRenderingMesh();
  91154. if (_this._meshExcluded(mesh)) {
  91155. return;
  91156. }
  91157. var material = subMesh.getMaterial();
  91158. if (!material) {
  91159. return;
  91160. }
  91161. var scene = mesh.getScene();
  91162. var engine = scene.getEngine();
  91163. // Culling
  91164. engine.setState(material.backFaceCulling);
  91165. // Managing instances
  91166. var batch = mesh._getInstancesRenderList(subMesh._id);
  91167. if (batch.mustReturn) {
  91168. return;
  91169. }
  91170. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null);
  91171. if (_this._isReady(subMesh, hardwareInstancedRendering)) {
  91172. var effect = _this._volumetricLightScatteringPass;
  91173. if (mesh === _this.mesh) {
  91174. if (subMesh.effect) {
  91175. effect = subMesh.effect;
  91176. }
  91177. else {
  91178. effect = material.getEffect();
  91179. }
  91180. }
  91181. engine.enableEffect(effect);
  91182. mesh._bind(subMesh, effect, BABYLON.Material.TriangleFillMode);
  91183. if (mesh === _this.mesh) {
  91184. material.bind(mesh.getWorldMatrix(), mesh);
  91185. }
  91186. else {
  91187. _this._volumetricLightScatteringPass.setMatrix("viewProjection", scene.getTransformMatrix());
  91188. // Alpha test
  91189. if (material && material.needAlphaTesting()) {
  91190. var alphaTexture = material.getAlphaTestTexture();
  91191. _this._volumetricLightScatteringPass.setTexture("diffuseSampler", alphaTexture);
  91192. if (alphaTexture) {
  91193. _this._volumetricLightScatteringPass.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
  91194. }
  91195. }
  91196. // Bones
  91197. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  91198. _this._volumetricLightScatteringPass.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  91199. }
  91200. }
  91201. // Draw
  91202. mesh._processRendering(subMesh, _this._volumetricLightScatteringPass, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return effect.setMatrix("world", world); });
  91203. }
  91204. };
  91205. // Render target texture callbacks
  91206. var savedSceneClearColor;
  91207. var sceneClearColor = new BABYLON.Color4(0.0, 0.0, 0.0, 1.0);
  91208. this._volumetricLightScatteringRTT.onBeforeRenderObservable.add(function () {
  91209. savedSceneClearColor = scene.clearColor;
  91210. scene.clearColor = sceneClearColor;
  91211. });
  91212. this._volumetricLightScatteringRTT.onAfterRenderObservable.add(function () {
  91213. scene.clearColor = savedSceneClearColor;
  91214. });
  91215. this._volumetricLightScatteringRTT.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) {
  91216. var engine = scene.getEngine();
  91217. var index;
  91218. if (depthOnlySubMeshes.length) {
  91219. engine.setColorWrite(false);
  91220. for (index = 0; index < depthOnlySubMeshes.length; index++) {
  91221. renderSubMesh(depthOnlySubMeshes.data[index]);
  91222. }
  91223. engine.setColorWrite(true);
  91224. }
  91225. for (index = 0; index < opaqueSubMeshes.length; index++) {
  91226. renderSubMesh(opaqueSubMeshes.data[index]);
  91227. }
  91228. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  91229. renderSubMesh(alphaTestSubMeshes.data[index]);
  91230. }
  91231. if (transparentSubMeshes.length) {
  91232. // Sort sub meshes
  91233. for (index = 0; index < transparentSubMeshes.length; index++) {
  91234. var submesh = transparentSubMeshes.data[index];
  91235. var boundingInfo = submesh.getBoundingInfo();
  91236. if (boundingInfo && scene.activeCamera) {
  91237. submesh._alphaIndex = submesh.getMesh().alphaIndex;
  91238. submesh._distanceToCamera = boundingInfo.boundingSphere.centerWorld.subtract(scene.activeCamera.position).length();
  91239. }
  91240. }
  91241. var sortedArray = transparentSubMeshes.data.slice(0, transparentSubMeshes.length);
  91242. sortedArray.sort(function (a, b) {
  91243. // Alpha index first
  91244. if (a._alphaIndex > b._alphaIndex) {
  91245. return 1;
  91246. }
  91247. if (a._alphaIndex < b._alphaIndex) {
  91248. return -1;
  91249. }
  91250. // Then distance to camera
  91251. if (a._distanceToCamera < b._distanceToCamera) {
  91252. return 1;
  91253. }
  91254. if (a._distanceToCamera > b._distanceToCamera) {
  91255. return -1;
  91256. }
  91257. return 0;
  91258. });
  91259. // Render sub meshes
  91260. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  91261. for (index = 0; index < sortedArray.length; index++) {
  91262. renderSubMesh(sortedArray[index]);
  91263. }
  91264. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  91265. }
  91266. };
  91267. };
  91268. VolumetricLightScatteringPostProcess.prototype._updateMeshScreenCoordinates = function (scene) {
  91269. var transform = scene.getTransformMatrix();
  91270. var meshPosition;
  91271. if (this.useCustomMeshPosition) {
  91272. meshPosition = this.customMeshPosition;
  91273. }
  91274. else if (this.attachedNode) {
  91275. meshPosition = this.attachedNode.position;
  91276. }
  91277. else {
  91278. meshPosition = this.mesh.parent ? this.mesh.getAbsolutePosition() : this.mesh.position;
  91279. }
  91280. var pos = BABYLON.Vector3.Project(meshPosition, BABYLON.Matrix.Identity(), transform, this._viewPort);
  91281. this._screenCoordinates.x = pos.x / this._viewPort.width;
  91282. this._screenCoordinates.y = pos.y / this._viewPort.height;
  91283. if (this.invert) {
  91284. this._screenCoordinates.y = 1.0 - this._screenCoordinates.y;
  91285. }
  91286. };
  91287. // Static methods
  91288. /**
  91289. * Creates a default mesh for the Volumeric Light Scattering post-process
  91290. * @param name The mesh name
  91291. * @param scene The scene where to create the mesh
  91292. * @return the default mesh
  91293. */
  91294. VolumetricLightScatteringPostProcess.CreateDefaultMesh = function (name, scene) {
  91295. var mesh = BABYLON.Mesh.CreatePlane(name, 1, scene);
  91296. mesh.billboardMode = BABYLON.AbstractMesh.BILLBOARDMODE_ALL;
  91297. var material = new BABYLON.StandardMaterial(name + "Material", scene);
  91298. material.emissiveColor = new BABYLON.Color3(1, 1, 1);
  91299. mesh.material = material;
  91300. return mesh;
  91301. };
  91302. __decorate([
  91303. BABYLON.serializeAsVector3()
  91304. ], VolumetricLightScatteringPostProcess.prototype, "customMeshPosition", void 0);
  91305. __decorate([
  91306. BABYLON.serialize()
  91307. ], VolumetricLightScatteringPostProcess.prototype, "useCustomMeshPosition", void 0);
  91308. __decorate([
  91309. BABYLON.serialize()
  91310. ], VolumetricLightScatteringPostProcess.prototype, "invert", void 0);
  91311. __decorate([
  91312. BABYLON.serializeAsMeshReference()
  91313. ], VolumetricLightScatteringPostProcess.prototype, "mesh", void 0);
  91314. __decorate([
  91315. BABYLON.serialize()
  91316. ], VolumetricLightScatteringPostProcess.prototype, "excludedMeshes", void 0);
  91317. __decorate([
  91318. BABYLON.serialize()
  91319. ], VolumetricLightScatteringPostProcess.prototype, "exposure", void 0);
  91320. __decorate([
  91321. BABYLON.serialize()
  91322. ], VolumetricLightScatteringPostProcess.prototype, "decay", void 0);
  91323. __decorate([
  91324. BABYLON.serialize()
  91325. ], VolumetricLightScatteringPostProcess.prototype, "weight", void 0);
  91326. __decorate([
  91327. BABYLON.serialize()
  91328. ], VolumetricLightScatteringPostProcess.prototype, "density", void 0);
  91329. return VolumetricLightScatteringPostProcess;
  91330. }(BABYLON.PostProcess));
  91331. BABYLON.VolumetricLightScatteringPostProcess = VolumetricLightScatteringPostProcess;
  91332. })(BABYLON || (BABYLON = {}));
  91333. //# sourceMappingURL=babylon.volumetricLightScatteringPostProcess.js.map
  91334. var BABYLON;
  91335. (function (BABYLON) {
  91336. /**
  91337. *
  91338. * This post-process allows the modification of rendered colors by using
  91339. * a 'look-up table' (LUT). This effect is also called Color Grading.
  91340. *
  91341. * The object needs to be provided an url to a texture containing the color
  91342. * look-up table: the texture must be 256 pixels wide and 16 pixels high.
  91343. * Use an image editing software to tweak the LUT to match your needs.
  91344. *
  91345. * For an example of a color LUT, see here:
  91346. * @see http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png
  91347. * For explanations on color grading, see here:
  91348. * @see http://udn.epicgames.com/Three/ColorGrading.html
  91349. *
  91350. */
  91351. var ColorCorrectionPostProcess = /** @class */ (function (_super) {
  91352. __extends(ColorCorrectionPostProcess, _super);
  91353. function ColorCorrectionPostProcess(name, colorTableUrl, options, camera, samplingMode, engine, reusable) {
  91354. var _this = _super.call(this, name, 'colorCorrection', null, ['colorTable'], options, camera, samplingMode, engine, reusable) || this;
  91355. _this._colorTableTexture = new BABYLON.Texture(colorTableUrl, camera.getScene(), true, false, BABYLON.Texture.TRILINEAR_SAMPLINGMODE);
  91356. _this._colorTableTexture.anisotropicFilteringLevel = 1;
  91357. _this._colorTableTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  91358. _this._colorTableTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  91359. _this.onApply = function (effect) {
  91360. effect.setTexture("colorTable", _this._colorTableTexture);
  91361. };
  91362. return _this;
  91363. }
  91364. return ColorCorrectionPostProcess;
  91365. }(BABYLON.PostProcess));
  91366. BABYLON.ColorCorrectionPostProcess = ColorCorrectionPostProcess;
  91367. })(BABYLON || (BABYLON = {}));
  91368. //# sourceMappingURL=babylon.colorCorrectionPostProcess.js.map
  91369. var BABYLON;
  91370. (function (BABYLON) {
  91371. /** Defines operator used for tonemapping */
  91372. var TonemappingOperator;
  91373. (function (TonemappingOperator) {
  91374. /** Hable */
  91375. TonemappingOperator[TonemappingOperator["Hable"] = 0] = "Hable";
  91376. /** Reinhard */
  91377. TonemappingOperator[TonemappingOperator["Reinhard"] = 1] = "Reinhard";
  91378. /** HejiDawson */
  91379. TonemappingOperator[TonemappingOperator["HejiDawson"] = 2] = "HejiDawson";
  91380. /** Photographic */
  91381. TonemappingOperator[TonemappingOperator["Photographic"] = 3] = "Photographic";
  91382. })(TonemappingOperator = BABYLON.TonemappingOperator || (BABYLON.TonemappingOperator = {}));
  91383. /**
  91384. * Defines a post process to apply tone mapping
  91385. */
  91386. var TonemapPostProcess = /** @class */ (function (_super) {
  91387. __extends(TonemapPostProcess, _super);
  91388. /**
  91389. * Creates a new TonemapPostProcess
  91390. * @param name defines the name of the postprocess
  91391. * @param _operator defines the operator to use
  91392. * @param exposureAdjustment defines the required exposure adjustement
  91393. * @param camera defines the camera to use (can be null)
  91394. * @param samplingMode defines the required sampling mode (BABYLON.Texture.BILINEAR_SAMPLINGMODE by default)
  91395. * @param engine defines the hosting engine (can be ignore if camera is set)
  91396. * @param textureFormat defines the texture format to use (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  91397. */
  91398. function TonemapPostProcess(name, _operator,
  91399. /** Defines the required exposure adjustement */
  91400. exposureAdjustment, camera, samplingMode, engine, textureFormat) {
  91401. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  91402. if (textureFormat === void 0) { textureFormat = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  91403. var _this = _super.call(this, name, "tonemap", ["_ExposureAdjustment"], null, 1.0, camera, samplingMode, engine, true, null, textureFormat) || this;
  91404. _this._operator = _operator;
  91405. _this.exposureAdjustment = exposureAdjustment;
  91406. var defines = "#define ";
  91407. if (_this._operator === TonemappingOperator.Hable) {
  91408. defines += "HABLE_TONEMAPPING";
  91409. }
  91410. else if (_this._operator === TonemappingOperator.Reinhard) {
  91411. defines += "REINHARD_TONEMAPPING";
  91412. }
  91413. else if (_this._operator === TonemappingOperator.HejiDawson) {
  91414. defines += "OPTIMIZED_HEJIDAWSON_TONEMAPPING";
  91415. }
  91416. else if (_this._operator === TonemappingOperator.Photographic) {
  91417. defines += "PHOTOGRAPHIC_TONEMAPPING";
  91418. }
  91419. //sadly a second call to create the effect.
  91420. _this.updateEffect(defines);
  91421. _this.onApply = function (effect) {
  91422. effect.setFloat("_ExposureAdjustment", _this.exposureAdjustment);
  91423. };
  91424. return _this;
  91425. }
  91426. return TonemapPostProcess;
  91427. }(BABYLON.PostProcess));
  91428. BABYLON.TonemapPostProcess = TonemapPostProcess;
  91429. })(BABYLON || (BABYLON = {}));
  91430. //# sourceMappingURL=babylon.tonemapPostProcess.js.map
  91431. var BABYLON;
  91432. (function (BABYLON) {
  91433. /**
  91434. * DisplayPassPostProcess which produces an output the same as it's input
  91435. */
  91436. var DisplayPassPostProcess = /** @class */ (function (_super) {
  91437. __extends(DisplayPassPostProcess, _super);
  91438. /**
  91439. * Creates the DisplayPassPostProcess
  91440. * @param name The name of the effect.
  91441. * @param options The required width/height ratio to downsize to before computing the render pass.
  91442. * @param camera The camera to apply the render pass to.
  91443. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  91444. * @param engine The engine which the post process will be applied. (default: current engine)
  91445. * @param reusable If the post process can be reused on the same frame. (default: false)
  91446. */
  91447. function DisplayPassPostProcess(name, options, camera, samplingMode, engine, reusable) {
  91448. return _super.call(this, name, "displayPass", ["passSampler"], ["passSampler"], options, camera, samplingMode, engine, reusable) || this;
  91449. }
  91450. return DisplayPassPostProcess;
  91451. }(BABYLON.PostProcess));
  91452. BABYLON.DisplayPassPostProcess = DisplayPassPostProcess;
  91453. })(BABYLON || (BABYLON = {}));
  91454. //# sourceMappingURL=babylon.displayPassPostProcess.js.map
  91455. var BABYLON;
  91456. (function (BABYLON) {
  91457. /**
  91458. * Extracts highlights from the image
  91459. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  91460. */
  91461. var HighlightsPostProcess = /** @class */ (function (_super) {
  91462. __extends(HighlightsPostProcess, _super);
  91463. /**
  91464. * Extracts highlights from the image
  91465. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  91466. * @param name The name of the effect.
  91467. * @param options The required width/height ratio to downsize to before computing the render pass.
  91468. * @param camera The camera to apply the render pass to.
  91469. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  91470. * @param engine The engine which the post process will be applied. (default: current engine)
  91471. * @param reusable If the post process can be reused on the same frame. (default: false)
  91472. * @param textureType Type of texture for the post process (default: Engine.TEXTURETYPE_UNSIGNED_INT)
  91473. */
  91474. function HighlightsPostProcess(name, options, camera, samplingMode, engine, reusable, textureType) {
  91475. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  91476. return _super.call(this, name, "highlights", null, null, options, camera, samplingMode, engine, reusable, null, textureType) || this;
  91477. }
  91478. return HighlightsPostProcess;
  91479. }(BABYLON.PostProcess));
  91480. BABYLON.HighlightsPostProcess = HighlightsPostProcess;
  91481. })(BABYLON || (BABYLON = {}));
  91482. //# sourceMappingURL=babylon.highlightsPostProcess.js.map
  91483. var BABYLON;
  91484. (function (BABYLON) {
  91485. /**
  91486. * ImageProcessingPostProcess
  91487. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#imageprocessing
  91488. */
  91489. var ImageProcessingPostProcess = /** @class */ (function (_super) {
  91490. __extends(ImageProcessingPostProcess, _super);
  91491. function ImageProcessingPostProcess(name, options, camera, samplingMode, engine, reusable, textureType, imageProcessingConfiguration) {
  91492. if (camera === void 0) { camera = null; }
  91493. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  91494. var _this = _super.call(this, name, "imageProcessing", [], [], options, camera, samplingMode, engine, reusable, null, textureType, "postprocess", null, true) || this;
  91495. _this._fromLinearSpace = true;
  91496. /**
  91497. * Defines cache preventing GC.
  91498. */
  91499. _this._defines = {
  91500. IMAGEPROCESSING: false,
  91501. VIGNETTE: false,
  91502. VIGNETTEBLENDMODEMULTIPLY: false,
  91503. VIGNETTEBLENDMODEOPAQUE: false,
  91504. TONEMAPPING: false,
  91505. TONEMAPPING_ACES: false,
  91506. CONTRAST: false,
  91507. COLORCURVES: false,
  91508. COLORGRADING: false,
  91509. COLORGRADING3D: false,
  91510. FROMLINEARSPACE: false,
  91511. SAMPLER3DGREENDEPTH: false,
  91512. SAMPLER3DBGRMAP: false,
  91513. IMAGEPROCESSINGPOSTPROCESS: false,
  91514. EXPOSURE: false,
  91515. };
  91516. // Setup the configuration as forced by the constructor. This would then not force the
  91517. // scene materials output in linear space and let untouched the default forward pass.
  91518. if (imageProcessingConfiguration) {
  91519. imageProcessingConfiguration.applyByPostProcess = true;
  91520. _this._attachImageProcessingConfiguration(imageProcessingConfiguration, true);
  91521. // This will cause the shader to be compiled
  91522. _this.fromLinearSpace = false;
  91523. }
  91524. // Setup the default processing configuration to the scene.
  91525. else {
  91526. _this._attachImageProcessingConfiguration(null, true);
  91527. _this.imageProcessingConfiguration.applyByPostProcess = true;
  91528. }
  91529. _this.onApply = function (effect) {
  91530. _this.imageProcessingConfiguration.bind(effect, _this.aspectRatio);
  91531. };
  91532. return _this;
  91533. }
  91534. Object.defineProperty(ImageProcessingPostProcess.prototype, "imageProcessingConfiguration", {
  91535. /**
  91536. * Gets the image processing configuration used either in this material.
  91537. */
  91538. get: function () {
  91539. return this._imageProcessingConfiguration;
  91540. },
  91541. /**
  91542. * Sets the Default image processing configuration used either in the this material.
  91543. *
  91544. * If sets to null, the scene one is in use.
  91545. */
  91546. set: function (value) {
  91547. this._attachImageProcessingConfiguration(value);
  91548. },
  91549. enumerable: true,
  91550. configurable: true
  91551. });
  91552. /**
  91553. * Attaches a new image processing configuration to the PBR Material.
  91554. * @param configuration
  91555. */
  91556. ImageProcessingPostProcess.prototype._attachImageProcessingConfiguration = function (configuration, doNotBuild) {
  91557. var _this = this;
  91558. if (doNotBuild === void 0) { doNotBuild = false; }
  91559. if (configuration === this._imageProcessingConfiguration) {
  91560. return;
  91561. }
  91562. // Detaches observer.
  91563. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  91564. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  91565. }
  91566. // Pick the scene configuration if needed.
  91567. if (!configuration) {
  91568. var scene = null;
  91569. var engine = this.getEngine();
  91570. var camera = this.getCamera();
  91571. if (camera) {
  91572. scene = camera.getScene();
  91573. }
  91574. else if (engine && engine.scenes) {
  91575. var scenes = engine.scenes;
  91576. scene = scenes[scenes.length - 1];
  91577. }
  91578. else {
  91579. scene = BABYLON.Engine.LastCreatedScene;
  91580. }
  91581. this._imageProcessingConfiguration = scene.imageProcessingConfiguration;
  91582. }
  91583. else {
  91584. this._imageProcessingConfiguration = configuration;
  91585. }
  91586. // Attaches observer.
  91587. if (this._imageProcessingConfiguration) {
  91588. this._imageProcessingObserver = this._imageProcessingConfiguration.onUpdateParameters.add(function (conf) {
  91589. _this._updateParameters();
  91590. });
  91591. }
  91592. // Ensure the effect will be rebuilt.
  91593. if (!doNotBuild) {
  91594. this._updateParameters();
  91595. }
  91596. };
  91597. Object.defineProperty(ImageProcessingPostProcess.prototype, "colorCurves", {
  91598. /**
  91599. * Gets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  91600. */
  91601. get: function () {
  91602. return this.imageProcessingConfiguration.colorCurves;
  91603. },
  91604. /**
  91605. * Sets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  91606. */
  91607. set: function (value) {
  91608. this.imageProcessingConfiguration.colorCurves = value;
  91609. },
  91610. enumerable: true,
  91611. configurable: true
  91612. });
  91613. Object.defineProperty(ImageProcessingPostProcess.prototype, "colorCurvesEnabled", {
  91614. /**
  91615. * Gets wether the color curves effect is enabled.
  91616. */
  91617. get: function () {
  91618. return this.imageProcessingConfiguration.colorCurvesEnabled;
  91619. },
  91620. /**
  91621. * Sets wether the color curves effect is enabled.
  91622. */
  91623. set: function (value) {
  91624. this.imageProcessingConfiguration.colorCurvesEnabled = value;
  91625. },
  91626. enumerable: true,
  91627. configurable: true
  91628. });
  91629. Object.defineProperty(ImageProcessingPostProcess.prototype, "colorGradingTexture", {
  91630. /**
  91631. * Gets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  91632. */
  91633. get: function () {
  91634. return this.imageProcessingConfiguration.colorGradingTexture;
  91635. },
  91636. /**
  91637. * Sets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  91638. */
  91639. set: function (value) {
  91640. this.imageProcessingConfiguration.colorGradingTexture = value;
  91641. },
  91642. enumerable: true,
  91643. configurable: true
  91644. });
  91645. Object.defineProperty(ImageProcessingPostProcess.prototype, "colorGradingEnabled", {
  91646. /**
  91647. * Gets wether the color grading effect is enabled.
  91648. */
  91649. get: function () {
  91650. return this.imageProcessingConfiguration.colorGradingEnabled;
  91651. },
  91652. /**
  91653. * Gets wether the color grading effect is enabled.
  91654. */
  91655. set: function (value) {
  91656. this.imageProcessingConfiguration.colorGradingEnabled = value;
  91657. },
  91658. enumerable: true,
  91659. configurable: true
  91660. });
  91661. Object.defineProperty(ImageProcessingPostProcess.prototype, "exposure", {
  91662. /**
  91663. * Gets exposure used in the effect.
  91664. */
  91665. get: function () {
  91666. return this.imageProcessingConfiguration.exposure;
  91667. },
  91668. /**
  91669. * Sets exposure used in the effect.
  91670. */
  91671. set: function (value) {
  91672. this.imageProcessingConfiguration.exposure = value;
  91673. },
  91674. enumerable: true,
  91675. configurable: true
  91676. });
  91677. Object.defineProperty(ImageProcessingPostProcess.prototype, "toneMappingEnabled", {
  91678. /**
  91679. * Gets wether tonemapping is enabled or not.
  91680. */
  91681. get: function () {
  91682. return this._imageProcessingConfiguration.toneMappingEnabled;
  91683. },
  91684. /**
  91685. * Sets wether tonemapping is enabled or not
  91686. */
  91687. set: function (value) {
  91688. this._imageProcessingConfiguration.toneMappingEnabled = value;
  91689. },
  91690. enumerable: true,
  91691. configurable: true
  91692. });
  91693. Object.defineProperty(ImageProcessingPostProcess.prototype, "contrast", {
  91694. /**
  91695. * Gets contrast used in the effect.
  91696. */
  91697. get: function () {
  91698. return this.imageProcessingConfiguration.contrast;
  91699. },
  91700. /**
  91701. * Sets contrast used in the effect.
  91702. */
  91703. set: function (value) {
  91704. this.imageProcessingConfiguration.contrast = value;
  91705. },
  91706. enumerable: true,
  91707. configurable: true
  91708. });
  91709. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteStretch", {
  91710. /**
  91711. * Gets Vignette stretch size.
  91712. */
  91713. get: function () {
  91714. return this.imageProcessingConfiguration.vignetteStretch;
  91715. },
  91716. /**
  91717. * Sets Vignette stretch size.
  91718. */
  91719. set: function (value) {
  91720. this.imageProcessingConfiguration.vignetteStretch = value;
  91721. },
  91722. enumerable: true,
  91723. configurable: true
  91724. });
  91725. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteCentreX", {
  91726. /**
  91727. * Gets Vignette centre X Offset.
  91728. */
  91729. get: function () {
  91730. return this.imageProcessingConfiguration.vignetteCentreX;
  91731. },
  91732. /**
  91733. * Sets Vignette centre X Offset.
  91734. */
  91735. set: function (value) {
  91736. this.imageProcessingConfiguration.vignetteCentreX = value;
  91737. },
  91738. enumerable: true,
  91739. configurable: true
  91740. });
  91741. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteCentreY", {
  91742. /**
  91743. * Gets Vignette centre Y Offset.
  91744. */
  91745. get: function () {
  91746. return this.imageProcessingConfiguration.vignetteCentreY;
  91747. },
  91748. /**
  91749. * Sets Vignette centre Y Offset.
  91750. */
  91751. set: function (value) {
  91752. this.imageProcessingConfiguration.vignetteCentreY = value;
  91753. },
  91754. enumerable: true,
  91755. configurable: true
  91756. });
  91757. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteWeight", {
  91758. /**
  91759. * Gets Vignette weight or intensity of the vignette effect.
  91760. */
  91761. get: function () {
  91762. return this.imageProcessingConfiguration.vignetteWeight;
  91763. },
  91764. /**
  91765. * Sets Vignette weight or intensity of the vignette effect.
  91766. */
  91767. set: function (value) {
  91768. this.imageProcessingConfiguration.vignetteWeight = value;
  91769. },
  91770. enumerable: true,
  91771. configurable: true
  91772. });
  91773. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteColor", {
  91774. /**
  91775. * Gets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  91776. * if vignetteEnabled is set to true.
  91777. */
  91778. get: function () {
  91779. return this.imageProcessingConfiguration.vignetteColor;
  91780. },
  91781. /**
  91782. * Sets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  91783. * if vignetteEnabled is set to true.
  91784. */
  91785. set: function (value) {
  91786. this.imageProcessingConfiguration.vignetteColor = value;
  91787. },
  91788. enumerable: true,
  91789. configurable: true
  91790. });
  91791. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteCameraFov", {
  91792. /**
  91793. * Gets Camera field of view used by the Vignette effect.
  91794. */
  91795. get: function () {
  91796. return this.imageProcessingConfiguration.vignetteCameraFov;
  91797. },
  91798. /**
  91799. * Sets Camera field of view used by the Vignette effect.
  91800. */
  91801. set: function (value) {
  91802. this.imageProcessingConfiguration.vignetteCameraFov = value;
  91803. },
  91804. enumerable: true,
  91805. configurable: true
  91806. });
  91807. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteBlendMode", {
  91808. /**
  91809. * Gets the vignette blend mode allowing different kind of effect.
  91810. */
  91811. get: function () {
  91812. return this.imageProcessingConfiguration.vignetteBlendMode;
  91813. },
  91814. /**
  91815. * Sets the vignette blend mode allowing different kind of effect.
  91816. */
  91817. set: function (value) {
  91818. this.imageProcessingConfiguration.vignetteBlendMode = value;
  91819. },
  91820. enumerable: true,
  91821. configurable: true
  91822. });
  91823. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteEnabled", {
  91824. /**
  91825. * Gets wether the vignette effect is enabled.
  91826. */
  91827. get: function () {
  91828. return this.imageProcessingConfiguration.vignetteEnabled;
  91829. },
  91830. /**
  91831. * Sets wether the vignette effect is enabled.
  91832. */
  91833. set: function (value) {
  91834. this.imageProcessingConfiguration.vignetteEnabled = value;
  91835. },
  91836. enumerable: true,
  91837. configurable: true
  91838. });
  91839. Object.defineProperty(ImageProcessingPostProcess.prototype, "fromLinearSpace", {
  91840. /**
  91841. * Gets wether the input of the processing is in Gamma or Linear Space.
  91842. */
  91843. get: function () {
  91844. return this._fromLinearSpace;
  91845. },
  91846. /**
  91847. * Sets wether the input of the processing is in Gamma or Linear Space.
  91848. */
  91849. set: function (value) {
  91850. if (this._fromLinearSpace === value) {
  91851. return;
  91852. }
  91853. this._fromLinearSpace = value;
  91854. this._updateParameters();
  91855. },
  91856. enumerable: true,
  91857. configurable: true
  91858. });
  91859. /**
  91860. * "ImageProcessingPostProcess"
  91861. * @returns "ImageProcessingPostProcess"
  91862. */
  91863. ImageProcessingPostProcess.prototype.getClassName = function () {
  91864. return "ImageProcessingPostProcess";
  91865. };
  91866. ImageProcessingPostProcess.prototype._updateParameters = function () {
  91867. this._defines.FROMLINEARSPACE = this._fromLinearSpace;
  91868. this.imageProcessingConfiguration.prepareDefines(this._defines, true);
  91869. var defines = "";
  91870. for (var define in this._defines) {
  91871. if (this._defines[define]) {
  91872. defines += "#define " + define + ";\r\n";
  91873. }
  91874. }
  91875. var samplers = ["textureSampler"];
  91876. var uniforms = ["scale"];
  91877. if (BABYLON.ImageProcessingConfiguration) {
  91878. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, this._defines);
  91879. BABYLON.ImageProcessingConfiguration.PrepareUniforms(uniforms, this._defines);
  91880. }
  91881. this.updateEffect(defines, uniforms, samplers);
  91882. };
  91883. ImageProcessingPostProcess.prototype.dispose = function (camera) {
  91884. _super.prototype.dispose.call(this, camera);
  91885. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  91886. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  91887. }
  91888. if (this._imageProcessingConfiguration) {
  91889. this.imageProcessingConfiguration.applyByPostProcess = false;
  91890. }
  91891. };
  91892. __decorate([
  91893. BABYLON.serialize()
  91894. ], ImageProcessingPostProcess.prototype, "_fromLinearSpace", void 0);
  91895. return ImageProcessingPostProcess;
  91896. }(BABYLON.PostProcess));
  91897. BABYLON.ImageProcessingPostProcess = ImageProcessingPostProcess;
  91898. })(BABYLON || (BABYLON = {}));
  91899. //# sourceMappingURL=babylon.imageProcessingPostProcess.js.map
  91900. var BABYLON;
  91901. (function (BABYLON) {
  91902. /**
  91903. * The Motion Blur Post Process which blurs an image based on the objects velocity in scene.
  91904. * Velocity can be affected by each object's rotation, position and scale depending on the transformation speed.
  91905. * As an example, all you have to do is to create the post-process:
  91906. * var mb = new BABYLON.MotionBlurPostProcess(
  91907. * 'mb', // The name of the effect.
  91908. * scene, // The scene containing the objects to blur according to their velocity.
  91909. * 1.0, // The required width/height ratio to downsize to before computing the render pass.
  91910. * camera // The camera to apply the render pass to.
  91911. * );
  91912. * Then, all objects moving, rotating and/or scaling will be blurred depending on the transformation speed.
  91913. */
  91914. var MotionBlurPostProcess = /** @class */ (function (_super) {
  91915. __extends(MotionBlurPostProcess, _super);
  91916. /**
  91917. * Creates a new instance MotionBlurPostProcess
  91918. * @param name The name of the effect.
  91919. * @param scene The scene containing the objects to blur according to their velocity.
  91920. * @param options The required width/height ratio to downsize to before computing the render pass.
  91921. * @param camera The camera to apply the render pass to.
  91922. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  91923. * @param engine The engine which the post process will be applied. (default: current engine)
  91924. * @param reusable If the post process can be reused on the same frame. (default: false)
  91925. * @param textureType Type of textures used when performing the post process. (default: 0)
  91926. * @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)
  91927. */
  91928. function MotionBlurPostProcess(name, scene, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  91929. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  91930. if (blockCompilation === void 0) { blockCompilation = false; }
  91931. var _this = _super.call(this, name, "motionBlur", ["motionStrength", "motionScale", "screenSize"], ["velocitySampler"], options, camera, samplingMode, engine, reusable, "#define GEOMETRY_SUPPORTED\n#define SAMPLES 64.0", textureType, undefined, null, blockCompilation) || this;
  91932. /**
  91933. * Defines how much the image is blurred by the movement. Default value is equal to 1
  91934. */
  91935. _this.motionStrength = 1;
  91936. _this._motionBlurSamples = 32;
  91937. _this._geometryBufferRenderer = scene.enableGeometryBufferRenderer();
  91938. if (!_this._geometryBufferRenderer) {
  91939. // Geometry buffer renderer is not supported. So, work as a passthrough.
  91940. BABYLON.Tools.Warn("Multiple Render Target support needed to compute object based motion blur");
  91941. _this.updateEffect();
  91942. }
  91943. else {
  91944. // Geometry buffer renderer is supported.
  91945. _this._geometryBufferRenderer.enableVelocity = true;
  91946. _this.onApply = function (effect) {
  91947. effect.setVector2("screenSize", new BABYLON.Vector2(_this.width, _this.height));
  91948. effect.setFloat("motionScale", scene.getAnimationRatio());
  91949. effect.setFloat("motionStrength", _this.motionStrength);
  91950. if (_this._geometryBufferRenderer) {
  91951. var velocityIndex = _this._geometryBufferRenderer.getTextureIndex(BABYLON.GeometryBufferRenderer.VELOCITY_TEXTURE_TYPE);
  91952. effect.setTexture("velocitySampler", _this._geometryBufferRenderer.getGBuffer().textures[velocityIndex]);
  91953. }
  91954. };
  91955. }
  91956. return _this;
  91957. }
  91958. Object.defineProperty(MotionBlurPostProcess.prototype, "motionBlurSamples", {
  91959. /**
  91960. * Gets the number of iterations are used for motion blur quality. Default value is equal to 32
  91961. */
  91962. get: function () {
  91963. return this._motionBlurSamples;
  91964. },
  91965. /**
  91966. * Sets the number of iterations to be used for motion blur quality
  91967. */
  91968. set: function (samples) {
  91969. this._motionBlurSamples = samples;
  91970. if (this._geometryBufferRenderer) {
  91971. this.updateEffect("#define GEOMETRY_SUPPORTED\n#define SAMPLES " + samples.toFixed(1));
  91972. }
  91973. },
  91974. enumerable: true,
  91975. configurable: true
  91976. });
  91977. /**
  91978. * Disposes the post process.
  91979. * @param camera The camera to dispose the post process on.
  91980. */
  91981. MotionBlurPostProcess.prototype.dispose = function (camera) {
  91982. if (this._geometryBufferRenderer) {
  91983. // Clear previous transformation matrices dictionary used to compute objects velocities
  91984. this._geometryBufferRenderer._previousTransformationMatrices = {};
  91985. }
  91986. _super.prototype.dispose.call(this, camera);
  91987. };
  91988. return MotionBlurPostProcess;
  91989. }(BABYLON.PostProcess));
  91990. BABYLON.MotionBlurPostProcess = MotionBlurPostProcess;
  91991. })(BABYLON || (BABYLON = {}));
  91992. //# sourceMappingURL=babylon.motionBlurPostProcess.js.map
  91993. var BABYLON;
  91994. (function (BABYLON) {
  91995. /**
  91996. * Class used to store bone information
  91997. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  91998. */
  91999. var Bone = /** @class */ (function (_super) {
  92000. __extends(Bone, _super);
  92001. /**
  92002. * Create a new bone
  92003. * @param name defines the bone name
  92004. * @param skeleton defines the parent skeleton
  92005. * @param parentBone defines the parent (can be null if the bone is the root)
  92006. * @param localMatrix defines the local matrix
  92007. * @param restPose defines the rest pose matrix
  92008. * @param baseMatrix defines the base matrix
  92009. * @param index defines index of the bone in the hiearchy
  92010. */
  92011. function Bone(
  92012. /**
  92013. * defines the bone name
  92014. */
  92015. name, skeleton, parentBone, localMatrix, restPose, baseMatrix, index) {
  92016. if (parentBone === void 0) { parentBone = null; }
  92017. if (localMatrix === void 0) { localMatrix = null; }
  92018. if (restPose === void 0) { restPose = null; }
  92019. if (baseMatrix === void 0) { baseMatrix = null; }
  92020. if (index === void 0) { index = null; }
  92021. var _this = _super.call(this, name, skeleton.getScene(), false) || this;
  92022. _this.name = name;
  92023. /**
  92024. * Gets the list of child bones
  92025. */
  92026. _this.children = new Array();
  92027. /** Gets the animations associated with this bone */
  92028. _this.animations = new Array();
  92029. /**
  92030. * @hidden Internal only
  92031. * Set this value to map this bone to a different index in the transform matrices
  92032. * Set this value to -1 to exclude the bone from the transform matrices
  92033. */
  92034. _this._index = null;
  92035. _this._absoluteTransform = new BABYLON.Matrix();
  92036. _this._invertedAbsoluteTransform = new BABYLON.Matrix();
  92037. _this._scalingDeterminant = 1;
  92038. _this._worldTransform = new BABYLON.Matrix();
  92039. _this._needToDecompose = true;
  92040. _this._needToCompose = false;
  92041. _this._skeleton = skeleton;
  92042. _this._localMatrix = localMatrix ? localMatrix.clone() : BABYLON.Matrix.Identity();
  92043. _this._restPose = restPose ? restPose : _this._localMatrix.clone();
  92044. _this._baseMatrix = baseMatrix ? baseMatrix : _this._localMatrix.clone();
  92045. _this._index = index;
  92046. skeleton.bones.push(_this);
  92047. _this.setParent(parentBone, false);
  92048. if (baseMatrix || localMatrix) {
  92049. _this._updateDifferenceMatrix();
  92050. }
  92051. return _this;
  92052. }
  92053. Object.defineProperty(Bone.prototype, "_matrix", {
  92054. /** @hidden */
  92055. get: function () {
  92056. this._compose();
  92057. return this._localMatrix;
  92058. },
  92059. /** @hidden */
  92060. set: function (value) {
  92061. this._localMatrix.copyFrom(value);
  92062. this._needToDecompose = true;
  92063. },
  92064. enumerable: true,
  92065. configurable: true
  92066. });
  92067. // Members
  92068. /**
  92069. * Gets the parent skeleton
  92070. * @returns a skeleton
  92071. */
  92072. Bone.prototype.getSkeleton = function () {
  92073. return this._skeleton;
  92074. };
  92075. /**
  92076. * Gets parent bone
  92077. * @returns a bone or null if the bone is the root of the bone hierarchy
  92078. */
  92079. Bone.prototype.getParent = function () {
  92080. return this._parent;
  92081. };
  92082. /**
  92083. * Sets the parent bone
  92084. * @param parent defines the parent (can be null if the bone is the root)
  92085. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  92086. */
  92087. Bone.prototype.setParent = function (parent, updateDifferenceMatrix) {
  92088. if (updateDifferenceMatrix === void 0) { updateDifferenceMatrix = true; }
  92089. if (this._parent === parent) {
  92090. return;
  92091. }
  92092. if (this._parent) {
  92093. var index = this._parent.children.indexOf(this);
  92094. if (index !== -1) {
  92095. this._parent.children.splice(index, 1);
  92096. }
  92097. }
  92098. this._parent = parent;
  92099. if (this._parent) {
  92100. this._parent.children.push(this);
  92101. }
  92102. if (updateDifferenceMatrix) {
  92103. this._updateDifferenceMatrix();
  92104. }
  92105. this.markAsDirty();
  92106. };
  92107. /**
  92108. * Gets the local matrix
  92109. * @returns a matrix
  92110. */
  92111. Bone.prototype.getLocalMatrix = function () {
  92112. this._compose();
  92113. return this._localMatrix;
  92114. };
  92115. /**
  92116. * Gets the base matrix (initial matrix which remains unchanged)
  92117. * @returns a matrix
  92118. */
  92119. Bone.prototype.getBaseMatrix = function () {
  92120. return this._baseMatrix;
  92121. };
  92122. /**
  92123. * Gets the rest pose matrix
  92124. * @returns a matrix
  92125. */
  92126. Bone.prototype.getRestPose = function () {
  92127. return this._restPose;
  92128. };
  92129. /**
  92130. * Gets a matrix used to store world matrix (ie. the matrix sent to shaders)
  92131. */
  92132. Bone.prototype.getWorldMatrix = function () {
  92133. return this._worldTransform;
  92134. };
  92135. /**
  92136. * Sets the local matrix to rest pose matrix
  92137. */
  92138. Bone.prototype.returnToRest = function () {
  92139. this.updateMatrix(this._restPose.clone());
  92140. };
  92141. /**
  92142. * Gets the inverse of the absolute transform matrix.
  92143. * This matrix will be multiplied by local matrix to get the difference matrix (ie. the difference between original state and current state)
  92144. * @returns a matrix
  92145. */
  92146. Bone.prototype.getInvertedAbsoluteTransform = function () {
  92147. return this._invertedAbsoluteTransform;
  92148. };
  92149. /**
  92150. * Gets the absolute transform matrix (ie base matrix * parent world matrix)
  92151. * @returns a matrix
  92152. */
  92153. Bone.prototype.getAbsoluteTransform = function () {
  92154. return this._absoluteTransform;
  92155. };
  92156. Object.defineProperty(Bone.prototype, "position", {
  92157. // Properties (matches AbstractMesh properties)
  92158. /** Gets or sets current position (in local space) */
  92159. get: function () {
  92160. this._decompose();
  92161. return this._localPosition;
  92162. },
  92163. set: function (newPosition) {
  92164. this._decompose();
  92165. this._localPosition.copyFrom(newPosition);
  92166. this._markAsDirtyAndCompose();
  92167. },
  92168. enumerable: true,
  92169. configurable: true
  92170. });
  92171. Object.defineProperty(Bone.prototype, "rotation", {
  92172. /** Gets or sets current rotation (in local space) */
  92173. get: function () {
  92174. return this.getRotation();
  92175. },
  92176. set: function (newRotation) {
  92177. this.setRotation(newRotation);
  92178. },
  92179. enumerable: true,
  92180. configurable: true
  92181. });
  92182. Object.defineProperty(Bone.prototype, "rotationQuaternion", {
  92183. /** Gets or sets current rotation quaternion (in local space) */
  92184. get: function () {
  92185. this._decompose();
  92186. return this._localRotation;
  92187. },
  92188. set: function (newRotation) {
  92189. this.setRotationQuaternion(newRotation);
  92190. },
  92191. enumerable: true,
  92192. configurable: true
  92193. });
  92194. Object.defineProperty(Bone.prototype, "scaling", {
  92195. /** Gets or sets current scaling (in local space) */
  92196. get: function () {
  92197. return this.getScale();
  92198. },
  92199. set: function (newScaling) {
  92200. this.setScale(newScaling);
  92201. },
  92202. enumerable: true,
  92203. configurable: true
  92204. });
  92205. Object.defineProperty(Bone.prototype, "animationPropertiesOverride", {
  92206. /**
  92207. * Gets the animation properties override
  92208. */
  92209. get: function () {
  92210. return this._skeleton.animationPropertiesOverride;
  92211. },
  92212. enumerable: true,
  92213. configurable: true
  92214. });
  92215. // Methods
  92216. Bone.prototype._decompose = function () {
  92217. if (!this._needToDecompose) {
  92218. return;
  92219. }
  92220. this._needToDecompose = false;
  92221. if (!this._localScaling) {
  92222. this._localScaling = BABYLON.Vector3.Zero();
  92223. this._localRotation = BABYLON.Quaternion.Zero();
  92224. this._localPosition = BABYLON.Vector3.Zero();
  92225. }
  92226. this._localMatrix.decompose(this._localScaling, this._localRotation, this._localPosition);
  92227. };
  92228. Bone.prototype._compose = function () {
  92229. if (!this._needToCompose) {
  92230. return;
  92231. }
  92232. this._needToCompose = false;
  92233. BABYLON.Matrix.ComposeToRef(this._localScaling, this._localRotation, this._localPosition, this._localMatrix);
  92234. };
  92235. /**
  92236. * Update the base and local matrices
  92237. * @param matrix defines the new base or local matrix
  92238. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  92239. * @param updateLocalMatrix defines if the local matrix should be updated
  92240. */
  92241. Bone.prototype.updateMatrix = function (matrix, updateDifferenceMatrix, updateLocalMatrix) {
  92242. if (updateDifferenceMatrix === void 0) { updateDifferenceMatrix = true; }
  92243. if (updateLocalMatrix === void 0) { updateLocalMatrix = true; }
  92244. this._baseMatrix.copyFrom(matrix);
  92245. if (updateDifferenceMatrix) {
  92246. this._updateDifferenceMatrix();
  92247. }
  92248. if (updateLocalMatrix) {
  92249. this._localMatrix.copyFrom(matrix);
  92250. this._markAsDirtyAndDecompose();
  92251. }
  92252. else {
  92253. this.markAsDirty();
  92254. }
  92255. };
  92256. /** @hidden */
  92257. Bone.prototype._updateDifferenceMatrix = function (rootMatrix, updateChildren) {
  92258. if (updateChildren === void 0) { updateChildren = true; }
  92259. if (!rootMatrix) {
  92260. rootMatrix = this._baseMatrix;
  92261. }
  92262. if (this._parent) {
  92263. rootMatrix.multiplyToRef(this._parent._absoluteTransform, this._absoluteTransform);
  92264. }
  92265. else {
  92266. this._absoluteTransform.copyFrom(rootMatrix);
  92267. }
  92268. this._absoluteTransform.invertToRef(this._invertedAbsoluteTransform);
  92269. if (updateChildren) {
  92270. for (var index = 0; index < this.children.length; index++) {
  92271. this.children[index]._updateDifferenceMatrix();
  92272. }
  92273. }
  92274. this._scalingDeterminant = (this._absoluteTransform.determinant() < 0 ? -1 : 1);
  92275. };
  92276. /**
  92277. * Flag the bone as dirty (Forcing it to update everything)
  92278. */
  92279. Bone.prototype.markAsDirty = function () {
  92280. this._currentRenderId++;
  92281. this._childRenderId++;
  92282. this._skeleton._markAsDirty();
  92283. };
  92284. Bone.prototype._markAsDirtyAndCompose = function () {
  92285. this.markAsDirty();
  92286. this._needToCompose = true;
  92287. };
  92288. Bone.prototype._markAsDirtyAndDecompose = function () {
  92289. this.markAsDirty();
  92290. this._needToDecompose = true;
  92291. };
  92292. /**
  92293. * Copy an animation range from another bone
  92294. * @param source defines the source bone
  92295. * @param rangeName defines the range name to copy
  92296. * @param frameOffset defines the frame offset
  92297. * @param rescaleAsRequired defines if rescaling must be applied if required
  92298. * @param skelDimensionsRatio defines the scaling ratio
  92299. * @returns true if operation was successful
  92300. */
  92301. Bone.prototype.copyAnimationRange = function (source, rangeName, frameOffset, rescaleAsRequired, skelDimensionsRatio) {
  92302. if (rescaleAsRequired === void 0) { rescaleAsRequired = false; }
  92303. if (skelDimensionsRatio === void 0) { skelDimensionsRatio = null; }
  92304. // all animation may be coming from a library skeleton, so may need to create animation
  92305. if (this.animations.length === 0) {
  92306. this.animations.push(new BABYLON.Animation(this.name, "_matrix", source.animations[0].framePerSecond, BABYLON.Animation.ANIMATIONTYPE_MATRIX, 0));
  92307. this.animations[0].setKeys([]);
  92308. }
  92309. // get animation info / verify there is such a range from the source bone
  92310. var sourceRange = source.animations[0].getRange(rangeName);
  92311. if (!sourceRange) {
  92312. return false;
  92313. }
  92314. var from = sourceRange.from;
  92315. var to = sourceRange.to;
  92316. var sourceKeys = source.animations[0].getKeys();
  92317. // rescaling prep
  92318. var sourceBoneLength = source.length;
  92319. var sourceParent = source.getParent();
  92320. var parent = this.getParent();
  92321. var parentScalingReqd = rescaleAsRequired && sourceParent && sourceBoneLength && this.length && sourceBoneLength !== this.length;
  92322. var parentRatio = parentScalingReqd && parent && sourceParent ? parent.length / sourceParent.length : 1;
  92323. var dimensionsScalingReqd = rescaleAsRequired && !parent && skelDimensionsRatio && (skelDimensionsRatio.x !== 1 || skelDimensionsRatio.y !== 1 || skelDimensionsRatio.z !== 1);
  92324. var destKeys = this.animations[0].getKeys();
  92325. // loop vars declaration
  92326. var orig;
  92327. var origTranslation;
  92328. var mat;
  92329. for (var key = 0, nKeys = sourceKeys.length; key < nKeys; key++) {
  92330. orig = sourceKeys[key];
  92331. if (orig.frame >= from && orig.frame <= to) {
  92332. if (rescaleAsRequired) {
  92333. mat = orig.value.clone();
  92334. // scale based on parent ratio, when bone has parent
  92335. if (parentScalingReqd) {
  92336. origTranslation = mat.getTranslation();
  92337. mat.setTranslation(origTranslation.scaleInPlace(parentRatio));
  92338. // scale based on skeleton dimension ratio when root bone, and value is passed
  92339. }
  92340. else if (dimensionsScalingReqd && skelDimensionsRatio) {
  92341. origTranslation = mat.getTranslation();
  92342. mat.setTranslation(origTranslation.multiplyInPlace(skelDimensionsRatio));
  92343. // use original when root bone, and no data for skelDimensionsRatio
  92344. }
  92345. else {
  92346. mat = orig.value;
  92347. }
  92348. }
  92349. else {
  92350. mat = orig.value;
  92351. }
  92352. destKeys.push({ frame: orig.frame + frameOffset, value: mat });
  92353. }
  92354. }
  92355. this.animations[0].createRange(rangeName, from + frameOffset, to + frameOffset);
  92356. return true;
  92357. };
  92358. /**
  92359. * Translate the bone in local or world space
  92360. * @param vec The amount to translate the bone
  92361. * @param space The space that the translation is in
  92362. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92363. */
  92364. Bone.prototype.translate = function (vec, space, mesh) {
  92365. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92366. var lm = this.getLocalMatrix();
  92367. if (space == BABYLON.Space.LOCAL) {
  92368. lm.addAtIndex(12, vec.x);
  92369. lm.addAtIndex(13, vec.y);
  92370. lm.addAtIndex(14, vec.z);
  92371. }
  92372. else {
  92373. var wm = null;
  92374. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  92375. if (mesh) {
  92376. wm = mesh.getWorldMatrix();
  92377. }
  92378. this._skeleton.computeAbsoluteTransforms();
  92379. var tmat = Bone._tmpMats[0];
  92380. var tvec = Bone._tmpVecs[0];
  92381. if (this._parent) {
  92382. if (mesh && wm) {
  92383. tmat.copyFrom(this._parent.getAbsoluteTransform());
  92384. tmat.multiplyToRef(wm, tmat);
  92385. }
  92386. else {
  92387. tmat.copyFrom(this._parent.getAbsoluteTransform());
  92388. }
  92389. }
  92390. tmat.setTranslationFromFloats(0, 0, 0);
  92391. tmat.invert();
  92392. BABYLON.Vector3.TransformCoordinatesToRef(vec, tmat, tvec);
  92393. lm.addAtIndex(12, tvec.x);
  92394. lm.addAtIndex(13, tvec.y);
  92395. lm.addAtIndex(14, tvec.z);
  92396. }
  92397. this._markAsDirtyAndDecompose();
  92398. };
  92399. /**
  92400. * Set the postion of the bone in local or world space
  92401. * @param position The position to set the bone
  92402. * @param space The space that the position is in
  92403. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92404. */
  92405. Bone.prototype.setPosition = function (position, space, mesh) {
  92406. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92407. var lm = this.getLocalMatrix();
  92408. if (space == BABYLON.Space.LOCAL) {
  92409. lm.setTranslationFromFloats(position.x, position.y, position.z);
  92410. }
  92411. else {
  92412. var wm = null;
  92413. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  92414. if (mesh) {
  92415. wm = mesh.getWorldMatrix();
  92416. }
  92417. this._skeleton.computeAbsoluteTransforms();
  92418. var tmat = Bone._tmpMats[0];
  92419. var vec = Bone._tmpVecs[0];
  92420. if (this._parent) {
  92421. if (mesh && wm) {
  92422. tmat.copyFrom(this._parent.getAbsoluteTransform());
  92423. tmat.multiplyToRef(wm, tmat);
  92424. }
  92425. else {
  92426. tmat.copyFrom(this._parent.getAbsoluteTransform());
  92427. }
  92428. }
  92429. tmat.invert();
  92430. BABYLON.Vector3.TransformCoordinatesToRef(position, tmat, vec);
  92431. lm.setTranslationFromFloats(vec.x, vec.y, vec.z);
  92432. }
  92433. this._markAsDirtyAndDecompose();
  92434. };
  92435. /**
  92436. * Set the absolute position of the bone (world space)
  92437. * @param position The position to set the bone
  92438. * @param mesh The mesh that this bone is attached to
  92439. */
  92440. Bone.prototype.setAbsolutePosition = function (position, mesh) {
  92441. this.setPosition(position, BABYLON.Space.WORLD, mesh);
  92442. };
  92443. /**
  92444. * Scale the bone on the x, y and z axes (in local space)
  92445. * @param x The amount to scale the bone on the x axis
  92446. * @param y The amount to scale the bone on the y axis
  92447. * @param z The amount to scale the bone on the z axis
  92448. * @param scaleChildren sets this to true if children of the bone should be scaled as well (false by default)
  92449. */
  92450. Bone.prototype.scale = function (x, y, z, scaleChildren) {
  92451. if (scaleChildren === void 0) { scaleChildren = false; }
  92452. var locMat = this.getLocalMatrix();
  92453. // Apply new scaling on top of current local matrix
  92454. var scaleMat = Bone._tmpMats[0];
  92455. BABYLON.Matrix.ScalingToRef(x, y, z, scaleMat);
  92456. scaleMat.multiplyToRef(locMat, locMat);
  92457. // Invert scaling matrix and apply the inverse to all children
  92458. scaleMat.invert();
  92459. for (var _i = 0, _a = this.children; _i < _a.length; _i++) {
  92460. var child = _a[_i];
  92461. var cm = child.getLocalMatrix();
  92462. cm.multiplyToRef(scaleMat, cm);
  92463. cm.multiplyAtIndex(12, x);
  92464. cm.multiplyAtIndex(13, y);
  92465. cm.multiplyAtIndex(14, z);
  92466. child._markAsDirtyAndDecompose();
  92467. }
  92468. this._markAsDirtyAndDecompose();
  92469. if (scaleChildren) {
  92470. for (var _b = 0, _c = this.children; _b < _c.length; _b++) {
  92471. var child = _c[_b];
  92472. child.scale(x, y, z, scaleChildren);
  92473. }
  92474. }
  92475. };
  92476. /**
  92477. * Set the bone scaling in local space
  92478. * @param scale defines the scaling vector
  92479. */
  92480. Bone.prototype.setScale = function (scale) {
  92481. this._decompose();
  92482. this._localScaling.copyFrom(scale);
  92483. this._markAsDirtyAndCompose();
  92484. };
  92485. /**
  92486. * Gets the current scaling in local space
  92487. * @returns the current scaling vector
  92488. */
  92489. Bone.prototype.getScale = function () {
  92490. this._decompose();
  92491. return this._localScaling;
  92492. };
  92493. /**
  92494. * Gets the current scaling in local space and stores it in a target vector
  92495. * @param result defines the target vector
  92496. */
  92497. Bone.prototype.getScaleToRef = function (result) {
  92498. this._decompose();
  92499. result.copyFrom(this._localScaling);
  92500. };
  92501. /**
  92502. * Set the yaw, pitch, and roll of the bone in local or world space
  92503. * @param yaw The rotation of the bone on the y axis
  92504. * @param pitch The rotation of the bone on the x axis
  92505. * @param roll The rotation of the bone on the z axis
  92506. * @param space The space that the axes of rotation are in
  92507. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92508. */
  92509. Bone.prototype.setYawPitchRoll = function (yaw, pitch, roll, space, mesh) {
  92510. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92511. if (space === BABYLON.Space.LOCAL) {
  92512. var quat = Bone._tmpQuat;
  92513. BABYLON.Quaternion.RotationYawPitchRollToRef(yaw, pitch, roll, quat);
  92514. this.setRotationQuaternion(quat, space, mesh);
  92515. return;
  92516. }
  92517. var rotMatInv = Bone._tmpMats[0];
  92518. if (!this._getNegativeRotationToRef(rotMatInv, mesh)) {
  92519. return;
  92520. }
  92521. var rotMat = Bone._tmpMats[1];
  92522. BABYLON.Matrix.RotationYawPitchRollToRef(yaw, pitch, roll, rotMat);
  92523. rotMatInv.multiplyToRef(rotMat, rotMat);
  92524. this._rotateWithMatrix(rotMat, space, mesh);
  92525. };
  92526. /**
  92527. * Add a rotation to the bone on an axis in local or world space
  92528. * @param axis The axis to rotate the bone on
  92529. * @param amount The amount to rotate the bone
  92530. * @param space The space that the axis is in
  92531. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92532. */
  92533. Bone.prototype.rotate = function (axis, amount, space, mesh) {
  92534. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92535. var rmat = Bone._tmpMats[0];
  92536. rmat.setTranslationFromFloats(0, 0, 0);
  92537. BABYLON.Matrix.RotationAxisToRef(axis, amount, rmat);
  92538. this._rotateWithMatrix(rmat, space, mesh);
  92539. };
  92540. /**
  92541. * Set the rotation of the bone to a particular axis angle in local or world space
  92542. * @param axis The axis to rotate the bone on
  92543. * @param angle The angle that the bone should be rotated to
  92544. * @param space The space that the axis is in
  92545. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92546. */
  92547. Bone.prototype.setAxisAngle = function (axis, angle, space, mesh) {
  92548. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92549. if (space === BABYLON.Space.LOCAL) {
  92550. var quat = Bone._tmpQuat;
  92551. BABYLON.Quaternion.RotationAxisToRef(axis, angle, quat);
  92552. this.setRotationQuaternion(quat, space, mesh);
  92553. return;
  92554. }
  92555. var rotMatInv = Bone._tmpMats[0];
  92556. if (!this._getNegativeRotationToRef(rotMatInv, mesh)) {
  92557. return;
  92558. }
  92559. var rotMat = Bone._tmpMats[1];
  92560. BABYLON.Matrix.RotationAxisToRef(axis, angle, rotMat);
  92561. rotMatInv.multiplyToRef(rotMat, rotMat);
  92562. this._rotateWithMatrix(rotMat, space, mesh);
  92563. };
  92564. /**
  92565. * Set the euler rotation of the bone in local of world space
  92566. * @param rotation The euler rotation that the bone should be set to
  92567. * @param space The space that the rotation is in
  92568. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92569. */
  92570. Bone.prototype.setRotation = function (rotation, space, mesh) {
  92571. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92572. this.setYawPitchRoll(rotation.y, rotation.x, rotation.z, space, mesh);
  92573. };
  92574. /**
  92575. * Set the quaternion rotation of the bone in local of world space
  92576. * @param quat The quaternion rotation that the bone should be set to
  92577. * @param space The space that the rotation is in
  92578. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92579. */
  92580. Bone.prototype.setRotationQuaternion = function (quat, space, mesh) {
  92581. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92582. if (space === BABYLON.Space.LOCAL) {
  92583. this._decompose();
  92584. this._localRotation.copyFrom(quat);
  92585. this._markAsDirtyAndCompose();
  92586. return;
  92587. }
  92588. var rotMatInv = Bone._tmpMats[0];
  92589. if (!this._getNegativeRotationToRef(rotMatInv, mesh)) {
  92590. return;
  92591. }
  92592. var rotMat = Bone._tmpMats[1];
  92593. BABYLON.Matrix.FromQuaternionToRef(quat, rotMat);
  92594. rotMatInv.multiplyToRef(rotMat, rotMat);
  92595. this._rotateWithMatrix(rotMat, space, mesh);
  92596. };
  92597. /**
  92598. * Set the rotation matrix of the bone in local of world space
  92599. * @param rotMat The rotation matrix that the bone should be set to
  92600. * @param space The space that the rotation is in
  92601. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92602. */
  92603. Bone.prototype.setRotationMatrix = function (rotMat, space, mesh) {
  92604. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92605. if (space === BABYLON.Space.LOCAL) {
  92606. var quat = Bone._tmpQuat;
  92607. BABYLON.Quaternion.FromRotationMatrixToRef(rotMat, quat);
  92608. this.setRotationQuaternion(quat, space, mesh);
  92609. return;
  92610. }
  92611. var rotMatInv = Bone._tmpMats[0];
  92612. if (!this._getNegativeRotationToRef(rotMatInv, mesh)) {
  92613. return;
  92614. }
  92615. var rotMat2 = Bone._tmpMats[1];
  92616. rotMat2.copyFrom(rotMat);
  92617. rotMatInv.multiplyToRef(rotMat, rotMat2);
  92618. this._rotateWithMatrix(rotMat2, space, mesh);
  92619. };
  92620. Bone.prototype._rotateWithMatrix = function (rmat, space, mesh) {
  92621. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92622. var lmat = this.getLocalMatrix();
  92623. var lx = lmat.m[12];
  92624. var ly = lmat.m[13];
  92625. var lz = lmat.m[14];
  92626. var parent = this.getParent();
  92627. var parentScale = Bone._tmpMats[3];
  92628. var parentScaleInv = Bone._tmpMats[4];
  92629. if (parent && space == BABYLON.Space.WORLD) {
  92630. if (mesh) {
  92631. parentScale.copyFrom(mesh.getWorldMatrix());
  92632. parent.getAbsoluteTransform().multiplyToRef(parentScale, parentScale);
  92633. }
  92634. else {
  92635. parentScale.copyFrom(parent.getAbsoluteTransform());
  92636. }
  92637. parentScaleInv.copyFrom(parentScale);
  92638. parentScaleInv.invert();
  92639. lmat.multiplyToRef(parentScale, lmat);
  92640. lmat.multiplyToRef(rmat, lmat);
  92641. lmat.multiplyToRef(parentScaleInv, lmat);
  92642. }
  92643. else {
  92644. if (space == BABYLON.Space.WORLD && mesh) {
  92645. parentScale.copyFrom(mesh.getWorldMatrix());
  92646. parentScaleInv.copyFrom(parentScale);
  92647. parentScaleInv.invert();
  92648. lmat.multiplyToRef(parentScale, lmat);
  92649. lmat.multiplyToRef(rmat, lmat);
  92650. lmat.multiplyToRef(parentScaleInv, lmat);
  92651. }
  92652. else {
  92653. lmat.multiplyToRef(rmat, lmat);
  92654. }
  92655. }
  92656. lmat.setTranslationFromFloats(lx, ly, lz);
  92657. this.computeAbsoluteTransforms();
  92658. this._markAsDirtyAndDecompose();
  92659. };
  92660. Bone.prototype._getNegativeRotationToRef = function (rotMatInv, mesh) {
  92661. var scaleMatrix = Bone._tmpMats[2];
  92662. rotMatInv.copyFrom(this.getAbsoluteTransform());
  92663. if (mesh) {
  92664. rotMatInv.multiplyToRef(mesh.getWorldMatrix(), rotMatInv);
  92665. BABYLON.Matrix.ScalingToRef(mesh.scaling.x, mesh.scaling.y, mesh.scaling.z, scaleMatrix);
  92666. }
  92667. rotMatInv.invert();
  92668. if (isNaN(rotMatInv.m[0])) {
  92669. // Matrix failed to invert.
  92670. // This can happen if scale is zero for example.
  92671. return false;
  92672. }
  92673. scaleMatrix.multiplyAtIndex(0, this._scalingDeterminant);
  92674. rotMatInv.multiplyToRef(scaleMatrix, rotMatInv);
  92675. return true;
  92676. };
  92677. /**
  92678. * Get the position of the bone in local or world space
  92679. * @param space The space that the returned position is in
  92680. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92681. * @returns The position of the bone
  92682. */
  92683. Bone.prototype.getPosition = function (space, mesh) {
  92684. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92685. if (mesh === void 0) { mesh = null; }
  92686. var pos = BABYLON.Vector3.Zero();
  92687. this.getPositionToRef(space, mesh, pos);
  92688. return pos;
  92689. };
  92690. /**
  92691. * Copy the position of the bone to a vector3 in local or world space
  92692. * @param space The space that the returned position is in
  92693. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92694. * @param result The vector3 to copy the position to
  92695. */
  92696. Bone.prototype.getPositionToRef = function (space, mesh, result) {
  92697. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92698. if (space == BABYLON.Space.LOCAL) {
  92699. var lm = this.getLocalMatrix();
  92700. result.x = lm.m[12];
  92701. result.y = lm.m[13];
  92702. result.z = lm.m[14];
  92703. }
  92704. else {
  92705. var wm = null;
  92706. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  92707. if (mesh) {
  92708. wm = mesh.getWorldMatrix();
  92709. }
  92710. this._skeleton.computeAbsoluteTransforms();
  92711. var tmat = Bone._tmpMats[0];
  92712. if (mesh && wm) {
  92713. tmat.copyFrom(this.getAbsoluteTransform());
  92714. tmat.multiplyToRef(wm, tmat);
  92715. }
  92716. else {
  92717. tmat = this.getAbsoluteTransform();
  92718. }
  92719. result.x = tmat.m[12];
  92720. result.y = tmat.m[13];
  92721. result.z = tmat.m[14];
  92722. }
  92723. };
  92724. /**
  92725. * Get the absolute position of the bone (world space)
  92726. * @param mesh The mesh that this bone is attached to
  92727. * @returns The absolute position of the bone
  92728. */
  92729. Bone.prototype.getAbsolutePosition = function (mesh) {
  92730. if (mesh === void 0) { mesh = null; }
  92731. var pos = BABYLON.Vector3.Zero();
  92732. this.getPositionToRef(BABYLON.Space.WORLD, mesh, pos);
  92733. return pos;
  92734. };
  92735. /**
  92736. * Copy the absolute position of the bone (world space) to the result param
  92737. * @param mesh The mesh that this bone is attached to
  92738. * @param result The vector3 to copy the absolute position to
  92739. */
  92740. Bone.prototype.getAbsolutePositionToRef = function (mesh, result) {
  92741. this.getPositionToRef(BABYLON.Space.WORLD, mesh, result);
  92742. };
  92743. /**
  92744. * Compute the absolute transforms of this bone and its children
  92745. */
  92746. Bone.prototype.computeAbsoluteTransforms = function () {
  92747. this._compose();
  92748. if (this._parent) {
  92749. this._localMatrix.multiplyToRef(this._parent._absoluteTransform, this._absoluteTransform);
  92750. }
  92751. else {
  92752. this._absoluteTransform.copyFrom(this._localMatrix);
  92753. var poseMatrix = this._skeleton.getPoseMatrix();
  92754. if (poseMatrix) {
  92755. this._absoluteTransform.multiplyToRef(poseMatrix, this._absoluteTransform);
  92756. }
  92757. }
  92758. var children = this.children;
  92759. var len = children.length;
  92760. for (var i = 0; i < len; i++) {
  92761. children[i].computeAbsoluteTransforms();
  92762. }
  92763. };
  92764. /**
  92765. * Get the world direction from an axis that is in the local space of the bone
  92766. * @param localAxis The local direction that is used to compute the world direction
  92767. * @param mesh The mesh that this bone is attached to
  92768. * @returns The world direction
  92769. */
  92770. Bone.prototype.getDirection = function (localAxis, mesh) {
  92771. if (mesh === void 0) { mesh = null; }
  92772. var result = BABYLON.Vector3.Zero();
  92773. this.getDirectionToRef(localAxis, mesh, result);
  92774. return result;
  92775. };
  92776. /**
  92777. * Copy the world direction to a vector3 from an axis that is in the local space of the bone
  92778. * @param localAxis The local direction that is used to compute the world direction
  92779. * @param mesh The mesh that this bone is attached to
  92780. * @param result The vector3 that the world direction will be copied to
  92781. */
  92782. Bone.prototype.getDirectionToRef = function (localAxis, mesh, result) {
  92783. if (mesh === void 0) { mesh = null; }
  92784. var wm = null;
  92785. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  92786. if (mesh) {
  92787. wm = mesh.getWorldMatrix();
  92788. }
  92789. this._skeleton.computeAbsoluteTransforms();
  92790. var mat = Bone._tmpMats[0];
  92791. mat.copyFrom(this.getAbsoluteTransform());
  92792. if (mesh && wm) {
  92793. mat.multiplyToRef(wm, mat);
  92794. }
  92795. BABYLON.Vector3.TransformNormalToRef(localAxis, mat, result);
  92796. result.normalize();
  92797. };
  92798. /**
  92799. * Get the euler rotation of the bone in local or world space
  92800. * @param space The space that the rotation should be in
  92801. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92802. * @returns The euler rotation
  92803. */
  92804. Bone.prototype.getRotation = function (space, mesh) {
  92805. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92806. if (mesh === void 0) { mesh = null; }
  92807. var result = BABYLON.Vector3.Zero();
  92808. this.getRotationToRef(space, mesh, result);
  92809. return result;
  92810. };
  92811. /**
  92812. * Copy the euler rotation of the bone to a vector3. The rotation can be in either local or world space
  92813. * @param space The space that the rotation should be in
  92814. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92815. * @param result The vector3 that the rotation should be copied to
  92816. */
  92817. Bone.prototype.getRotationToRef = function (space, mesh, result) {
  92818. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92819. if (mesh === void 0) { mesh = null; }
  92820. var quat = Bone._tmpQuat;
  92821. this.getRotationQuaternionToRef(space, mesh, quat);
  92822. quat.toEulerAnglesToRef(result);
  92823. };
  92824. /**
  92825. * Get the quaternion rotation of the bone in either local or world space
  92826. * @param space The space that the rotation should be in
  92827. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92828. * @returns The quaternion rotation
  92829. */
  92830. Bone.prototype.getRotationQuaternion = function (space, mesh) {
  92831. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92832. if (mesh === void 0) { mesh = null; }
  92833. var result = BABYLON.Quaternion.Identity();
  92834. this.getRotationQuaternionToRef(space, mesh, result);
  92835. return result;
  92836. };
  92837. /**
  92838. * Copy the quaternion rotation of the bone to a quaternion. The rotation can be in either local or world space
  92839. * @param space The space that the rotation should be in
  92840. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92841. * @param result The quaternion that the rotation should be copied to
  92842. */
  92843. Bone.prototype.getRotationQuaternionToRef = function (space, mesh, result) {
  92844. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92845. if (mesh === void 0) { mesh = null; }
  92846. if (space == BABYLON.Space.LOCAL) {
  92847. this._decompose();
  92848. result.copyFrom(this._localRotation);
  92849. }
  92850. else {
  92851. var mat = Bone._tmpMats[0];
  92852. var amat = this.getAbsoluteTransform();
  92853. if (mesh) {
  92854. amat.multiplyToRef(mesh.getWorldMatrix(), mat);
  92855. }
  92856. else {
  92857. mat.copyFrom(amat);
  92858. }
  92859. mat.multiplyAtIndex(0, this._scalingDeterminant);
  92860. mat.multiplyAtIndex(1, this._scalingDeterminant);
  92861. mat.multiplyAtIndex(2, this._scalingDeterminant);
  92862. mat.decompose(undefined, result, undefined);
  92863. }
  92864. };
  92865. /**
  92866. * Get the rotation matrix of the bone in local or world space
  92867. * @param space The space that the rotation should be in
  92868. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92869. * @returns The rotation matrix
  92870. */
  92871. Bone.prototype.getRotationMatrix = function (space, mesh) {
  92872. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92873. var result = BABYLON.Matrix.Identity();
  92874. this.getRotationMatrixToRef(space, mesh, result);
  92875. return result;
  92876. };
  92877. /**
  92878. * Copy the rotation matrix of the bone to a matrix. The rotation can be in either local or world space
  92879. * @param space The space that the rotation should be in
  92880. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92881. * @param result The quaternion that the rotation should be copied to
  92882. */
  92883. Bone.prototype.getRotationMatrixToRef = function (space, mesh, result) {
  92884. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92885. if (space == BABYLON.Space.LOCAL) {
  92886. this.getLocalMatrix().getRotationMatrixToRef(result);
  92887. }
  92888. else {
  92889. var mat = Bone._tmpMats[0];
  92890. var amat = this.getAbsoluteTransform();
  92891. if (mesh) {
  92892. amat.multiplyToRef(mesh.getWorldMatrix(), mat);
  92893. }
  92894. else {
  92895. mat.copyFrom(amat);
  92896. }
  92897. mat.multiplyAtIndex(0, this._scalingDeterminant);
  92898. mat.multiplyAtIndex(1, this._scalingDeterminant);
  92899. mat.multiplyAtIndex(2, this._scalingDeterminant);
  92900. mat.getRotationMatrixToRef(result);
  92901. }
  92902. };
  92903. /**
  92904. * Get the world position of a point that is in the local space of the bone
  92905. * @param position The local position
  92906. * @param mesh The mesh that this bone is attached to
  92907. * @returns The world position
  92908. */
  92909. Bone.prototype.getAbsolutePositionFromLocal = function (position, mesh) {
  92910. if (mesh === void 0) { mesh = null; }
  92911. var result = BABYLON.Vector3.Zero();
  92912. this.getAbsolutePositionFromLocalToRef(position, mesh, result);
  92913. return result;
  92914. };
  92915. /**
  92916. * Get the world position of a point that is in the local space of the bone and copy it to the result param
  92917. * @param position The local position
  92918. * @param mesh The mesh that this bone is attached to
  92919. * @param result The vector3 that the world position should be copied to
  92920. */
  92921. Bone.prototype.getAbsolutePositionFromLocalToRef = function (position, mesh, result) {
  92922. if (mesh === void 0) { mesh = null; }
  92923. var wm = null;
  92924. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  92925. if (mesh) {
  92926. wm = mesh.getWorldMatrix();
  92927. }
  92928. this._skeleton.computeAbsoluteTransforms();
  92929. var tmat = Bone._tmpMats[0];
  92930. if (mesh && wm) {
  92931. tmat.copyFrom(this.getAbsoluteTransform());
  92932. tmat.multiplyToRef(wm, tmat);
  92933. }
  92934. else {
  92935. tmat = this.getAbsoluteTransform();
  92936. }
  92937. BABYLON.Vector3.TransformCoordinatesToRef(position, tmat, result);
  92938. };
  92939. /**
  92940. * Get the local position of a point that is in world space
  92941. * @param position The world position
  92942. * @param mesh The mesh that this bone is attached to
  92943. * @returns The local position
  92944. */
  92945. Bone.prototype.getLocalPositionFromAbsolute = function (position, mesh) {
  92946. if (mesh === void 0) { mesh = null; }
  92947. var result = BABYLON.Vector3.Zero();
  92948. this.getLocalPositionFromAbsoluteToRef(position, mesh, result);
  92949. return result;
  92950. };
  92951. /**
  92952. * Get the local position of a point that is in world space and copy it to the result param
  92953. * @param position The world position
  92954. * @param mesh The mesh that this bone is attached to
  92955. * @param result The vector3 that the local position should be copied to
  92956. */
  92957. Bone.prototype.getLocalPositionFromAbsoluteToRef = function (position, mesh, result) {
  92958. if (mesh === void 0) { mesh = null; }
  92959. var wm = null;
  92960. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  92961. if (mesh) {
  92962. wm = mesh.getWorldMatrix();
  92963. }
  92964. this._skeleton.computeAbsoluteTransforms();
  92965. var tmat = Bone._tmpMats[0];
  92966. tmat.copyFrom(this.getAbsoluteTransform());
  92967. if (mesh && wm) {
  92968. tmat.multiplyToRef(wm, tmat);
  92969. }
  92970. tmat.invert();
  92971. BABYLON.Vector3.TransformCoordinatesToRef(position, tmat, result);
  92972. };
  92973. Bone._tmpVecs = BABYLON.Tools.BuildArray(2, BABYLON.Vector3.Zero);
  92974. Bone._tmpQuat = BABYLON.Quaternion.Identity();
  92975. Bone._tmpMats = BABYLON.Tools.BuildArray(5, BABYLON.Matrix.Identity);
  92976. return Bone;
  92977. }(BABYLON.Node));
  92978. BABYLON.Bone = Bone;
  92979. })(BABYLON || (BABYLON = {}));
  92980. //# sourceMappingURL=babylon.bone.js.map
  92981. var BABYLON;
  92982. (function (BABYLON) {
  92983. /**
  92984. * Class used to apply inverse kinematics to bones
  92985. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#boneikcontroller
  92986. */
  92987. var BoneIKController = /** @class */ (function () {
  92988. /**
  92989. * Creates a new BoneIKController
  92990. * @param mesh defines the mesh to control
  92991. * @param bone defines the bone to control
  92992. * @param options defines options to set up the controller
  92993. */
  92994. function BoneIKController(mesh, bone, options) {
  92995. /**
  92996. * Gets or sets the target position
  92997. */
  92998. this.targetPosition = BABYLON.Vector3.Zero();
  92999. /**
  93000. * Gets or sets the pole target position
  93001. */
  93002. this.poleTargetPosition = BABYLON.Vector3.Zero();
  93003. /**
  93004. * Gets or sets the pole target local offset
  93005. */
  93006. this.poleTargetLocalOffset = BABYLON.Vector3.Zero();
  93007. /**
  93008. * Gets or sets the pole angle
  93009. */
  93010. this.poleAngle = 0;
  93011. /**
  93012. * 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)
  93013. */
  93014. this.slerpAmount = 1;
  93015. this._bone1Quat = BABYLON.Quaternion.Identity();
  93016. this._bone1Mat = BABYLON.Matrix.Identity();
  93017. this._bone2Ang = Math.PI;
  93018. this._maxAngle = Math.PI;
  93019. this._rightHandedSystem = false;
  93020. this._bendAxis = BABYLON.Vector3.Right();
  93021. this._slerping = false;
  93022. this._adjustRoll = 0;
  93023. this._bone2 = bone;
  93024. this._bone1 = bone.getParent();
  93025. if (!this._bone1) {
  93026. return;
  93027. }
  93028. this.mesh = mesh;
  93029. var bonePos = bone.getPosition();
  93030. if (bone.getAbsoluteTransform().determinant() > 0) {
  93031. this._rightHandedSystem = true;
  93032. this._bendAxis.x = 0;
  93033. this._bendAxis.y = 0;
  93034. this._bendAxis.z = -1;
  93035. if (bonePos.x > bonePos.y && bonePos.x > bonePos.z) {
  93036. this._adjustRoll = Math.PI * .5;
  93037. this._bendAxis.z = 1;
  93038. }
  93039. }
  93040. if (this._bone1.length) {
  93041. var boneScale1 = this._bone1.getScale();
  93042. var boneScale2 = this._bone2.getScale();
  93043. this._bone1Length = this._bone1.length * boneScale1.y * this.mesh.scaling.y;
  93044. this._bone2Length = this._bone2.length * boneScale2.y * this.mesh.scaling.y;
  93045. }
  93046. else if (this._bone1.children[0]) {
  93047. mesh.computeWorldMatrix(true);
  93048. var pos1 = this._bone2.children[0].getAbsolutePosition(mesh);
  93049. var pos2 = this._bone2.getAbsolutePosition(mesh);
  93050. var pos3 = this._bone1.getAbsolutePosition(mesh);
  93051. this._bone1Length = BABYLON.Vector3.Distance(pos1, pos2);
  93052. this._bone2Length = BABYLON.Vector3.Distance(pos2, pos3);
  93053. }
  93054. this._bone1.getRotationMatrixToRef(BABYLON.Space.WORLD, mesh, this._bone1Mat);
  93055. this.maxAngle = Math.PI;
  93056. if (options) {
  93057. if (options.targetMesh) {
  93058. this.targetMesh = options.targetMesh;
  93059. this.targetMesh.computeWorldMatrix(true);
  93060. }
  93061. if (options.poleTargetMesh) {
  93062. this.poleTargetMesh = options.poleTargetMesh;
  93063. this.poleTargetMesh.computeWorldMatrix(true);
  93064. }
  93065. else if (options.poleTargetBone) {
  93066. this.poleTargetBone = options.poleTargetBone;
  93067. }
  93068. else if (this._bone1.getParent()) {
  93069. this.poleTargetBone = this._bone1.getParent();
  93070. }
  93071. if (options.poleTargetLocalOffset) {
  93072. this.poleTargetLocalOffset.copyFrom(options.poleTargetLocalOffset);
  93073. }
  93074. if (options.poleAngle) {
  93075. this.poleAngle = options.poleAngle;
  93076. }
  93077. if (options.bendAxis) {
  93078. this._bendAxis.copyFrom(options.bendAxis);
  93079. }
  93080. if (options.maxAngle) {
  93081. this.maxAngle = options.maxAngle;
  93082. }
  93083. if (options.slerpAmount) {
  93084. this.slerpAmount = options.slerpAmount;
  93085. }
  93086. }
  93087. }
  93088. Object.defineProperty(BoneIKController.prototype, "maxAngle", {
  93089. /**
  93090. * Gets or sets maximum allowed angle
  93091. */
  93092. get: function () {
  93093. return this._maxAngle;
  93094. },
  93095. set: function (value) {
  93096. this._setMaxAngle(value);
  93097. },
  93098. enumerable: true,
  93099. configurable: true
  93100. });
  93101. BoneIKController.prototype._setMaxAngle = function (ang) {
  93102. if (ang < 0) {
  93103. ang = 0;
  93104. }
  93105. if (ang > Math.PI || ang == undefined) {
  93106. ang = Math.PI;
  93107. }
  93108. this._maxAngle = ang;
  93109. var a = this._bone1Length;
  93110. var b = this._bone2Length;
  93111. this._maxReach = Math.sqrt(a * a + b * b - 2 * a * b * Math.cos(ang));
  93112. };
  93113. /**
  93114. * Force the controller to update the bones
  93115. */
  93116. BoneIKController.prototype.update = function () {
  93117. var bone1 = this._bone1;
  93118. if (!bone1) {
  93119. return;
  93120. }
  93121. var target = this.targetPosition;
  93122. var poleTarget = this.poleTargetPosition;
  93123. var mat1 = BoneIKController._tmpMats[0];
  93124. var mat2 = BoneIKController._tmpMats[1];
  93125. if (this.targetMesh) {
  93126. target.copyFrom(this.targetMesh.getAbsolutePosition());
  93127. }
  93128. if (this.poleTargetBone) {
  93129. this.poleTargetBone.getAbsolutePositionFromLocalToRef(this.poleTargetLocalOffset, this.mesh, poleTarget);
  93130. }
  93131. else if (this.poleTargetMesh) {
  93132. BABYLON.Vector3.TransformCoordinatesToRef(this.poleTargetLocalOffset, this.poleTargetMesh.getWorldMatrix(), poleTarget);
  93133. }
  93134. var bonePos = BoneIKController._tmpVecs[0];
  93135. var zaxis = BoneIKController._tmpVecs[1];
  93136. var xaxis = BoneIKController._tmpVecs[2];
  93137. var yaxis = BoneIKController._tmpVecs[3];
  93138. var upAxis = BoneIKController._tmpVecs[4];
  93139. var _tmpQuat = BoneIKController._tmpQuat;
  93140. bone1.getAbsolutePositionToRef(this.mesh, bonePos);
  93141. poleTarget.subtractToRef(bonePos, upAxis);
  93142. if (upAxis.x == 0 && upAxis.y == 0 && upAxis.z == 0) {
  93143. upAxis.y = 1;
  93144. }
  93145. else {
  93146. upAxis.normalize();
  93147. }
  93148. target.subtractToRef(bonePos, yaxis);
  93149. yaxis.normalize();
  93150. BABYLON.Vector3.CrossToRef(yaxis, upAxis, zaxis);
  93151. zaxis.normalize();
  93152. BABYLON.Vector3.CrossToRef(yaxis, zaxis, xaxis);
  93153. xaxis.normalize();
  93154. BABYLON.Matrix.FromXYZAxesToRef(xaxis, yaxis, zaxis, mat1);
  93155. var a = this._bone1Length;
  93156. var b = this._bone2Length;
  93157. var c = BABYLON.Vector3.Distance(bonePos, target);
  93158. if (this._maxReach > 0) {
  93159. c = Math.min(this._maxReach, c);
  93160. }
  93161. var acosa = (b * b + c * c - a * a) / (2 * b * c);
  93162. var acosb = (c * c + a * a - b * b) / (2 * c * a);
  93163. if (acosa > 1) {
  93164. acosa = 1;
  93165. }
  93166. if (acosb > 1) {
  93167. acosb = 1;
  93168. }
  93169. if (acosa < -1) {
  93170. acosa = -1;
  93171. }
  93172. if (acosb < -1) {
  93173. acosb = -1;
  93174. }
  93175. var angA = Math.acos(acosa);
  93176. var angB = Math.acos(acosb);
  93177. var angC = -angA - angB;
  93178. if (this._rightHandedSystem) {
  93179. BABYLON.Matrix.RotationYawPitchRollToRef(0, 0, this._adjustRoll, mat2);
  93180. mat2.multiplyToRef(mat1, mat1);
  93181. BABYLON.Matrix.RotationAxisToRef(this._bendAxis, angB, mat2);
  93182. mat2.multiplyToRef(mat1, mat1);
  93183. }
  93184. else {
  93185. var _tmpVec = BoneIKController._tmpVecs[5];
  93186. _tmpVec.copyFrom(this._bendAxis);
  93187. _tmpVec.x *= -1;
  93188. BABYLON.Matrix.RotationAxisToRef(_tmpVec, -angB, mat2);
  93189. mat2.multiplyToRef(mat1, mat1);
  93190. }
  93191. if (this.poleAngle) {
  93192. BABYLON.Matrix.RotationAxisToRef(yaxis, this.poleAngle, mat2);
  93193. mat1.multiplyToRef(mat2, mat1);
  93194. }
  93195. if (this._bone1) {
  93196. if (this.slerpAmount < 1) {
  93197. if (!this._slerping) {
  93198. BABYLON.Quaternion.FromRotationMatrixToRef(this._bone1Mat, this._bone1Quat);
  93199. }
  93200. BABYLON.Quaternion.FromRotationMatrixToRef(mat1, _tmpQuat);
  93201. BABYLON.Quaternion.SlerpToRef(this._bone1Quat, _tmpQuat, this.slerpAmount, this._bone1Quat);
  93202. angC = this._bone2Ang * (1.0 - this.slerpAmount) + angC * this.slerpAmount;
  93203. this._bone1.setRotationQuaternion(this._bone1Quat, BABYLON.Space.WORLD, this.mesh);
  93204. this._slerping = true;
  93205. }
  93206. else {
  93207. this._bone1.setRotationMatrix(mat1, BABYLON.Space.WORLD, this.mesh);
  93208. this._bone1Mat.copyFrom(mat1);
  93209. this._slerping = false;
  93210. }
  93211. }
  93212. this._bone2.setAxisAngle(this._bendAxis, angC, BABYLON.Space.LOCAL);
  93213. this._bone2Ang = angC;
  93214. };
  93215. BoneIKController._tmpVecs = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  93216. BoneIKController._tmpQuat = BABYLON.Quaternion.Identity();
  93217. BoneIKController._tmpMats = [BABYLON.Matrix.Identity(), BABYLON.Matrix.Identity()];
  93218. return BoneIKController;
  93219. }());
  93220. BABYLON.BoneIKController = BoneIKController;
  93221. })(BABYLON || (BABYLON = {}));
  93222. //# sourceMappingURL=babylon.boneIKController.js.map
  93223. var BABYLON;
  93224. (function (BABYLON) {
  93225. /**
  93226. * Class used to make a bone look toward a point in space
  93227. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#bonelookcontroller
  93228. */
  93229. var BoneLookController = /** @class */ (function () {
  93230. /**
  93231. * Create a BoneLookController
  93232. * @param mesh the mesh that the bone belongs to
  93233. * @param bone the bone that will be looking to the target
  93234. * @param target the target Vector3 to look at
  93235. * @param settings optional settings:
  93236. * * maxYaw: the maximum angle the bone will yaw to
  93237. * * minYaw: the minimum angle the bone will yaw to
  93238. * * maxPitch: the maximum angle the bone will pitch to
  93239. * * minPitch: the minimum angle the bone will yaw to
  93240. * * slerpAmount: set the between 0 and 1 to make the bone slerp to the target.
  93241. * * upAxis: the up axis of the coordinate system
  93242. * * upAxisSpace: the space that the up axis is in - BABYLON.Space.BONE, BABYLON.Space.LOCAL (default), or BABYLON.Space.WORLD.
  93243. * * yawAxis: set yawAxis if the bone does not yaw on the y axis
  93244. * * pitchAxis: set pitchAxis if the bone does not pitch on the x axis
  93245. * * adjustYaw: used to make an adjustment to the yaw of the bone
  93246. * * adjustPitch: used to make an adjustment to the pitch of the bone
  93247. * * adjustRoll: used to make an adjustment to the roll of the bone
  93248. **/
  93249. function BoneLookController(mesh, bone, target, options) {
  93250. /**
  93251. * The up axis of the coordinate system that is used when the bone is rotated
  93252. */
  93253. this.upAxis = BABYLON.Vector3.Up();
  93254. /**
  93255. * The space that the up axis is in - BABYLON.Space.BONE, BABYLON.Space.LOCAL (default), or BABYLON.Space.WORLD
  93256. */
  93257. this.upAxisSpace = BABYLON.Space.LOCAL;
  93258. /**
  93259. * Used to make an adjustment to the yaw of the bone
  93260. */
  93261. this.adjustYaw = 0;
  93262. /**
  93263. * Used to make an adjustment to the pitch of the bone
  93264. */
  93265. this.adjustPitch = 0;
  93266. /**
  93267. * Used to make an adjustment to the roll of the bone
  93268. */
  93269. this.adjustRoll = 0;
  93270. /**
  93271. * 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)
  93272. */
  93273. this.slerpAmount = 1;
  93274. this._boneQuat = BABYLON.Quaternion.Identity();
  93275. this._slerping = false;
  93276. this._firstFrameSkipped = false;
  93277. this._fowardAxis = BABYLON.Vector3.Forward();
  93278. this.mesh = mesh;
  93279. this.bone = bone;
  93280. this.target = target;
  93281. if (options) {
  93282. if (options.adjustYaw) {
  93283. this.adjustYaw = options.adjustYaw;
  93284. }
  93285. if (options.adjustPitch) {
  93286. this.adjustPitch = options.adjustPitch;
  93287. }
  93288. if (options.adjustRoll) {
  93289. this.adjustRoll = options.adjustRoll;
  93290. }
  93291. if (options.maxYaw != null) {
  93292. this.maxYaw = options.maxYaw;
  93293. }
  93294. else {
  93295. this.maxYaw = Math.PI;
  93296. }
  93297. if (options.minYaw != null) {
  93298. this.minYaw = options.minYaw;
  93299. }
  93300. else {
  93301. this.minYaw = -Math.PI;
  93302. }
  93303. if (options.maxPitch != null) {
  93304. this.maxPitch = options.maxPitch;
  93305. }
  93306. else {
  93307. this.maxPitch = Math.PI;
  93308. }
  93309. if (options.minPitch != null) {
  93310. this.minPitch = options.minPitch;
  93311. }
  93312. else {
  93313. this.minPitch = -Math.PI;
  93314. }
  93315. if (options.slerpAmount != null) {
  93316. this.slerpAmount = options.slerpAmount;
  93317. }
  93318. if (options.upAxis != null) {
  93319. this.upAxis = options.upAxis;
  93320. }
  93321. if (options.upAxisSpace != null) {
  93322. this.upAxisSpace = options.upAxisSpace;
  93323. }
  93324. if (options.yawAxis != null || options.pitchAxis != null) {
  93325. var newYawAxis = BABYLON.Axis.Y;
  93326. var newPitchAxis = BABYLON.Axis.X;
  93327. if (options.yawAxis != null) {
  93328. newYawAxis = options.yawAxis.clone();
  93329. newYawAxis.normalize();
  93330. }
  93331. if (options.pitchAxis != null) {
  93332. newPitchAxis = options.pitchAxis.clone();
  93333. newPitchAxis.normalize();
  93334. }
  93335. var newRollAxis = BABYLON.Vector3.Cross(newPitchAxis, newYawAxis);
  93336. this._transformYawPitch = BABYLON.Matrix.Identity();
  93337. BABYLON.Matrix.FromXYZAxesToRef(newPitchAxis, newYawAxis, newRollAxis, this._transformYawPitch);
  93338. this._transformYawPitchInv = this._transformYawPitch.clone();
  93339. this._transformYawPitch.invert();
  93340. }
  93341. }
  93342. if (!bone.getParent() && this.upAxisSpace == BABYLON.Space.BONE) {
  93343. this.upAxisSpace = BABYLON.Space.LOCAL;
  93344. }
  93345. }
  93346. Object.defineProperty(BoneLookController.prototype, "minYaw", {
  93347. /**
  93348. * Gets or sets the minimum yaw angle that the bone can look to
  93349. */
  93350. get: function () {
  93351. return this._minYaw;
  93352. },
  93353. set: function (value) {
  93354. this._minYaw = value;
  93355. this._minYawSin = Math.sin(value);
  93356. this._minYawCos = Math.cos(value);
  93357. if (this._maxYaw != null) {
  93358. this._midYawConstraint = this._getAngleDiff(this._minYaw, this._maxYaw) * .5 + this._minYaw;
  93359. this._yawRange = this._maxYaw - this._minYaw;
  93360. }
  93361. },
  93362. enumerable: true,
  93363. configurable: true
  93364. });
  93365. Object.defineProperty(BoneLookController.prototype, "maxYaw", {
  93366. /**
  93367. * Gets or sets the maximum yaw angle that the bone can look to
  93368. */
  93369. get: function () {
  93370. return this._maxYaw;
  93371. },
  93372. set: function (value) {
  93373. this._maxYaw = value;
  93374. this._maxYawSin = Math.sin(value);
  93375. this._maxYawCos = Math.cos(value);
  93376. if (this._minYaw != null) {
  93377. this._midYawConstraint = this._getAngleDiff(this._minYaw, this._maxYaw) * .5 + this._minYaw;
  93378. this._yawRange = this._maxYaw - this._minYaw;
  93379. }
  93380. },
  93381. enumerable: true,
  93382. configurable: true
  93383. });
  93384. Object.defineProperty(BoneLookController.prototype, "minPitch", {
  93385. /**
  93386. * Gets or sets the minimum pitch angle that the bone can look to
  93387. */
  93388. get: function () {
  93389. return this._minPitch;
  93390. },
  93391. set: function (value) {
  93392. this._minPitch = value;
  93393. this._minPitchTan = Math.tan(value);
  93394. },
  93395. enumerable: true,
  93396. configurable: true
  93397. });
  93398. Object.defineProperty(BoneLookController.prototype, "maxPitch", {
  93399. /**
  93400. * Gets or sets the maximum pitch angle that the bone can look to
  93401. */
  93402. get: function () {
  93403. return this._maxPitch;
  93404. },
  93405. set: function (value) {
  93406. this._maxPitch = value;
  93407. this._maxPitchTan = Math.tan(value);
  93408. },
  93409. enumerable: true,
  93410. configurable: true
  93411. });
  93412. /**
  93413. * Update the bone to look at the target. This should be called before the scene is rendered (use scene.registerBeforeRender())
  93414. */
  93415. BoneLookController.prototype.update = function () {
  93416. //skip the first frame when slerping so that the mesh rotation is correct
  93417. if (this.slerpAmount < 1 && !this._firstFrameSkipped) {
  93418. this._firstFrameSkipped = true;
  93419. return;
  93420. }
  93421. var bone = this.bone;
  93422. var bonePos = BoneLookController._tmpVecs[0];
  93423. bone.getAbsolutePositionToRef(this.mesh, bonePos);
  93424. var target = this.target;
  93425. var _tmpMat1 = BoneLookController._tmpMats[0];
  93426. var _tmpMat2 = BoneLookController._tmpMats[1];
  93427. var mesh = this.mesh;
  93428. var parentBone = bone.getParent();
  93429. var upAxis = BoneLookController._tmpVecs[1];
  93430. upAxis.copyFrom(this.upAxis);
  93431. if (this.upAxisSpace == BABYLON.Space.BONE && parentBone) {
  93432. if (this._transformYawPitch) {
  93433. BABYLON.Vector3.TransformCoordinatesToRef(upAxis, this._transformYawPitchInv, upAxis);
  93434. }
  93435. parentBone.getDirectionToRef(upAxis, this.mesh, upAxis);
  93436. }
  93437. else if (this.upAxisSpace == BABYLON.Space.LOCAL) {
  93438. mesh.getDirectionToRef(upAxis, upAxis);
  93439. if (mesh.scaling.x != 1 || mesh.scaling.y != 1 || mesh.scaling.z != 1) {
  93440. upAxis.normalize();
  93441. }
  93442. }
  93443. var checkYaw = false;
  93444. var checkPitch = false;
  93445. if (this._maxYaw != Math.PI || this._minYaw != -Math.PI) {
  93446. checkYaw = true;
  93447. }
  93448. if (this._maxPitch != Math.PI || this._minPitch != -Math.PI) {
  93449. checkPitch = true;
  93450. }
  93451. if (checkYaw || checkPitch) {
  93452. var spaceMat = BoneLookController._tmpMats[2];
  93453. var spaceMatInv = BoneLookController._tmpMats[3];
  93454. if (this.upAxisSpace == BABYLON.Space.BONE && upAxis.y == 1 && parentBone) {
  93455. parentBone.getRotationMatrixToRef(BABYLON.Space.WORLD, this.mesh, spaceMat);
  93456. }
  93457. else if (this.upAxisSpace == BABYLON.Space.LOCAL && upAxis.y == 1 && !parentBone) {
  93458. spaceMat.copyFrom(mesh.getWorldMatrix());
  93459. }
  93460. else {
  93461. var forwardAxis = BoneLookController._tmpVecs[2];
  93462. forwardAxis.copyFrom(this._fowardAxis);
  93463. if (this._transformYawPitch) {
  93464. BABYLON.Vector3.TransformCoordinatesToRef(forwardAxis, this._transformYawPitchInv, forwardAxis);
  93465. }
  93466. if (parentBone) {
  93467. parentBone.getDirectionToRef(forwardAxis, this.mesh, forwardAxis);
  93468. }
  93469. else {
  93470. mesh.getDirectionToRef(forwardAxis, forwardAxis);
  93471. }
  93472. var rightAxis = BABYLON.Vector3.Cross(upAxis, forwardAxis);
  93473. rightAxis.normalize();
  93474. var forwardAxis = BABYLON.Vector3.Cross(rightAxis, upAxis);
  93475. BABYLON.Matrix.FromXYZAxesToRef(rightAxis, upAxis, forwardAxis, spaceMat);
  93476. }
  93477. spaceMat.invertToRef(spaceMatInv);
  93478. var xzlen = null;
  93479. if (checkPitch) {
  93480. var localTarget = BoneLookController._tmpVecs[3];
  93481. target.subtractToRef(bonePos, localTarget);
  93482. BABYLON.Vector3.TransformCoordinatesToRef(localTarget, spaceMatInv, localTarget);
  93483. xzlen = Math.sqrt(localTarget.x * localTarget.x + localTarget.z * localTarget.z);
  93484. var pitch = Math.atan2(localTarget.y, xzlen);
  93485. var newPitch = pitch;
  93486. if (pitch > this._maxPitch) {
  93487. localTarget.y = this._maxPitchTan * xzlen;
  93488. newPitch = this._maxPitch;
  93489. }
  93490. else if (pitch < this._minPitch) {
  93491. localTarget.y = this._minPitchTan * xzlen;
  93492. newPitch = this._minPitch;
  93493. }
  93494. if (pitch != newPitch) {
  93495. BABYLON.Vector3.TransformCoordinatesToRef(localTarget, spaceMat, localTarget);
  93496. localTarget.addInPlace(bonePos);
  93497. target = localTarget;
  93498. }
  93499. }
  93500. if (checkYaw) {
  93501. var localTarget = BoneLookController._tmpVecs[4];
  93502. target.subtractToRef(bonePos, localTarget);
  93503. BABYLON.Vector3.TransformCoordinatesToRef(localTarget, spaceMatInv, localTarget);
  93504. var yaw = Math.atan2(localTarget.x, localTarget.z);
  93505. var newYaw = yaw;
  93506. if (yaw > this._maxYaw || yaw < this._minYaw) {
  93507. if (xzlen == null) {
  93508. xzlen = Math.sqrt(localTarget.x * localTarget.x + localTarget.z * localTarget.z);
  93509. }
  93510. if (this._yawRange > Math.PI) {
  93511. if (this._isAngleBetween(yaw, this._maxYaw, this._midYawConstraint)) {
  93512. localTarget.z = this._maxYawCos * xzlen;
  93513. localTarget.x = this._maxYawSin * xzlen;
  93514. newYaw = this._maxYaw;
  93515. }
  93516. else if (this._isAngleBetween(yaw, this._midYawConstraint, this._minYaw)) {
  93517. localTarget.z = this._minYawCos * xzlen;
  93518. localTarget.x = this._minYawSin * xzlen;
  93519. newYaw = this._minYaw;
  93520. }
  93521. }
  93522. else {
  93523. if (yaw > this._maxYaw) {
  93524. localTarget.z = this._maxYawCos * xzlen;
  93525. localTarget.x = this._maxYawSin * xzlen;
  93526. newYaw = this._maxYaw;
  93527. }
  93528. else if (yaw < this._minYaw) {
  93529. localTarget.z = this._minYawCos * xzlen;
  93530. localTarget.x = this._minYawSin * xzlen;
  93531. newYaw = this._minYaw;
  93532. }
  93533. }
  93534. }
  93535. if (this._slerping && this._yawRange > Math.PI) {
  93536. //are we going to be crossing into the min/max region?
  93537. var boneFwd = BoneLookController._tmpVecs[8];
  93538. boneFwd.copyFrom(BABYLON.Axis.Z);
  93539. if (this._transformYawPitch) {
  93540. BABYLON.Vector3.TransformCoordinatesToRef(boneFwd, this._transformYawPitchInv, boneFwd);
  93541. }
  93542. var boneRotMat = BoneLookController._tmpMats[4];
  93543. this._boneQuat.toRotationMatrix(boneRotMat);
  93544. this.mesh.getWorldMatrix().multiplyToRef(boneRotMat, boneRotMat);
  93545. BABYLON.Vector3.TransformCoordinatesToRef(boneFwd, boneRotMat, boneFwd);
  93546. BABYLON.Vector3.TransformCoordinatesToRef(boneFwd, spaceMatInv, boneFwd);
  93547. var boneYaw = Math.atan2(boneFwd.x, boneFwd.z);
  93548. var angBtwTar = this._getAngleBetween(boneYaw, yaw);
  93549. var angBtwMidYaw = this._getAngleBetween(boneYaw, this._midYawConstraint);
  93550. if (angBtwTar > angBtwMidYaw) {
  93551. if (xzlen == null) {
  93552. xzlen = Math.sqrt(localTarget.x * localTarget.x + localTarget.z * localTarget.z);
  93553. }
  93554. var angBtwMax = this._getAngleBetween(boneYaw, this._maxYaw);
  93555. var angBtwMin = this._getAngleBetween(boneYaw, this._minYaw);
  93556. if (angBtwMin < angBtwMax) {
  93557. newYaw = boneYaw + Math.PI * .75;
  93558. localTarget.z = Math.cos(newYaw) * xzlen;
  93559. localTarget.x = Math.sin(newYaw) * xzlen;
  93560. }
  93561. else {
  93562. newYaw = boneYaw - Math.PI * .75;
  93563. localTarget.z = Math.cos(newYaw) * xzlen;
  93564. localTarget.x = Math.sin(newYaw) * xzlen;
  93565. }
  93566. }
  93567. }
  93568. if (yaw != newYaw) {
  93569. BABYLON.Vector3.TransformCoordinatesToRef(localTarget, spaceMat, localTarget);
  93570. localTarget.addInPlace(bonePos);
  93571. target = localTarget;
  93572. }
  93573. }
  93574. }
  93575. var zaxis = BoneLookController._tmpVecs[5];
  93576. var xaxis = BoneLookController._tmpVecs[6];
  93577. var yaxis = BoneLookController._tmpVecs[7];
  93578. var _tmpQuat = BoneLookController._tmpQuat;
  93579. target.subtractToRef(bonePos, zaxis);
  93580. zaxis.normalize();
  93581. BABYLON.Vector3.CrossToRef(upAxis, zaxis, xaxis);
  93582. xaxis.normalize();
  93583. BABYLON.Vector3.CrossToRef(zaxis, xaxis, yaxis);
  93584. yaxis.normalize();
  93585. BABYLON.Matrix.FromXYZAxesToRef(xaxis, yaxis, zaxis, _tmpMat1);
  93586. if (xaxis.x === 0 && xaxis.y === 0 && xaxis.z === 0) {
  93587. return;
  93588. }
  93589. if (yaxis.x === 0 && yaxis.y === 0 && yaxis.z === 0) {
  93590. return;
  93591. }
  93592. if (zaxis.x === 0 && zaxis.y === 0 && zaxis.z === 0) {
  93593. return;
  93594. }
  93595. if (this.adjustYaw || this.adjustPitch || this.adjustRoll) {
  93596. BABYLON.Matrix.RotationYawPitchRollToRef(this.adjustYaw, this.adjustPitch, this.adjustRoll, _tmpMat2);
  93597. _tmpMat2.multiplyToRef(_tmpMat1, _tmpMat1);
  93598. }
  93599. if (this.slerpAmount < 1) {
  93600. if (!this._slerping) {
  93601. this.bone.getRotationQuaternionToRef(BABYLON.Space.WORLD, this.mesh, this._boneQuat);
  93602. }
  93603. if (this._transformYawPitch) {
  93604. this._transformYawPitch.multiplyToRef(_tmpMat1, _tmpMat1);
  93605. }
  93606. BABYLON.Quaternion.FromRotationMatrixToRef(_tmpMat1, _tmpQuat);
  93607. BABYLON.Quaternion.SlerpToRef(this._boneQuat, _tmpQuat, this.slerpAmount, this._boneQuat);
  93608. this.bone.setRotationQuaternion(this._boneQuat, BABYLON.Space.WORLD, this.mesh);
  93609. this._slerping = true;
  93610. }
  93611. else {
  93612. if (this._transformYawPitch) {
  93613. this._transformYawPitch.multiplyToRef(_tmpMat1, _tmpMat1);
  93614. }
  93615. this.bone.setRotationMatrix(_tmpMat1, BABYLON.Space.WORLD, this.mesh);
  93616. this._slerping = false;
  93617. }
  93618. };
  93619. BoneLookController.prototype._getAngleDiff = function (ang1, ang2) {
  93620. var angDiff = ang2 - ang1;
  93621. angDiff %= Math.PI * 2;
  93622. if (angDiff > Math.PI) {
  93623. angDiff -= Math.PI * 2;
  93624. }
  93625. else if (angDiff < -Math.PI) {
  93626. angDiff += Math.PI * 2;
  93627. }
  93628. return angDiff;
  93629. };
  93630. BoneLookController.prototype._getAngleBetween = function (ang1, ang2) {
  93631. ang1 %= (2 * Math.PI);
  93632. ang1 = (ang1 < 0) ? ang1 + (2 * Math.PI) : ang1;
  93633. ang2 %= (2 * Math.PI);
  93634. ang2 = (ang2 < 0) ? ang2 + (2 * Math.PI) : ang2;
  93635. var ab = 0;
  93636. if (ang1 < ang2) {
  93637. ab = ang2 - ang1;
  93638. }
  93639. else {
  93640. ab = ang1 - ang2;
  93641. }
  93642. if (ab > Math.PI) {
  93643. ab = Math.PI * 2 - ab;
  93644. }
  93645. return ab;
  93646. };
  93647. BoneLookController.prototype._isAngleBetween = function (ang, ang1, ang2) {
  93648. ang %= (2 * Math.PI);
  93649. ang = (ang < 0) ? ang + (2 * Math.PI) : ang;
  93650. ang1 %= (2 * Math.PI);
  93651. ang1 = (ang1 < 0) ? ang1 + (2 * Math.PI) : ang1;
  93652. ang2 %= (2 * Math.PI);
  93653. ang2 = (ang2 < 0) ? ang2 + (2 * Math.PI) : ang2;
  93654. if (ang1 < ang2) {
  93655. if (ang > ang1 && ang < ang2) {
  93656. return true;
  93657. }
  93658. }
  93659. else {
  93660. if (ang > ang2 && ang < ang1) {
  93661. return true;
  93662. }
  93663. }
  93664. return false;
  93665. };
  93666. BoneLookController._tmpVecs = BABYLON.Tools.BuildArray(10, BABYLON.Vector3.Zero);
  93667. BoneLookController._tmpQuat = BABYLON.Quaternion.Identity();
  93668. BoneLookController._tmpMats = BABYLON.Tools.BuildArray(5, BABYLON.Matrix.Identity);
  93669. return BoneLookController;
  93670. }());
  93671. BABYLON.BoneLookController = BoneLookController;
  93672. })(BABYLON || (BABYLON = {}));
  93673. //# sourceMappingURL=babylon.boneLookController.js.map
  93674. var BABYLON;
  93675. (function (BABYLON) {
  93676. /**
  93677. * Class used to handle skinning animations
  93678. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  93679. */
  93680. var Skeleton = /** @class */ (function () {
  93681. /**
  93682. * Creates a new skeleton
  93683. * @param name defines the skeleton name
  93684. * @param id defines the skeleton Id
  93685. * @param scene defines the hosting scene
  93686. */
  93687. function Skeleton(
  93688. /** defines the skeleton name */
  93689. name,
  93690. /** defines the skeleton Id */
  93691. id, scene) {
  93692. this.name = name;
  93693. this.id = id;
  93694. /**
  93695. * Gets the list of child bones
  93696. */
  93697. this.bones = new Array();
  93698. /**
  93699. * Gets a boolean indicating if the root matrix is provided by meshes or by the current skeleton (this is the default value)
  93700. */
  93701. this.needInitialSkinMatrix = false;
  93702. this._isDirty = true;
  93703. this._meshesWithPoseMatrix = new Array();
  93704. this._identity = BABYLON.Matrix.Identity();
  93705. this._ranges = {};
  93706. this._lastAbsoluteTransformsUpdateId = -1;
  93707. this._canUseTextureForBones = false;
  93708. /**
  93709. * Specifies if the skeleton should be serialized
  93710. */
  93711. this.doNotSerialize = false;
  93712. /**
  93713. * Gets or sets a boolean indicating that bone matrices should be stored as a texture instead of using shader uniforms (default is true).
  93714. * Please note that this option is not available when needInitialSkinMatrix === true or if the hardware does not support it
  93715. */
  93716. this.useTextureToStoreBoneMatrices = true;
  93717. this._animationPropertiesOverride = null;
  93718. // Events
  93719. /**
  93720. * An observable triggered before computing the skeleton's matrices
  93721. */
  93722. this.onBeforeComputeObservable = new BABYLON.Observable();
  93723. this.bones = [];
  93724. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  93725. this._scene.skeletons.push(this);
  93726. //make sure it will recalculate the matrix next time prepare is called.
  93727. this._isDirty = true;
  93728. var engineCaps = this._scene.getEngine().getCaps();
  93729. this._canUseTextureForBones = engineCaps.textureFloat && engineCaps.maxVertexTextureImageUnits > 0;
  93730. }
  93731. Object.defineProperty(Skeleton.prototype, "animationPropertiesOverride", {
  93732. /**
  93733. * Gets or sets the animation properties override
  93734. */
  93735. get: function () {
  93736. if (!this._animationPropertiesOverride) {
  93737. return this._scene.animationPropertiesOverride;
  93738. }
  93739. return this._animationPropertiesOverride;
  93740. },
  93741. set: function (value) {
  93742. this._animationPropertiesOverride = value;
  93743. },
  93744. enumerable: true,
  93745. configurable: true
  93746. });
  93747. Object.defineProperty(Skeleton.prototype, "isUsingTextureForMatrices", {
  93748. /**
  93749. * Gets a boolean indicating that the skeleton effectively stores matrices into a texture
  93750. */
  93751. get: function () {
  93752. return this.useTextureToStoreBoneMatrices && this._canUseTextureForBones && !this.needInitialSkinMatrix;
  93753. },
  93754. enumerable: true,
  93755. configurable: true
  93756. });
  93757. // Members
  93758. /**
  93759. * Gets the list of transform matrices to send to shaders (one matrix per bone)
  93760. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  93761. * @returns a Float32Array containing matrices data
  93762. */
  93763. Skeleton.prototype.getTransformMatrices = function (mesh) {
  93764. if (this.needInitialSkinMatrix && mesh._bonesTransformMatrices) {
  93765. return mesh._bonesTransformMatrices;
  93766. }
  93767. if (!this._transformMatrices) {
  93768. this.prepare();
  93769. }
  93770. return this._transformMatrices;
  93771. };
  93772. /**
  93773. * Gets the list of transform matrices to send to shaders inside a texture (one matrix per bone)
  93774. * @returns a raw texture containing the data
  93775. */
  93776. Skeleton.prototype.getTransformMatrixTexture = function () {
  93777. return this._transformMatrixTexture;
  93778. };
  93779. /**
  93780. * Gets the current hosting scene
  93781. * @returns a scene object
  93782. */
  93783. Skeleton.prototype.getScene = function () {
  93784. return this._scene;
  93785. };
  93786. // Methods
  93787. /**
  93788. * Gets a string representing the current skeleton data
  93789. * @param fullDetails defines a boolean indicating if we want a verbose version
  93790. * @returns a string representing the current skeleton data
  93791. */
  93792. Skeleton.prototype.toString = function (fullDetails) {
  93793. var ret = "Name: " + this.name + ", nBones: " + this.bones.length;
  93794. ret += ", nAnimationRanges: " + (this._ranges ? Object.keys(this._ranges).length : "none");
  93795. if (fullDetails) {
  93796. ret += ", Ranges: {";
  93797. var first = true;
  93798. for (var name_1 in this._ranges) {
  93799. if (first) {
  93800. ret += ", ";
  93801. first = false;
  93802. }
  93803. ret += name_1;
  93804. }
  93805. ret += "}";
  93806. }
  93807. return ret;
  93808. };
  93809. /**
  93810. * Get bone's index searching by name
  93811. * @param name defines bone's name to search for
  93812. * @return the indice of the bone. Returns -1 if not found
  93813. */
  93814. Skeleton.prototype.getBoneIndexByName = function (name) {
  93815. for (var boneIndex = 0, cache = this.bones.length; boneIndex < cache; boneIndex++) {
  93816. if (this.bones[boneIndex].name === name) {
  93817. return boneIndex;
  93818. }
  93819. }
  93820. return -1;
  93821. };
  93822. /**
  93823. * Creater a new animation range
  93824. * @param name defines the name of the range
  93825. * @param from defines the start key
  93826. * @param to defines the end key
  93827. */
  93828. Skeleton.prototype.createAnimationRange = function (name, from, to) {
  93829. // check name not already in use
  93830. if (!this._ranges[name]) {
  93831. this._ranges[name] = new BABYLON.AnimationRange(name, from, to);
  93832. for (var i = 0, nBones = this.bones.length; i < nBones; i++) {
  93833. if (this.bones[i].animations[0]) {
  93834. this.bones[i].animations[0].createRange(name, from, to);
  93835. }
  93836. }
  93837. }
  93838. };
  93839. /**
  93840. * Delete a specific animation range
  93841. * @param name defines the name of the range
  93842. * @param deleteFrames defines if frames must be removed as well
  93843. */
  93844. Skeleton.prototype.deleteAnimationRange = function (name, deleteFrames) {
  93845. if (deleteFrames === void 0) { deleteFrames = true; }
  93846. for (var i = 0, nBones = this.bones.length; i < nBones; i++) {
  93847. if (this.bones[i].animations[0]) {
  93848. this.bones[i].animations[0].deleteRange(name, deleteFrames);
  93849. }
  93850. }
  93851. this._ranges[name] = null; // said much faster than 'delete this._range[name]'
  93852. };
  93853. /**
  93854. * Gets a specific animation range
  93855. * @param name defines the name of the range to look for
  93856. * @returns the requested animation range or null if not found
  93857. */
  93858. Skeleton.prototype.getAnimationRange = function (name) {
  93859. return this._ranges[name];
  93860. };
  93861. /**
  93862. * Gets the list of all animation ranges defined on this skeleton
  93863. * @returns an array
  93864. */
  93865. Skeleton.prototype.getAnimationRanges = function () {
  93866. var animationRanges = [];
  93867. var name;
  93868. var i = 0;
  93869. for (name in this._ranges) {
  93870. animationRanges[i] = this._ranges[name];
  93871. i++;
  93872. }
  93873. return animationRanges;
  93874. };
  93875. /**
  93876. * Copy animation range from a source skeleton.
  93877. * This is not for a complete retargeting, only between very similar skeleton's with only possible bone length differences
  93878. * @param source defines the source skeleton
  93879. * @param name defines the name of the range to copy
  93880. * @param rescaleAsRequired defines if rescaling must be applied if required
  93881. * @returns true if operation was successful
  93882. */
  93883. Skeleton.prototype.copyAnimationRange = function (source, name, rescaleAsRequired) {
  93884. if (rescaleAsRequired === void 0) { rescaleAsRequired = false; }
  93885. if (this._ranges[name] || !source.getAnimationRange(name)) {
  93886. return false;
  93887. }
  93888. var ret = true;
  93889. var frameOffset = this._getHighestAnimationFrame() + 1;
  93890. // make a dictionary of source skeleton's bones, so exact same order or doublely nested loop is not required
  93891. var boneDict = {};
  93892. var sourceBones = source.bones;
  93893. var nBones;
  93894. var i;
  93895. for (i = 0, nBones = sourceBones.length; i < nBones; i++) {
  93896. boneDict[sourceBones[i].name] = sourceBones[i];
  93897. }
  93898. if (this.bones.length !== sourceBones.length) {
  93899. BABYLON.Tools.Warn("copyAnimationRange: this rig has " + this.bones.length + " bones, while source as " + sourceBones.length);
  93900. ret = false;
  93901. }
  93902. var skelDimensionsRatio = (rescaleAsRequired && this.dimensionsAtRest && source.dimensionsAtRest) ? this.dimensionsAtRest.divide(source.dimensionsAtRest) : null;
  93903. for (i = 0, nBones = this.bones.length; i < nBones; i++) {
  93904. var boneName = this.bones[i].name;
  93905. var sourceBone = boneDict[boneName];
  93906. if (sourceBone) {
  93907. ret = ret && this.bones[i].copyAnimationRange(sourceBone, name, frameOffset, rescaleAsRequired, skelDimensionsRatio);
  93908. }
  93909. else {
  93910. BABYLON.Tools.Warn("copyAnimationRange: not same rig, missing source bone " + boneName);
  93911. ret = false;
  93912. }
  93913. }
  93914. // do not call createAnimationRange(), since it also is done to bones, which was already done
  93915. var range = source.getAnimationRange(name);
  93916. if (range) {
  93917. this._ranges[name] = new BABYLON.AnimationRange(name, range.from + frameOffset, range.to + frameOffset);
  93918. }
  93919. return ret;
  93920. };
  93921. /**
  93922. * Forces the skeleton to go to rest pose
  93923. */
  93924. Skeleton.prototype.returnToRest = function () {
  93925. for (var index = 0; index < this.bones.length; index++) {
  93926. this.bones[index].returnToRest();
  93927. }
  93928. };
  93929. Skeleton.prototype._getHighestAnimationFrame = function () {
  93930. var ret = 0;
  93931. for (var i = 0, nBones = this.bones.length; i < nBones; i++) {
  93932. if (this.bones[i].animations[0]) {
  93933. var highest = this.bones[i].animations[0].getHighestFrame();
  93934. if (ret < highest) {
  93935. ret = highest;
  93936. }
  93937. }
  93938. }
  93939. return ret;
  93940. };
  93941. /**
  93942. * Begin a specific animation range
  93943. * @param name defines the name of the range to start
  93944. * @param loop defines if looping must be turned on (false by default)
  93945. * @param speedRatio defines the speed ratio to apply (1 by default)
  93946. * @param onAnimationEnd defines a callback which will be called when animation will end
  93947. * @returns a new animatable
  93948. */
  93949. Skeleton.prototype.beginAnimation = function (name, loop, speedRatio, onAnimationEnd) {
  93950. var range = this.getAnimationRange(name);
  93951. if (!range) {
  93952. return null;
  93953. }
  93954. return this._scene.beginAnimation(this, range.from, range.to, loop, speedRatio, onAnimationEnd);
  93955. };
  93956. /** @hidden */
  93957. Skeleton.prototype._markAsDirty = function () {
  93958. this._isDirty = true;
  93959. };
  93960. /** @hidden */
  93961. Skeleton.prototype._registerMeshWithPoseMatrix = function (mesh) {
  93962. this._meshesWithPoseMatrix.push(mesh);
  93963. };
  93964. /** @hidden */
  93965. Skeleton.prototype._unregisterMeshWithPoseMatrix = function (mesh) {
  93966. var index = this._meshesWithPoseMatrix.indexOf(mesh);
  93967. if (index > -1) {
  93968. this._meshesWithPoseMatrix.splice(index, 1);
  93969. }
  93970. };
  93971. Skeleton.prototype._computeTransformMatrices = function (targetMatrix, initialSkinMatrix) {
  93972. this.onBeforeComputeObservable.notifyObservers(this);
  93973. for (var index = 0; index < this.bones.length; index++) {
  93974. var bone = this.bones[index];
  93975. var parentBone = bone.getParent();
  93976. if (parentBone) {
  93977. bone.getLocalMatrix().multiplyToRef(parentBone.getWorldMatrix(), bone.getWorldMatrix());
  93978. }
  93979. else {
  93980. if (initialSkinMatrix) {
  93981. bone.getLocalMatrix().multiplyToRef(initialSkinMatrix, bone.getWorldMatrix());
  93982. }
  93983. else {
  93984. bone.getWorldMatrix().copyFrom(bone.getLocalMatrix());
  93985. }
  93986. }
  93987. if (bone._index !== -1) {
  93988. var mappedIndex = bone._index === null ? index : bone._index;
  93989. bone.getInvertedAbsoluteTransform().multiplyToArray(bone.getWorldMatrix(), targetMatrix, mappedIndex * 16);
  93990. }
  93991. }
  93992. this._identity.copyToArray(targetMatrix, this.bones.length * 16);
  93993. };
  93994. /**
  93995. * Build all resources required to render a skeleton
  93996. */
  93997. Skeleton.prototype.prepare = function () {
  93998. if (!this._isDirty) {
  93999. return;
  94000. }
  94001. if (this.needInitialSkinMatrix) {
  94002. for (var index = 0; index < this._meshesWithPoseMatrix.length; index++) {
  94003. var mesh = this._meshesWithPoseMatrix[index];
  94004. var poseMatrix = mesh.getPoseMatrix();
  94005. if (!mesh._bonesTransformMatrices || mesh._bonesTransformMatrices.length !== 16 * (this.bones.length + 1)) {
  94006. mesh._bonesTransformMatrices = new Float32Array(16 * (this.bones.length + 1));
  94007. }
  94008. if (this._synchronizedWithMesh !== mesh) {
  94009. this._synchronizedWithMesh = mesh;
  94010. // Prepare bones
  94011. for (var boneIndex = 0; boneIndex < this.bones.length; boneIndex++) {
  94012. var bone = this.bones[boneIndex];
  94013. if (!bone.getParent()) {
  94014. var matrix = bone.getBaseMatrix();
  94015. matrix.multiplyToRef(poseMatrix, BABYLON.Tmp.Matrix[1]);
  94016. bone._updateDifferenceMatrix(BABYLON.Tmp.Matrix[1]);
  94017. }
  94018. }
  94019. }
  94020. this._computeTransformMatrices(mesh._bonesTransformMatrices, poseMatrix);
  94021. }
  94022. }
  94023. else {
  94024. if (!this._transformMatrices || this._transformMatrices.length !== 16 * (this.bones.length + 1)) {
  94025. this._transformMatrices = new Float32Array(16 * (this.bones.length + 1));
  94026. if (this.isUsingTextureForMatrices) {
  94027. if (this._transformMatrixTexture) {
  94028. this._transformMatrixTexture.dispose();
  94029. }
  94030. this._transformMatrixTexture = BABYLON.RawTexture.CreateRGBATexture(this._transformMatrices, (this.bones.length + 1) * 4, 1, this._scene, false, false, BABYLON.Engine.TEXTURE_NEAREST_SAMPLINGMODE, BABYLON.Engine.TEXTURETYPE_FLOAT);
  94031. }
  94032. }
  94033. this._computeTransformMatrices(this._transformMatrices, null);
  94034. if (this.isUsingTextureForMatrices && this._transformMatrixTexture) {
  94035. this._transformMatrixTexture.update(this._transformMatrices);
  94036. }
  94037. }
  94038. this._isDirty = false;
  94039. this._scene._activeBones.addCount(this.bones.length, false);
  94040. };
  94041. /**
  94042. * Gets the list of animatables currently running for this skeleton
  94043. * @returns an array of animatables
  94044. */
  94045. Skeleton.prototype.getAnimatables = function () {
  94046. if (!this._animatables || this._animatables.length !== this.bones.length) {
  94047. this._animatables = [];
  94048. for (var index = 0; index < this.bones.length; index++) {
  94049. this._animatables.push(this.bones[index]);
  94050. }
  94051. }
  94052. return this._animatables;
  94053. };
  94054. /**
  94055. * Clone the current skeleton
  94056. * @param name defines the name of the new skeleton
  94057. * @param id defines the id of the enw skeleton
  94058. * @returns the new skeleton
  94059. */
  94060. Skeleton.prototype.clone = function (name, id) {
  94061. var result = new Skeleton(name, id || name, this._scene);
  94062. result.needInitialSkinMatrix = this.needInitialSkinMatrix;
  94063. for (var index = 0; index < this.bones.length; index++) {
  94064. var source = this.bones[index];
  94065. var parentBone = null;
  94066. var parent_1 = source.getParent();
  94067. if (parent_1) {
  94068. var parentIndex = this.bones.indexOf(parent_1);
  94069. parentBone = result.bones[parentIndex];
  94070. }
  94071. var bone = new BABYLON.Bone(source.name, result, parentBone, source.getBaseMatrix().clone(), source.getRestPose().clone());
  94072. BABYLON.Tools.DeepCopy(source.animations, bone.animations);
  94073. }
  94074. if (this._ranges) {
  94075. result._ranges = {};
  94076. for (var rangeName in this._ranges) {
  94077. var range = this._ranges[rangeName];
  94078. if (range) {
  94079. result._ranges[rangeName] = range.clone();
  94080. }
  94081. }
  94082. }
  94083. this._isDirty = true;
  94084. return result;
  94085. };
  94086. /**
  94087. * Enable animation blending for this skeleton
  94088. * @param blendingSpeed defines the blending speed to apply
  94089. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  94090. */
  94091. Skeleton.prototype.enableBlending = function (blendingSpeed) {
  94092. if (blendingSpeed === void 0) { blendingSpeed = 0.01; }
  94093. this.bones.forEach(function (bone) {
  94094. bone.animations.forEach(function (animation) {
  94095. animation.enableBlending = true;
  94096. animation.blendingSpeed = blendingSpeed;
  94097. });
  94098. });
  94099. };
  94100. /**
  94101. * Releases all resources associated with the current skeleton
  94102. */
  94103. Skeleton.prototype.dispose = function () {
  94104. this._meshesWithPoseMatrix = [];
  94105. // Animations
  94106. this.getScene().stopAnimation(this);
  94107. // Remove from scene
  94108. this.getScene().removeSkeleton(this);
  94109. if (this._transformMatrixTexture) {
  94110. this._transformMatrixTexture.dispose();
  94111. this._transformMatrixTexture = null;
  94112. }
  94113. };
  94114. /**
  94115. * Serialize the skeleton in a JSON object
  94116. * @returns a JSON object
  94117. */
  94118. Skeleton.prototype.serialize = function () {
  94119. var serializationObject = {};
  94120. serializationObject.name = this.name;
  94121. serializationObject.id = this.id;
  94122. if (this.dimensionsAtRest) {
  94123. serializationObject.dimensionsAtRest = this.dimensionsAtRest.asArray();
  94124. }
  94125. serializationObject.bones = [];
  94126. serializationObject.needInitialSkinMatrix = this.needInitialSkinMatrix;
  94127. for (var index = 0; index < this.bones.length; index++) {
  94128. var bone = this.bones[index];
  94129. var parent_2 = bone.getParent();
  94130. var serializedBone = {
  94131. parentBoneIndex: parent_2 ? this.bones.indexOf(parent_2) : -1,
  94132. name: bone.name,
  94133. matrix: bone.getBaseMatrix().toArray(),
  94134. rest: bone.getRestPose().toArray()
  94135. };
  94136. serializationObject.bones.push(serializedBone);
  94137. if (bone.length) {
  94138. serializedBone.length = bone.length;
  94139. }
  94140. if (bone.metadata) {
  94141. serializedBone.metadata = bone.metadata;
  94142. }
  94143. if (bone.animations && bone.animations.length > 0) {
  94144. serializedBone.animation = bone.animations[0].serialize();
  94145. }
  94146. serializationObject.ranges = [];
  94147. for (var name in this._ranges) {
  94148. var source = this._ranges[name];
  94149. if (!source) {
  94150. continue;
  94151. }
  94152. var range = {};
  94153. range.name = name;
  94154. range.from = source.from;
  94155. range.to = source.to;
  94156. serializationObject.ranges.push(range);
  94157. }
  94158. }
  94159. return serializationObject;
  94160. };
  94161. /**
  94162. * Creates a new skeleton from serialized data
  94163. * @param parsedSkeleton defines the serialized data
  94164. * @param scene defines the hosting scene
  94165. * @returns a new skeleton
  94166. */
  94167. Skeleton.Parse = function (parsedSkeleton, scene) {
  94168. var skeleton = new Skeleton(parsedSkeleton.name, parsedSkeleton.id, scene);
  94169. if (parsedSkeleton.dimensionsAtRest) {
  94170. skeleton.dimensionsAtRest = BABYLON.Vector3.FromArray(parsedSkeleton.dimensionsAtRest);
  94171. }
  94172. skeleton.needInitialSkinMatrix = parsedSkeleton.needInitialSkinMatrix;
  94173. var index;
  94174. for (index = 0; index < parsedSkeleton.bones.length; index++) {
  94175. var parsedBone = parsedSkeleton.bones[index];
  94176. var parentBone = null;
  94177. if (parsedBone.parentBoneIndex > -1) {
  94178. parentBone = skeleton.bones[parsedBone.parentBoneIndex];
  94179. }
  94180. var rest = parsedBone.rest ? BABYLON.Matrix.FromArray(parsedBone.rest) : null;
  94181. var bone = new BABYLON.Bone(parsedBone.name, skeleton, parentBone, BABYLON.Matrix.FromArray(parsedBone.matrix), rest);
  94182. if (parsedBone.id !== undefined && parsedBone.id !== null) {
  94183. bone.id = parsedBone.id;
  94184. }
  94185. if (parsedBone.length) {
  94186. bone.length = parsedBone.length;
  94187. }
  94188. if (parsedBone.metadata) {
  94189. bone.metadata = parsedBone.metadata;
  94190. }
  94191. if (parsedBone.animation) {
  94192. bone.animations.push(BABYLON.Animation.Parse(parsedBone.animation));
  94193. }
  94194. }
  94195. // placed after bones, so createAnimationRange can cascade down
  94196. if (parsedSkeleton.ranges) {
  94197. for (index = 0; index < parsedSkeleton.ranges.length; index++) {
  94198. var data = parsedSkeleton.ranges[index];
  94199. skeleton.createAnimationRange(data.name, data.from, data.to);
  94200. }
  94201. }
  94202. return skeleton;
  94203. };
  94204. /**
  94205. * Compute all node absolute transforms
  94206. * @param forceUpdate defines if computation must be done even if cache is up to date
  94207. */
  94208. Skeleton.prototype.computeAbsoluteTransforms = function (forceUpdate) {
  94209. if (forceUpdate === void 0) { forceUpdate = false; }
  94210. var renderId = this._scene.getRenderId();
  94211. if (this._lastAbsoluteTransformsUpdateId != renderId || forceUpdate) {
  94212. this.bones[0].computeAbsoluteTransforms();
  94213. this._lastAbsoluteTransformsUpdateId = renderId;
  94214. }
  94215. };
  94216. /**
  94217. * Gets the root pose matrix
  94218. * @returns a matrix
  94219. */
  94220. Skeleton.prototype.getPoseMatrix = function () {
  94221. var poseMatrix = null;
  94222. if (this._meshesWithPoseMatrix.length > 0) {
  94223. poseMatrix = this._meshesWithPoseMatrix[0].getPoseMatrix();
  94224. }
  94225. return poseMatrix;
  94226. };
  94227. /**
  94228. * Sorts bones per internal index
  94229. */
  94230. Skeleton.prototype.sortBones = function () {
  94231. var bones = new Array();
  94232. var visited = new Array(this.bones.length);
  94233. for (var index = 0; index < this.bones.length; index++) {
  94234. this._sortBones(index, bones, visited);
  94235. }
  94236. this.bones = bones;
  94237. };
  94238. Skeleton.prototype._sortBones = function (index, bones, visited) {
  94239. if (visited[index]) {
  94240. return;
  94241. }
  94242. visited[index] = true;
  94243. var bone = this.bones[index];
  94244. if (bone._index === undefined) {
  94245. bone._index = index;
  94246. }
  94247. var parentBone = bone.getParent();
  94248. if (parentBone) {
  94249. this._sortBones(this.bones.indexOf(parentBone), bones, visited);
  94250. }
  94251. bones.push(bone);
  94252. };
  94253. return Skeleton;
  94254. }());
  94255. BABYLON.Skeleton = Skeleton;
  94256. })(BABYLON || (BABYLON = {}));
  94257. //# sourceMappingURL=babylon.skeleton.js.map
  94258. var BABYLON;
  94259. (function (BABYLON) {
  94260. /**
  94261. * This groups tools to convert HDR texture to native colors array.
  94262. */
  94263. var HDRTools = /** @class */ (function () {
  94264. function HDRTools() {
  94265. }
  94266. HDRTools.Ldexp = function (mantissa, exponent) {
  94267. if (exponent > 1023) {
  94268. return mantissa * Math.pow(2, 1023) * Math.pow(2, exponent - 1023);
  94269. }
  94270. if (exponent < -1074) {
  94271. return mantissa * Math.pow(2, -1074) * Math.pow(2, exponent + 1074);
  94272. }
  94273. return mantissa * Math.pow(2, exponent);
  94274. };
  94275. HDRTools.Rgbe2float = function (float32array, red, green, blue, exponent, index) {
  94276. if (exponent > 0) { /*nonzero pixel*/
  94277. exponent = this.Ldexp(1.0, exponent - (128 + 8));
  94278. float32array[index + 0] = red * exponent;
  94279. float32array[index + 1] = green * exponent;
  94280. float32array[index + 2] = blue * exponent;
  94281. }
  94282. else {
  94283. float32array[index + 0] = 0;
  94284. float32array[index + 1] = 0;
  94285. float32array[index + 2] = 0;
  94286. }
  94287. };
  94288. HDRTools.readStringLine = function (uint8array, startIndex) {
  94289. var line = "";
  94290. var character = "";
  94291. for (var i = startIndex; i < uint8array.length - startIndex; i++) {
  94292. character = String.fromCharCode(uint8array[i]);
  94293. if (character == "\n") {
  94294. break;
  94295. }
  94296. line += character;
  94297. }
  94298. return line;
  94299. };
  94300. /**
  94301. * Reads header information from an RGBE texture stored in a native array.
  94302. * More information on this format are available here:
  94303. * https://en.wikipedia.org/wiki/RGBE_image_format
  94304. *
  94305. * @param uint8array The binary file stored in native array.
  94306. * @return The header information.
  94307. */
  94308. HDRTools.RGBE_ReadHeader = function (uint8array) {
  94309. var height = 0;
  94310. var width = 0;
  94311. var line = this.readStringLine(uint8array, 0);
  94312. if (line[0] != '#' || line[1] != '?') {
  94313. throw "Bad HDR Format.";
  94314. }
  94315. var endOfHeader = false;
  94316. var findFormat = false;
  94317. var lineIndex = 0;
  94318. do {
  94319. lineIndex += (line.length + 1);
  94320. line = this.readStringLine(uint8array, lineIndex);
  94321. if (line == "FORMAT=32-bit_rle_rgbe") {
  94322. findFormat = true;
  94323. }
  94324. else if (line.length == 0) {
  94325. endOfHeader = true;
  94326. }
  94327. } while (!endOfHeader);
  94328. if (!findFormat) {
  94329. throw "HDR Bad header format, unsupported FORMAT";
  94330. }
  94331. lineIndex += (line.length + 1);
  94332. line = this.readStringLine(uint8array, lineIndex);
  94333. var sizeRegexp = /^\-Y (.*) \+X (.*)$/g;
  94334. var match = sizeRegexp.exec(line);
  94335. // TODO. Support +Y and -X if needed.
  94336. if (!match || match.length < 3) {
  94337. throw "HDR Bad header format, no size";
  94338. }
  94339. width = parseInt(match[2]);
  94340. height = parseInt(match[1]);
  94341. if (width < 8 || width > 0x7fff) {
  94342. throw "HDR Bad header format, unsupported size";
  94343. }
  94344. lineIndex += (line.length + 1);
  94345. return {
  94346. height: height,
  94347. width: width,
  94348. dataPosition: lineIndex
  94349. };
  94350. };
  94351. /**
  94352. * Returns the cubemap information (each faces texture data) extracted from an RGBE texture.
  94353. * This RGBE texture needs to store the information as a panorama.
  94354. *
  94355. * More information on this format are available here:
  94356. * https://en.wikipedia.org/wiki/RGBE_image_format
  94357. *
  94358. * @param buffer The binary file stored in an array buffer.
  94359. * @param size The expected size of the extracted cubemap.
  94360. * @return The Cube Map information.
  94361. */
  94362. HDRTools.GetCubeMapTextureData = function (buffer, size) {
  94363. var uint8array = new Uint8Array(buffer);
  94364. var hdrInfo = this.RGBE_ReadHeader(uint8array);
  94365. var data = this.RGBE_ReadPixels_RLE(uint8array, hdrInfo);
  94366. var cubeMapData = BABYLON.PanoramaToCubeMapTools.ConvertPanoramaToCubemap(data, hdrInfo.width, hdrInfo.height, size);
  94367. return cubeMapData;
  94368. };
  94369. /**
  94370. * Returns the pixels data extracted from an RGBE texture.
  94371. * This pixels will be stored left to right up to down in the R G B order in one array.
  94372. *
  94373. * More information on this format are available here:
  94374. * https://en.wikipedia.org/wiki/RGBE_image_format
  94375. *
  94376. * @param uint8array The binary file stored in an array buffer.
  94377. * @param hdrInfo The header information of the file.
  94378. * @return The pixels data in RGB right to left up to down order.
  94379. */
  94380. HDRTools.RGBE_ReadPixels = function (uint8array, hdrInfo) {
  94381. // Keep for multi format supports.
  94382. return this.RGBE_ReadPixels_RLE(uint8array, hdrInfo);
  94383. };
  94384. HDRTools.RGBE_ReadPixels_RLE = function (uint8array, hdrInfo) {
  94385. var num_scanlines = hdrInfo.height;
  94386. var scanline_width = hdrInfo.width;
  94387. var a, b, c, d, count;
  94388. var dataIndex = hdrInfo.dataPosition;
  94389. var index = 0, endIndex = 0, i = 0;
  94390. var scanLineArrayBuffer = new ArrayBuffer(scanline_width * 4); // four channel R G B E
  94391. var scanLineArray = new Uint8Array(scanLineArrayBuffer);
  94392. // 3 channels of 4 bytes per pixel in float.
  94393. var resultBuffer = new ArrayBuffer(hdrInfo.width * hdrInfo.height * 4 * 3);
  94394. var resultArray = new Float32Array(resultBuffer);
  94395. // read in each successive scanline
  94396. while (num_scanlines > 0) {
  94397. a = uint8array[dataIndex++];
  94398. b = uint8array[dataIndex++];
  94399. c = uint8array[dataIndex++];
  94400. d = uint8array[dataIndex++];
  94401. if (a != 2 || b != 2 || (c & 0x80)) {
  94402. // this file is not run length encoded
  94403. throw "HDR Bad header format, not RLE";
  94404. }
  94405. if (((c << 8) | d) != scanline_width) {
  94406. throw "HDR Bad header format, wrong scan line width";
  94407. }
  94408. index = 0;
  94409. // read each of the four channels for the scanline into the buffer
  94410. for (i = 0; i < 4; i++) {
  94411. endIndex = (i + 1) * scanline_width;
  94412. while (index < endIndex) {
  94413. a = uint8array[dataIndex++];
  94414. b = uint8array[dataIndex++];
  94415. if (a > 128) {
  94416. // a run of the same value
  94417. count = a - 128;
  94418. if ((count == 0) || (count > endIndex - index)) {
  94419. throw "HDR Bad Format, bad scanline data (run)";
  94420. }
  94421. while (count-- > 0) {
  94422. scanLineArray[index++] = b;
  94423. }
  94424. }
  94425. else {
  94426. // a non-run
  94427. count = a;
  94428. if ((count == 0) || (count > endIndex - index)) {
  94429. throw "HDR Bad Format, bad scanline data (non-run)";
  94430. }
  94431. scanLineArray[index++] = b;
  94432. if (--count > 0) {
  94433. for (var j = 0; j < count; j++) {
  94434. scanLineArray[index++] = uint8array[dataIndex++];
  94435. }
  94436. }
  94437. }
  94438. }
  94439. }
  94440. // now convert data from buffer into floats
  94441. for (i = 0; i < scanline_width; i++) {
  94442. a = scanLineArray[i];
  94443. b = scanLineArray[i + scanline_width];
  94444. c = scanLineArray[i + 2 * scanline_width];
  94445. d = scanLineArray[i + 3 * scanline_width];
  94446. this.Rgbe2float(resultArray, a, b, c, d, (hdrInfo.height - num_scanlines) * scanline_width * 3 + i * 3);
  94447. }
  94448. num_scanlines--;
  94449. }
  94450. return resultArray;
  94451. };
  94452. return HDRTools;
  94453. }());
  94454. BABYLON.HDRTools = HDRTools;
  94455. })(BABYLON || (BABYLON = {}));
  94456. //# sourceMappingURL=babylon.hdr.js.map
  94457. var BABYLON;
  94458. (function (BABYLON) {
  94459. /**
  94460. * This represents a texture coming from an HDR input.
  94461. *
  94462. * The only supported format is currently panorama picture stored in RGBE format.
  94463. * Example of such files can be found on HDRLib: http://hdrlib.com/
  94464. */
  94465. var HDRCubeTexture = /** @class */ (function (_super) {
  94466. __extends(HDRCubeTexture, _super);
  94467. /**
  94468. * Instantiates an HDRTexture from the following parameters.
  94469. *
  94470. * @param url The location of the HDR raw data (Panorama stored in RGBE format)
  94471. * @param scene The scene the texture will be used in
  94472. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  94473. * @param noMipmap Forces to not generate the mipmap if true
  94474. * @param generateHarmonics Specifies whether you want to extract the polynomial harmonics during the generation process
  94475. * @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)
  94476. * @param reserved Reserved flag for internal use.
  94477. */
  94478. function HDRCubeTexture(url, scene, size, noMipmap, generateHarmonics, gammaSpace, reserved, onLoad, onError) {
  94479. if (noMipmap === void 0) { noMipmap = false; }
  94480. if (generateHarmonics === void 0) { generateHarmonics = true; }
  94481. if (gammaSpace === void 0) { gammaSpace = false; }
  94482. if (reserved === void 0) { reserved = false; }
  94483. if (onLoad === void 0) { onLoad = null; }
  94484. if (onError === void 0) { onError = null; }
  94485. var _this = _super.call(this, scene) || this;
  94486. _this._generateHarmonics = true;
  94487. _this._onLoad = null;
  94488. _this._onError = null;
  94489. /**
  94490. * The texture coordinates mode. As this texture is stored in a cube format, please modify carefully.
  94491. */
  94492. _this.coordinatesMode = BABYLON.Texture.CUBIC_MODE;
  94493. _this._isBlocking = true;
  94494. _this._rotationY = 0;
  94495. /**
  94496. * Gets or sets the center of the bounding box associated with the cube texture
  94497. * It must define where the camera used to render the texture was set
  94498. */
  94499. _this.boundingBoxPosition = BABYLON.Vector3.Zero();
  94500. if (!url) {
  94501. return _this;
  94502. }
  94503. _this.name = url;
  94504. _this.url = url;
  94505. _this.hasAlpha = false;
  94506. _this.isCube = true;
  94507. _this._textureMatrix = BABYLON.Matrix.Identity();
  94508. _this._onLoad = onLoad;
  94509. _this._onError = onError;
  94510. _this.gammaSpace = gammaSpace;
  94511. _this._noMipmap = noMipmap;
  94512. _this._size = size;
  94513. _this._texture = _this._getFromCache(url, _this._noMipmap);
  94514. if (!_this._texture) {
  94515. if (!scene.useDelayedTextureLoading) {
  94516. _this.loadTexture();
  94517. }
  94518. else {
  94519. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  94520. }
  94521. }
  94522. return _this;
  94523. }
  94524. Object.defineProperty(HDRCubeTexture.prototype, "isBlocking", {
  94525. /**
  94526. * Gets wether or not the texture is blocking during loading.
  94527. */
  94528. get: function () {
  94529. return this._isBlocking;
  94530. },
  94531. /**
  94532. * Sets wether or not the texture is blocking during loading.
  94533. */
  94534. set: function (value) {
  94535. this._isBlocking = value;
  94536. },
  94537. enumerable: true,
  94538. configurable: true
  94539. });
  94540. Object.defineProperty(HDRCubeTexture.prototype, "rotationY", {
  94541. /**
  94542. * Gets texture matrix rotation angle around Y axis radians.
  94543. */
  94544. get: function () {
  94545. return this._rotationY;
  94546. },
  94547. /**
  94548. * Sets texture matrix rotation angle around Y axis in radians.
  94549. */
  94550. set: function (value) {
  94551. this._rotationY = value;
  94552. this.setReflectionTextureMatrix(BABYLON.Matrix.RotationY(this._rotationY));
  94553. },
  94554. enumerable: true,
  94555. configurable: true
  94556. });
  94557. Object.defineProperty(HDRCubeTexture.prototype, "boundingBoxSize", {
  94558. get: function () {
  94559. return this._boundingBoxSize;
  94560. },
  94561. /**
  94562. * Gets or sets the size of the bounding box associated with the cube texture
  94563. * When defined, the cubemap will switch to local mode
  94564. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  94565. * @example https://www.babylonjs-playground.com/#RNASML
  94566. */
  94567. set: function (value) {
  94568. if (this._boundingBoxSize && this._boundingBoxSize.equals(value)) {
  94569. return;
  94570. }
  94571. this._boundingBoxSize = value;
  94572. var scene = this.getScene();
  94573. if (scene) {
  94574. scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  94575. }
  94576. },
  94577. enumerable: true,
  94578. configurable: true
  94579. });
  94580. /**
  94581. * Occurs when the file is raw .hdr file.
  94582. */
  94583. HDRCubeTexture.prototype.loadTexture = function () {
  94584. var _this = this;
  94585. var callback = function (buffer) {
  94586. _this.lodGenerationOffset = 0.0;
  94587. _this.lodGenerationScale = 0.8;
  94588. var scene = _this.getScene();
  94589. if (!scene) {
  94590. return null;
  94591. }
  94592. // Extract the raw linear data.
  94593. var data = BABYLON.HDRTools.GetCubeMapTextureData(buffer, _this._size);
  94594. // Generate harmonics if needed.
  94595. if (_this._generateHarmonics) {
  94596. var sphericalPolynomial = BABYLON.CubeMapToSphericalPolynomialTools.ConvertCubeMapToSphericalPolynomial(data);
  94597. _this.sphericalPolynomial = sphericalPolynomial;
  94598. }
  94599. var results = [];
  94600. var byteArray = null;
  94601. // Push each faces.
  94602. for (var j = 0; j < 6; j++) {
  94603. // Create uintarray fallback.
  94604. if (!scene.getEngine().getCaps().textureFloat) {
  94605. // 3 channels of 1 bytes per pixel in bytes.
  94606. var byteBuffer = new ArrayBuffer(_this._size * _this._size * 3);
  94607. byteArray = new Uint8Array(byteBuffer);
  94608. }
  94609. var dataFace = (data[HDRCubeTexture._facesMapping[j]]);
  94610. // If special cases.
  94611. if (_this.gammaSpace || byteArray) {
  94612. for (var i = 0; i < _this._size * _this._size; i++) {
  94613. // Put in gamma space if requested.
  94614. if (_this.gammaSpace) {
  94615. dataFace[(i * 3) + 0] = Math.pow(dataFace[(i * 3) + 0], BABYLON.ToGammaSpace);
  94616. dataFace[(i * 3) + 1] = Math.pow(dataFace[(i * 3) + 1], BABYLON.ToGammaSpace);
  94617. dataFace[(i * 3) + 2] = Math.pow(dataFace[(i * 3) + 2], BABYLON.ToGammaSpace);
  94618. }
  94619. // Convert to int texture for fallback.
  94620. if (byteArray) {
  94621. var r = Math.max(dataFace[(i * 3) + 0] * 255, 0);
  94622. var g = Math.max(dataFace[(i * 3) + 1] * 255, 0);
  94623. var b = Math.max(dataFace[(i * 3) + 2] * 255, 0);
  94624. // May use luminance instead if the result is not accurate.
  94625. var max = Math.max(Math.max(r, g), b);
  94626. if (max > 255) {
  94627. var scale = 255 / max;
  94628. r *= scale;
  94629. g *= scale;
  94630. b *= scale;
  94631. }
  94632. byteArray[(i * 3) + 0] = r;
  94633. byteArray[(i * 3) + 1] = g;
  94634. byteArray[(i * 3) + 2] = b;
  94635. }
  94636. }
  94637. }
  94638. if (byteArray) {
  94639. results.push(byteArray);
  94640. }
  94641. else {
  94642. results.push(dataFace);
  94643. }
  94644. }
  94645. return results;
  94646. };
  94647. var scene = this.getScene();
  94648. if (scene) {
  94649. 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);
  94650. }
  94651. };
  94652. HDRCubeTexture.prototype.clone = function () {
  94653. var scene = this.getScene();
  94654. if (!scene) {
  94655. return this;
  94656. }
  94657. var newTexture = new HDRCubeTexture(this.url, scene, this._size, this._noMipmap, this._generateHarmonics, this.gammaSpace);
  94658. // Base texture
  94659. newTexture.level = this.level;
  94660. newTexture.wrapU = this.wrapU;
  94661. newTexture.wrapV = this.wrapV;
  94662. newTexture.coordinatesIndex = this.coordinatesIndex;
  94663. newTexture.coordinatesMode = this.coordinatesMode;
  94664. return newTexture;
  94665. };
  94666. // Methods
  94667. HDRCubeTexture.prototype.delayLoad = function () {
  94668. if (this.delayLoadState !== BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  94669. return;
  94670. }
  94671. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  94672. this._texture = this._getFromCache(this.url, this._noMipmap);
  94673. if (!this._texture) {
  94674. this.loadTexture();
  94675. }
  94676. };
  94677. /**
  94678. * Get the texture reflection matrix used to rotate/transform the reflection.
  94679. * @returns the reflection matrix
  94680. */
  94681. HDRCubeTexture.prototype.getReflectionTextureMatrix = function () {
  94682. return this._textureMatrix;
  94683. };
  94684. /**
  94685. * Set the texture reflection matrix used to rotate/transform the reflection.
  94686. * @param value Define the reflection matrix to set
  94687. */
  94688. HDRCubeTexture.prototype.setReflectionTextureMatrix = function (value) {
  94689. this._textureMatrix = value;
  94690. };
  94691. /**
  94692. * Parses a JSON representation of an HDR Texture in order to create the texture
  94693. * @param parsedTexture Define the JSON representation
  94694. * @param scene Define the scene the texture should be created in
  94695. * @param rootUrl Define the root url in case we need to load relative dependencies
  94696. * @returns the newly created texture after parsing
  94697. */
  94698. HDRCubeTexture.Parse = function (parsedTexture, scene, rootUrl) {
  94699. var texture = null;
  94700. if (parsedTexture.name && !parsedTexture.isRenderTarget) {
  94701. texture = new HDRCubeTexture(rootUrl + parsedTexture.name, scene, parsedTexture.size, parsedTexture.noMipmap, parsedTexture.generateHarmonics, parsedTexture.useInGammaSpace);
  94702. texture.name = parsedTexture.name;
  94703. texture.hasAlpha = parsedTexture.hasAlpha;
  94704. texture.level = parsedTexture.level;
  94705. texture.coordinatesMode = parsedTexture.coordinatesMode;
  94706. texture.isBlocking = parsedTexture.isBlocking;
  94707. }
  94708. if (texture) {
  94709. if (parsedTexture.boundingBoxPosition) {
  94710. texture.boundingBoxPosition = BABYLON.Vector3.FromArray(parsedTexture.boundingBoxPosition);
  94711. }
  94712. if (parsedTexture.boundingBoxSize) {
  94713. texture.boundingBoxSize = BABYLON.Vector3.FromArray(parsedTexture.boundingBoxSize);
  94714. }
  94715. if (parsedTexture.rotationY) {
  94716. texture.rotationY = parsedTexture.rotationY;
  94717. }
  94718. }
  94719. return texture;
  94720. };
  94721. HDRCubeTexture.prototype.serialize = function () {
  94722. if (!this.name) {
  94723. return null;
  94724. }
  94725. var serializationObject = {};
  94726. serializationObject.name = this.name;
  94727. serializationObject.hasAlpha = this.hasAlpha;
  94728. serializationObject.isCube = true;
  94729. serializationObject.level = this.level;
  94730. serializationObject.size = this._size;
  94731. serializationObject.coordinatesMode = this.coordinatesMode;
  94732. serializationObject.useInGammaSpace = this.gammaSpace;
  94733. serializationObject.generateHarmonics = this._generateHarmonics;
  94734. serializationObject.customType = "BABYLON.HDRCubeTexture";
  94735. serializationObject.noMipmap = this._noMipmap;
  94736. serializationObject.isBlocking = this._isBlocking;
  94737. serializationObject.rotationY = this._rotationY;
  94738. return serializationObject;
  94739. };
  94740. HDRCubeTexture._facesMapping = [
  94741. "right",
  94742. "left",
  94743. "up",
  94744. "down",
  94745. "front",
  94746. "back"
  94747. ];
  94748. return HDRCubeTexture;
  94749. }(BABYLON.BaseTexture));
  94750. BABYLON.HDRCubeTexture = HDRCubeTexture;
  94751. })(BABYLON || (BABYLON = {}));
  94752. //# sourceMappingURL=babylon.hdrCubeTexture.js.map
  94753. var BABYLON;
  94754. (function (BABYLON) {
  94755. /**
  94756. * Helper class useful to convert panorama picture to their cubemap representation in 6 faces.
  94757. */
  94758. var PanoramaToCubeMapTools = /** @class */ (function () {
  94759. function PanoramaToCubeMapTools() {
  94760. }
  94761. /**
  94762. * Converts a panorma stored in RGB right to left up to down format into a cubemap (6 faces).
  94763. *
  94764. * @param float32Array The source data.
  94765. * @param inputWidth The width of the input panorama.
  94766. * @param inputHeight The height of the input panorama.
  94767. * @param size The willing size of the generated cubemap (each faces will be size * size pixels)
  94768. * @return The cubemap data
  94769. */
  94770. PanoramaToCubeMapTools.ConvertPanoramaToCubemap = function (float32Array, inputWidth, inputHeight, size) {
  94771. if (!float32Array) {
  94772. throw "ConvertPanoramaToCubemap: input cannot be null";
  94773. }
  94774. if (float32Array.length != inputWidth * inputHeight * 3) {
  94775. throw "ConvertPanoramaToCubemap: input size is wrong";
  94776. }
  94777. var textureFront = this.CreateCubemapTexture(size, this.FACE_FRONT, float32Array, inputWidth, inputHeight);
  94778. var textureBack = this.CreateCubemapTexture(size, this.FACE_BACK, float32Array, inputWidth, inputHeight);
  94779. var textureLeft = this.CreateCubemapTexture(size, this.FACE_LEFT, float32Array, inputWidth, inputHeight);
  94780. var textureRight = this.CreateCubemapTexture(size, this.FACE_RIGHT, float32Array, inputWidth, inputHeight);
  94781. var textureUp = this.CreateCubemapTexture(size, this.FACE_UP, float32Array, inputWidth, inputHeight);
  94782. var textureDown = this.CreateCubemapTexture(size, this.FACE_DOWN, float32Array, inputWidth, inputHeight);
  94783. return {
  94784. front: textureFront,
  94785. back: textureBack,
  94786. left: textureLeft,
  94787. right: textureRight,
  94788. up: textureUp,
  94789. down: textureDown,
  94790. size: size,
  94791. type: BABYLON.Engine.TEXTURETYPE_FLOAT,
  94792. format: BABYLON.Engine.TEXTUREFORMAT_RGB,
  94793. gammaSpace: false,
  94794. };
  94795. };
  94796. PanoramaToCubeMapTools.CreateCubemapTexture = function (texSize, faceData, float32Array, inputWidth, inputHeight) {
  94797. var buffer = new ArrayBuffer(texSize * texSize * 4 * 3);
  94798. var textureArray = new Float32Array(buffer);
  94799. var rotDX1 = faceData[1].subtract(faceData[0]).scale(1 / texSize);
  94800. var rotDX2 = faceData[3].subtract(faceData[2]).scale(1 / texSize);
  94801. var dy = 1 / texSize;
  94802. var fy = 0;
  94803. for (var y = 0; y < texSize; y++) {
  94804. var xv1 = faceData[0];
  94805. var xv2 = faceData[2];
  94806. for (var x = 0; x < texSize; x++) {
  94807. var v = xv2.subtract(xv1).scale(fy).add(xv1);
  94808. v.normalize();
  94809. var color = this.CalcProjectionSpherical(v, float32Array, inputWidth, inputHeight);
  94810. // 3 channels per pixels
  94811. textureArray[y * texSize * 3 + (x * 3) + 0] = color.r;
  94812. textureArray[y * texSize * 3 + (x * 3) + 1] = color.g;
  94813. textureArray[y * texSize * 3 + (x * 3) + 2] = color.b;
  94814. xv1 = xv1.add(rotDX1);
  94815. xv2 = xv2.add(rotDX2);
  94816. }
  94817. fy += dy;
  94818. }
  94819. return textureArray;
  94820. };
  94821. PanoramaToCubeMapTools.CalcProjectionSpherical = function (vDir, float32Array, inputWidth, inputHeight) {
  94822. var theta = Math.atan2(vDir.z, vDir.x);
  94823. var phi = Math.acos(vDir.y);
  94824. while (theta < -Math.PI) {
  94825. theta += 2 * Math.PI;
  94826. }
  94827. while (theta > Math.PI) {
  94828. theta -= 2 * Math.PI;
  94829. }
  94830. var dx = theta / Math.PI;
  94831. var dy = phi / Math.PI;
  94832. // recenter.
  94833. dx = dx * 0.5 + 0.5;
  94834. var px = Math.round(dx * inputWidth);
  94835. if (px < 0) {
  94836. px = 0;
  94837. }
  94838. else if (px >= inputWidth) {
  94839. px = inputWidth - 1;
  94840. }
  94841. var py = Math.round(dy * inputHeight);
  94842. if (py < 0) {
  94843. py = 0;
  94844. }
  94845. else if (py >= inputHeight) {
  94846. py = inputHeight - 1;
  94847. }
  94848. var inputY = (inputHeight - py - 1);
  94849. var r = float32Array[inputY * inputWidth * 3 + (px * 3) + 0];
  94850. var g = float32Array[inputY * inputWidth * 3 + (px * 3) + 1];
  94851. var b = float32Array[inputY * inputWidth * 3 + (px * 3) + 2];
  94852. return {
  94853. r: r,
  94854. g: g,
  94855. b: b
  94856. };
  94857. };
  94858. PanoramaToCubeMapTools.FACE_FRONT = [
  94859. new BABYLON.Vector3(-1.0, -1.0, -1.0),
  94860. new BABYLON.Vector3(1.0, -1.0, -1.0),
  94861. new BABYLON.Vector3(-1.0, 1.0, -1.0),
  94862. new BABYLON.Vector3(1.0, 1.0, -1.0)
  94863. ];
  94864. PanoramaToCubeMapTools.FACE_BACK = [
  94865. new BABYLON.Vector3(1.0, -1.0, 1.0),
  94866. new BABYLON.Vector3(-1.0, -1.0, 1.0),
  94867. new BABYLON.Vector3(1.0, 1.0, 1.0),
  94868. new BABYLON.Vector3(-1.0, 1.0, 1.0)
  94869. ];
  94870. PanoramaToCubeMapTools.FACE_RIGHT = [
  94871. new BABYLON.Vector3(1.0, -1.0, -1.0),
  94872. new BABYLON.Vector3(1.0, -1.0, 1.0),
  94873. new BABYLON.Vector3(1.0, 1.0, -1.0),
  94874. new BABYLON.Vector3(1.0, 1.0, 1.0)
  94875. ];
  94876. PanoramaToCubeMapTools.FACE_LEFT = [
  94877. new BABYLON.Vector3(-1.0, -1.0, 1.0),
  94878. new BABYLON.Vector3(-1.0, -1.0, -1.0),
  94879. new BABYLON.Vector3(-1.0, 1.0, 1.0),
  94880. new BABYLON.Vector3(-1.0, 1.0, -1.0)
  94881. ];
  94882. PanoramaToCubeMapTools.FACE_DOWN = [
  94883. new BABYLON.Vector3(-1.0, 1.0, -1.0),
  94884. new BABYLON.Vector3(1.0, 1.0, -1.0),
  94885. new BABYLON.Vector3(-1.0, 1.0, 1.0),
  94886. new BABYLON.Vector3(1.0, 1.0, 1.0)
  94887. ];
  94888. PanoramaToCubeMapTools.FACE_UP = [
  94889. new BABYLON.Vector3(-1.0, -1.0, 1.0),
  94890. new BABYLON.Vector3(1.0, -1.0, 1.0),
  94891. new BABYLON.Vector3(-1.0, -1.0, -1.0),
  94892. new BABYLON.Vector3(1.0, -1.0, -1.0)
  94893. ];
  94894. return PanoramaToCubeMapTools;
  94895. }());
  94896. BABYLON.PanoramaToCubeMapTools = PanoramaToCubeMapTools;
  94897. })(BABYLON || (BABYLON = {}));
  94898. //# sourceMappingURL=babylon.panoramaToCubemap.js.map
  94899. var BABYLON;
  94900. (function (BABYLON) {
  94901. /**
  94902. * Vector2 wth index property
  94903. */
  94904. var IndexedVector2 = /** @class */ (function (_super) {
  94905. __extends(IndexedVector2, _super);
  94906. function IndexedVector2(original,
  94907. /** Index of the vector2 */
  94908. index) {
  94909. var _this = _super.call(this, original.x, original.y) || this;
  94910. _this.index = index;
  94911. return _this;
  94912. }
  94913. return IndexedVector2;
  94914. }(BABYLON.Vector2));
  94915. /**
  94916. * Defines points to create a polygon
  94917. */
  94918. var PolygonPoints = /** @class */ (function () {
  94919. function PolygonPoints() {
  94920. this.elements = new Array();
  94921. }
  94922. PolygonPoints.prototype.add = function (originalPoints) {
  94923. var _this = this;
  94924. var result = new Array();
  94925. originalPoints.forEach(function (point) {
  94926. if (result.length === 0 || !point.equalsWithEpsilon(result[0])) {
  94927. var newPoint = new IndexedVector2(point, _this.elements.length);
  94928. result.push(newPoint);
  94929. _this.elements.push(newPoint);
  94930. }
  94931. });
  94932. return result;
  94933. };
  94934. PolygonPoints.prototype.computeBounds = function () {
  94935. var lmin = new BABYLON.Vector2(this.elements[0].x, this.elements[0].y);
  94936. var lmax = new BABYLON.Vector2(this.elements[0].x, this.elements[0].y);
  94937. this.elements.forEach(function (point) {
  94938. // x
  94939. if (point.x < lmin.x) {
  94940. lmin.x = point.x;
  94941. }
  94942. else if (point.x > lmax.x) {
  94943. lmax.x = point.x;
  94944. }
  94945. // y
  94946. if (point.y < lmin.y) {
  94947. lmin.y = point.y;
  94948. }
  94949. else if (point.y > lmax.y) {
  94950. lmax.y = point.y;
  94951. }
  94952. });
  94953. return {
  94954. min: lmin,
  94955. max: lmax,
  94956. width: lmax.x - lmin.x,
  94957. height: lmax.y - lmin.y
  94958. };
  94959. };
  94960. return PolygonPoints;
  94961. }());
  94962. /**
  94963. * Polygon
  94964. * @see https://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  94965. */
  94966. var Polygon = /** @class */ (function () {
  94967. function Polygon() {
  94968. }
  94969. /**
  94970. * Creates a rectangle
  94971. * @param xmin bottom X coord
  94972. * @param ymin bottom Y coord
  94973. * @param xmax top X coord
  94974. * @param ymax top Y coord
  94975. * @returns points that make the resulting rectation
  94976. */
  94977. Polygon.Rectangle = function (xmin, ymin, xmax, ymax) {
  94978. return [
  94979. new BABYLON.Vector2(xmin, ymin),
  94980. new BABYLON.Vector2(xmax, ymin),
  94981. new BABYLON.Vector2(xmax, ymax),
  94982. new BABYLON.Vector2(xmin, ymax)
  94983. ];
  94984. };
  94985. /**
  94986. * Creates a circle
  94987. * @param radius radius of circle
  94988. * @param cx scale in x
  94989. * @param cy scale in y
  94990. * @param numberOfSides number of sides that make up the circle
  94991. * @returns points that make the resulting circle
  94992. */
  94993. Polygon.Circle = function (radius, cx, cy, numberOfSides) {
  94994. if (cx === void 0) { cx = 0; }
  94995. if (cy === void 0) { cy = 0; }
  94996. if (numberOfSides === void 0) { numberOfSides = 32; }
  94997. var result = new Array();
  94998. var angle = 0;
  94999. var increment = (Math.PI * 2) / numberOfSides;
  95000. for (var i = 0; i < numberOfSides; i++) {
  95001. result.push(new BABYLON.Vector2(cx + Math.cos(angle) * radius, cy + Math.sin(angle) * radius));
  95002. angle -= increment;
  95003. }
  95004. return result;
  95005. };
  95006. /**
  95007. * Creates a polygon from input string
  95008. * @param input Input polygon data
  95009. * @returns the parsed points
  95010. */
  95011. Polygon.Parse = function (input) {
  95012. var floats = input.split(/[^-+eE\.\d]+/).map(parseFloat).filter(function (val) { return (!isNaN(val)); });
  95013. var i, result = [];
  95014. for (i = 0; i < (floats.length & 0x7FFFFFFE); i += 2) {
  95015. result.push(new BABYLON.Vector2(floats[i], floats[i + 1]));
  95016. }
  95017. return result;
  95018. };
  95019. /**
  95020. * Starts building a polygon from x and y coordinates
  95021. * @param x x coordinate
  95022. * @param y y coordinate
  95023. * @returns the started path2
  95024. */
  95025. Polygon.StartingAt = function (x, y) {
  95026. return BABYLON.Path2.StartingAt(x, y);
  95027. };
  95028. return Polygon;
  95029. }());
  95030. BABYLON.Polygon = Polygon;
  95031. /**
  95032. * Builds a polygon
  95033. * @see https://doc.babylonjs.com/how_to/polygonmeshbuilder
  95034. */
  95035. var PolygonMeshBuilder = /** @class */ (function () {
  95036. /**
  95037. * Creates a PolygonMeshBuilder
  95038. * @param name name of the builder
  95039. * @param contours Path of the polygon
  95040. * @param scene scene to add to
  95041. */
  95042. function PolygonMeshBuilder(name, contours, scene) {
  95043. this._points = new PolygonPoints();
  95044. this._outlinepoints = new PolygonPoints();
  95045. this._holes = new Array();
  95046. this._epoints = new Array();
  95047. this._eholes = new Array();
  95048. this._name = name;
  95049. this._scene = scene;
  95050. var points;
  95051. if (contours instanceof BABYLON.Path2) {
  95052. points = contours.getPoints();
  95053. }
  95054. else {
  95055. points = contours;
  95056. }
  95057. this._addToepoint(points);
  95058. this._points.add(points);
  95059. this._outlinepoints.add(points);
  95060. if (typeof earcut === 'undefined') {
  95061. BABYLON.Tools.Warn("Earcut was not found, the polygon will not be built.");
  95062. }
  95063. }
  95064. PolygonMeshBuilder.prototype._addToepoint = function (points) {
  95065. for (var _i = 0, points_1 = points; _i < points_1.length; _i++) {
  95066. var p = points_1[_i];
  95067. this._epoints.push(p.x, p.y);
  95068. }
  95069. };
  95070. /**
  95071. * Adds a whole within the polygon
  95072. * @param hole Array of points defining the hole
  95073. * @returns this
  95074. */
  95075. PolygonMeshBuilder.prototype.addHole = function (hole) {
  95076. this._points.add(hole);
  95077. var holepoints = new PolygonPoints();
  95078. holepoints.add(hole);
  95079. this._holes.push(holepoints);
  95080. this._eholes.push(this._epoints.length / 2);
  95081. this._addToepoint(hole);
  95082. return this;
  95083. };
  95084. /**
  95085. * Creates the polygon
  95086. * @param updatable If the mesh should be updatable
  95087. * @param depth The depth of the mesh created
  95088. * @returns the created mesh
  95089. */
  95090. PolygonMeshBuilder.prototype.build = function (updatable, depth) {
  95091. var _this = this;
  95092. if (updatable === void 0) { updatable = false; }
  95093. if (depth === void 0) { depth = 0; }
  95094. var result = new BABYLON.Mesh(this._name, this._scene);
  95095. var normals = new Array();
  95096. var positions = new Array();
  95097. var uvs = new Array();
  95098. var bounds = this._points.computeBounds();
  95099. this._points.elements.forEach(function (p) {
  95100. normals.push(0, 1.0, 0);
  95101. positions.push(p.x, 0, p.y);
  95102. uvs.push((p.x - bounds.min.x) / bounds.width, (p.y - bounds.min.y) / bounds.height);
  95103. });
  95104. var indices = new Array();
  95105. var res = earcut(this._epoints, this._eholes, 2);
  95106. for (var i = 0; i < res.length; i++) {
  95107. indices.push(res[i]);
  95108. }
  95109. if (depth > 0) {
  95110. var positionscount = (positions.length / 3); //get the current pointcount
  95111. this._points.elements.forEach(function (p) {
  95112. normals.push(0, -1.0, 0);
  95113. positions.push(p.x, -depth, p.y);
  95114. uvs.push(1 - (p.x - bounds.min.x) / bounds.width, 1 - (p.y - bounds.min.y) / bounds.height);
  95115. });
  95116. var totalCount = indices.length;
  95117. for (var i = 0; i < totalCount; i += 3) {
  95118. var i0 = indices[i + 0];
  95119. var i1 = indices[i + 1];
  95120. var i2 = indices[i + 2];
  95121. indices.push(i2 + positionscount);
  95122. indices.push(i1 + positionscount);
  95123. indices.push(i0 + positionscount);
  95124. }
  95125. //Add the sides
  95126. this.addSide(positions, normals, uvs, indices, bounds, this._outlinepoints, depth, false);
  95127. this._holes.forEach(function (hole) {
  95128. _this.addSide(positions, normals, uvs, indices, bounds, hole, depth, true);
  95129. });
  95130. }
  95131. result.setVerticesData(BABYLON.VertexBuffer.PositionKind, positions, updatable);
  95132. result.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals, updatable);
  95133. result.setVerticesData(BABYLON.VertexBuffer.UVKind, uvs, updatable);
  95134. result.setIndices(indices);
  95135. return result;
  95136. };
  95137. /**
  95138. * Adds a side to the polygon
  95139. * @param positions points that make the polygon
  95140. * @param normals normals of the polygon
  95141. * @param uvs uvs of the polygon
  95142. * @param indices indices of the polygon
  95143. * @param bounds bounds of the polygon
  95144. * @param points points of the polygon
  95145. * @param depth depth of the polygon
  95146. * @param flip flip of the polygon
  95147. */
  95148. PolygonMeshBuilder.prototype.addSide = function (positions, normals, uvs, indices, bounds, points, depth, flip) {
  95149. var StartIndex = positions.length / 3;
  95150. var ulength = 0;
  95151. for (var i = 0; i < points.elements.length; i++) {
  95152. var p = points.elements[i];
  95153. var p1;
  95154. if ((i + 1) > points.elements.length - 1) {
  95155. p1 = points.elements[0];
  95156. }
  95157. else {
  95158. p1 = points.elements[i + 1];
  95159. }
  95160. positions.push(p.x, 0, p.y);
  95161. positions.push(p.x, -depth, p.y);
  95162. positions.push(p1.x, 0, p1.y);
  95163. positions.push(p1.x, -depth, p1.y);
  95164. var v1 = new BABYLON.Vector3(p.x, 0, p.y);
  95165. var v2 = new BABYLON.Vector3(p1.x, 0, p1.y);
  95166. var v3 = v2.subtract(v1);
  95167. var v4 = new BABYLON.Vector3(0, 1, 0);
  95168. var vn = BABYLON.Vector3.Cross(v3, v4);
  95169. vn = vn.normalize();
  95170. uvs.push(ulength / bounds.width, 0);
  95171. uvs.push(ulength / bounds.width, 1);
  95172. ulength += v3.length();
  95173. uvs.push((ulength / bounds.width), 0);
  95174. uvs.push((ulength / bounds.width), 1);
  95175. if (!flip) {
  95176. normals.push(-vn.x, -vn.y, -vn.z);
  95177. normals.push(-vn.x, -vn.y, -vn.z);
  95178. normals.push(-vn.x, -vn.y, -vn.z);
  95179. normals.push(-vn.x, -vn.y, -vn.z);
  95180. indices.push(StartIndex);
  95181. indices.push(StartIndex + 1);
  95182. indices.push(StartIndex + 2);
  95183. indices.push(StartIndex + 1);
  95184. indices.push(StartIndex + 3);
  95185. indices.push(StartIndex + 2);
  95186. }
  95187. else {
  95188. normals.push(vn.x, vn.y, vn.z);
  95189. normals.push(vn.x, vn.y, vn.z);
  95190. normals.push(vn.x, vn.y, vn.z);
  95191. normals.push(vn.x, vn.y, vn.z);
  95192. indices.push(StartIndex);
  95193. indices.push(StartIndex + 2);
  95194. indices.push(StartIndex + 1);
  95195. indices.push(StartIndex + 1);
  95196. indices.push(StartIndex + 2);
  95197. indices.push(StartIndex + 3);
  95198. }
  95199. StartIndex += 4;
  95200. }
  95201. };
  95202. return PolygonMeshBuilder;
  95203. }());
  95204. BABYLON.PolygonMeshBuilder = PolygonMeshBuilder;
  95205. })(BABYLON || (BABYLON = {}));
  95206. //# sourceMappingURL=babylon.polygonMesh.js.map
  95207. var BABYLON;
  95208. (function (BABYLON) {
  95209. /**
  95210. * Unique ID when we import meshes from Babylon to CSG
  95211. */
  95212. var currentCSGMeshId = 0;
  95213. /**
  95214. * Represents a vertex of a polygon. Use your own vertex class instead of this
  95215. * one to provide additional features like texture coordinates and vertex
  95216. * colors. Custom vertex classes need to provide a `pos` property and `clone()`,
  95217. * `flip()`, and `interpolate()` methods that behave analogous to the ones
  95218. * defined by `BABYLON.CSG.Vertex`. This class provides `normal` so convenience
  95219. * functions like `BABYLON.CSG.sphere()` can return a smooth vertex normal, but `normal`
  95220. * is not used anywhere else.
  95221. * Same goes for uv, it allows to keep the original vertex uv coordinates of the 2 meshes
  95222. */
  95223. var Vertex = /** @class */ (function () {
  95224. /**
  95225. * Initializes the vertex
  95226. * @param pos The position of the vertex
  95227. * @param normal The normal of the vertex
  95228. * @param uv The texture coordinate of the vertex
  95229. */
  95230. function Vertex(
  95231. /**
  95232. * The position of the vertex
  95233. */
  95234. pos,
  95235. /**
  95236. * The normal of the vertex
  95237. */
  95238. normal,
  95239. /**
  95240. * The texture coordinate of the vertex
  95241. */
  95242. uv) {
  95243. this.pos = pos;
  95244. this.normal = normal;
  95245. this.uv = uv;
  95246. }
  95247. /**
  95248. * Make a clone, or deep copy, of the vertex
  95249. * @returns A new Vertex
  95250. */
  95251. Vertex.prototype.clone = function () {
  95252. return new Vertex(this.pos.clone(), this.normal.clone(), this.uv.clone());
  95253. };
  95254. /**
  95255. * Invert all orientation-specific data (e.g. vertex normal). Called when the
  95256. * orientation of a polygon is flipped.
  95257. */
  95258. Vertex.prototype.flip = function () {
  95259. this.normal = this.normal.scale(-1);
  95260. };
  95261. /**
  95262. * Create a new vertex between this vertex and `other` by linearly
  95263. * interpolating all properties using a parameter of `t`. Subclasses should
  95264. * override this to interpolate additional properties.
  95265. * @param other the vertex to interpolate against
  95266. * @param t The factor used to linearly interpolate between the vertices
  95267. */
  95268. Vertex.prototype.interpolate = function (other, t) {
  95269. 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));
  95270. };
  95271. return Vertex;
  95272. }());
  95273. /**
  95274. * Represents a plane in 3D space.
  95275. */
  95276. var Plane = /** @class */ (function () {
  95277. /**
  95278. * Initializes the plane
  95279. * @param normal The normal for the plane
  95280. * @param w
  95281. */
  95282. function Plane(normal, w) {
  95283. this.normal = normal;
  95284. this.w = w;
  95285. }
  95286. /**
  95287. * Construct a plane from three points
  95288. * @param a Point a
  95289. * @param b Point b
  95290. * @param c Point c
  95291. */
  95292. Plane.FromPoints = function (a, b, c) {
  95293. var v0 = c.subtract(a);
  95294. var v1 = b.subtract(a);
  95295. if (v0.lengthSquared() === 0 || v1.lengthSquared() === 0) {
  95296. return null;
  95297. }
  95298. var n = BABYLON.Vector3.Normalize(BABYLON.Vector3.Cross(v0, v1));
  95299. return new Plane(n, BABYLON.Vector3.Dot(n, a));
  95300. };
  95301. /**
  95302. * Clone, or make a deep copy of the plane
  95303. * @returns a new Plane
  95304. */
  95305. Plane.prototype.clone = function () {
  95306. return new Plane(this.normal.clone(), this.w);
  95307. };
  95308. /**
  95309. * Flip the face of the plane
  95310. */
  95311. Plane.prototype.flip = function () {
  95312. this.normal.scaleInPlace(-1);
  95313. this.w = -this.w;
  95314. };
  95315. /**
  95316. * Split `polygon` by this plane if needed, then put the polygon or polygon
  95317. * fragments in the appropriate lists. Coplanar polygons go into either
  95318. `* coplanarFront` or `coplanarBack` depending on their orientation with
  95319. * respect to this plane. Polygons in front or in back of this plane go into
  95320. * either `front` or `back`
  95321. * @param polygon The polygon to be split
  95322. * @param coplanarFront Will contain polygons coplanar with the plane that are oriented to the front of the plane
  95323. * @param coplanarBack Will contain polygons coplanar with the plane that are oriented to the back of the plane
  95324. * @param front Will contain the polygons in front of the plane
  95325. * @param back Will contain the polygons begind the plane
  95326. */
  95327. Plane.prototype.splitPolygon = function (polygon, coplanarFront, coplanarBack, front, back) {
  95328. var COPLANAR = 0;
  95329. var FRONT = 1;
  95330. var BACK = 2;
  95331. var SPANNING = 3;
  95332. // Classify each point as well as the entire polygon into one of the above
  95333. // four classes.
  95334. var polygonType = 0;
  95335. var types = [];
  95336. var i;
  95337. var t;
  95338. for (i = 0; i < polygon.vertices.length; i++) {
  95339. t = BABYLON.Vector3.Dot(this.normal, polygon.vertices[i].pos) - this.w;
  95340. var type = (t < -Plane.EPSILON) ? BACK : (t > Plane.EPSILON) ? FRONT : COPLANAR;
  95341. polygonType |= type;
  95342. types.push(type);
  95343. }
  95344. // Put the polygon in the correct list, splitting it when necessary
  95345. switch (polygonType) {
  95346. case COPLANAR:
  95347. (BABYLON.Vector3.Dot(this.normal, polygon.plane.normal) > 0 ? coplanarFront : coplanarBack).push(polygon);
  95348. break;
  95349. case FRONT:
  95350. front.push(polygon);
  95351. break;
  95352. case BACK:
  95353. back.push(polygon);
  95354. break;
  95355. case SPANNING:
  95356. var f = [], b = [];
  95357. for (i = 0; i < polygon.vertices.length; i++) {
  95358. var j = (i + 1) % polygon.vertices.length;
  95359. var ti = types[i], tj = types[j];
  95360. var vi = polygon.vertices[i], vj = polygon.vertices[j];
  95361. if (ti !== BACK) {
  95362. f.push(vi);
  95363. }
  95364. if (ti !== FRONT) {
  95365. b.push(ti !== BACK ? vi.clone() : vi);
  95366. }
  95367. if ((ti | tj) === SPANNING) {
  95368. t = (this.w - BABYLON.Vector3.Dot(this.normal, vi.pos)) / BABYLON.Vector3.Dot(this.normal, vj.pos.subtract(vi.pos));
  95369. var v = vi.interpolate(vj, t);
  95370. f.push(v);
  95371. b.push(v.clone());
  95372. }
  95373. }
  95374. var poly;
  95375. if (f.length >= 3) {
  95376. poly = new Polygon(f, polygon.shared);
  95377. if (poly.plane) {
  95378. front.push(poly);
  95379. }
  95380. }
  95381. if (b.length >= 3) {
  95382. poly = new Polygon(b, polygon.shared);
  95383. if (poly.plane) {
  95384. back.push(poly);
  95385. }
  95386. }
  95387. break;
  95388. }
  95389. };
  95390. /**
  95391. * `BABYLON.CSG.Plane.EPSILON` is the tolerance used by `splitPolygon()` to decide if a
  95392. * point is on the plane
  95393. */
  95394. Plane.EPSILON = 1e-5;
  95395. return Plane;
  95396. }());
  95397. /**
  95398. * Represents a convex polygon. The vertices used to initialize a polygon must
  95399. * be coplanar and form a convex loop.
  95400. *
  95401. * Each convex polygon has a `shared` property, which is shared between all
  95402. * polygons that are clones of each other or were split from the same polygon.
  95403. * This can be used to define per-polygon properties (such as surface color)
  95404. */
  95405. var Polygon = /** @class */ (function () {
  95406. /**
  95407. * Initializes the polygon
  95408. * @param vertices The vertices of the polygon
  95409. * @param shared The properties shared across all polygons
  95410. */
  95411. function Polygon(vertices, shared) {
  95412. this.vertices = vertices;
  95413. this.shared = shared;
  95414. this.plane = Plane.FromPoints(vertices[0].pos, vertices[1].pos, vertices[2].pos);
  95415. }
  95416. /**
  95417. * Clones, or makes a deep copy, or the polygon
  95418. */
  95419. Polygon.prototype.clone = function () {
  95420. var vertices = this.vertices.map(function (v) { return v.clone(); });
  95421. return new Polygon(vertices, this.shared);
  95422. };
  95423. /**
  95424. * Flips the faces of the polygon
  95425. */
  95426. Polygon.prototype.flip = function () {
  95427. this.vertices.reverse().map(function (v) { v.flip(); });
  95428. this.plane.flip();
  95429. };
  95430. return Polygon;
  95431. }());
  95432. /**
  95433. * Holds a node in a BSP tree. A BSP tree is built from a collection of polygons
  95434. * by picking a polygon to split along. That polygon (and all other coplanar
  95435. * polygons) are added directly to that node and the other polygons are added to
  95436. * the front and/or back subtrees. This is not a leafy BSP tree since there is
  95437. * no distinction between internal and leaf nodes
  95438. */
  95439. var Node = /** @class */ (function () {
  95440. /**
  95441. * Initializes the node
  95442. * @param polygons A collection of polygons held in the node
  95443. */
  95444. function Node(polygons) {
  95445. this.plane = null;
  95446. this.front = null;
  95447. this.back = null;
  95448. this.polygons = new Array();
  95449. if (polygons) {
  95450. this.build(polygons);
  95451. }
  95452. }
  95453. /**
  95454. * Clones, or makes a deep copy, of the node
  95455. * @returns The cloned node
  95456. */
  95457. Node.prototype.clone = function () {
  95458. var node = new Node();
  95459. node.plane = this.plane && this.plane.clone();
  95460. node.front = this.front && this.front.clone();
  95461. node.back = this.back && this.back.clone();
  95462. node.polygons = this.polygons.map(function (p) { return p.clone(); });
  95463. return node;
  95464. };
  95465. /**
  95466. * Convert solid space to empty space and empty space to solid space
  95467. */
  95468. Node.prototype.invert = function () {
  95469. for (var i = 0; i < this.polygons.length; i++) {
  95470. this.polygons[i].flip();
  95471. }
  95472. if (this.plane) {
  95473. this.plane.flip();
  95474. }
  95475. if (this.front) {
  95476. this.front.invert();
  95477. }
  95478. if (this.back) {
  95479. this.back.invert();
  95480. }
  95481. var temp = this.front;
  95482. this.front = this.back;
  95483. this.back = temp;
  95484. };
  95485. /**
  95486. * Recursively remove all polygons in `polygons` that are inside this BSP
  95487. * tree.
  95488. * @param polygons Polygons to remove from the BSP
  95489. * @returns Polygons clipped from the BSP
  95490. */
  95491. Node.prototype.clipPolygons = function (polygons) {
  95492. if (!this.plane) {
  95493. return polygons.slice();
  95494. }
  95495. var front = new Array(), back = new Array();
  95496. for (var i = 0; i < polygons.length; i++) {
  95497. this.plane.splitPolygon(polygons[i], front, back, front, back);
  95498. }
  95499. if (this.front) {
  95500. front = this.front.clipPolygons(front);
  95501. }
  95502. if (this.back) {
  95503. back = this.back.clipPolygons(back);
  95504. }
  95505. else {
  95506. back = [];
  95507. }
  95508. return front.concat(back);
  95509. };
  95510. /**
  95511. * Remove all polygons in this BSP tree that are inside the other BSP tree
  95512. * `bsp`.
  95513. * @param bsp BSP containing polygons to remove from this BSP
  95514. */
  95515. Node.prototype.clipTo = function (bsp) {
  95516. this.polygons = bsp.clipPolygons(this.polygons);
  95517. if (this.front) {
  95518. this.front.clipTo(bsp);
  95519. }
  95520. if (this.back) {
  95521. this.back.clipTo(bsp);
  95522. }
  95523. };
  95524. /**
  95525. * Return a list of all polygons in this BSP tree
  95526. * @returns List of all polygons in this BSP tree
  95527. */
  95528. Node.prototype.allPolygons = function () {
  95529. var polygons = this.polygons.slice();
  95530. if (this.front) {
  95531. polygons = polygons.concat(this.front.allPolygons());
  95532. }
  95533. if (this.back) {
  95534. polygons = polygons.concat(this.back.allPolygons());
  95535. }
  95536. return polygons;
  95537. };
  95538. /**
  95539. * Build a BSP tree out of `polygons`. When called on an existing tree, the
  95540. * new polygons are filtered down to the bottom of the tree and become new
  95541. * nodes there. Each set of polygons is partitioned using the first polygon
  95542. * (no heuristic is used to pick a good split)
  95543. * @param polygons Polygons used to construct the BSP tree
  95544. */
  95545. Node.prototype.build = function (polygons) {
  95546. if (!polygons.length) {
  95547. return;
  95548. }
  95549. if (!this.plane) {
  95550. this.plane = polygons[0].plane.clone();
  95551. }
  95552. var front = new Array(), back = new Array();
  95553. for (var i = 0; i < polygons.length; i++) {
  95554. this.plane.splitPolygon(polygons[i], this.polygons, this.polygons, front, back);
  95555. }
  95556. if (front.length) {
  95557. if (!this.front) {
  95558. this.front = new Node();
  95559. }
  95560. this.front.build(front);
  95561. }
  95562. if (back.length) {
  95563. if (!this.back) {
  95564. this.back = new Node();
  95565. }
  95566. this.back.build(back);
  95567. }
  95568. };
  95569. return Node;
  95570. }());
  95571. /**
  95572. * Class for building Constructive Solid Geometry
  95573. */
  95574. var CSG = /** @class */ (function () {
  95575. function CSG() {
  95576. this.polygons = new Array();
  95577. }
  95578. /**
  95579. * Convert the BABYLON.Mesh to BABYLON.CSG
  95580. * @param mesh The BABYLON.Mesh to convert to BABYLON.CSG
  95581. * @returns A new BABYLON.CSG from the BABYLON.Mesh
  95582. */
  95583. CSG.FromMesh = function (mesh) {
  95584. var vertex, normal, uv, position, polygon, polygons = new Array(), vertices;
  95585. var matrix, meshPosition, meshRotation, meshRotationQuaternion = null, meshScaling;
  95586. if (mesh instanceof BABYLON.Mesh) {
  95587. mesh.computeWorldMatrix(true);
  95588. matrix = mesh.getWorldMatrix();
  95589. meshPosition = mesh.position.clone();
  95590. meshRotation = mesh.rotation.clone();
  95591. if (mesh.rotationQuaternion) {
  95592. meshRotationQuaternion = mesh.rotationQuaternion.clone();
  95593. }
  95594. meshScaling = mesh.scaling.clone();
  95595. }
  95596. else {
  95597. throw 'BABYLON.CSG: Wrong Mesh type, must be BABYLON.Mesh';
  95598. }
  95599. var indices = mesh.getIndices(), positions = mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind), normals = mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind), uvs = mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  95600. var subMeshes = mesh.subMeshes;
  95601. for (var sm = 0, sml = subMeshes.length; sm < sml; sm++) {
  95602. for (var i = subMeshes[sm].indexStart, il = subMeshes[sm].indexCount + subMeshes[sm].indexStart; i < il; i += 3) {
  95603. vertices = [];
  95604. for (var j = 0; j < 3; j++) {
  95605. var sourceNormal = new BABYLON.Vector3(normals[indices[i + j] * 3], normals[indices[i + j] * 3 + 1], normals[indices[i + j] * 3 + 2]);
  95606. uv = new BABYLON.Vector2(uvs[indices[i + j] * 2], uvs[indices[i + j] * 2 + 1]);
  95607. var sourcePosition = new BABYLON.Vector3(positions[indices[i + j] * 3], positions[indices[i + j] * 3 + 1], positions[indices[i + j] * 3 + 2]);
  95608. position = BABYLON.Vector3.TransformCoordinates(sourcePosition, matrix);
  95609. normal = BABYLON.Vector3.TransformNormal(sourceNormal, matrix);
  95610. vertex = new Vertex(position, normal, uv);
  95611. vertices.push(vertex);
  95612. }
  95613. polygon = new Polygon(vertices, { subMeshId: sm, meshId: currentCSGMeshId, materialIndex: subMeshes[sm].materialIndex });
  95614. // To handle the case of degenerated triangle
  95615. // polygon.plane == null <=> the polygon does not represent 1 single plane <=> the triangle is degenerated
  95616. if (polygon.plane) {
  95617. polygons.push(polygon);
  95618. }
  95619. }
  95620. }
  95621. var csg = CSG.FromPolygons(polygons);
  95622. csg.matrix = matrix;
  95623. csg.position = meshPosition;
  95624. csg.rotation = meshRotation;
  95625. csg.scaling = meshScaling;
  95626. csg.rotationQuaternion = meshRotationQuaternion;
  95627. currentCSGMeshId++;
  95628. return csg;
  95629. };
  95630. /**
  95631. * Construct a BABYLON.CSG solid from a list of `BABYLON.CSG.Polygon` instances.
  95632. * @param polygons Polygons used to construct a BABYLON.CSG solid
  95633. */
  95634. CSG.FromPolygons = function (polygons) {
  95635. var csg = new CSG();
  95636. csg.polygons = polygons;
  95637. return csg;
  95638. };
  95639. /**
  95640. * Clones, or makes a deep copy, of the BABYLON.CSG
  95641. * @returns A new BABYLON.CSG
  95642. */
  95643. CSG.prototype.clone = function () {
  95644. var csg = new CSG();
  95645. csg.polygons = this.polygons.map(function (p) { return p.clone(); });
  95646. csg.copyTransformAttributes(this);
  95647. return csg;
  95648. };
  95649. /**
  95650. * Unions this CSG with another CSG
  95651. * @param csg The CSG to union against this CSG
  95652. * @returns The unioned CSG
  95653. */
  95654. CSG.prototype.union = function (csg) {
  95655. var a = new Node(this.clone().polygons);
  95656. var b = new Node(csg.clone().polygons);
  95657. a.clipTo(b);
  95658. b.clipTo(a);
  95659. b.invert();
  95660. b.clipTo(a);
  95661. b.invert();
  95662. a.build(b.allPolygons());
  95663. return CSG.FromPolygons(a.allPolygons()).copyTransformAttributes(this);
  95664. };
  95665. /**
  95666. * Unions this CSG with another CSG in place
  95667. * @param csg The CSG to union against this CSG
  95668. */
  95669. CSG.prototype.unionInPlace = function (csg) {
  95670. var a = new Node(this.polygons);
  95671. var b = new Node(csg.polygons);
  95672. a.clipTo(b);
  95673. b.clipTo(a);
  95674. b.invert();
  95675. b.clipTo(a);
  95676. b.invert();
  95677. a.build(b.allPolygons());
  95678. this.polygons = a.allPolygons();
  95679. };
  95680. /**
  95681. * Subtracts this CSG with another CSG
  95682. * @param csg The CSG to subtract against this CSG
  95683. * @returns A new BABYLON.CSG
  95684. */
  95685. CSG.prototype.subtract = function (csg) {
  95686. var a = new Node(this.clone().polygons);
  95687. var b = new Node(csg.clone().polygons);
  95688. a.invert();
  95689. a.clipTo(b);
  95690. b.clipTo(a);
  95691. b.invert();
  95692. b.clipTo(a);
  95693. b.invert();
  95694. a.build(b.allPolygons());
  95695. a.invert();
  95696. return CSG.FromPolygons(a.allPolygons()).copyTransformAttributes(this);
  95697. };
  95698. /**
  95699. * Subtracts this CSG with another CSG in place
  95700. * @param csg The CSG to subtact against this CSG
  95701. */
  95702. CSG.prototype.subtractInPlace = function (csg) {
  95703. var a = new Node(this.polygons);
  95704. var b = new Node(csg.polygons);
  95705. a.invert();
  95706. a.clipTo(b);
  95707. b.clipTo(a);
  95708. b.invert();
  95709. b.clipTo(a);
  95710. b.invert();
  95711. a.build(b.allPolygons());
  95712. a.invert();
  95713. this.polygons = a.allPolygons();
  95714. };
  95715. /**
  95716. * Intersect this CSG with another CSG
  95717. * @param csg The CSG to intersect against this CSG
  95718. * @returns A new BABYLON.CSG
  95719. */
  95720. CSG.prototype.intersect = function (csg) {
  95721. var a = new Node(this.clone().polygons);
  95722. var b = new Node(csg.clone().polygons);
  95723. a.invert();
  95724. b.clipTo(a);
  95725. b.invert();
  95726. a.clipTo(b);
  95727. b.clipTo(a);
  95728. a.build(b.allPolygons());
  95729. a.invert();
  95730. return CSG.FromPolygons(a.allPolygons()).copyTransformAttributes(this);
  95731. };
  95732. /**
  95733. * Intersects this CSG with another CSG in place
  95734. * @param csg The CSG to intersect against this CSG
  95735. */
  95736. CSG.prototype.intersectInPlace = function (csg) {
  95737. var a = new Node(this.polygons);
  95738. var b = new Node(csg.polygons);
  95739. a.invert();
  95740. b.clipTo(a);
  95741. b.invert();
  95742. a.clipTo(b);
  95743. b.clipTo(a);
  95744. a.build(b.allPolygons());
  95745. a.invert();
  95746. this.polygons = a.allPolygons();
  95747. };
  95748. /**
  95749. * Return a new BABYLON.CSG solid with solid and empty space switched. This solid is
  95750. * not modified.
  95751. * @returns A new BABYLON.CSG solid with solid and empty space switched
  95752. */
  95753. CSG.prototype.inverse = function () {
  95754. var csg = this.clone();
  95755. csg.inverseInPlace();
  95756. return csg;
  95757. };
  95758. /**
  95759. * Inverses the BABYLON.CSG in place
  95760. */
  95761. CSG.prototype.inverseInPlace = function () {
  95762. this.polygons.map(function (p) { p.flip(); });
  95763. };
  95764. /**
  95765. * This is used to keep meshes transformations so they can be restored
  95766. * when we build back a Babylon Mesh
  95767. * NB : All CSG operations are performed in world coordinates
  95768. * @param csg The BABYLON.CSG to copy the transform attributes from
  95769. * @returns This BABYLON.CSG
  95770. */
  95771. CSG.prototype.copyTransformAttributes = function (csg) {
  95772. this.matrix = csg.matrix;
  95773. this.position = csg.position;
  95774. this.rotation = csg.rotation;
  95775. this.scaling = csg.scaling;
  95776. this.rotationQuaternion = csg.rotationQuaternion;
  95777. return this;
  95778. };
  95779. /**
  95780. * Build Raw mesh from CSG
  95781. * Coordinates here are in world space
  95782. * @param name The name of the mesh geometry
  95783. * @param scene The BABYLON.Scene
  95784. * @param keepSubMeshes Specifies if the submeshes should be kept
  95785. * @returns A new BABYLON.Mesh
  95786. */
  95787. CSG.prototype.buildMeshGeometry = function (name, scene, keepSubMeshes) {
  95788. var matrix = this.matrix.clone();
  95789. matrix.invert();
  95790. 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;
  95791. if (keepSubMeshes) {
  95792. // Sort Polygons, since subMeshes are indices range
  95793. polygons.sort(function (a, b) {
  95794. if (a.shared.meshId === b.shared.meshId) {
  95795. return a.shared.subMeshId - b.shared.subMeshId;
  95796. }
  95797. else {
  95798. return a.shared.meshId - b.shared.meshId;
  95799. }
  95800. });
  95801. }
  95802. for (var i = 0, il = polygons.length; i < il; i++) {
  95803. polygon = polygons[i];
  95804. // Building SubMeshes
  95805. if (!subMesh_dict[polygon.shared.meshId]) {
  95806. subMesh_dict[polygon.shared.meshId] = {};
  95807. }
  95808. if (!subMesh_dict[polygon.shared.meshId][polygon.shared.subMeshId]) {
  95809. subMesh_dict[polygon.shared.meshId][polygon.shared.subMeshId] = {
  95810. indexStart: +Infinity,
  95811. indexEnd: -Infinity,
  95812. materialIndex: polygon.shared.materialIndex
  95813. };
  95814. }
  95815. subMesh_obj = subMesh_dict[polygon.shared.meshId][polygon.shared.subMeshId];
  95816. for (var j = 2, jl = polygon.vertices.length; j < jl; j++) {
  95817. polygonIndices[0] = 0;
  95818. polygonIndices[1] = j - 1;
  95819. polygonIndices[2] = j;
  95820. for (var k = 0; k < 3; k++) {
  95821. vertex.copyFrom(polygon.vertices[polygonIndices[k]].pos);
  95822. normal.copyFrom(polygon.vertices[polygonIndices[k]].normal);
  95823. uv.copyFrom(polygon.vertices[polygonIndices[k]].uv);
  95824. var localVertex = BABYLON.Vector3.TransformCoordinates(vertex, matrix);
  95825. var localNormal = BABYLON.Vector3.TransformNormal(normal, matrix);
  95826. vertex_idx = vertice_dict[localVertex.x + ',' + localVertex.y + ',' + localVertex.z];
  95827. // Check if 2 points can be merged
  95828. if (!(typeof vertex_idx !== 'undefined' &&
  95829. normals[vertex_idx * 3] === localNormal.x &&
  95830. normals[vertex_idx * 3 + 1] === localNormal.y &&
  95831. normals[vertex_idx * 3 + 2] === localNormal.z &&
  95832. uvs[vertex_idx * 2] === uv.x &&
  95833. uvs[vertex_idx * 2 + 1] === uv.y)) {
  95834. vertices.push(localVertex.x, localVertex.y, localVertex.z);
  95835. uvs.push(uv.x, uv.y);
  95836. normals.push(normal.x, normal.y, normal.z);
  95837. vertex_idx = vertice_dict[localVertex.x + ',' + localVertex.y + ',' + localVertex.z] = (vertices.length / 3) - 1;
  95838. }
  95839. indices.push(vertex_idx);
  95840. subMesh_obj.indexStart = Math.min(currentIndex, subMesh_obj.indexStart);
  95841. subMesh_obj.indexEnd = Math.max(currentIndex, subMesh_obj.indexEnd);
  95842. currentIndex++;
  95843. }
  95844. }
  95845. }
  95846. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, vertices);
  95847. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals);
  95848. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, uvs);
  95849. mesh.setIndices(indices, null);
  95850. if (keepSubMeshes) {
  95851. // We offset the materialIndex by the previous number of materials in the CSG mixed meshes
  95852. var materialIndexOffset = 0, materialMaxIndex;
  95853. mesh.subMeshes = new Array();
  95854. for (var m in subMesh_dict) {
  95855. materialMaxIndex = -1;
  95856. for (var sm in subMesh_dict[m]) {
  95857. subMesh_obj = subMesh_dict[m][sm];
  95858. BABYLON.SubMesh.CreateFromIndices(subMesh_obj.materialIndex + materialIndexOffset, subMesh_obj.indexStart, subMesh_obj.indexEnd - subMesh_obj.indexStart + 1, mesh);
  95859. materialMaxIndex = Math.max(subMesh_obj.materialIndex, materialMaxIndex);
  95860. }
  95861. materialIndexOffset += ++materialMaxIndex;
  95862. }
  95863. }
  95864. return mesh;
  95865. };
  95866. /**
  95867. * Build Mesh from CSG taking material and transforms into account
  95868. * @param name The name of the BABYLON.Mesh
  95869. * @param material The material of the BABYLON.Mesh
  95870. * @param scene The BABYLON.Scene
  95871. * @param keepSubMeshes Specifies if submeshes should be kept
  95872. * @returns The new BABYLON.Mesh
  95873. */
  95874. CSG.prototype.toMesh = function (name, material, scene, keepSubMeshes) {
  95875. var mesh = this.buildMeshGeometry(name, scene, keepSubMeshes);
  95876. mesh.material = material;
  95877. mesh.position.copyFrom(this.position);
  95878. mesh.rotation.copyFrom(this.rotation);
  95879. if (this.rotationQuaternion) {
  95880. mesh.rotationQuaternion = this.rotationQuaternion.clone();
  95881. }
  95882. mesh.scaling.copyFrom(this.scaling);
  95883. mesh.computeWorldMatrix(true);
  95884. return mesh;
  95885. };
  95886. return CSG;
  95887. }());
  95888. BABYLON.CSG = CSG;
  95889. })(BABYLON || (BABYLON = {}));
  95890. //# sourceMappingURL=babylon.csg.js.map
  95891. var BABYLON;
  95892. (function (BABYLON) {
  95893. /**
  95894. * This represents one of the lens effect in a `BABYLON.lensFlareSystem`.
  95895. * It controls one of the indiviual texture used in the effect.
  95896. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  95897. */
  95898. var LensFlare = /** @class */ (function () {
  95899. /**
  95900. * Instantiates a new Lens Flare.
  95901. * This represents one of the lens effect in a `BABYLON.lensFlareSystem`.
  95902. * It controls one of the indiviual texture used in the effect.
  95903. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  95904. * @param size Define the size of the lens flare in the system (a floating value between 0 and 1)
  95905. * @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.
  95906. * @param color Define the lens color
  95907. * @param imgUrl Define the lens texture url
  95908. * @param system Define the `lensFlareSystem` this flare is part of
  95909. */
  95910. function LensFlare(
  95911. /**
  95912. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  95913. */
  95914. size,
  95915. /**
  95916. * 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.
  95917. */
  95918. position, color, imgUrl, system) {
  95919. this.size = size;
  95920. this.position = position;
  95921. /**
  95922. * Define the alpha mode to render this particular lens.
  95923. */
  95924. this.alphaMode = BABYLON.Engine.ALPHA_ONEONE;
  95925. this.color = color || new BABYLON.Color3(1, 1, 1);
  95926. this.texture = imgUrl ? new BABYLON.Texture(imgUrl, system.getScene(), true) : null;
  95927. this._system = system;
  95928. system.lensFlares.push(this);
  95929. }
  95930. /**
  95931. * Creates a new Lens Flare.
  95932. * This represents one of the lens effect in a `BABYLON.lensFlareSystem`.
  95933. * It controls one of the indiviual texture used in the effect.
  95934. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  95935. * @param size Define the size of the lens flare (a floating value between 0 and 1)
  95936. * @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.
  95937. * @param color Define the lens color
  95938. * @param imgUrl Define the lens texture url
  95939. * @param system Define the `lensFlareSystem` this flare is part of
  95940. * @returns The newly created Lens Flare
  95941. */
  95942. LensFlare.AddFlare = function (size, position, color, imgUrl, system) {
  95943. return new LensFlare(size, position, color, imgUrl, system);
  95944. };
  95945. /**
  95946. * Dispose and release the lens flare with its associated resources.
  95947. */
  95948. LensFlare.prototype.dispose = function () {
  95949. if (this.texture) {
  95950. this.texture.dispose();
  95951. }
  95952. // Remove from scene
  95953. var index = this._system.lensFlares.indexOf(this);
  95954. this._system.lensFlares.splice(index, 1);
  95955. };
  95956. return LensFlare;
  95957. }());
  95958. BABYLON.LensFlare = LensFlare;
  95959. })(BABYLON || (BABYLON = {}));
  95960. //# sourceMappingURL=babylon.lensFlare.js.map
  95961. var BABYLON;
  95962. (function (BABYLON) {
  95963. // Adds the parser to the scene parsers.
  95964. BABYLON.AbstractScene.AddParser(BABYLON.SceneComponentConstants.NAME_LENSFLARESYSTEM, function (parsedData, scene, container, rootUrl) {
  95965. // Lens flares
  95966. if (parsedData.lensFlareSystems !== undefined && parsedData.lensFlareSystems !== null) {
  95967. if (!container.lensFlareSystems) {
  95968. container.lensFlareSystems = new Array();
  95969. }
  95970. for (var index = 0, cache = parsedData.lensFlareSystems.length; index < cache; index++) {
  95971. var parsedLensFlareSystem = parsedData.lensFlareSystems[index];
  95972. var lf = BABYLON.LensFlareSystem.Parse(parsedLensFlareSystem, scene, rootUrl);
  95973. container.lensFlareSystems.push(lf);
  95974. }
  95975. }
  95976. });
  95977. BABYLON.AbstractScene.prototype.getLensFlareSystemByName = function (name) {
  95978. for (var index = 0; index < this.lensFlareSystems.length; index++) {
  95979. if (this.lensFlareSystems[index].name === name) {
  95980. return this.lensFlareSystems[index];
  95981. }
  95982. }
  95983. return null;
  95984. };
  95985. BABYLON.AbstractScene.prototype.getLensFlareSystemByID = function (id) {
  95986. for (var index = 0; index < this.lensFlareSystems.length; index++) {
  95987. if (this.lensFlareSystems[index].id === id) {
  95988. return this.lensFlareSystems[index];
  95989. }
  95990. }
  95991. return null;
  95992. };
  95993. BABYLON.AbstractScene.prototype.removeLensFlareSystem = function (toRemove) {
  95994. var index = this.lensFlareSystems.indexOf(toRemove);
  95995. if (index !== -1) {
  95996. this.lensFlareSystems.splice(index, 1);
  95997. }
  95998. return index;
  95999. };
  96000. BABYLON.AbstractScene.prototype.addLensFlareSystem = function (newLensFlareSystem) {
  96001. this.lensFlareSystems.push(newLensFlareSystem);
  96002. };
  96003. /**
  96004. * Defines the lens flare scene component responsible to manage any lens flares
  96005. * in a given scene.
  96006. */
  96007. var LensFlareSystemSceneComponent = /** @class */ (function () {
  96008. /**
  96009. * Creates a new instance of the component for the given scene
  96010. * @param scene Defines the scene to register the component in
  96011. */
  96012. function LensFlareSystemSceneComponent(scene) {
  96013. /**
  96014. * The component name helpfull to identify the component in the list of scene components.
  96015. */
  96016. this.name = BABYLON.SceneComponentConstants.NAME_LENSFLARESYSTEM;
  96017. this.scene = scene;
  96018. scene.lensFlareSystems = new Array();
  96019. }
  96020. /**
  96021. * Registers the component in a given scene
  96022. */
  96023. LensFlareSystemSceneComponent.prototype.register = function () {
  96024. this.scene._afterCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERCAMERADRAW_LENSFLARESYSTEM, this, this._draw);
  96025. };
  96026. /**
  96027. * Rebuilds the elements related to this component in case of
  96028. * context lost for instance.
  96029. */
  96030. LensFlareSystemSceneComponent.prototype.rebuild = function () {
  96031. // Nothing to do for lens flare
  96032. };
  96033. /**
  96034. * Adds all the element from the container to the scene
  96035. * @param container the container holding the elements
  96036. */
  96037. LensFlareSystemSceneComponent.prototype.addFromContainer = function (container) {
  96038. var _this = this;
  96039. if (!container.lensFlareSystems) {
  96040. return;
  96041. }
  96042. container.lensFlareSystems.forEach(function (o) {
  96043. _this.scene.addLensFlareSystem(o);
  96044. });
  96045. };
  96046. /**
  96047. * Removes all the elements in the container from the scene
  96048. * @param container contains the elements to remove
  96049. */
  96050. LensFlareSystemSceneComponent.prototype.removeFromContainer = function (container) {
  96051. var _this = this;
  96052. if (!container.lensFlareSystems) {
  96053. return;
  96054. }
  96055. container.lensFlareSystems.forEach(function (o) {
  96056. _this.scene.removeLensFlareSystem(o);
  96057. });
  96058. };
  96059. /**
  96060. * Serializes the component data to the specified json object
  96061. * @param serializationObject The object to serialize to
  96062. */
  96063. LensFlareSystemSceneComponent.prototype.serialize = function (serializationObject) {
  96064. // Lens flares
  96065. serializationObject.lensFlareSystems = [];
  96066. var lensFlareSystems = this.scene.lensFlareSystems;
  96067. for (var _i = 0, lensFlareSystems_1 = lensFlareSystems; _i < lensFlareSystems_1.length; _i++) {
  96068. var lensFlareSystem = lensFlareSystems_1[_i];
  96069. serializationObject.lensFlareSystems.push(lensFlareSystem.serialize());
  96070. }
  96071. };
  96072. /**
  96073. * Disposes the component and the associated ressources.
  96074. */
  96075. LensFlareSystemSceneComponent.prototype.dispose = function () {
  96076. var lensFlareSystems = this.scene.lensFlareSystems;
  96077. while (lensFlareSystems.length) {
  96078. lensFlareSystems[0].dispose();
  96079. }
  96080. };
  96081. LensFlareSystemSceneComponent.prototype._draw = function (camera) {
  96082. // Lens flares
  96083. if (this.scene.lensFlaresEnabled) {
  96084. var lensFlareSystems = this.scene.lensFlareSystems;
  96085. BABYLON.Tools.StartPerformanceCounter("Lens flares", lensFlareSystems.length > 0);
  96086. for (var _i = 0, lensFlareSystems_2 = lensFlareSystems; _i < lensFlareSystems_2.length; _i++) {
  96087. var lensFlareSystem = lensFlareSystems_2[_i];
  96088. if ((camera.layerMask & lensFlareSystem.layerMask) !== 0) {
  96089. lensFlareSystem.render();
  96090. }
  96091. }
  96092. BABYLON.Tools.EndPerformanceCounter("Lens flares", lensFlareSystems.length > 0);
  96093. }
  96094. };
  96095. return LensFlareSystemSceneComponent;
  96096. }());
  96097. BABYLON.LensFlareSystemSceneComponent = LensFlareSystemSceneComponent;
  96098. })(BABYLON || (BABYLON = {}));
  96099. //# sourceMappingURL=babylon.lensFlareSystemSceneComponent.js.map
  96100. var BABYLON;
  96101. (function (BABYLON) {
  96102. /**
  96103. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  96104. * It is usually composed of several `BABYLON.lensFlare`.
  96105. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  96106. */
  96107. var LensFlareSystem = /** @class */ (function () {
  96108. /**
  96109. * Instantiates a lens flare system.
  96110. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  96111. * It is usually composed of several `BABYLON.lensFlare`.
  96112. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  96113. * @param name Define the name of the lens flare system in the scene
  96114. * @param emitter Define the source (the emitter) of the lens flares (it can be a camera, a light or a mesh).
  96115. * @param scene Define the scene the lens flare system belongs to
  96116. */
  96117. function LensFlareSystem(
  96118. /**
  96119. * Define the name of the lens flare system
  96120. */
  96121. name, emitter, scene) {
  96122. this.name = name;
  96123. /**
  96124. * List of lens flares used in this system.
  96125. */
  96126. this.lensFlares = new Array();
  96127. /**
  96128. * Define a limit from the border the lens flare can be visible.
  96129. */
  96130. this.borderLimit = 300;
  96131. /**
  96132. * Define a viewport border we do not want to see the lens flare in.
  96133. */
  96134. this.viewportBorder = 0;
  96135. /**
  96136. * Restricts the rendering of the effect to only the camera rendering this layer mask.
  96137. */
  96138. this.layerMask = 0x0FFFFFFF;
  96139. this._vertexBuffers = {};
  96140. this._isEnabled = true;
  96141. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  96142. var component = this._scene._getComponent(BABYLON.SceneComponentConstants.NAME_LENSFLARESYSTEM);
  96143. if (!component) {
  96144. component = new BABYLON.LensFlareSystemSceneComponent(this._scene);
  96145. scene._addComponent(component);
  96146. }
  96147. this._emitter = emitter;
  96148. this.id = name;
  96149. scene.lensFlareSystems.push(this);
  96150. this.meshesSelectionPredicate = function (m) { return (scene.activeCamera && m.material && m.isVisible && m.isEnabled() && m.isBlocker && ((m.layerMask & scene.activeCamera.layerMask) != 0)); };
  96151. var engine = scene.getEngine();
  96152. // VBO
  96153. var vertices = [];
  96154. vertices.push(1, 1);
  96155. vertices.push(-1, 1);
  96156. vertices.push(-1, -1);
  96157. vertices.push(1, -1);
  96158. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(engine, vertices, BABYLON.VertexBuffer.PositionKind, false, false, 2);
  96159. // Indices
  96160. var indices = [];
  96161. indices.push(0);
  96162. indices.push(1);
  96163. indices.push(2);
  96164. indices.push(0);
  96165. indices.push(2);
  96166. indices.push(3);
  96167. this._indexBuffer = engine.createIndexBuffer(indices);
  96168. // Effects
  96169. this._effect = engine.createEffect("lensFlare", [BABYLON.VertexBuffer.PositionKind], ["color", "viewportMatrix"], ["textureSampler"], "");
  96170. }
  96171. Object.defineProperty(LensFlareSystem.prototype, "isEnabled", {
  96172. /**
  96173. * Define if the lens flare system is enabled.
  96174. */
  96175. get: function () {
  96176. return this._isEnabled;
  96177. },
  96178. set: function (value) {
  96179. this._isEnabled = value;
  96180. },
  96181. enumerable: true,
  96182. configurable: true
  96183. });
  96184. /**
  96185. * Get the scene the effects belongs to.
  96186. * @returns the scene holding the lens flare system
  96187. */
  96188. LensFlareSystem.prototype.getScene = function () {
  96189. return this._scene;
  96190. };
  96191. /**
  96192. * Get the emitter of the lens flare system.
  96193. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  96194. * @returns the emitter of the lens flare system
  96195. */
  96196. LensFlareSystem.prototype.getEmitter = function () {
  96197. return this._emitter;
  96198. };
  96199. /**
  96200. * Set the emitter of the lens flare system.
  96201. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  96202. * @param newEmitter Define the new emitter of the system
  96203. */
  96204. LensFlareSystem.prototype.setEmitter = function (newEmitter) {
  96205. this._emitter = newEmitter;
  96206. };
  96207. /**
  96208. * Get the lens flare system emitter position.
  96209. * The emitter defines the source of the lens flares (it can be a camera, a light or a mesh).
  96210. * @returns the position
  96211. */
  96212. LensFlareSystem.prototype.getEmitterPosition = function () {
  96213. return this._emitter.getAbsolutePosition ? this._emitter.getAbsolutePosition() : this._emitter.position;
  96214. };
  96215. /**
  96216. * @hidden
  96217. */
  96218. LensFlareSystem.prototype.computeEffectivePosition = function (globalViewport) {
  96219. var position = this.getEmitterPosition();
  96220. position = BABYLON.Vector3.Project(position, BABYLON.Matrix.Identity(), this._scene.getTransformMatrix(), globalViewport);
  96221. this._positionX = position.x;
  96222. this._positionY = position.y;
  96223. position = BABYLON.Vector3.TransformCoordinates(this.getEmitterPosition(), this._scene.getViewMatrix());
  96224. if (this.viewportBorder > 0) {
  96225. globalViewport.x -= this.viewportBorder;
  96226. globalViewport.y -= this.viewportBorder;
  96227. globalViewport.width += this.viewportBorder * 2;
  96228. globalViewport.height += this.viewportBorder * 2;
  96229. position.x += this.viewportBorder;
  96230. position.y += this.viewportBorder;
  96231. this._positionX += this.viewportBorder;
  96232. this._positionY += this.viewportBorder;
  96233. }
  96234. if (position.z > 0) {
  96235. if ((this._positionX > globalViewport.x) && (this._positionX < globalViewport.x + globalViewport.width)) {
  96236. if ((this._positionY > globalViewport.y) && (this._positionY < globalViewport.y + globalViewport.height)) {
  96237. return true;
  96238. }
  96239. }
  96240. return true;
  96241. }
  96242. return false;
  96243. };
  96244. /** @hidden */
  96245. LensFlareSystem.prototype._isVisible = function () {
  96246. if (!this._isEnabled || !this._scene.activeCamera) {
  96247. return false;
  96248. }
  96249. var emitterPosition = this.getEmitterPosition();
  96250. var direction = emitterPosition.subtract(this._scene.activeCamera.globalPosition);
  96251. var distance = direction.length();
  96252. direction.normalize();
  96253. var ray = new BABYLON.Ray(this._scene.activeCamera.globalPosition, direction);
  96254. var pickInfo = this._scene.pickWithRay(ray, this.meshesSelectionPredicate, true);
  96255. return !pickInfo || !pickInfo.hit || pickInfo.distance > distance;
  96256. };
  96257. /**
  96258. * @hidden
  96259. */
  96260. LensFlareSystem.prototype.render = function () {
  96261. if (!this._effect.isReady() || !this._scene.activeCamera) {
  96262. return false;
  96263. }
  96264. var engine = this._scene.getEngine();
  96265. var viewport = this._scene.activeCamera.viewport;
  96266. var globalViewport = viewport.toGlobal(engine.getRenderWidth(true), engine.getRenderHeight(true));
  96267. // Position
  96268. if (!this.computeEffectivePosition(globalViewport)) {
  96269. return false;
  96270. }
  96271. // Visibility
  96272. if (!this._isVisible()) {
  96273. return false;
  96274. }
  96275. // Intensity
  96276. var awayX;
  96277. var awayY;
  96278. if (this._positionX < this.borderLimit + globalViewport.x) {
  96279. awayX = this.borderLimit + globalViewport.x - this._positionX;
  96280. }
  96281. else if (this._positionX > globalViewport.x + globalViewport.width - this.borderLimit) {
  96282. awayX = this._positionX - globalViewport.x - globalViewport.width + this.borderLimit;
  96283. }
  96284. else {
  96285. awayX = 0;
  96286. }
  96287. if (this._positionY < this.borderLimit + globalViewport.y) {
  96288. awayY = this.borderLimit + globalViewport.y - this._positionY;
  96289. }
  96290. else if (this._positionY > globalViewport.y + globalViewport.height - this.borderLimit) {
  96291. awayY = this._positionY - globalViewport.y - globalViewport.height + this.borderLimit;
  96292. }
  96293. else {
  96294. awayY = 0;
  96295. }
  96296. var away = (awayX > awayY) ? awayX : awayY;
  96297. away -= this.viewportBorder;
  96298. if (away > this.borderLimit) {
  96299. away = this.borderLimit;
  96300. }
  96301. var intensity = 1.0 - BABYLON.Scalar.Clamp(away / this.borderLimit, 0, 1);
  96302. if (intensity < 0) {
  96303. return false;
  96304. }
  96305. if (intensity > 1.0) {
  96306. intensity = 1.0;
  96307. }
  96308. if (this.viewportBorder > 0) {
  96309. globalViewport.x += this.viewportBorder;
  96310. globalViewport.y += this.viewportBorder;
  96311. globalViewport.width -= this.viewportBorder * 2;
  96312. globalViewport.height -= this.viewportBorder * 2;
  96313. this._positionX -= this.viewportBorder;
  96314. this._positionY -= this.viewportBorder;
  96315. }
  96316. // Position
  96317. var centerX = globalViewport.x + globalViewport.width / 2;
  96318. var centerY = globalViewport.y + globalViewport.height / 2;
  96319. var distX = centerX - this._positionX;
  96320. var distY = centerY - this._positionY;
  96321. // Effects
  96322. engine.enableEffect(this._effect);
  96323. engine.setState(false);
  96324. engine.setDepthBuffer(false);
  96325. // VBOs
  96326. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._effect);
  96327. // Flares
  96328. for (var index = 0; index < this.lensFlares.length; index++) {
  96329. var flare = this.lensFlares[index];
  96330. engine.setAlphaMode(flare.alphaMode);
  96331. var x = centerX - (distX * flare.position);
  96332. var y = centerY - (distY * flare.position);
  96333. var cw = flare.size;
  96334. var ch = flare.size * engine.getAspectRatio(this._scene.activeCamera, true);
  96335. var cx = 2 * (x / (globalViewport.width + globalViewport.x * 2)) - 1.0;
  96336. var cy = 1.0 - 2 * (y / (globalViewport.height + globalViewport.y * 2));
  96337. var viewportMatrix = BABYLON.Matrix.FromValues(cw / 2, 0, 0, 0, 0, ch / 2, 0, 0, 0, 0, 1, 0, cx, cy, 0, 1);
  96338. this._effect.setMatrix("viewportMatrix", viewportMatrix);
  96339. // Texture
  96340. this._effect.setTexture("textureSampler", flare.texture);
  96341. // Color
  96342. this._effect.setFloat4("color", flare.color.r * intensity, flare.color.g * intensity, flare.color.b * intensity, 1.0);
  96343. // Draw order
  96344. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  96345. }
  96346. engine.setDepthBuffer(true);
  96347. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  96348. return true;
  96349. };
  96350. /**
  96351. * Dispose and release the lens flare with its associated resources.
  96352. */
  96353. LensFlareSystem.prototype.dispose = function () {
  96354. var vertexBuffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  96355. if (vertexBuffer) {
  96356. vertexBuffer.dispose();
  96357. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  96358. }
  96359. if (this._indexBuffer) {
  96360. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  96361. this._indexBuffer = null;
  96362. }
  96363. while (this.lensFlares.length) {
  96364. this.lensFlares[0].dispose();
  96365. }
  96366. // Remove from scene
  96367. var index = this._scene.lensFlareSystems.indexOf(this);
  96368. this._scene.lensFlareSystems.splice(index, 1);
  96369. };
  96370. /**
  96371. * Parse a lens flare system from a JSON repressentation
  96372. * @param parsedLensFlareSystem Define the JSON to parse
  96373. * @param scene Define the scene the parsed system should be instantiated in
  96374. * @param rootUrl Define the rootUrl of the load sequence to easily find a load relative dependencies such as textures
  96375. * @returns the parsed system
  96376. */
  96377. LensFlareSystem.Parse = function (parsedLensFlareSystem, scene, rootUrl) {
  96378. var emitter = scene.getLastEntryByID(parsedLensFlareSystem.emitterId);
  96379. var name = parsedLensFlareSystem.name || "lensFlareSystem#" + parsedLensFlareSystem.emitterId;
  96380. var lensFlareSystem = new LensFlareSystem(name, emitter, scene);
  96381. lensFlareSystem.id = parsedLensFlareSystem.id || name;
  96382. lensFlareSystem.borderLimit = parsedLensFlareSystem.borderLimit;
  96383. for (var index = 0; index < parsedLensFlareSystem.flares.length; index++) {
  96384. var parsedFlare = parsedLensFlareSystem.flares[index];
  96385. BABYLON.LensFlare.AddFlare(parsedFlare.size, parsedFlare.position, BABYLON.Color3.FromArray(parsedFlare.color), parsedFlare.textureName ? rootUrl + parsedFlare.textureName : "", lensFlareSystem);
  96386. }
  96387. return lensFlareSystem;
  96388. };
  96389. /**
  96390. * Serialize the current Lens Flare System into a JSON representation.
  96391. * @returns the serialized JSON
  96392. */
  96393. LensFlareSystem.prototype.serialize = function () {
  96394. var serializationObject = {};
  96395. serializationObject.id = this.id;
  96396. serializationObject.name = this.name;
  96397. serializationObject.emitterId = this.getEmitter().id;
  96398. serializationObject.borderLimit = this.borderLimit;
  96399. serializationObject.flares = [];
  96400. for (var index = 0; index < this.lensFlares.length; index++) {
  96401. var flare = this.lensFlares[index];
  96402. serializationObject.flares.push({
  96403. size: flare.size,
  96404. position: flare.position,
  96405. color: flare.color.asArray(),
  96406. textureName: BABYLON.Tools.GetFilename(flare.texture ? flare.texture.name : "")
  96407. });
  96408. }
  96409. return serializationObject;
  96410. };
  96411. return LensFlareSystem;
  96412. }());
  96413. BABYLON.LensFlareSystem = LensFlareSystem;
  96414. })(BABYLON || (BABYLON = {}));
  96415. //# sourceMappingURL=babylon.lensFlareSystem.js.map
  96416. var BABYLON;
  96417. (function (BABYLON) {
  96418. /**
  96419. * This is a holder class for the physics joint created by the physics plugin
  96420. * It holds a set of functions to control the underlying joint
  96421. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  96422. */
  96423. var PhysicsJoint = /** @class */ (function () {
  96424. /**
  96425. * Initializes the physics joint
  96426. * @param type The type of the physics joint
  96427. * @param jointData The data for the physics joint
  96428. */
  96429. function PhysicsJoint(
  96430. /**
  96431. * The type of the physics joint
  96432. */
  96433. type,
  96434. /**
  96435. * The data for the physics joint
  96436. */
  96437. jointData) {
  96438. this.type = type;
  96439. this.jointData = jointData;
  96440. jointData.nativeParams = jointData.nativeParams || {};
  96441. }
  96442. Object.defineProperty(PhysicsJoint.prototype, "physicsJoint", {
  96443. /**
  96444. * Gets the physics joint
  96445. */
  96446. get: function () {
  96447. return this._physicsJoint;
  96448. },
  96449. /**
  96450. * Sets the physics joint
  96451. */
  96452. set: function (newJoint) {
  96453. if (this._physicsJoint) {
  96454. //remove from the wolrd
  96455. }
  96456. this._physicsJoint = newJoint;
  96457. },
  96458. enumerable: true,
  96459. configurable: true
  96460. });
  96461. Object.defineProperty(PhysicsJoint.prototype, "physicsPlugin", {
  96462. /**
  96463. * Sets the physics plugin
  96464. */
  96465. set: function (physicsPlugin) {
  96466. this._physicsPlugin = physicsPlugin;
  96467. },
  96468. enumerable: true,
  96469. configurable: true
  96470. });
  96471. /**
  96472. * Execute a function that is physics-plugin specific.
  96473. * @param {Function} func the function that will be executed.
  96474. * It accepts two parameters: the physics world and the physics joint
  96475. */
  96476. PhysicsJoint.prototype.executeNativeFunction = function (func) {
  96477. func(this._physicsPlugin.world, this._physicsJoint);
  96478. };
  96479. //TODO check if the native joints are the same
  96480. //Joint Types
  96481. /**
  96482. * Distance-Joint type
  96483. */
  96484. PhysicsJoint.DistanceJoint = 0;
  96485. /**
  96486. * Hinge-Joint type
  96487. */
  96488. PhysicsJoint.HingeJoint = 1;
  96489. /**
  96490. * Ball-and-Socket joint type
  96491. */
  96492. PhysicsJoint.BallAndSocketJoint = 2;
  96493. /**
  96494. * Wheel-Joint type
  96495. */
  96496. PhysicsJoint.WheelJoint = 3;
  96497. /**
  96498. * Slider-Joint type
  96499. */
  96500. PhysicsJoint.SliderJoint = 4;
  96501. //OIMO
  96502. /**
  96503. * Prismatic-Joint type
  96504. */
  96505. PhysicsJoint.PrismaticJoint = 5;
  96506. //
  96507. /**
  96508. * Universal-Joint type
  96509. * ENERGY FTW! (compare with this - @see http://ode-wiki.org/wiki/index.php?title=Manual:_Joint_Types_and_Functions)
  96510. */
  96511. PhysicsJoint.UniversalJoint = 6;
  96512. /**
  96513. * Hinge-Joint 2 type
  96514. */
  96515. PhysicsJoint.Hinge2Joint = PhysicsJoint.WheelJoint;
  96516. //Cannon
  96517. /**
  96518. * Point to Point Joint type. Similar to a Ball-Joint. Different in parameters
  96519. */
  96520. PhysicsJoint.PointToPointJoint = 8;
  96521. //Cannon only at the moment
  96522. /**
  96523. * Spring-Joint type
  96524. */
  96525. PhysicsJoint.SpringJoint = 9;
  96526. /**
  96527. * Lock-Joint type
  96528. */
  96529. PhysicsJoint.LockJoint = 10;
  96530. return PhysicsJoint;
  96531. }());
  96532. BABYLON.PhysicsJoint = PhysicsJoint;
  96533. /**
  96534. * A class representing a physics distance joint
  96535. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  96536. */
  96537. var DistanceJoint = /** @class */ (function (_super) {
  96538. __extends(DistanceJoint, _super);
  96539. /**
  96540. *
  96541. * @param jointData The data for the Distance-Joint
  96542. */
  96543. function DistanceJoint(jointData) {
  96544. return _super.call(this, PhysicsJoint.DistanceJoint, jointData) || this;
  96545. }
  96546. /**
  96547. * Update the predefined distance.
  96548. * @param maxDistance The maximum preferred distance
  96549. * @param minDistance The minimum preferred distance
  96550. */
  96551. DistanceJoint.prototype.updateDistance = function (maxDistance, minDistance) {
  96552. this._physicsPlugin.updateDistanceJoint(this, maxDistance, minDistance);
  96553. };
  96554. return DistanceJoint;
  96555. }(PhysicsJoint));
  96556. BABYLON.DistanceJoint = DistanceJoint;
  96557. /**
  96558. * Represents a Motor-Enabled Joint
  96559. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  96560. */
  96561. var MotorEnabledJoint = /** @class */ (function (_super) {
  96562. __extends(MotorEnabledJoint, _super);
  96563. /**
  96564. * Initializes the Motor-Enabled Joint
  96565. * @param type The type of the joint
  96566. * @param jointData The physica joint data for the joint
  96567. */
  96568. function MotorEnabledJoint(type, jointData) {
  96569. return _super.call(this, type, jointData) || this;
  96570. }
  96571. /**
  96572. * Set the motor values.
  96573. * Attention, this function is plugin specific. Engines won't react 100% the same.
  96574. * @param force the force to apply
  96575. * @param maxForce max force for this motor.
  96576. */
  96577. MotorEnabledJoint.prototype.setMotor = function (force, maxForce) {
  96578. this._physicsPlugin.setMotor(this, force || 0, maxForce);
  96579. };
  96580. /**
  96581. * Set the motor's limits.
  96582. * Attention, this function is plugin specific. Engines won't react 100% the same.
  96583. * @param upperLimit The upper limit of the motor
  96584. * @param lowerLimit The lower limit of the motor
  96585. */
  96586. MotorEnabledJoint.prototype.setLimit = function (upperLimit, lowerLimit) {
  96587. this._physicsPlugin.setLimit(this, upperLimit, lowerLimit);
  96588. };
  96589. return MotorEnabledJoint;
  96590. }(PhysicsJoint));
  96591. BABYLON.MotorEnabledJoint = MotorEnabledJoint;
  96592. /**
  96593. * This class represents a single physics Hinge-Joint
  96594. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  96595. */
  96596. var HingeJoint = /** @class */ (function (_super) {
  96597. __extends(HingeJoint, _super);
  96598. /**
  96599. * Initializes the Hinge-Joint
  96600. * @param jointData The joint data for the Hinge-Joint
  96601. */
  96602. function HingeJoint(jointData) {
  96603. return _super.call(this, PhysicsJoint.HingeJoint, jointData) || this;
  96604. }
  96605. /**
  96606. * Set the motor values.
  96607. * Attention, this function is plugin specific. Engines won't react 100% the same.
  96608. * @param {number} force the force to apply
  96609. * @param {number} maxForce max force for this motor.
  96610. */
  96611. HingeJoint.prototype.setMotor = function (force, maxForce) {
  96612. this._physicsPlugin.setMotor(this, force || 0, maxForce);
  96613. };
  96614. /**
  96615. * Set the motor's limits.
  96616. * Attention, this function is plugin specific. Engines won't react 100% the same.
  96617. * @param upperLimit The upper limit of the motor
  96618. * @param lowerLimit The lower limit of the motor
  96619. */
  96620. HingeJoint.prototype.setLimit = function (upperLimit, lowerLimit) {
  96621. this._physicsPlugin.setLimit(this, upperLimit, lowerLimit);
  96622. };
  96623. return HingeJoint;
  96624. }(MotorEnabledJoint));
  96625. BABYLON.HingeJoint = HingeJoint;
  96626. /**
  96627. * This class represents a dual hinge physics joint (same as wheel joint)
  96628. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  96629. */
  96630. var Hinge2Joint = /** @class */ (function (_super) {
  96631. __extends(Hinge2Joint, _super);
  96632. /**
  96633. * Initializes the Hinge2-Joint
  96634. * @param jointData The joint data for the Hinge2-Joint
  96635. */
  96636. function Hinge2Joint(jointData) {
  96637. return _super.call(this, PhysicsJoint.Hinge2Joint, jointData) || this;
  96638. }
  96639. /**
  96640. * Set the motor values.
  96641. * Attention, this function is plugin specific. Engines won't react 100% the same.
  96642. * @param {number} force the force to apply
  96643. * @param {number} maxForce max force for this motor.
  96644. * @param {motorIndex} the motor's index, 0 or 1.
  96645. */
  96646. Hinge2Joint.prototype.setMotor = function (force, maxForce, motorIndex) {
  96647. if (motorIndex === void 0) { motorIndex = 0; }
  96648. this._physicsPlugin.setMotor(this, force || 0, maxForce, motorIndex);
  96649. };
  96650. /**
  96651. * Set the motor limits.
  96652. * Attention, this function is plugin specific. Engines won't react 100% the same.
  96653. * @param {number} upperLimit the upper limit
  96654. * @param {number} lowerLimit lower limit
  96655. * @param {motorIndex} the motor's index, 0 or 1.
  96656. */
  96657. Hinge2Joint.prototype.setLimit = function (upperLimit, lowerLimit, motorIndex) {
  96658. if (motorIndex === void 0) { motorIndex = 0; }
  96659. this._physicsPlugin.setLimit(this, upperLimit, lowerLimit, motorIndex);
  96660. };
  96661. return Hinge2Joint;
  96662. }(MotorEnabledJoint));
  96663. BABYLON.Hinge2Joint = Hinge2Joint;
  96664. })(BABYLON || (BABYLON = {}));
  96665. //# sourceMappingURL=babylon.physicsJoint.js.map
  96666. var BABYLON;
  96667. (function (BABYLON) {
  96668. /**
  96669. * Represents a physics imposter
  96670. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  96671. */
  96672. var PhysicsImpostor = /** @class */ (function () {
  96673. /**
  96674. * Initializes the physics imposter
  96675. * @param object The physics-enabled object used as the physics imposter
  96676. * @param type The type of the physics imposter
  96677. * @param _options The options for the physics imposter
  96678. * @param _scene The Babylon scene
  96679. */
  96680. function PhysicsImpostor(
  96681. /**
  96682. * The physics-enabled object used as the physics imposter
  96683. */
  96684. object,
  96685. /**
  96686. * The type of the physics imposter
  96687. */
  96688. type, _options, _scene) {
  96689. if (_options === void 0) { _options = { mass: 0 }; }
  96690. var _this = this;
  96691. this.object = object;
  96692. this.type = type;
  96693. this._options = _options;
  96694. this._scene = _scene;
  96695. this._bodyUpdateRequired = false;
  96696. this._onBeforePhysicsStepCallbacks = new Array();
  96697. this._onAfterPhysicsStepCallbacks = new Array();
  96698. this._onPhysicsCollideCallbacks = [];
  96699. this._deltaPosition = BABYLON.Vector3.Zero();
  96700. this._isDisposed = false;
  96701. //temp variables for parent rotation calculations
  96702. //private _mats: Array<Matrix> = [new Matrix(), new Matrix()];
  96703. this._tmpQuat = new BABYLON.Quaternion();
  96704. this._tmpQuat2 = new BABYLON.Quaternion();
  96705. /**
  96706. * this function is executed by the physics engine.
  96707. */
  96708. this.beforeStep = function () {
  96709. if (!_this._physicsEngine) {
  96710. return;
  96711. }
  96712. _this.object.translate(_this._deltaPosition, -1);
  96713. _this._deltaRotationConjugated && _this.object.rotationQuaternion && _this.object.rotationQuaternion.multiplyToRef(_this._deltaRotationConjugated, _this.object.rotationQuaternion);
  96714. _this.object.computeWorldMatrix(false);
  96715. if (_this.object.parent && _this.object.rotationQuaternion) {
  96716. _this.getParentsRotation();
  96717. _this._tmpQuat.multiplyToRef(_this.object.rotationQuaternion, _this._tmpQuat);
  96718. }
  96719. else {
  96720. _this._tmpQuat.copyFrom(_this.object.rotationQuaternion || new BABYLON.Quaternion());
  96721. }
  96722. if (!_this._options.disableBidirectionalTransformation) {
  96723. _this.object.rotationQuaternion && _this._physicsEngine.getPhysicsPlugin().setPhysicsBodyTransformation(_this, /*bInfo.boundingBox.centerWorld*/ _this.object.getAbsolutePivotPoint(), _this._tmpQuat);
  96724. }
  96725. _this._onBeforePhysicsStepCallbacks.forEach(function (func) {
  96726. func(_this);
  96727. });
  96728. };
  96729. /**
  96730. * this function is executed by the physics engine
  96731. */
  96732. this.afterStep = function () {
  96733. if (!_this._physicsEngine) {
  96734. return;
  96735. }
  96736. _this._onAfterPhysicsStepCallbacks.forEach(function (func) {
  96737. func(_this);
  96738. });
  96739. _this._physicsEngine.getPhysicsPlugin().setTransformationFromPhysicsBody(_this);
  96740. // object has now its world rotation. needs to be converted to local.
  96741. if (_this.object.parent && _this.object.rotationQuaternion) {
  96742. _this.getParentsRotation();
  96743. _this._tmpQuat.conjugateInPlace();
  96744. _this._tmpQuat.multiplyToRef(_this.object.rotationQuaternion, _this.object.rotationQuaternion);
  96745. }
  96746. // take the position set and make it the absolute position of this object.
  96747. _this.object.setAbsolutePosition(_this.object.position);
  96748. _this._deltaRotation && _this.object.rotationQuaternion && _this.object.rotationQuaternion.multiplyToRef(_this._deltaRotation, _this.object.rotationQuaternion);
  96749. _this.object.translate(_this._deltaPosition, 1);
  96750. };
  96751. /**
  96752. * Legacy collision detection event support
  96753. */
  96754. this.onCollideEvent = null;
  96755. /**
  96756. * event and body object due to cannon's event-based architecture.
  96757. */
  96758. this.onCollide = function (e) {
  96759. if (!_this._onPhysicsCollideCallbacks.length && !_this.onCollideEvent) {
  96760. return;
  96761. }
  96762. if (!_this._physicsEngine) {
  96763. return;
  96764. }
  96765. var otherImpostor = _this._physicsEngine.getImpostorWithPhysicsBody(e.body);
  96766. if (otherImpostor) {
  96767. // Legacy collision detection event support
  96768. if (_this.onCollideEvent) {
  96769. _this.onCollideEvent(_this, otherImpostor);
  96770. }
  96771. _this._onPhysicsCollideCallbacks.filter(function (obj) {
  96772. return obj.otherImpostors.indexOf(otherImpostor) !== -1;
  96773. }).forEach(function (obj) {
  96774. obj.callback(_this, otherImpostor);
  96775. });
  96776. }
  96777. };
  96778. //sanity check!
  96779. if (!this.object) {
  96780. BABYLON.Tools.Error("No object was provided. A physics object is obligatory");
  96781. return;
  96782. }
  96783. // Legacy support for old syntax.
  96784. if (!this._scene && object.getScene) {
  96785. this._scene = object.getScene();
  96786. }
  96787. if (!this._scene) {
  96788. return;
  96789. }
  96790. this._physicsEngine = this._scene.getPhysicsEngine();
  96791. if (!this._physicsEngine) {
  96792. BABYLON.Tools.Error("Physics not enabled. Please use scene.enablePhysics(...) before creating impostors.");
  96793. }
  96794. else {
  96795. //set the object's quaternion, if not set
  96796. if (!this.object.rotationQuaternion) {
  96797. if (this.object.rotation) {
  96798. this.object.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this.object.rotation.y, this.object.rotation.x, this.object.rotation.z);
  96799. }
  96800. else {
  96801. this.object.rotationQuaternion = new BABYLON.Quaternion();
  96802. }
  96803. }
  96804. //default options params
  96805. this._options.mass = (_options.mass === void 0) ? 0 : _options.mass;
  96806. this._options.friction = (_options.friction === void 0) ? 0.2 : _options.friction;
  96807. this._options.restitution = (_options.restitution === void 0) ? 0.2 : _options.restitution;
  96808. this._joints = [];
  96809. //If the mesh has a parent, don't initialize the physicsBody. Instead wait for the parent to do that.
  96810. if (!this.object.parent || this._options.ignoreParent) {
  96811. this._init();
  96812. }
  96813. else if (this.object.parent.physicsImpostor) {
  96814. BABYLON.Tools.Warn("You must affect impostors to children before affecting impostor to parent.");
  96815. }
  96816. }
  96817. }
  96818. Object.defineProperty(PhysicsImpostor.prototype, "isDisposed", {
  96819. /**
  96820. * Specifies if the physics imposter is disposed
  96821. */
  96822. get: function () {
  96823. return this._isDisposed;
  96824. },
  96825. enumerable: true,
  96826. configurable: true
  96827. });
  96828. Object.defineProperty(PhysicsImpostor.prototype, "mass", {
  96829. /**
  96830. * Gets the mass of the physics imposter
  96831. */
  96832. get: function () {
  96833. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getBodyMass(this) : 0;
  96834. },
  96835. set: function (value) {
  96836. this.setMass(value);
  96837. },
  96838. enumerable: true,
  96839. configurable: true
  96840. });
  96841. Object.defineProperty(PhysicsImpostor.prototype, "friction", {
  96842. /**
  96843. * Gets the coefficient of friction
  96844. */
  96845. get: function () {
  96846. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getBodyFriction(this) : 0;
  96847. },
  96848. /**
  96849. * Sets the coefficient of friction
  96850. */
  96851. set: function (value) {
  96852. if (!this._physicsEngine) {
  96853. return;
  96854. }
  96855. this._physicsEngine.getPhysicsPlugin().setBodyFriction(this, value);
  96856. },
  96857. enumerable: true,
  96858. configurable: true
  96859. });
  96860. Object.defineProperty(PhysicsImpostor.prototype, "restitution", {
  96861. /**
  96862. * Gets the coefficient of restitution
  96863. */
  96864. get: function () {
  96865. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getBodyRestitution(this) : 0;
  96866. },
  96867. /**
  96868. * Sets the coefficient of restitution
  96869. */
  96870. set: function (value) {
  96871. if (!this._physicsEngine) {
  96872. return;
  96873. }
  96874. this._physicsEngine.getPhysicsPlugin().setBodyRestitution(this, value);
  96875. },
  96876. enumerable: true,
  96877. configurable: true
  96878. });
  96879. /**
  96880. * This function will completly initialize this impostor.
  96881. * It will create a new body - but only if this mesh has no parent.
  96882. * If it has, this impostor will not be used other than to define the impostor
  96883. * of the child mesh.
  96884. * @hidden
  96885. */
  96886. PhysicsImpostor.prototype._init = function () {
  96887. if (!this._physicsEngine) {
  96888. return;
  96889. }
  96890. this._physicsEngine.removeImpostor(this);
  96891. this.physicsBody = null;
  96892. this._parent = this._parent || this._getPhysicsParent();
  96893. if (!this._isDisposed && (!this.parent || this._options.ignoreParent)) {
  96894. this._physicsEngine.addImpostor(this);
  96895. }
  96896. };
  96897. PhysicsImpostor.prototype._getPhysicsParent = function () {
  96898. if (this.object.parent instanceof BABYLON.AbstractMesh) {
  96899. var parentMesh = this.object.parent;
  96900. return parentMesh.physicsImpostor;
  96901. }
  96902. return null;
  96903. };
  96904. /**
  96905. * Should a new body be generated.
  96906. * @returns boolean specifying if body initialization is required
  96907. */
  96908. PhysicsImpostor.prototype.isBodyInitRequired = function () {
  96909. return this._bodyUpdateRequired || (!this._physicsBody && !this._parent);
  96910. };
  96911. /**
  96912. * Sets the updated scaling
  96913. * @param updated Specifies if the scaling is updated
  96914. */
  96915. PhysicsImpostor.prototype.setScalingUpdated = function (updated) {
  96916. this.forceUpdate();
  96917. };
  96918. /**
  96919. * Force a regeneration of this or the parent's impostor's body.
  96920. * Use under cautious - This will remove all joints already implemented.
  96921. */
  96922. PhysicsImpostor.prototype.forceUpdate = function () {
  96923. this._init();
  96924. if (this.parent && !this._options.ignoreParent) {
  96925. this.parent.forceUpdate();
  96926. }
  96927. };
  96928. Object.defineProperty(PhysicsImpostor.prototype, "physicsBody", {
  96929. /*public get mesh(): AbstractMesh {
  96930. return this._mesh;
  96931. }*/
  96932. /**
  96933. * Gets the body that holds this impostor. Either its own, or its parent.
  96934. */
  96935. get: function () {
  96936. return (this._parent && !this._options.ignoreParent) ? this._parent.physicsBody : this._physicsBody;
  96937. },
  96938. /**
  96939. * Set the physics body. Used mainly by the physics engine/plugin
  96940. */
  96941. set: function (physicsBody) {
  96942. if (this._physicsBody && this._physicsEngine) {
  96943. this._physicsEngine.getPhysicsPlugin().removePhysicsBody(this);
  96944. }
  96945. this._physicsBody = physicsBody;
  96946. this.resetUpdateFlags();
  96947. },
  96948. enumerable: true,
  96949. configurable: true
  96950. });
  96951. Object.defineProperty(PhysicsImpostor.prototype, "parent", {
  96952. /**
  96953. * Get the parent of the physics imposter
  96954. * @returns Physics imposter or null
  96955. */
  96956. get: function () {
  96957. return !this._options.ignoreParent && this._parent ? this._parent : null;
  96958. },
  96959. /**
  96960. * Sets the parent of the physics imposter
  96961. */
  96962. set: function (value) {
  96963. this._parent = value;
  96964. },
  96965. enumerable: true,
  96966. configurable: true
  96967. });
  96968. /**
  96969. * Resets the update flags
  96970. */
  96971. PhysicsImpostor.prototype.resetUpdateFlags = function () {
  96972. this._bodyUpdateRequired = false;
  96973. };
  96974. /**
  96975. * Gets the object extend size
  96976. * @returns the object extend size
  96977. */
  96978. PhysicsImpostor.prototype.getObjectExtendSize = function () {
  96979. if (this.object.getBoundingInfo) {
  96980. var q = this.object.rotationQuaternion;
  96981. //reset rotation
  96982. this.object.rotationQuaternion = PhysicsImpostor.IDENTITY_QUATERNION;
  96983. //calculate the world matrix with no rotation
  96984. this.object.computeWorldMatrix && this.object.computeWorldMatrix(true);
  96985. var boundingInfo = this.object.getBoundingInfo();
  96986. var size = boundingInfo.boundingBox.extendSizeWorld.scale(2);
  96987. //bring back the rotation
  96988. this.object.rotationQuaternion = q;
  96989. //calculate the world matrix with the new rotation
  96990. this.object.computeWorldMatrix && this.object.computeWorldMatrix(true);
  96991. return size;
  96992. }
  96993. else {
  96994. return PhysicsImpostor.DEFAULT_OBJECT_SIZE;
  96995. }
  96996. };
  96997. /**
  96998. * Gets the object center
  96999. * @returns The object center
  97000. */
  97001. PhysicsImpostor.prototype.getObjectCenter = function () {
  97002. if (this.object.getBoundingInfo) {
  97003. var boundingInfo = this.object.getBoundingInfo();
  97004. return boundingInfo.boundingBox.centerWorld;
  97005. }
  97006. else {
  97007. return this.object.position;
  97008. }
  97009. };
  97010. /**
  97011. * Get a specific parametes from the options parameter
  97012. * @param paramName The object parameter name
  97013. * @returns The object parameter
  97014. */
  97015. PhysicsImpostor.prototype.getParam = function (paramName) {
  97016. return this._options[paramName];
  97017. };
  97018. /**
  97019. * Sets a specific parameter in the options given to the physics plugin
  97020. * @param paramName The parameter name
  97021. * @param value The value of the parameter
  97022. */
  97023. PhysicsImpostor.prototype.setParam = function (paramName, value) {
  97024. this._options[paramName] = value;
  97025. this._bodyUpdateRequired = true;
  97026. };
  97027. /**
  97028. * Specifically change the body's mass option. Won't recreate the physics body object
  97029. * @param mass The mass of the physics imposter
  97030. */
  97031. PhysicsImpostor.prototype.setMass = function (mass) {
  97032. if (this.getParam("mass") !== mass) {
  97033. this.setParam("mass", mass);
  97034. }
  97035. if (this._physicsEngine) {
  97036. this._physicsEngine.getPhysicsPlugin().setBodyMass(this, mass);
  97037. }
  97038. };
  97039. /**
  97040. * Gets the linear velocity
  97041. * @returns linear velocity or null
  97042. */
  97043. PhysicsImpostor.prototype.getLinearVelocity = function () {
  97044. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getLinearVelocity(this) : BABYLON.Vector3.Zero();
  97045. };
  97046. /**
  97047. * Sets the linear velocity
  97048. * @param velocity linear velocity or null
  97049. */
  97050. PhysicsImpostor.prototype.setLinearVelocity = function (velocity) {
  97051. if (this._physicsEngine) {
  97052. this._physicsEngine.getPhysicsPlugin().setLinearVelocity(this, velocity);
  97053. }
  97054. };
  97055. /**
  97056. * Gets the angular velocity
  97057. * @returns angular velocity or null
  97058. */
  97059. PhysicsImpostor.prototype.getAngularVelocity = function () {
  97060. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getAngularVelocity(this) : BABYLON.Vector3.Zero();
  97061. };
  97062. /**
  97063. * Sets the angular velocity
  97064. * @param velocity The velocity or null
  97065. */
  97066. PhysicsImpostor.prototype.setAngularVelocity = function (velocity) {
  97067. if (this._physicsEngine) {
  97068. this._physicsEngine.getPhysicsPlugin().setAngularVelocity(this, velocity);
  97069. }
  97070. };
  97071. /**
  97072. * Execute a function with the physics plugin native code
  97073. * Provide a function the will have two variables - the world object and the physics body object
  97074. * @param func The function to execute with the physics plugin native code
  97075. */
  97076. PhysicsImpostor.prototype.executeNativeFunction = function (func) {
  97077. if (this._physicsEngine) {
  97078. func(this._physicsEngine.getPhysicsPlugin().world, this.physicsBody);
  97079. }
  97080. };
  97081. /**
  97082. * Register a function that will be executed before the physics world is stepping forward
  97083. * @param func The function to execute before the physics world is stepped forward
  97084. */
  97085. PhysicsImpostor.prototype.registerBeforePhysicsStep = function (func) {
  97086. this._onBeforePhysicsStepCallbacks.push(func);
  97087. };
  97088. /**
  97089. * Unregister a function that will be executed before the physics world is stepping forward
  97090. * @param func The function to execute before the physics world is stepped forward
  97091. */
  97092. PhysicsImpostor.prototype.unregisterBeforePhysicsStep = function (func) {
  97093. var index = this._onBeforePhysicsStepCallbacks.indexOf(func);
  97094. if (index > -1) {
  97095. this._onBeforePhysicsStepCallbacks.splice(index, 1);
  97096. }
  97097. else {
  97098. BABYLON.Tools.Warn("Function to remove was not found");
  97099. }
  97100. };
  97101. /**
  97102. * Register a function that will be executed after the physics step
  97103. * @param func The function to execute after physics step
  97104. */
  97105. PhysicsImpostor.prototype.registerAfterPhysicsStep = function (func) {
  97106. this._onAfterPhysicsStepCallbacks.push(func);
  97107. };
  97108. /**
  97109. * Unregisters a function that will be executed after the physics step
  97110. * @param func The function to execute after physics step
  97111. */
  97112. PhysicsImpostor.prototype.unregisterAfterPhysicsStep = function (func) {
  97113. var index = this._onAfterPhysicsStepCallbacks.indexOf(func);
  97114. if (index > -1) {
  97115. this._onAfterPhysicsStepCallbacks.splice(index, 1);
  97116. }
  97117. else {
  97118. BABYLON.Tools.Warn("Function to remove was not found");
  97119. }
  97120. };
  97121. /**
  97122. * register a function that will be executed when this impostor collides against a different body
  97123. * @param collideAgainst Physics imposter, or array of physics imposters to collide against
  97124. * @param func Callback that is executed on collision
  97125. */
  97126. PhysicsImpostor.prototype.registerOnPhysicsCollide = function (collideAgainst, func) {
  97127. var collidedAgainstList = collideAgainst instanceof Array ? collideAgainst : [collideAgainst];
  97128. this._onPhysicsCollideCallbacks.push({ callback: func, otherImpostors: collidedAgainstList });
  97129. };
  97130. /**
  97131. * Unregisters the physics imposter on contact
  97132. * @param collideAgainst The physics object to collide against
  97133. * @param func Callback to execute on collision
  97134. */
  97135. PhysicsImpostor.prototype.unregisterOnPhysicsCollide = function (collideAgainst, func) {
  97136. var collidedAgainstList = collideAgainst instanceof Array ? collideAgainst : [collideAgainst];
  97137. var index = -1;
  97138. var found = this._onPhysicsCollideCallbacks.some(function (cbDef, idx) {
  97139. if (cbDef.callback === func && cbDef.otherImpostors.length === collidedAgainstList.length) {
  97140. // chcek the arrays match
  97141. var sameList = cbDef.otherImpostors.every(function (impostor) {
  97142. return collidedAgainstList.indexOf(impostor) > -1;
  97143. });
  97144. if (sameList) {
  97145. index = idx;
  97146. }
  97147. return sameList;
  97148. }
  97149. return false;
  97150. });
  97151. if (found) {
  97152. this._onPhysicsCollideCallbacks.splice(index, 1);
  97153. }
  97154. else {
  97155. BABYLON.Tools.Warn("Function to remove was not found");
  97156. }
  97157. };
  97158. /**
  97159. * Get the parent rotation
  97160. * @returns The parent rotation
  97161. */
  97162. PhysicsImpostor.prototype.getParentsRotation = function () {
  97163. var parent = this.object.parent;
  97164. this._tmpQuat.copyFromFloats(0, 0, 0, 1);
  97165. while (parent) {
  97166. if (parent.rotationQuaternion) {
  97167. this._tmpQuat2.copyFrom(parent.rotationQuaternion);
  97168. }
  97169. else {
  97170. BABYLON.Quaternion.RotationYawPitchRollToRef(parent.rotation.y, parent.rotation.x, parent.rotation.z, this._tmpQuat2);
  97171. }
  97172. this._tmpQuat.multiplyToRef(this._tmpQuat2, this._tmpQuat);
  97173. parent = parent.parent;
  97174. }
  97175. return this._tmpQuat;
  97176. };
  97177. /**
  97178. * Apply a force
  97179. * @param force The force to apply
  97180. * @param contactPoint The contact point for the force
  97181. * @returns The physics imposter
  97182. */
  97183. PhysicsImpostor.prototype.applyForce = function (force, contactPoint) {
  97184. if (this._physicsEngine) {
  97185. this._physicsEngine.getPhysicsPlugin().applyForce(this, force, contactPoint);
  97186. }
  97187. return this;
  97188. };
  97189. /**
  97190. * Apply an impulse
  97191. * @param force The impulse force
  97192. * @param contactPoint The contact point for the impulse force
  97193. * @returns The physics imposter
  97194. */
  97195. PhysicsImpostor.prototype.applyImpulse = function (force, contactPoint) {
  97196. if (this._physicsEngine) {
  97197. this._physicsEngine.getPhysicsPlugin().applyImpulse(this, force, contactPoint);
  97198. }
  97199. return this;
  97200. };
  97201. /**
  97202. * A help function to create a joint
  97203. * @param otherImpostor A physics imposter used to create a joint
  97204. * @param jointType The type of joint
  97205. * @param jointData The data for the joint
  97206. * @returns The physics imposter
  97207. */
  97208. PhysicsImpostor.prototype.createJoint = function (otherImpostor, jointType, jointData) {
  97209. var joint = new BABYLON.PhysicsJoint(jointType, jointData);
  97210. this.addJoint(otherImpostor, joint);
  97211. return this;
  97212. };
  97213. /**
  97214. * Add a joint to this impostor with a different impostor
  97215. * @param otherImpostor A physics imposter used to add a joint
  97216. * @param joint The joint to add
  97217. * @returns The physics imposter
  97218. */
  97219. PhysicsImpostor.prototype.addJoint = function (otherImpostor, joint) {
  97220. this._joints.push({
  97221. otherImpostor: otherImpostor,
  97222. joint: joint
  97223. });
  97224. if (this._physicsEngine) {
  97225. this._physicsEngine.addJoint(this, otherImpostor, joint);
  97226. }
  97227. return this;
  97228. };
  97229. /**
  97230. * Will keep this body still, in a sleep mode.
  97231. * @returns the physics imposter
  97232. */
  97233. PhysicsImpostor.prototype.sleep = function () {
  97234. if (this._physicsEngine) {
  97235. this._physicsEngine.getPhysicsPlugin().sleepBody(this);
  97236. }
  97237. return this;
  97238. };
  97239. /**
  97240. * Wake the body up.
  97241. * @returns The physics imposter
  97242. */
  97243. PhysicsImpostor.prototype.wakeUp = function () {
  97244. if (this._physicsEngine) {
  97245. this._physicsEngine.getPhysicsPlugin().wakeUpBody(this);
  97246. }
  97247. return this;
  97248. };
  97249. /**
  97250. * Clones the physics imposter
  97251. * @param newObject The physics imposter clones to this physics-enabled object
  97252. * @returns A nullable physics imposter
  97253. */
  97254. PhysicsImpostor.prototype.clone = function (newObject) {
  97255. if (!newObject) {
  97256. return null;
  97257. }
  97258. return new PhysicsImpostor(newObject, this.type, this._options, this._scene);
  97259. };
  97260. /**
  97261. * Disposes the physics imposter
  97262. */
  97263. PhysicsImpostor.prototype.dispose = function ( /*disposeChildren: boolean = true*/) {
  97264. var _this = this;
  97265. //no dispose if no physics engine is available.
  97266. if (!this._physicsEngine) {
  97267. return;
  97268. }
  97269. this._joints.forEach(function (j) {
  97270. if (_this._physicsEngine) {
  97271. _this._physicsEngine.removeJoint(_this, j.otherImpostor, j.joint);
  97272. }
  97273. });
  97274. //dispose the physics body
  97275. this._physicsEngine.removeImpostor(this);
  97276. if (this.parent) {
  97277. this.parent.forceUpdate();
  97278. }
  97279. else {
  97280. /*this._object.getChildMeshes().forEach(function(mesh) {
  97281. if (mesh.physicsImpostor) {
  97282. if (disposeChildren) {
  97283. mesh.physicsImpostor.dispose();
  97284. mesh.physicsImpostor = null;
  97285. }
  97286. }
  97287. })*/
  97288. }
  97289. this._isDisposed = true;
  97290. };
  97291. /**
  97292. * Sets the delta position
  97293. * @param position The delta position amount
  97294. */
  97295. PhysicsImpostor.prototype.setDeltaPosition = function (position) {
  97296. this._deltaPosition.copyFrom(position);
  97297. };
  97298. /**
  97299. * Sets the delta rotation
  97300. * @param rotation The delta rotation amount
  97301. */
  97302. PhysicsImpostor.prototype.setDeltaRotation = function (rotation) {
  97303. if (!this._deltaRotation) {
  97304. this._deltaRotation = new BABYLON.Quaternion();
  97305. }
  97306. this._deltaRotation.copyFrom(rotation);
  97307. this._deltaRotationConjugated = this._deltaRotation.conjugate();
  97308. };
  97309. /**
  97310. * Gets the box size of the physics imposter and stores the result in the input parameter
  97311. * @param result Stores the box size
  97312. * @returns The physics imposter
  97313. */
  97314. PhysicsImpostor.prototype.getBoxSizeToRef = function (result) {
  97315. if (this._physicsEngine) {
  97316. this._physicsEngine.getPhysicsPlugin().getBoxSizeToRef(this, result);
  97317. }
  97318. return this;
  97319. };
  97320. /**
  97321. * Gets the radius of the physics imposter
  97322. * @returns Radius of the physics imposter
  97323. */
  97324. PhysicsImpostor.prototype.getRadius = function () {
  97325. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getRadius(this) : 0;
  97326. };
  97327. /**
  97328. * Sync a bone with this impostor
  97329. * @param bone The bone to sync to the impostor.
  97330. * @param boneMesh The mesh that the bone is influencing.
  97331. * @param jointPivot The pivot of the joint / bone in local space.
  97332. * @param distToJoint Optional distance from the impostor to the joint.
  97333. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  97334. */
  97335. PhysicsImpostor.prototype.syncBoneWithImpostor = function (bone, boneMesh, jointPivot, distToJoint, adjustRotation) {
  97336. var tempVec = PhysicsImpostor._tmpVecs[0];
  97337. var mesh = this.object;
  97338. if (mesh.rotationQuaternion) {
  97339. if (adjustRotation) {
  97340. var tempQuat = PhysicsImpostor._tmpQuat;
  97341. mesh.rotationQuaternion.multiplyToRef(adjustRotation, tempQuat);
  97342. bone.setRotationQuaternion(tempQuat, BABYLON.Space.WORLD, boneMesh);
  97343. }
  97344. else {
  97345. bone.setRotationQuaternion(mesh.rotationQuaternion, BABYLON.Space.WORLD, boneMesh);
  97346. }
  97347. }
  97348. tempVec.x = 0;
  97349. tempVec.y = 0;
  97350. tempVec.z = 0;
  97351. if (jointPivot) {
  97352. tempVec.x = jointPivot.x;
  97353. tempVec.y = jointPivot.y;
  97354. tempVec.z = jointPivot.z;
  97355. bone.getDirectionToRef(tempVec, boneMesh, tempVec);
  97356. if (distToJoint === undefined || distToJoint === null) {
  97357. distToJoint = jointPivot.length();
  97358. }
  97359. tempVec.x *= distToJoint;
  97360. tempVec.y *= distToJoint;
  97361. tempVec.z *= distToJoint;
  97362. }
  97363. if (bone.getParent()) {
  97364. tempVec.addInPlace(mesh.getAbsolutePosition());
  97365. bone.setAbsolutePosition(tempVec, boneMesh);
  97366. }
  97367. else {
  97368. boneMesh.setAbsolutePosition(mesh.getAbsolutePosition());
  97369. boneMesh.position.x -= tempVec.x;
  97370. boneMesh.position.y -= tempVec.y;
  97371. boneMesh.position.z -= tempVec.z;
  97372. }
  97373. };
  97374. /**
  97375. * Sync impostor to a bone
  97376. * @param bone The bone that the impostor will be synced to.
  97377. * @param boneMesh The mesh that the bone is influencing.
  97378. * @param jointPivot The pivot of the joint / bone in local space.
  97379. * @param distToJoint Optional distance from the impostor to the joint.
  97380. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  97381. * @param boneAxis Optional vector3 axis the bone is aligned with
  97382. */
  97383. PhysicsImpostor.prototype.syncImpostorWithBone = function (bone, boneMesh, jointPivot, distToJoint, adjustRotation, boneAxis) {
  97384. var mesh = this.object;
  97385. if (mesh.rotationQuaternion) {
  97386. if (adjustRotation) {
  97387. var tempQuat = PhysicsImpostor._tmpQuat;
  97388. bone.getRotationQuaternionToRef(BABYLON.Space.WORLD, boneMesh, tempQuat);
  97389. tempQuat.multiplyToRef(adjustRotation, mesh.rotationQuaternion);
  97390. }
  97391. else {
  97392. bone.getRotationQuaternionToRef(BABYLON.Space.WORLD, boneMesh, mesh.rotationQuaternion);
  97393. }
  97394. }
  97395. var pos = PhysicsImpostor._tmpVecs[0];
  97396. var boneDir = PhysicsImpostor._tmpVecs[1];
  97397. if (!boneAxis) {
  97398. boneAxis = PhysicsImpostor._tmpVecs[2];
  97399. boneAxis.x = 0;
  97400. boneAxis.y = 1;
  97401. boneAxis.z = 0;
  97402. }
  97403. bone.getDirectionToRef(boneAxis, boneMesh, boneDir);
  97404. bone.getAbsolutePositionToRef(boneMesh, pos);
  97405. if ((distToJoint === undefined || distToJoint === null) && jointPivot) {
  97406. distToJoint = jointPivot.length();
  97407. }
  97408. if (distToJoint !== undefined && distToJoint !== null) {
  97409. pos.x += boneDir.x * distToJoint;
  97410. pos.y += boneDir.y * distToJoint;
  97411. pos.z += boneDir.z * distToJoint;
  97412. }
  97413. mesh.setAbsolutePosition(pos);
  97414. };
  97415. /**
  97416. * The default object size of the imposter
  97417. */
  97418. PhysicsImpostor.DEFAULT_OBJECT_SIZE = new BABYLON.Vector3(1, 1, 1);
  97419. /**
  97420. * The identity quaternion of the imposter
  97421. */
  97422. PhysicsImpostor.IDENTITY_QUATERNION = BABYLON.Quaternion.Identity();
  97423. PhysicsImpostor._tmpVecs = BABYLON.Tools.BuildArray(3, BABYLON.Vector3.Zero);
  97424. PhysicsImpostor._tmpQuat = BABYLON.Quaternion.Identity();
  97425. //Impostor types
  97426. /**
  97427. * No-Imposter type
  97428. */
  97429. PhysicsImpostor.NoImpostor = 0;
  97430. /**
  97431. * Sphere-Imposter type
  97432. */
  97433. PhysicsImpostor.SphereImpostor = 1;
  97434. /**
  97435. * Box-Imposter type
  97436. */
  97437. PhysicsImpostor.BoxImpostor = 2;
  97438. /**
  97439. * Plane-Imposter type
  97440. */
  97441. PhysicsImpostor.PlaneImpostor = 3;
  97442. /**
  97443. * Mesh-imposter type
  97444. */
  97445. PhysicsImpostor.MeshImpostor = 4;
  97446. /**
  97447. * Cylinder-Imposter type
  97448. */
  97449. PhysicsImpostor.CylinderImpostor = 7;
  97450. /**
  97451. * Particle-Imposter type
  97452. */
  97453. PhysicsImpostor.ParticleImpostor = 8;
  97454. /**
  97455. * Heightmap-Imposter type
  97456. */
  97457. PhysicsImpostor.HeightmapImpostor = 9;
  97458. return PhysicsImpostor;
  97459. }());
  97460. BABYLON.PhysicsImpostor = PhysicsImpostor;
  97461. })(BABYLON || (BABYLON = {}));
  97462. //# sourceMappingURL=babylon.physicsImpostor.js.map
  97463. var BABYLON;
  97464. (function (BABYLON) {
  97465. /**
  97466. * Class used to control physics engine
  97467. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  97468. */
  97469. var PhysicsEngine = /** @class */ (function () {
  97470. /**
  97471. * Creates a new Physics Engine
  97472. * @param gravity defines the gravity vector used by the simulation
  97473. * @param _physicsPlugin defines the plugin to use (CannonJS by default)
  97474. */
  97475. function PhysicsEngine(gravity, _physicsPlugin) {
  97476. if (_physicsPlugin === void 0) { _physicsPlugin = new BABYLON.CannonJSPlugin(); }
  97477. this._physicsPlugin = _physicsPlugin;
  97478. this._impostors = [];
  97479. this._joints = [];
  97480. if (!this._physicsPlugin.isSupported()) {
  97481. throw new Error("Physics Engine " + this._physicsPlugin.name + " cannot be found. "
  97482. + "Please make sure it is included.");
  97483. }
  97484. gravity = gravity || new BABYLON.Vector3(0, -9.807, 0);
  97485. this.setGravity(gravity);
  97486. this.setTimeStep();
  97487. }
  97488. /**
  97489. * Sets the gravity vector used by the simulation
  97490. * @param gravity defines the gravity vector to use
  97491. */
  97492. PhysicsEngine.prototype.setGravity = function (gravity) {
  97493. this.gravity = gravity;
  97494. this._physicsPlugin.setGravity(this.gravity);
  97495. };
  97496. /**
  97497. * Set the time step of the physics engine.
  97498. * Default is 1/60.
  97499. * To slow it down, enter 1/600 for example.
  97500. * To speed it up, 1/30
  97501. * @param newTimeStep defines the new timestep to apply to this world.
  97502. */
  97503. PhysicsEngine.prototype.setTimeStep = function (newTimeStep) {
  97504. if (newTimeStep === void 0) { newTimeStep = 1 / 60; }
  97505. this._physicsPlugin.setTimeStep(newTimeStep);
  97506. };
  97507. /**
  97508. * Get the time step of the physics engine.
  97509. * @returns the current time step
  97510. */
  97511. PhysicsEngine.prototype.getTimeStep = function () {
  97512. return this._physicsPlugin.getTimeStep();
  97513. };
  97514. /**
  97515. * Release all resources
  97516. */
  97517. PhysicsEngine.prototype.dispose = function () {
  97518. this._impostors.forEach(function (impostor) {
  97519. impostor.dispose();
  97520. });
  97521. this._physicsPlugin.dispose();
  97522. };
  97523. /**
  97524. * Gets the name of the current physics plugin
  97525. * @returns the name of the plugin
  97526. */
  97527. PhysicsEngine.prototype.getPhysicsPluginName = function () {
  97528. return this._physicsPlugin.name;
  97529. };
  97530. /**
  97531. * Adding a new impostor for the impostor tracking.
  97532. * This will be done by the impostor itself.
  97533. * @param impostor the impostor to add
  97534. */
  97535. PhysicsEngine.prototype.addImpostor = function (impostor) {
  97536. impostor.uniqueId = this._impostors.push(impostor);
  97537. //if no parent, generate the body
  97538. if (!impostor.parent) {
  97539. this._physicsPlugin.generatePhysicsBody(impostor);
  97540. }
  97541. };
  97542. /**
  97543. * Remove an impostor from the engine.
  97544. * This impostor and its mesh will not longer be updated by the physics engine.
  97545. * @param impostor the impostor to remove
  97546. */
  97547. PhysicsEngine.prototype.removeImpostor = function (impostor) {
  97548. var index = this._impostors.indexOf(impostor);
  97549. if (index > -1) {
  97550. var removed = this._impostors.splice(index, 1);
  97551. //Is it needed?
  97552. if (removed.length) {
  97553. //this will also remove it from the world.
  97554. removed[0].physicsBody = null;
  97555. }
  97556. }
  97557. };
  97558. /**
  97559. * Add a joint to the physics engine
  97560. * @param mainImpostor defines the main impostor to which the joint is added.
  97561. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  97562. * @param joint defines the joint that will connect both impostors.
  97563. */
  97564. PhysicsEngine.prototype.addJoint = function (mainImpostor, connectedImpostor, joint) {
  97565. var impostorJoint = {
  97566. mainImpostor: mainImpostor,
  97567. connectedImpostor: connectedImpostor,
  97568. joint: joint
  97569. };
  97570. joint.physicsPlugin = this._physicsPlugin;
  97571. this._joints.push(impostorJoint);
  97572. this._physicsPlugin.generateJoint(impostorJoint);
  97573. };
  97574. /**
  97575. * Removes a joint from the simulation
  97576. * @param mainImpostor defines the impostor used with the joint
  97577. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  97578. * @param joint defines the joint to remove
  97579. */
  97580. PhysicsEngine.prototype.removeJoint = function (mainImpostor, connectedImpostor, joint) {
  97581. var matchingJoints = this._joints.filter(function (impostorJoint) {
  97582. return (impostorJoint.connectedImpostor === connectedImpostor
  97583. && impostorJoint.joint === joint
  97584. && impostorJoint.mainImpostor === mainImpostor);
  97585. });
  97586. if (matchingJoints.length) {
  97587. this._physicsPlugin.removeJoint(matchingJoints[0]);
  97588. //TODO remove it from the list as well
  97589. }
  97590. };
  97591. /**
  97592. * Called by the scene. No need to call it.
  97593. * @param delta defines the timespam between frames
  97594. */
  97595. PhysicsEngine.prototype._step = function (delta) {
  97596. var _this = this;
  97597. //check if any mesh has no body / requires an update
  97598. this._impostors.forEach(function (impostor) {
  97599. if (impostor.isBodyInitRequired()) {
  97600. _this._physicsPlugin.generatePhysicsBody(impostor);
  97601. }
  97602. });
  97603. if (delta > 0.1) {
  97604. delta = 0.1;
  97605. }
  97606. else if (delta <= 0) {
  97607. delta = 1.0 / 60.0;
  97608. }
  97609. this._physicsPlugin.executeStep(delta, this._impostors);
  97610. };
  97611. /**
  97612. * Gets the current plugin used to run the simulation
  97613. * @returns current plugin
  97614. */
  97615. PhysicsEngine.prototype.getPhysicsPlugin = function () {
  97616. return this._physicsPlugin;
  97617. };
  97618. /**
  97619. * Gets the list of physic impostors
  97620. * @returns an array of PhysicsImpostor
  97621. */
  97622. PhysicsEngine.prototype.getImpostors = function () {
  97623. return this._impostors;
  97624. };
  97625. /**
  97626. * Gets the impostor for a physics enabled object
  97627. * @param object defines the object impersonated by the impostor
  97628. * @returns the PhysicsImpostor or null if not found
  97629. */
  97630. PhysicsEngine.prototype.getImpostorForPhysicsObject = function (object) {
  97631. for (var i = 0; i < this._impostors.length; ++i) {
  97632. if (this._impostors[i].object === object) {
  97633. return this._impostors[i];
  97634. }
  97635. }
  97636. return null;
  97637. };
  97638. /**
  97639. * Gets the impostor for a physics body object
  97640. * @param body defines physics body used by the impostor
  97641. * @returns the PhysicsImpostor or null if not found
  97642. */
  97643. PhysicsEngine.prototype.getImpostorWithPhysicsBody = function (body) {
  97644. for (var i = 0; i < this._impostors.length; ++i) {
  97645. if (this._impostors[i].physicsBody === body) {
  97646. return this._impostors[i];
  97647. }
  97648. }
  97649. return null;
  97650. };
  97651. /**
  97652. * Global value used to control the smallest number supported by the simulation
  97653. */
  97654. PhysicsEngine.Epsilon = 0.001;
  97655. return PhysicsEngine;
  97656. }());
  97657. BABYLON.PhysicsEngine = PhysicsEngine;
  97658. })(BABYLON || (BABYLON = {}));
  97659. //# sourceMappingURL=babylon.physicsEngine.js.map
  97660. var BABYLON;
  97661. (function (BABYLON) {
  97662. /**
  97663. * A helper for physics simulations
  97664. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  97665. */
  97666. var PhysicsHelper = /** @class */ (function () {
  97667. /**
  97668. * Initializes the Physics helper
  97669. * @param scene Babylon.js scene
  97670. */
  97671. function PhysicsHelper(scene) {
  97672. this._scene = scene;
  97673. this._physicsEngine = this._scene.getPhysicsEngine();
  97674. if (!this._physicsEngine) {
  97675. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you can use the methods.');
  97676. }
  97677. }
  97678. /**
  97679. * Applies a radial explosion impulse
  97680. * @param origin the origin of the explosion
  97681. * @param radius the explosion radius
  97682. * @param strength the explosion strength
  97683. * @param falloff possible options: Constant & Linear. Defaults to Constant
  97684. * @returns A physics radial explosion event, or null
  97685. */
  97686. PhysicsHelper.prototype.applyRadialExplosionImpulse = function (origin, radius, strength, falloff) {
  97687. if (falloff === void 0) { falloff = PhysicsRadialImpulseFalloff.Constant; }
  97688. if (!this._physicsEngine) {
  97689. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call this method.');
  97690. return null;
  97691. }
  97692. var impostors = this._physicsEngine.getImpostors();
  97693. if (impostors.length === 0) {
  97694. return null;
  97695. }
  97696. var event = new PhysicsRadialExplosionEvent(this._scene);
  97697. impostors.forEach(function (impostor) {
  97698. var impostorForceAndContactPoint = event.getImpostorForceAndContactPoint(impostor, origin, radius, strength, falloff);
  97699. if (!impostorForceAndContactPoint) {
  97700. return;
  97701. }
  97702. impostor.applyImpulse(impostorForceAndContactPoint.force, impostorForceAndContactPoint.contactPoint);
  97703. });
  97704. event.dispose(false);
  97705. return event;
  97706. };
  97707. /**
  97708. * Applies a radial explosion force
  97709. * @param origin the origin of the explosion
  97710. * @param radius the explosion radius
  97711. * @param strength the explosion strength
  97712. * @param falloff possible options: Constant & Linear. Defaults to Constant
  97713. * @returns A physics radial explosion event, or null
  97714. */
  97715. PhysicsHelper.prototype.applyRadialExplosionForce = function (origin, radius, strength, falloff) {
  97716. if (falloff === void 0) { falloff = PhysicsRadialImpulseFalloff.Constant; }
  97717. if (!this._physicsEngine) {
  97718. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call the PhysicsHelper.');
  97719. return null;
  97720. }
  97721. var impostors = this._physicsEngine.getImpostors();
  97722. if (impostors.length === 0) {
  97723. return null;
  97724. }
  97725. var event = new PhysicsRadialExplosionEvent(this._scene);
  97726. impostors.forEach(function (impostor) {
  97727. var impostorForceAndContactPoint = event.getImpostorForceAndContactPoint(impostor, origin, radius, strength, falloff);
  97728. if (!impostorForceAndContactPoint) {
  97729. return;
  97730. }
  97731. impostor.applyForce(impostorForceAndContactPoint.force, impostorForceAndContactPoint.contactPoint);
  97732. });
  97733. event.dispose(false);
  97734. return event;
  97735. };
  97736. /**
  97737. * Creates a gravitational field
  97738. * @param origin the origin of the explosion
  97739. * @param radius the explosion radius
  97740. * @param strength the explosion strength
  97741. * @param falloff possible options: Constant & Linear. Defaults to Constant
  97742. * @returns A physics gravitational field event, or null
  97743. */
  97744. PhysicsHelper.prototype.gravitationalField = function (origin, radius, strength, falloff) {
  97745. if (falloff === void 0) { falloff = PhysicsRadialImpulseFalloff.Constant; }
  97746. if (!this._physicsEngine) {
  97747. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call the PhysicsHelper.');
  97748. return null;
  97749. }
  97750. var impostors = this._physicsEngine.getImpostors();
  97751. if (impostors.length === 0) {
  97752. return null;
  97753. }
  97754. var event = new PhysicsGravitationalFieldEvent(this, this._scene, origin, radius, strength, falloff);
  97755. event.dispose(false);
  97756. return event;
  97757. };
  97758. /**
  97759. * Creates a physics updraft event
  97760. * @param origin the origin of the updraft
  97761. * @param radius the radius of the updraft
  97762. * @param strength the strength of the updraft
  97763. * @param height the height of the updraft
  97764. * @param updraftMode possible options: Center & Perpendicular. Defaults to Center
  97765. * @returns A physics updraft event, or null
  97766. */
  97767. PhysicsHelper.prototype.updraft = function (origin, radius, strength, height, updraftMode) {
  97768. if (updraftMode === void 0) { updraftMode = PhysicsUpdraftMode.Center; }
  97769. if (!this._physicsEngine) {
  97770. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call the PhysicsHelper.');
  97771. return null;
  97772. }
  97773. if (this._physicsEngine.getImpostors().length === 0) {
  97774. return null;
  97775. }
  97776. var event = new PhysicsUpdraftEvent(this._scene, origin, radius, strength, height, updraftMode);
  97777. event.dispose(false);
  97778. return event;
  97779. };
  97780. /**
  97781. * Creates a physics vortex event
  97782. * @param origin the of the vortex
  97783. * @param radius the radius of the vortex
  97784. * @param strength the strength of the vortex
  97785. * @param height the height of the vortex
  97786. * @returns a Physics vortex event, or null
  97787. * A physics vortex event or null
  97788. */
  97789. PhysicsHelper.prototype.vortex = function (origin, radius, strength, height) {
  97790. if (!this._physicsEngine) {
  97791. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call the PhysicsHelper.');
  97792. return null;
  97793. }
  97794. if (this._physicsEngine.getImpostors().length === 0) {
  97795. return null;
  97796. }
  97797. var event = new PhysicsVortexEvent(this._scene, origin, radius, strength, height);
  97798. event.dispose(false);
  97799. return event;
  97800. };
  97801. return PhysicsHelper;
  97802. }());
  97803. BABYLON.PhysicsHelper = PhysicsHelper;
  97804. /**
  97805. * Represents a physics radial explosion event
  97806. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  97807. */
  97808. var PhysicsRadialExplosionEvent = /** @class */ (function () {
  97809. /**
  97810. * Initializes a radial explosioin event
  97811. * @param scene BabylonJS scene
  97812. */
  97813. function PhysicsRadialExplosionEvent(scene) {
  97814. this._sphereOptions = { segments: 32, diameter: 1 }; // TODO: make configurable
  97815. this._rays = [];
  97816. this._dataFetched = false; // check if the data has been fetched. If not, do cleanup
  97817. this._scene = scene;
  97818. }
  97819. /**
  97820. * Returns the data related to the radial explosion event (sphere & rays).
  97821. * @returns The radial explosion event data
  97822. */
  97823. PhysicsRadialExplosionEvent.prototype.getData = function () {
  97824. this._dataFetched = true;
  97825. return {
  97826. sphere: this._sphere,
  97827. rays: this._rays,
  97828. };
  97829. };
  97830. /**
  97831. * Returns the force and contact point of the impostor or false, if the impostor is not affected by the force/impulse.
  97832. * @param impostor A physics imposter
  97833. * @param origin the origin of the explosion
  97834. * @param radius the explosion radius
  97835. * @param strength the explosion strength
  97836. * @param falloff possible options: Constant & Linear
  97837. * @returns {Nullable<PhysicsForceAndContactPoint>} A physics force and contact point, or null
  97838. */
  97839. PhysicsRadialExplosionEvent.prototype.getImpostorForceAndContactPoint = function (impostor, origin, radius, strength, falloff) {
  97840. if (impostor.mass === 0) {
  97841. return null;
  97842. }
  97843. if (!this._intersectsWithSphere(impostor, origin, radius)) {
  97844. return null;
  97845. }
  97846. if (impostor.object.getClassName() !== 'Mesh' && impostor.object.getClassName() !== 'InstancedMesh') {
  97847. return null;
  97848. }
  97849. var impostorObjectCenter = impostor.getObjectCenter();
  97850. var direction = impostorObjectCenter.subtract(origin);
  97851. var ray = new BABYLON.Ray(origin, direction, radius);
  97852. this._rays.push(ray);
  97853. var hit = ray.intersectsMesh(impostor.object);
  97854. var contactPoint = hit.pickedPoint;
  97855. if (!contactPoint) {
  97856. return null;
  97857. }
  97858. var distanceFromOrigin = BABYLON.Vector3.Distance(origin, contactPoint);
  97859. if (distanceFromOrigin > radius) {
  97860. return null;
  97861. }
  97862. var multiplier = falloff === PhysicsRadialImpulseFalloff.Constant
  97863. ? strength
  97864. : strength * (1 - (distanceFromOrigin / radius));
  97865. var force = direction.multiplyByFloats(multiplier, multiplier, multiplier);
  97866. return { force: force, contactPoint: contactPoint };
  97867. };
  97868. /**
  97869. * Disposes the sphere.
  97870. * @param force Specifies if the sphere should be disposed by force
  97871. */
  97872. PhysicsRadialExplosionEvent.prototype.dispose = function (force) {
  97873. var _this = this;
  97874. if (force === void 0) { force = true; }
  97875. if (force) {
  97876. this._sphere.dispose();
  97877. }
  97878. else {
  97879. setTimeout(function () {
  97880. if (!_this._dataFetched) {
  97881. _this._sphere.dispose();
  97882. }
  97883. }, 0);
  97884. }
  97885. };
  97886. /*** Helpers ***/
  97887. PhysicsRadialExplosionEvent.prototype._prepareSphere = function () {
  97888. if (!this._sphere) {
  97889. this._sphere = BABYLON.MeshBuilder.CreateSphere("radialExplosionEventSphere", this._sphereOptions, this._scene);
  97890. this._sphere.isVisible = false;
  97891. }
  97892. };
  97893. PhysicsRadialExplosionEvent.prototype._intersectsWithSphere = function (impostor, origin, radius) {
  97894. var impostorObject = impostor.object;
  97895. this._prepareSphere();
  97896. this._sphere.position = origin;
  97897. this._sphere.scaling = new BABYLON.Vector3(radius * 2, radius * 2, radius * 2);
  97898. this._sphere._updateBoundingInfo();
  97899. this._sphere.computeWorldMatrix(true);
  97900. return this._sphere.intersectsMesh(impostorObject, true);
  97901. };
  97902. return PhysicsRadialExplosionEvent;
  97903. }());
  97904. BABYLON.PhysicsRadialExplosionEvent = PhysicsRadialExplosionEvent;
  97905. /**
  97906. * Represents a gravitational field event
  97907. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  97908. */
  97909. var PhysicsGravitationalFieldEvent = /** @class */ (function () {
  97910. /**
  97911. * Initializes the physics gravitational field event
  97912. * @param physicsHelper A physics helper
  97913. * @param scene BabylonJS scene
  97914. * @param origin The origin position of the gravitational field event
  97915. * @param radius The radius of the gravitational field event
  97916. * @param strength The strength of the gravitational field event
  97917. * @param falloff The falloff for the gravitational field event
  97918. */
  97919. function PhysicsGravitationalFieldEvent(physicsHelper, scene, origin, radius, strength, falloff) {
  97920. if (falloff === void 0) { falloff = PhysicsRadialImpulseFalloff.Constant; }
  97921. this._dataFetched = false; // check if the has been fetched the data. If not, do cleanup
  97922. this._physicsHelper = physicsHelper;
  97923. this._scene = scene;
  97924. this._origin = origin;
  97925. this._radius = radius;
  97926. this._strength = strength;
  97927. this._falloff = falloff;
  97928. this._tickCallback = this._tick.bind(this);
  97929. }
  97930. /**
  97931. * Returns the data related to the gravitational field event (sphere).
  97932. * @returns A gravitational field event
  97933. */
  97934. PhysicsGravitationalFieldEvent.prototype.getData = function () {
  97935. this._dataFetched = true;
  97936. return {
  97937. sphere: this._sphere,
  97938. };
  97939. };
  97940. /**
  97941. * Enables the gravitational field.
  97942. */
  97943. PhysicsGravitationalFieldEvent.prototype.enable = function () {
  97944. this._tickCallback.call(this);
  97945. this._scene.registerBeforeRender(this._tickCallback);
  97946. };
  97947. /**
  97948. * Disables the gravitational field.
  97949. */
  97950. PhysicsGravitationalFieldEvent.prototype.disable = function () {
  97951. this._scene.unregisterBeforeRender(this._tickCallback);
  97952. };
  97953. /**
  97954. * Disposes the sphere.
  97955. * @param force The force to dispose from the gravitational field event
  97956. */
  97957. PhysicsGravitationalFieldEvent.prototype.dispose = function (force) {
  97958. var _this = this;
  97959. if (force === void 0) { force = true; }
  97960. if (force) {
  97961. this._sphere.dispose();
  97962. }
  97963. else {
  97964. setTimeout(function () {
  97965. if (!_this._dataFetched) {
  97966. _this._sphere.dispose();
  97967. }
  97968. }, 0);
  97969. }
  97970. };
  97971. PhysicsGravitationalFieldEvent.prototype._tick = function () {
  97972. // Since the params won't change, we fetch the event only once
  97973. if (this._sphere) {
  97974. this._physicsHelper.applyRadialExplosionForce(this._origin, this._radius, this._strength * -1, this._falloff);
  97975. }
  97976. else {
  97977. var radialExplosionEvent = this._physicsHelper.applyRadialExplosionForce(this._origin, this._radius, this._strength * -1, this._falloff);
  97978. if (radialExplosionEvent) {
  97979. this._sphere = radialExplosionEvent.getData().sphere.clone('radialExplosionEventSphereClone');
  97980. }
  97981. }
  97982. };
  97983. return PhysicsGravitationalFieldEvent;
  97984. }());
  97985. BABYLON.PhysicsGravitationalFieldEvent = PhysicsGravitationalFieldEvent;
  97986. /**
  97987. * Represents a physics updraft event
  97988. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  97989. */
  97990. var PhysicsUpdraftEvent = /** @class */ (function () {
  97991. /**
  97992. * Initializes the physics updraft event
  97993. * @param _scene BabylonJS scene
  97994. * @param _origin The origin position of the updraft
  97995. * @param _radius The radius of the updraft
  97996. * @param _strength The strength of the updraft
  97997. * @param _height The height of the updraft
  97998. * @param _updraftMode The mode of the updraft
  97999. */
  98000. function PhysicsUpdraftEvent(_scene, _origin, _radius, _strength, _height, _updraftMode) {
  98001. this._scene = _scene;
  98002. this._origin = _origin;
  98003. this._radius = _radius;
  98004. this._strength = _strength;
  98005. this._height = _height;
  98006. this._updraftMode = _updraftMode;
  98007. this._originTop = BABYLON.Vector3.Zero(); // the most upper part of the cylinder
  98008. this._originDirection = BABYLON.Vector3.Zero(); // used if the updraftMode is perpendicular
  98009. this._cylinderPosition = BABYLON.Vector3.Zero(); // to keep the cylinders position, because normally the origin is in the center and not on the bottom
  98010. this._dataFetched = false; // check if the has been fetched the data. If not, do cleanup
  98011. this._physicsEngine = this._scene.getPhysicsEngine();
  98012. this._origin.addToRef(new BABYLON.Vector3(0, this._height / 2, 0), this._cylinderPosition);
  98013. this._origin.addToRef(new BABYLON.Vector3(0, this._height, 0), this._originTop);
  98014. if (this._updraftMode === PhysicsUpdraftMode.Perpendicular) {
  98015. this._originDirection = this._origin.subtract(this._originTop).normalize();
  98016. }
  98017. this._tickCallback = this._tick.bind(this);
  98018. }
  98019. /**
  98020. * Returns the data related to the updraft event (cylinder).
  98021. * @returns A physics updraft event
  98022. */
  98023. PhysicsUpdraftEvent.prototype.getData = function () {
  98024. this._dataFetched = true;
  98025. return {
  98026. cylinder: this._cylinder,
  98027. };
  98028. };
  98029. /**
  98030. * Enables the updraft.
  98031. */
  98032. PhysicsUpdraftEvent.prototype.enable = function () {
  98033. this._tickCallback.call(this);
  98034. this._scene.registerBeforeRender(this._tickCallback);
  98035. };
  98036. /**
  98037. * Disables the cortex.
  98038. */
  98039. PhysicsUpdraftEvent.prototype.disable = function () {
  98040. this._scene.unregisterBeforeRender(this._tickCallback);
  98041. };
  98042. /**
  98043. * Disposes the sphere.
  98044. * @param force Specifies if the updraft should be disposed by force
  98045. */
  98046. PhysicsUpdraftEvent.prototype.dispose = function (force) {
  98047. var _this = this;
  98048. if (force === void 0) { force = true; }
  98049. if (force) {
  98050. this._cylinder.dispose();
  98051. }
  98052. else {
  98053. setTimeout(function () {
  98054. if (!_this._dataFetched) {
  98055. _this._cylinder.dispose();
  98056. }
  98057. }, 0);
  98058. }
  98059. };
  98060. PhysicsUpdraftEvent.prototype.getImpostorForceAndContactPoint = function (impostor) {
  98061. if (impostor.mass === 0) {
  98062. return null;
  98063. }
  98064. if (!this._intersectsWithCylinder(impostor)) {
  98065. return null;
  98066. }
  98067. var impostorObjectCenter = impostor.getObjectCenter();
  98068. if (this._updraftMode === PhysicsUpdraftMode.Perpendicular) {
  98069. var direction = this._originDirection;
  98070. }
  98071. else {
  98072. var direction = impostorObjectCenter.subtract(this._originTop);
  98073. }
  98074. var multiplier = this._strength * -1;
  98075. var force = direction.multiplyByFloats(multiplier, multiplier, multiplier);
  98076. return { force: force, contactPoint: impostorObjectCenter };
  98077. };
  98078. PhysicsUpdraftEvent.prototype._tick = function () {
  98079. var _this = this;
  98080. this._physicsEngine.getImpostors().forEach(function (impostor) {
  98081. var impostorForceAndContactPoint = _this.getImpostorForceAndContactPoint(impostor);
  98082. if (!impostorForceAndContactPoint) {
  98083. return;
  98084. }
  98085. impostor.applyForce(impostorForceAndContactPoint.force, impostorForceAndContactPoint.contactPoint);
  98086. });
  98087. };
  98088. /*** Helpers ***/
  98089. PhysicsUpdraftEvent.prototype._prepareCylinder = function () {
  98090. if (!this._cylinder) {
  98091. this._cylinder = BABYLON.MeshBuilder.CreateCylinder("updraftEventCylinder", {
  98092. height: this._height,
  98093. diameter: this._radius * 2,
  98094. }, this._scene);
  98095. this._cylinder.isVisible = false;
  98096. }
  98097. };
  98098. PhysicsUpdraftEvent.prototype._intersectsWithCylinder = function (impostor) {
  98099. var impostorObject = impostor.object;
  98100. this._prepareCylinder();
  98101. this._cylinder.position = this._cylinderPosition;
  98102. return this._cylinder.intersectsMesh(impostorObject, true);
  98103. };
  98104. return PhysicsUpdraftEvent;
  98105. }());
  98106. BABYLON.PhysicsUpdraftEvent = PhysicsUpdraftEvent;
  98107. /**
  98108. * Represents a physics vortex event
  98109. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  98110. */
  98111. var PhysicsVortexEvent = /** @class */ (function () {
  98112. /**
  98113. * Initializes the physics vortex event
  98114. * @param _scene The BabylonJS scene
  98115. * @param _origin The origin position of the vortex
  98116. * @param _radius The radius of the vortex
  98117. * @param _strength The strength of the vortex
  98118. * @param _height The height of the vortex
  98119. */
  98120. function PhysicsVortexEvent(_scene, _origin, _radius, _strength, _height) {
  98121. this._scene = _scene;
  98122. this._origin = _origin;
  98123. this._radius = _radius;
  98124. this._strength = _strength;
  98125. this._height = _height;
  98126. this._originTop = BABYLON.Vector3.Zero(); // the most upper part of the cylinder
  98127. this._centripetalForceThreshold = 0.7; // at which distance, relative to the radius the centripetal forces should kick in
  98128. this._updraftMultiplier = 0.02;
  98129. this._cylinderPosition = BABYLON.Vector3.Zero(); // to keep the cylinders position, because normally the origin is in the center and not on the bottom
  98130. this._dataFetched = false; // check if the has been fetched the data. If not, do cleanup
  98131. this._physicsEngine = this._scene.getPhysicsEngine();
  98132. this._origin.addToRef(new BABYLON.Vector3(0, this._height / 2, 0), this._cylinderPosition);
  98133. this._origin.addToRef(new BABYLON.Vector3(0, this._height, 0), this._originTop);
  98134. this._tickCallback = this._tick.bind(this);
  98135. }
  98136. /**
  98137. * Returns the data related to the vortex event (cylinder).
  98138. * @returns The physics vortex event data
  98139. */
  98140. PhysicsVortexEvent.prototype.getData = function () {
  98141. this._dataFetched = true;
  98142. return {
  98143. cylinder: this._cylinder,
  98144. };
  98145. };
  98146. /**
  98147. * Enables the vortex.
  98148. */
  98149. PhysicsVortexEvent.prototype.enable = function () {
  98150. this._tickCallback.call(this);
  98151. this._scene.registerBeforeRender(this._tickCallback);
  98152. };
  98153. /**
  98154. * Disables the cortex.
  98155. */
  98156. PhysicsVortexEvent.prototype.disable = function () {
  98157. this._scene.unregisterBeforeRender(this._tickCallback);
  98158. };
  98159. /**
  98160. * Disposes the sphere.
  98161. * @param force
  98162. */
  98163. PhysicsVortexEvent.prototype.dispose = function (force) {
  98164. var _this = this;
  98165. if (force === void 0) { force = true; }
  98166. if (force) {
  98167. this._cylinder.dispose();
  98168. }
  98169. else {
  98170. setTimeout(function () {
  98171. if (!_this._dataFetched) {
  98172. _this._cylinder.dispose();
  98173. }
  98174. }, 0);
  98175. }
  98176. };
  98177. PhysicsVortexEvent.prototype.getImpostorForceAndContactPoint = function (impostor) {
  98178. if (impostor.mass === 0) {
  98179. return null;
  98180. }
  98181. if (!this._intersectsWithCylinder(impostor)) {
  98182. return null;
  98183. }
  98184. if (impostor.object.getClassName() !== 'Mesh' && impostor.object.getClassName() !== 'InstancedMesh') {
  98185. return null;
  98186. }
  98187. var impostorObjectCenter = impostor.getObjectCenter();
  98188. 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)
  98189. var originToImpostorDirection = impostorObjectCenter.subtract(originOnPlane);
  98190. var ray = new BABYLON.Ray(originOnPlane, originToImpostorDirection, this._radius);
  98191. var hit = ray.intersectsMesh(impostor.object);
  98192. var contactPoint = hit.pickedPoint;
  98193. if (!contactPoint) {
  98194. return null;
  98195. }
  98196. var absoluteDistanceFromOrigin = hit.distance / this._radius;
  98197. var perpendicularDirection = BABYLON.Vector3.Cross(originOnPlane, impostorObjectCenter).normalize();
  98198. var directionToOrigin = contactPoint.normalize();
  98199. if (absoluteDistanceFromOrigin > this._centripetalForceThreshold) {
  98200. directionToOrigin = directionToOrigin.negate();
  98201. }
  98202. // TODO: find a more physically based solution
  98203. if (absoluteDistanceFromOrigin > this._centripetalForceThreshold) {
  98204. var forceX = directionToOrigin.x * this._strength / 8;
  98205. var forceY = directionToOrigin.y * this._updraftMultiplier;
  98206. var forceZ = directionToOrigin.z * this._strength / 8;
  98207. }
  98208. else {
  98209. var forceX = (perpendicularDirection.x + directionToOrigin.x) / 2;
  98210. var forceY = this._originTop.y * this._updraftMultiplier;
  98211. var forceZ = (perpendicularDirection.z + directionToOrigin.z) / 2;
  98212. }
  98213. var force = new BABYLON.Vector3(forceX, forceY, forceZ);
  98214. force = force.multiplyByFloats(this._strength, this._strength, this._strength);
  98215. return { force: force, contactPoint: impostorObjectCenter };
  98216. };
  98217. PhysicsVortexEvent.prototype._tick = function () {
  98218. var _this = this;
  98219. this._physicsEngine.getImpostors().forEach(function (impostor) {
  98220. var impostorForceAndContactPoint = _this.getImpostorForceAndContactPoint(impostor);
  98221. if (!impostorForceAndContactPoint) {
  98222. return;
  98223. }
  98224. impostor.applyForce(impostorForceAndContactPoint.force, impostorForceAndContactPoint.contactPoint);
  98225. });
  98226. };
  98227. /*** Helpers ***/
  98228. PhysicsVortexEvent.prototype._prepareCylinder = function () {
  98229. if (!this._cylinder) {
  98230. this._cylinder = BABYLON.MeshBuilder.CreateCylinder("vortexEventCylinder", {
  98231. height: this._height,
  98232. diameter: this._radius * 2,
  98233. }, this._scene);
  98234. this._cylinder.isVisible = false;
  98235. }
  98236. };
  98237. PhysicsVortexEvent.prototype._intersectsWithCylinder = function (impostor) {
  98238. var impostorObject = impostor.object;
  98239. this._prepareCylinder();
  98240. this._cylinder.position = this._cylinderPosition;
  98241. return this._cylinder.intersectsMesh(impostorObject, true);
  98242. };
  98243. return PhysicsVortexEvent;
  98244. }());
  98245. BABYLON.PhysicsVortexEvent = PhysicsVortexEvent;
  98246. /**
  98247. * The strenght of the force in correspondence to the distance of the affected object
  98248. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  98249. */
  98250. var PhysicsRadialImpulseFalloff;
  98251. (function (PhysicsRadialImpulseFalloff) {
  98252. /** Defines that impulse is constant in strength across it's whole radius */
  98253. PhysicsRadialImpulseFalloff[PhysicsRadialImpulseFalloff["Constant"] = 0] = "Constant";
  98254. /** DEfines that impulse gets weaker if it's further from the origin */
  98255. PhysicsRadialImpulseFalloff[PhysicsRadialImpulseFalloff["Linear"] = 1] = "Linear";
  98256. })(PhysicsRadialImpulseFalloff = BABYLON.PhysicsRadialImpulseFalloff || (BABYLON.PhysicsRadialImpulseFalloff = {}));
  98257. /**
  98258. * The strength of the force in correspondence to the distance of the affected object
  98259. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  98260. */
  98261. var PhysicsUpdraftMode;
  98262. (function (PhysicsUpdraftMode) {
  98263. /** Defines that the upstream forces will pull towards the top center of the cylinder */
  98264. PhysicsUpdraftMode[PhysicsUpdraftMode["Center"] = 0] = "Center";
  98265. /** Defines that once a impostor is inside the cylinder, it will shoot out perpendicular from the ground of the cylinder */
  98266. PhysicsUpdraftMode[PhysicsUpdraftMode["Perpendicular"] = 1] = "Perpendicular";
  98267. })(PhysicsUpdraftMode = BABYLON.PhysicsUpdraftMode || (BABYLON.PhysicsUpdraftMode = {}));
  98268. })(BABYLON || (BABYLON = {}));
  98269. //# sourceMappingURL=babylon.physicsHelper.js.map
  98270. var BABYLON;
  98271. (function (BABYLON) {
  98272. /** @hidden */
  98273. var CannonJSPlugin = /** @class */ (function () {
  98274. function CannonJSPlugin(_useDeltaForWorldStep, iterations) {
  98275. if (_useDeltaForWorldStep === void 0) { _useDeltaForWorldStep = true; }
  98276. if (iterations === void 0) { iterations = 10; }
  98277. this._useDeltaForWorldStep = _useDeltaForWorldStep;
  98278. this.name = "CannonJSPlugin";
  98279. this._physicsMaterials = new Array();
  98280. this._fixedTimeStep = 1 / 60;
  98281. //See https://github.com/schteppe/CANNON.js/blob/gh-pages/demos/collisionFilter.html
  98282. this.BJSCANNON = CANNON;
  98283. this._minus90X = new BABYLON.Quaternion(-0.7071067811865475, 0, 0, 0.7071067811865475);
  98284. this._plus90X = new BABYLON.Quaternion(0.7071067811865475, 0, 0, 0.7071067811865475);
  98285. this._tmpPosition = BABYLON.Vector3.Zero();
  98286. this._tmpDeltaPosition = BABYLON.Vector3.Zero();
  98287. this._tmpUnityRotation = new BABYLON.Quaternion();
  98288. if (!this.isSupported()) {
  98289. BABYLON.Tools.Error("CannonJS is not available. Please make sure you included the js file.");
  98290. return;
  98291. }
  98292. this._extendNamespace();
  98293. this.world = new this.BJSCANNON.World();
  98294. this.world.broadphase = new this.BJSCANNON.NaiveBroadphase();
  98295. this.world.solver.iterations = iterations;
  98296. }
  98297. CannonJSPlugin.prototype.setGravity = function (gravity) {
  98298. this.world.gravity.copy(gravity);
  98299. };
  98300. CannonJSPlugin.prototype.setTimeStep = function (timeStep) {
  98301. this._fixedTimeStep = timeStep;
  98302. };
  98303. CannonJSPlugin.prototype.getTimeStep = function () {
  98304. return this._fixedTimeStep;
  98305. };
  98306. CannonJSPlugin.prototype.executeStep = function (delta, impostors) {
  98307. this.world.step(this._fixedTimeStep, this._useDeltaForWorldStep ? delta : 0, 3);
  98308. };
  98309. CannonJSPlugin.prototype.applyImpulse = function (impostor, force, contactPoint) {
  98310. var worldPoint = new this.BJSCANNON.Vec3(contactPoint.x, contactPoint.y, contactPoint.z);
  98311. var impulse = new this.BJSCANNON.Vec3(force.x, force.y, force.z);
  98312. impostor.physicsBody.applyImpulse(impulse, worldPoint);
  98313. };
  98314. CannonJSPlugin.prototype.applyForce = function (impostor, force, contactPoint) {
  98315. var worldPoint = new this.BJSCANNON.Vec3(contactPoint.x, contactPoint.y, contactPoint.z);
  98316. var impulse = new this.BJSCANNON.Vec3(force.x, force.y, force.z);
  98317. impostor.physicsBody.applyForce(impulse, worldPoint);
  98318. };
  98319. CannonJSPlugin.prototype.generatePhysicsBody = function (impostor) {
  98320. //parent-child relationship. Does this impostor has a parent impostor?
  98321. if (impostor.parent) {
  98322. if (impostor.physicsBody) {
  98323. this.removePhysicsBody(impostor);
  98324. //TODO is that needed?
  98325. impostor.forceUpdate();
  98326. }
  98327. return;
  98328. }
  98329. //should a new body be created for this impostor?
  98330. if (impostor.isBodyInitRequired()) {
  98331. var shape = this._createShape(impostor);
  98332. //unregister events, if body is being changed
  98333. var oldBody = impostor.physicsBody;
  98334. if (oldBody) {
  98335. this.removePhysicsBody(impostor);
  98336. }
  98337. //create the body and material
  98338. var material = this._addMaterial("mat-" + impostor.uniqueId, impostor.getParam("friction"), impostor.getParam("restitution"));
  98339. var bodyCreationObject = {
  98340. mass: impostor.getParam("mass"),
  98341. material: material
  98342. };
  98343. // A simple extend, in case native options were used.
  98344. var nativeOptions = impostor.getParam("nativeOptions");
  98345. for (var key in nativeOptions) {
  98346. if (nativeOptions.hasOwnProperty(key)) {
  98347. bodyCreationObject[key] = nativeOptions[key];
  98348. }
  98349. }
  98350. impostor.physicsBody = new this.BJSCANNON.Body(bodyCreationObject);
  98351. impostor.physicsBody.addEventListener("collide", impostor.onCollide);
  98352. this.world.addEventListener("preStep", impostor.beforeStep);
  98353. this.world.addEventListener("postStep", impostor.afterStep);
  98354. impostor.physicsBody.addShape(shape);
  98355. this.world.add(impostor.physicsBody);
  98356. //try to keep the body moving in the right direction by taking old properties.
  98357. //Should be tested!
  98358. if (oldBody) {
  98359. ['force', 'torque', 'velocity', 'angularVelocity'].forEach(function (param) {
  98360. impostor.physicsBody[param].copy(oldBody[param]);
  98361. });
  98362. }
  98363. this._processChildMeshes(impostor);
  98364. }
  98365. //now update the body's transformation
  98366. this._updatePhysicsBodyTransformation(impostor);
  98367. };
  98368. CannonJSPlugin.prototype._processChildMeshes = function (mainImpostor) {
  98369. var _this = this;
  98370. var meshChildren = mainImpostor.object.getChildMeshes ? mainImpostor.object.getChildMeshes(true) : [];
  98371. var currentRotation = mainImpostor.object.rotationQuaternion;
  98372. if (meshChildren.length) {
  98373. var processMesh = function (localPosition, mesh) {
  98374. if (!currentRotation || !mesh.rotationQuaternion) {
  98375. return;
  98376. }
  98377. var childImpostor = mesh.getPhysicsImpostor();
  98378. if (childImpostor) {
  98379. var parent = childImpostor.parent;
  98380. if (parent !== mainImpostor) {
  98381. var pPosition = mesh.getAbsolutePosition().subtract(mainImpostor.object.getAbsolutePosition());
  98382. var localRotation = mesh.rotationQuaternion.multiply(BABYLON.Quaternion.Inverse(currentRotation));
  98383. if (childImpostor.physicsBody) {
  98384. _this.removePhysicsBody(childImpostor);
  98385. childImpostor.physicsBody = null;
  98386. }
  98387. childImpostor.parent = mainImpostor;
  98388. childImpostor.resetUpdateFlags();
  98389. 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));
  98390. //Add the mass of the children.
  98391. mainImpostor.physicsBody.mass += childImpostor.getParam("mass");
  98392. }
  98393. }
  98394. currentRotation.multiplyInPlace(mesh.rotationQuaternion);
  98395. mesh.getChildMeshes(true).filter(function (m) { return !!m.physicsImpostor; }).forEach(processMesh.bind(_this, mesh.getAbsolutePosition()));
  98396. };
  98397. meshChildren.filter(function (m) { return !!m.physicsImpostor; }).forEach(processMesh.bind(this, mainImpostor.object.getAbsolutePosition()));
  98398. }
  98399. };
  98400. CannonJSPlugin.prototype.removePhysicsBody = function (impostor) {
  98401. impostor.physicsBody.removeEventListener("collide", impostor.onCollide);
  98402. this.world.removeEventListener("preStep", impostor.beforeStep);
  98403. this.world.removeEventListener("postStep", impostor.afterStep);
  98404. this.world.remove(impostor.physicsBody);
  98405. };
  98406. CannonJSPlugin.prototype.generateJoint = function (impostorJoint) {
  98407. var mainBody = impostorJoint.mainImpostor.physicsBody;
  98408. var connectedBody = impostorJoint.connectedImpostor.physicsBody;
  98409. if (!mainBody || !connectedBody) {
  98410. return;
  98411. }
  98412. var constraint;
  98413. var jointData = impostorJoint.joint.jointData;
  98414. //TODO - https://github.com/schteppe/this.BJSCANNON.js/blob/gh-pages/demos/collisionFilter.html
  98415. var constraintData = {
  98416. pivotA: jointData.mainPivot ? new this.BJSCANNON.Vec3().copy(jointData.mainPivot) : null,
  98417. pivotB: jointData.connectedPivot ? new this.BJSCANNON.Vec3().copy(jointData.connectedPivot) : null,
  98418. axisA: jointData.mainAxis ? new this.BJSCANNON.Vec3().copy(jointData.mainAxis) : null,
  98419. axisB: jointData.connectedAxis ? new this.BJSCANNON.Vec3().copy(jointData.connectedAxis) : null,
  98420. maxForce: jointData.nativeParams.maxForce,
  98421. collideConnected: !!jointData.collision
  98422. };
  98423. switch (impostorJoint.joint.type) {
  98424. case BABYLON.PhysicsJoint.HingeJoint:
  98425. case BABYLON.PhysicsJoint.Hinge2Joint:
  98426. constraint = new this.BJSCANNON.HingeConstraint(mainBody, connectedBody, constraintData);
  98427. break;
  98428. case BABYLON.PhysicsJoint.DistanceJoint:
  98429. constraint = new this.BJSCANNON.DistanceConstraint(mainBody, connectedBody, jointData.maxDistance || 2);
  98430. break;
  98431. case BABYLON.PhysicsJoint.SpringJoint:
  98432. var springData = jointData;
  98433. constraint = new this.BJSCANNON.Spring(mainBody, connectedBody, {
  98434. restLength: springData.length,
  98435. stiffness: springData.stiffness,
  98436. damping: springData.damping,
  98437. localAnchorA: constraintData.pivotA,
  98438. localAnchorB: constraintData.pivotB
  98439. });
  98440. break;
  98441. case BABYLON.PhysicsJoint.LockJoint:
  98442. constraint = new this.BJSCANNON.LockConstraint(mainBody, connectedBody, constraintData);
  98443. break;
  98444. case BABYLON.PhysicsJoint.PointToPointJoint:
  98445. case BABYLON.PhysicsJoint.BallAndSocketJoint:
  98446. default:
  98447. constraint = new this.BJSCANNON.PointToPointConstraint(mainBody, constraintData.pivotA, connectedBody, constraintData.pivotA, constraintData.maxForce);
  98448. break;
  98449. }
  98450. //set the collideConnected flag after the creation, since DistanceJoint ignores it.
  98451. constraint.collideConnected = !!jointData.collision;
  98452. impostorJoint.joint.physicsJoint = constraint;
  98453. //don't add spring as constraint, as it is not one.
  98454. if (impostorJoint.joint.type !== BABYLON.PhysicsJoint.SpringJoint) {
  98455. this.world.addConstraint(constraint);
  98456. }
  98457. else {
  98458. impostorJoint.joint.jointData.forceApplicationCallback = impostorJoint.joint.jointData.forceApplicationCallback || function () {
  98459. constraint.applyForce();
  98460. };
  98461. impostorJoint.mainImpostor.registerAfterPhysicsStep(impostorJoint.joint.jointData.forceApplicationCallback);
  98462. }
  98463. };
  98464. CannonJSPlugin.prototype.removeJoint = function (impostorJoint) {
  98465. if (impostorJoint.joint.type !== BABYLON.PhysicsJoint.SpringJoint) {
  98466. this.world.removeConstraint(impostorJoint.joint.physicsJoint);
  98467. }
  98468. else {
  98469. impostorJoint.mainImpostor.unregisterAfterPhysicsStep(impostorJoint.joint.jointData.forceApplicationCallback);
  98470. }
  98471. };
  98472. CannonJSPlugin.prototype._addMaterial = function (name, friction, restitution) {
  98473. var index;
  98474. var mat;
  98475. for (index = 0; index < this._physicsMaterials.length; index++) {
  98476. mat = this._physicsMaterials[index];
  98477. if (mat.friction === friction && mat.restitution === restitution) {
  98478. return mat;
  98479. }
  98480. }
  98481. var currentMat = new this.BJSCANNON.Material(name);
  98482. currentMat.friction = friction;
  98483. currentMat.restitution = restitution;
  98484. this._physicsMaterials.push(currentMat);
  98485. return currentMat;
  98486. };
  98487. CannonJSPlugin.prototype._checkWithEpsilon = function (value) {
  98488. return value < BABYLON.PhysicsEngine.Epsilon ? BABYLON.PhysicsEngine.Epsilon : value;
  98489. };
  98490. CannonJSPlugin.prototype._createShape = function (impostor) {
  98491. var object = impostor.object;
  98492. var returnValue;
  98493. var extendSize = impostor.getObjectExtendSize();
  98494. switch (impostor.type) {
  98495. case BABYLON.PhysicsImpostor.SphereImpostor:
  98496. var radiusX = extendSize.x;
  98497. var radiusY = extendSize.y;
  98498. var radiusZ = extendSize.z;
  98499. returnValue = new this.BJSCANNON.Sphere(Math.max(this._checkWithEpsilon(radiusX), this._checkWithEpsilon(radiusY), this._checkWithEpsilon(radiusZ)) / 2);
  98500. break;
  98501. //TMP also for cylinder - TODO Cannon supports cylinder natively.
  98502. case BABYLON.PhysicsImpostor.CylinderImpostor:
  98503. returnValue = new this.BJSCANNON.Cylinder(this._checkWithEpsilon(extendSize.x) / 2, this._checkWithEpsilon(extendSize.x) / 2, this._checkWithEpsilon(extendSize.y), 16);
  98504. break;
  98505. case BABYLON.PhysicsImpostor.BoxImpostor:
  98506. var box = extendSize.scale(0.5);
  98507. returnValue = new this.BJSCANNON.Box(new this.BJSCANNON.Vec3(this._checkWithEpsilon(box.x), this._checkWithEpsilon(box.y), this._checkWithEpsilon(box.z)));
  98508. break;
  98509. case BABYLON.PhysicsImpostor.PlaneImpostor:
  98510. BABYLON.Tools.Warn("Attention, PlaneImposter might not behave as you expect. Consider using BoxImposter instead");
  98511. returnValue = new this.BJSCANNON.Plane();
  98512. break;
  98513. case BABYLON.PhysicsImpostor.MeshImpostor:
  98514. // should transform the vertex data to world coordinates!!
  98515. var rawVerts = object.getVerticesData ? object.getVerticesData(BABYLON.VertexBuffer.PositionKind) : [];
  98516. var rawFaces = object.getIndices ? object.getIndices() : [];
  98517. if (!rawVerts) {
  98518. return;
  98519. }
  98520. // get only scale! so the object could transform correctly.
  98521. var oldPosition = object.position.clone();
  98522. var oldRotation = object.rotation && object.rotation.clone();
  98523. var oldQuaternion = object.rotationQuaternion && object.rotationQuaternion.clone();
  98524. object.position.copyFromFloats(0, 0, 0);
  98525. object.rotation && object.rotation.copyFromFloats(0, 0, 0);
  98526. object.rotationQuaternion && object.rotationQuaternion.copyFrom(impostor.getParentsRotation());
  98527. object.rotationQuaternion && object.parent && object.rotationQuaternion.conjugateInPlace();
  98528. var transform = object.computeWorldMatrix(true);
  98529. // convert rawVerts to object space
  98530. var temp = new Array();
  98531. var index;
  98532. for (index = 0; index < rawVerts.length; index += 3) {
  98533. BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.FromArray(rawVerts, index), transform).toArray(temp, index);
  98534. }
  98535. BABYLON.Tools.Warn("MeshImpostor only collides against spheres.");
  98536. returnValue = new this.BJSCANNON.Trimesh(temp, rawFaces);
  98537. //now set back the transformation!
  98538. object.position.copyFrom(oldPosition);
  98539. oldRotation && object.rotation && object.rotation.copyFrom(oldRotation);
  98540. oldQuaternion && object.rotationQuaternion && object.rotationQuaternion.copyFrom(oldQuaternion);
  98541. break;
  98542. case BABYLON.PhysicsImpostor.HeightmapImpostor:
  98543. var oldPosition2 = object.position.clone();
  98544. var oldRotation2 = object.rotation && object.rotation.clone();
  98545. var oldQuaternion2 = object.rotationQuaternion && object.rotationQuaternion.clone();
  98546. object.position.copyFromFloats(0, 0, 0);
  98547. object.rotation && object.rotation.copyFromFloats(0, 0, 0);
  98548. object.rotationQuaternion && object.rotationQuaternion.copyFrom(impostor.getParentsRotation());
  98549. object.rotationQuaternion && object.parent && object.rotationQuaternion.conjugateInPlace();
  98550. object.rotationQuaternion && object.rotationQuaternion.multiplyInPlace(this._minus90X);
  98551. returnValue = this._createHeightmap(object);
  98552. object.position.copyFrom(oldPosition2);
  98553. oldRotation2 && object.rotation && object.rotation.copyFrom(oldRotation2);
  98554. oldQuaternion2 && object.rotationQuaternion && object.rotationQuaternion.copyFrom(oldQuaternion2);
  98555. object.computeWorldMatrix(true);
  98556. break;
  98557. case BABYLON.PhysicsImpostor.ParticleImpostor:
  98558. returnValue = new this.BJSCANNON.Particle();
  98559. break;
  98560. }
  98561. return returnValue;
  98562. };
  98563. CannonJSPlugin.prototype._createHeightmap = function (object, pointDepth) {
  98564. var pos = (object.getVerticesData(BABYLON.VertexBuffer.PositionKind));
  98565. var transform = object.computeWorldMatrix(true);
  98566. // convert rawVerts to object space
  98567. var temp = new Array();
  98568. var index;
  98569. for (index = 0; index < pos.length; index += 3) {
  98570. BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.FromArray(pos, index), transform).toArray(temp, index);
  98571. }
  98572. pos = temp;
  98573. var matrix = new Array();
  98574. //For now pointDepth will not be used and will be automatically calculated.
  98575. //Future reference - try and find the best place to add a reference to the pointDepth variable.
  98576. var arraySize = pointDepth || ~~(Math.sqrt(pos.length / 3) - 1);
  98577. var boundingInfo = object.getBoundingInfo();
  98578. var dim = Math.min(boundingInfo.boundingBox.extendSizeWorld.x, boundingInfo.boundingBox.extendSizeWorld.y);
  98579. var minY = boundingInfo.boundingBox.extendSizeWorld.z;
  98580. var elementSize = dim * 2 / arraySize;
  98581. for (var i = 0; i < pos.length; i = i + 3) {
  98582. var x = Math.round((pos[i + 0]) / elementSize + arraySize / 2);
  98583. var z = Math.round(((pos[i + 1]) / elementSize - arraySize / 2) * -1);
  98584. var y = -pos[i + 2] + minY;
  98585. if (!matrix[x]) {
  98586. matrix[x] = [];
  98587. }
  98588. if (!matrix[x][z]) {
  98589. matrix[x][z] = y;
  98590. }
  98591. matrix[x][z] = Math.max(y, matrix[x][z]);
  98592. }
  98593. for (var x = 0; x <= arraySize; ++x) {
  98594. if (!matrix[x]) {
  98595. var loc = 1;
  98596. while (!matrix[(x + loc) % arraySize]) {
  98597. loc++;
  98598. }
  98599. matrix[x] = matrix[(x + loc) % arraySize].slice();
  98600. //console.log("missing x", x);
  98601. }
  98602. for (var z = 0; z <= arraySize; ++z) {
  98603. if (!matrix[x][z]) {
  98604. var loc = 1;
  98605. var newValue;
  98606. while (newValue === undefined) {
  98607. newValue = matrix[x][(z + loc++) % arraySize];
  98608. }
  98609. matrix[x][z] = newValue;
  98610. }
  98611. }
  98612. }
  98613. var shape = new this.BJSCANNON.Heightfield(matrix, {
  98614. elementSize: elementSize
  98615. });
  98616. //For future reference, needed for body transformation
  98617. shape.minY = minY;
  98618. return shape;
  98619. };
  98620. CannonJSPlugin.prototype._updatePhysicsBodyTransformation = function (impostor) {
  98621. var object = impostor.object;
  98622. //make sure it is updated...
  98623. object.computeWorldMatrix && object.computeWorldMatrix(true);
  98624. // The delta between the mesh position and the mesh bounding box center
  98625. var bInfo = object.getBoundingInfo();
  98626. if (!bInfo) {
  98627. return;
  98628. }
  98629. var center = impostor.getObjectCenter();
  98630. //m.getAbsolutePosition().subtract(m.getBoundingInfo().boundingBox.centerWorld)
  98631. this._tmpDeltaPosition.copyFrom(object.getAbsolutePivotPoint().subtract(center));
  98632. this._tmpDeltaPosition.divideInPlace(impostor.object.scaling);
  98633. this._tmpPosition.copyFrom(center);
  98634. var quaternion = object.rotationQuaternion;
  98635. if (!quaternion) {
  98636. return;
  98637. }
  98638. //is shape is a plane or a heightmap, it must be rotated 90 degs in the X axis.
  98639. if (impostor.type === BABYLON.PhysicsImpostor.PlaneImpostor || impostor.type === BABYLON.PhysicsImpostor.HeightmapImpostor || impostor.type === BABYLON.PhysicsImpostor.CylinderImpostor) {
  98640. //-90 DEG in X, precalculated
  98641. quaternion = quaternion.multiply(this._minus90X);
  98642. //Invert! (Precalculated, 90 deg in X)
  98643. //No need to clone. this will never change.
  98644. impostor.setDeltaRotation(this._plus90X);
  98645. }
  98646. //If it is a heightfield, if should be centered.
  98647. if (impostor.type === BABYLON.PhysicsImpostor.HeightmapImpostor) {
  98648. var mesh = object;
  98649. var boundingInfo = mesh.getBoundingInfo();
  98650. //calculate the correct body position:
  98651. var rotationQuaternion = mesh.rotationQuaternion;
  98652. mesh.rotationQuaternion = this._tmpUnityRotation;
  98653. mesh.computeWorldMatrix(true);
  98654. //get original center with no rotation
  98655. var c = center.clone();
  98656. var oldPivot = mesh.getPivotMatrix();
  98657. if (oldPivot) {
  98658. // create a copy the pivot Matrix as it is modified in place
  98659. oldPivot = oldPivot.clone();
  98660. }
  98661. else {
  98662. oldPivot = BABYLON.Matrix.Identity();
  98663. }
  98664. //calculate the new center using a pivot (since this.BJSCANNON.js doesn't center height maps)
  98665. var p = BABYLON.Matrix.Translation(boundingInfo.boundingBox.extendSizeWorld.x, 0, -boundingInfo.boundingBox.extendSizeWorld.z);
  98666. mesh.setPreTransformMatrix(p);
  98667. mesh.computeWorldMatrix(true);
  98668. //calculate the translation
  98669. var translation = boundingInfo.boundingBox.centerWorld.subtract(center).subtract(mesh.position).negate();
  98670. this._tmpPosition.copyFromFloats(translation.x, translation.y - boundingInfo.boundingBox.extendSizeWorld.y, translation.z);
  98671. //add it inverted to the delta
  98672. this._tmpDeltaPosition.copyFrom(boundingInfo.boundingBox.centerWorld.subtract(c));
  98673. this._tmpDeltaPosition.y += boundingInfo.boundingBox.extendSizeWorld.y;
  98674. //rotation is back
  98675. mesh.rotationQuaternion = rotationQuaternion;
  98676. mesh.setPreTransformMatrix(oldPivot);
  98677. mesh.computeWorldMatrix(true);
  98678. }
  98679. else if (impostor.type === BABYLON.PhysicsImpostor.MeshImpostor) {
  98680. this._tmpDeltaPosition.copyFromFloats(0, 0, 0);
  98681. //this._tmpPosition.copyFrom(object.position);
  98682. }
  98683. impostor.setDeltaPosition(this._tmpDeltaPosition);
  98684. //Now update the impostor object
  98685. impostor.physicsBody.position.copy(this._tmpPosition);
  98686. impostor.physicsBody.quaternion.copy(quaternion);
  98687. };
  98688. CannonJSPlugin.prototype.setTransformationFromPhysicsBody = function (impostor) {
  98689. impostor.object.position.copyFrom(impostor.physicsBody.position);
  98690. if (impostor.object.rotationQuaternion) {
  98691. impostor.object.rotationQuaternion.copyFrom(impostor.physicsBody.quaternion);
  98692. }
  98693. };
  98694. CannonJSPlugin.prototype.setPhysicsBodyTransformation = function (impostor, newPosition, newRotation) {
  98695. impostor.physicsBody.position.copy(newPosition);
  98696. impostor.physicsBody.quaternion.copy(newRotation);
  98697. };
  98698. CannonJSPlugin.prototype.isSupported = function () {
  98699. return this.BJSCANNON !== undefined;
  98700. };
  98701. CannonJSPlugin.prototype.setLinearVelocity = function (impostor, velocity) {
  98702. impostor.physicsBody.velocity.copy(velocity);
  98703. };
  98704. CannonJSPlugin.prototype.setAngularVelocity = function (impostor, velocity) {
  98705. impostor.physicsBody.angularVelocity.copy(velocity);
  98706. };
  98707. CannonJSPlugin.prototype.getLinearVelocity = function (impostor) {
  98708. var v = impostor.physicsBody.velocity;
  98709. if (!v) {
  98710. return null;
  98711. }
  98712. return new BABYLON.Vector3(v.x, v.y, v.z);
  98713. };
  98714. CannonJSPlugin.prototype.getAngularVelocity = function (impostor) {
  98715. var v = impostor.physicsBody.angularVelocity;
  98716. if (!v) {
  98717. return null;
  98718. }
  98719. return new BABYLON.Vector3(v.x, v.y, v.z);
  98720. };
  98721. CannonJSPlugin.prototype.setBodyMass = function (impostor, mass) {
  98722. impostor.physicsBody.mass = mass;
  98723. impostor.physicsBody.updateMassProperties();
  98724. };
  98725. CannonJSPlugin.prototype.getBodyMass = function (impostor) {
  98726. return impostor.physicsBody.mass;
  98727. };
  98728. CannonJSPlugin.prototype.getBodyFriction = function (impostor) {
  98729. return impostor.physicsBody.material.friction;
  98730. };
  98731. CannonJSPlugin.prototype.setBodyFriction = function (impostor, friction) {
  98732. impostor.physicsBody.material.friction = friction;
  98733. };
  98734. CannonJSPlugin.prototype.getBodyRestitution = function (impostor) {
  98735. return impostor.physicsBody.material.restitution;
  98736. };
  98737. CannonJSPlugin.prototype.setBodyRestitution = function (impostor, restitution) {
  98738. impostor.physicsBody.material.restitution = restitution;
  98739. };
  98740. CannonJSPlugin.prototype.sleepBody = function (impostor) {
  98741. impostor.physicsBody.sleep();
  98742. };
  98743. CannonJSPlugin.prototype.wakeUpBody = function (impostor) {
  98744. impostor.physicsBody.wakeUp();
  98745. };
  98746. CannonJSPlugin.prototype.updateDistanceJoint = function (joint, maxDistance, minDistance) {
  98747. joint.physicsJoint.distance = maxDistance;
  98748. };
  98749. // private enableMotor(joint: IMotorEnabledJoint, motorIndex?: number) {
  98750. // if (!motorIndex) {
  98751. // joint.physicsJoint.enableMotor();
  98752. // }
  98753. // }
  98754. // private disableMotor(joint: IMotorEnabledJoint, motorIndex?: number) {
  98755. // if (!motorIndex) {
  98756. // joint.physicsJoint.disableMotor();
  98757. // }
  98758. // }
  98759. CannonJSPlugin.prototype.setMotor = function (joint, speed, maxForce, motorIndex) {
  98760. if (!motorIndex) {
  98761. joint.physicsJoint.enableMotor();
  98762. joint.physicsJoint.setMotorSpeed(speed);
  98763. if (maxForce) {
  98764. this.setLimit(joint, maxForce);
  98765. }
  98766. }
  98767. };
  98768. CannonJSPlugin.prototype.setLimit = function (joint, upperLimit, lowerLimit) {
  98769. joint.physicsJoint.motorEquation.maxForce = upperLimit;
  98770. joint.physicsJoint.motorEquation.minForce = lowerLimit === void 0 ? -upperLimit : lowerLimit;
  98771. };
  98772. CannonJSPlugin.prototype.syncMeshWithImpostor = function (mesh, impostor) {
  98773. var body = impostor.physicsBody;
  98774. mesh.position.x = body.position.x;
  98775. mesh.position.y = body.position.y;
  98776. mesh.position.z = body.position.z;
  98777. if (mesh.rotationQuaternion) {
  98778. mesh.rotationQuaternion.x = body.quaternion.x;
  98779. mesh.rotationQuaternion.y = body.quaternion.y;
  98780. mesh.rotationQuaternion.z = body.quaternion.z;
  98781. mesh.rotationQuaternion.w = body.quaternion.w;
  98782. }
  98783. };
  98784. CannonJSPlugin.prototype.getRadius = function (impostor) {
  98785. var shape = impostor.physicsBody.shapes[0];
  98786. return shape.boundingSphereRadius;
  98787. };
  98788. CannonJSPlugin.prototype.getBoxSizeToRef = function (impostor, result) {
  98789. var shape = impostor.physicsBody.shapes[0];
  98790. result.x = shape.halfExtents.x * 2;
  98791. result.y = shape.halfExtents.y * 2;
  98792. result.z = shape.halfExtents.z * 2;
  98793. };
  98794. CannonJSPlugin.prototype.dispose = function () {
  98795. };
  98796. CannonJSPlugin.prototype._extendNamespace = function () {
  98797. //this will force cannon to execute at least one step when using interpolation
  98798. var step_tmp1 = new this.BJSCANNON.Vec3();
  98799. var Engine = this.BJSCANNON;
  98800. this.BJSCANNON.World.prototype.step = function (dt, timeSinceLastCalled, maxSubSteps) {
  98801. maxSubSteps = maxSubSteps || 10;
  98802. timeSinceLastCalled = timeSinceLastCalled || 0;
  98803. if (timeSinceLastCalled === 0) {
  98804. this.internalStep(dt);
  98805. this.time += dt;
  98806. }
  98807. else {
  98808. var internalSteps = Math.floor((this.time + timeSinceLastCalled) / dt) - Math.floor(this.time / dt);
  98809. internalSteps = Math.min(internalSteps, maxSubSteps) || 1;
  98810. var t0 = performance.now();
  98811. for (var i = 0; i !== internalSteps; i++) {
  98812. this.internalStep(dt);
  98813. if (performance.now() - t0 > dt * 1000) {
  98814. break;
  98815. }
  98816. }
  98817. this.time += timeSinceLastCalled;
  98818. var h = this.time % dt;
  98819. var h_div_dt = h / dt;
  98820. var interpvelo = step_tmp1;
  98821. var bodies = this.bodies;
  98822. for (var j = 0; j !== bodies.length; j++) {
  98823. var b = bodies[j];
  98824. if (b.type !== Engine.Body.STATIC && b.sleepState !== Engine.Body.SLEEPING) {
  98825. b.position.vsub(b.previousPosition, interpvelo);
  98826. interpvelo.scale(h_div_dt, interpvelo);
  98827. b.position.vadd(interpvelo, b.interpolatedPosition);
  98828. }
  98829. else {
  98830. b.interpolatedPosition.copy(b.position);
  98831. b.interpolatedQuaternion.copy(b.quaternion);
  98832. }
  98833. }
  98834. }
  98835. };
  98836. };
  98837. return CannonJSPlugin;
  98838. }());
  98839. BABYLON.CannonJSPlugin = CannonJSPlugin;
  98840. })(BABYLON || (BABYLON = {}));
  98841. //# sourceMappingURL=babylon.cannonJSPlugin.js.map
  98842. var BABYLON;
  98843. (function (BABYLON) {
  98844. /** @hidden */
  98845. var OimoJSPlugin = /** @class */ (function () {
  98846. function OimoJSPlugin(iterations) {
  98847. this.name = "OimoJSPlugin";
  98848. this._tmpImpostorsArray = [];
  98849. this._tmpPositionVector = BABYLON.Vector3.Zero();
  98850. this.BJSOIMO = OIMO;
  98851. this.world = new this.BJSOIMO.World({
  98852. iterations: iterations
  98853. });
  98854. this.world.clear();
  98855. }
  98856. OimoJSPlugin.prototype.setGravity = function (gravity) {
  98857. this.world.gravity.copy(gravity);
  98858. };
  98859. OimoJSPlugin.prototype.setTimeStep = function (timeStep) {
  98860. this.world.timeStep = timeStep;
  98861. };
  98862. OimoJSPlugin.prototype.getTimeStep = function () {
  98863. return this.world.timeStep;
  98864. };
  98865. OimoJSPlugin.prototype.executeStep = function (delta, impostors) {
  98866. var _this = this;
  98867. impostors.forEach(function (impostor) {
  98868. impostor.beforeStep();
  98869. });
  98870. this.world.step();
  98871. impostors.forEach(function (impostor) {
  98872. impostor.afterStep();
  98873. //update the ordered impostors array
  98874. _this._tmpImpostorsArray[impostor.uniqueId] = impostor;
  98875. });
  98876. //check for collisions
  98877. var contact = this.world.contacts;
  98878. while (contact !== null) {
  98879. if (contact.touching && !contact.body1.sleeping && !contact.body2.sleeping) {
  98880. contact = contact.next;
  98881. continue;
  98882. }
  98883. //is this body colliding with any other? get the impostor
  98884. var mainImpostor = this._tmpImpostorsArray[+contact.body1.name];
  98885. var collidingImpostor = this._tmpImpostorsArray[+contact.body2.name];
  98886. if (!mainImpostor || !collidingImpostor) {
  98887. contact = contact.next;
  98888. continue;
  98889. }
  98890. mainImpostor.onCollide({ body: collidingImpostor.physicsBody });
  98891. collidingImpostor.onCollide({ body: mainImpostor.physicsBody });
  98892. contact = contact.next;
  98893. }
  98894. };
  98895. OimoJSPlugin.prototype.applyImpulse = function (impostor, force, contactPoint) {
  98896. var mass = impostor.physicsBody.mass;
  98897. impostor.physicsBody.applyImpulse(contactPoint.scale(this.world.invScale), force.scale(this.world.invScale * mass));
  98898. };
  98899. OimoJSPlugin.prototype.applyForce = function (impostor, force, contactPoint) {
  98900. BABYLON.Tools.Warn("Oimo doesn't support applying force. Using impule instead.");
  98901. this.applyImpulse(impostor, force, contactPoint);
  98902. };
  98903. OimoJSPlugin.prototype.generatePhysicsBody = function (impostor) {
  98904. var _this = this;
  98905. //parent-child relationship. Does this impostor has a parent impostor?
  98906. if (impostor.parent) {
  98907. if (impostor.physicsBody) {
  98908. this.removePhysicsBody(impostor);
  98909. //TODO is that needed?
  98910. impostor.forceUpdate();
  98911. }
  98912. return;
  98913. }
  98914. if (impostor.isBodyInitRequired()) {
  98915. var bodyConfig = {
  98916. name: impostor.uniqueId,
  98917. //Oimo must have mass, also for static objects.
  98918. config: [impostor.getParam("mass") || 1, impostor.getParam("friction"), impostor.getParam("restitution")],
  98919. size: [],
  98920. type: [],
  98921. pos: [],
  98922. posShape: [],
  98923. rot: [],
  98924. rotShape: [],
  98925. move: impostor.getParam("mass") !== 0,
  98926. density: impostor.getParam("mass"),
  98927. friction: impostor.getParam("friction"),
  98928. restitution: impostor.getParam("restitution"),
  98929. //Supporting older versions of Oimo
  98930. world: this.world
  98931. };
  98932. var impostors = [impostor];
  98933. var addToArray = function (parent) {
  98934. if (!parent.getChildMeshes) {
  98935. return;
  98936. }
  98937. parent.getChildMeshes().forEach(function (m) {
  98938. if (m.physicsImpostor) {
  98939. impostors.push(m.physicsImpostor);
  98940. //m.physicsImpostor._init();
  98941. }
  98942. });
  98943. };
  98944. addToArray(impostor.object);
  98945. var checkWithEpsilon_1 = function (value) {
  98946. return Math.max(value, BABYLON.PhysicsEngine.Epsilon);
  98947. };
  98948. var globalQuaternion_1 = new BABYLON.Quaternion();
  98949. impostors.forEach(function (i) {
  98950. if (!i.object.rotationQuaternion) {
  98951. return;
  98952. }
  98953. //get the correct bounding box
  98954. var oldQuaternion = i.object.rotationQuaternion;
  98955. globalQuaternion_1 = oldQuaternion.clone();
  98956. var rot = oldQuaternion.toEulerAngles();
  98957. var extendSize = i.getObjectExtendSize();
  98958. var radToDeg = 57.295779513082320876;
  98959. if (i === impostor) {
  98960. var center = impostor.getObjectCenter();
  98961. impostor.object.getAbsolutePivotPoint().subtractToRef(center, _this._tmpPositionVector);
  98962. _this._tmpPositionVector.divideInPlace(impostor.object.scaling);
  98963. //Can also use Array.prototype.push.apply
  98964. bodyConfig.pos.push(center.x);
  98965. bodyConfig.pos.push(center.y);
  98966. bodyConfig.pos.push(center.z);
  98967. bodyConfig.posShape.push(0, 0, 0);
  98968. bodyConfig.rotShape.push(0, 0, 0);
  98969. }
  98970. else {
  98971. var localPosition = i.object.getAbsolutePosition().subtract(impostor.object.getAbsolutePosition());
  98972. bodyConfig.posShape.push(localPosition.x);
  98973. bodyConfig.posShape.push(localPosition.y);
  98974. bodyConfig.posShape.push(localPosition.z);
  98975. bodyConfig.pos.push(0, 0, 0);
  98976. bodyConfig.rotShape.push(rot.x * radToDeg);
  98977. bodyConfig.rotShape.push(rot.y * radToDeg);
  98978. bodyConfig.rotShape.push(rot.z * radToDeg);
  98979. }
  98980. // register mesh
  98981. switch (i.type) {
  98982. case BABYLON.PhysicsImpostor.ParticleImpostor:
  98983. BABYLON.Tools.Warn("No Particle support in OIMO.js. using SphereImpostor instead");
  98984. case BABYLON.PhysicsImpostor.SphereImpostor:
  98985. var radiusX = extendSize.x;
  98986. var radiusY = extendSize.y;
  98987. var radiusZ = extendSize.z;
  98988. var size = Math.max(checkWithEpsilon_1(radiusX), checkWithEpsilon_1(radiusY), checkWithEpsilon_1(radiusZ)) / 2;
  98989. bodyConfig.type.push('sphere');
  98990. //due to the way oimo works with compounds, add 3 times
  98991. bodyConfig.size.push(size);
  98992. bodyConfig.size.push(size);
  98993. bodyConfig.size.push(size);
  98994. break;
  98995. case BABYLON.PhysicsImpostor.CylinderImpostor:
  98996. var sizeX = checkWithEpsilon_1(extendSize.x) / 2;
  98997. var sizeY = checkWithEpsilon_1(extendSize.y);
  98998. bodyConfig.type.push('cylinder');
  98999. bodyConfig.size.push(sizeX);
  99000. bodyConfig.size.push(sizeY);
  99001. //due to the way oimo works with compounds, add one more value.
  99002. bodyConfig.size.push(sizeY);
  99003. break;
  99004. case BABYLON.PhysicsImpostor.PlaneImpostor:
  99005. case BABYLON.PhysicsImpostor.BoxImpostor:
  99006. default:
  99007. var sizeX = checkWithEpsilon_1(extendSize.x);
  99008. var sizeY = checkWithEpsilon_1(extendSize.y);
  99009. var sizeZ = checkWithEpsilon_1(extendSize.z);
  99010. bodyConfig.type.push('box');
  99011. //if (i === impostor) {
  99012. bodyConfig.size.push(sizeX);
  99013. bodyConfig.size.push(sizeY);
  99014. bodyConfig.size.push(sizeZ);
  99015. //} else {
  99016. // bodyConfig.size.push(0,0,0);
  99017. //}
  99018. break;
  99019. }
  99020. //actually not needed, but hey...
  99021. i.object.rotationQuaternion = oldQuaternion;
  99022. });
  99023. impostor.physicsBody = this.world.add(bodyConfig);
  99024. // set the quaternion, ignoring the previously defined (euler) rotation
  99025. impostor.physicsBody.resetQuaternion(globalQuaternion_1);
  99026. // update with delta 0, so the body will reveive the new rotation.
  99027. impostor.physicsBody.updatePosition(0);
  99028. }
  99029. else {
  99030. this._tmpPositionVector.copyFromFloats(0, 0, 0);
  99031. }
  99032. impostor.setDeltaPosition(this._tmpPositionVector);
  99033. //this._tmpPositionVector.addInPlace(impostor.mesh.getBoundingInfo().boundingBox.center);
  99034. //this.setPhysicsBodyTransformation(impostor, this._tmpPositionVector, impostor.mesh.rotationQuaternion);
  99035. };
  99036. OimoJSPlugin.prototype.removePhysicsBody = function (impostor) {
  99037. //impostor.physicsBody.dispose();
  99038. //Same as : (older oimo versions)
  99039. this.world.removeRigidBody(impostor.physicsBody);
  99040. };
  99041. OimoJSPlugin.prototype.generateJoint = function (impostorJoint) {
  99042. var mainBody = impostorJoint.mainImpostor.physicsBody;
  99043. var connectedBody = impostorJoint.connectedImpostor.physicsBody;
  99044. if (!mainBody || !connectedBody) {
  99045. return;
  99046. }
  99047. var jointData = impostorJoint.joint.jointData;
  99048. var options = jointData.nativeParams || {};
  99049. var type;
  99050. var nativeJointData = {
  99051. body1: mainBody,
  99052. body2: connectedBody,
  99053. axe1: options.axe1 || (jointData.mainAxis ? jointData.mainAxis.asArray() : null),
  99054. axe2: options.axe2 || (jointData.connectedAxis ? jointData.connectedAxis.asArray() : null),
  99055. pos1: options.pos1 || (jointData.mainPivot ? jointData.mainPivot.asArray() : null),
  99056. pos2: options.pos2 || (jointData.connectedPivot ? jointData.connectedPivot.asArray() : null),
  99057. min: options.min,
  99058. max: options.max,
  99059. collision: options.collision || jointData.collision,
  99060. spring: options.spring,
  99061. //supporting older version of Oimo
  99062. world: this.world
  99063. };
  99064. switch (impostorJoint.joint.type) {
  99065. case BABYLON.PhysicsJoint.BallAndSocketJoint:
  99066. type = "jointBall";
  99067. break;
  99068. case BABYLON.PhysicsJoint.SpringJoint:
  99069. BABYLON.Tools.Warn("OIMO.js doesn't support Spring Constraint. Simulating using DistanceJoint instead");
  99070. var springData = jointData;
  99071. nativeJointData.min = springData.length || nativeJointData.min;
  99072. //Max should also be set, just make sure it is at least min
  99073. nativeJointData.max = Math.max(nativeJointData.min, nativeJointData.max);
  99074. case BABYLON.PhysicsJoint.DistanceJoint:
  99075. type = "jointDistance";
  99076. nativeJointData.max = jointData.maxDistance;
  99077. break;
  99078. case BABYLON.PhysicsJoint.PrismaticJoint:
  99079. type = "jointPrisme";
  99080. break;
  99081. case BABYLON.PhysicsJoint.SliderJoint:
  99082. type = "jointSlide";
  99083. break;
  99084. case BABYLON.PhysicsJoint.WheelJoint:
  99085. type = "jointWheel";
  99086. break;
  99087. case BABYLON.PhysicsJoint.HingeJoint:
  99088. default:
  99089. type = "jointHinge";
  99090. break;
  99091. }
  99092. nativeJointData.type = type;
  99093. impostorJoint.joint.physicsJoint = this.world.add(nativeJointData);
  99094. };
  99095. OimoJSPlugin.prototype.removeJoint = function (impostorJoint) {
  99096. //Bug in Oimo prevents us from disposing a joint in the playground
  99097. //joint.joint.physicsJoint.dispose();
  99098. //So we will bruteforce it!
  99099. try {
  99100. this.world.removeJoint(impostorJoint.joint.physicsJoint);
  99101. }
  99102. catch (e) {
  99103. BABYLON.Tools.Warn(e);
  99104. }
  99105. };
  99106. OimoJSPlugin.prototype.isSupported = function () {
  99107. return this.BJSOIMO !== undefined;
  99108. };
  99109. OimoJSPlugin.prototype.setTransformationFromPhysicsBody = function (impostor) {
  99110. if (!impostor.physicsBody.sleeping) {
  99111. //TODO check that
  99112. /*if (impostor.physicsBody.shapes.next) {
  99113. var parentShape = this._getLastShape(impostor.physicsBody);
  99114. impostor.object.position.copyFrom(parentShape.position);
  99115. console.log(parentShape.position);
  99116. } else {*/
  99117. impostor.object.position.copyFrom(impostor.physicsBody.getPosition());
  99118. //}
  99119. if (impostor.object.rotationQuaternion) {
  99120. impostor.object.rotationQuaternion.copyFrom(impostor.physicsBody.getQuaternion());
  99121. }
  99122. }
  99123. };
  99124. OimoJSPlugin.prototype.setPhysicsBodyTransformation = function (impostor, newPosition, newRotation) {
  99125. var body = impostor.physicsBody;
  99126. body.position.copy(newPosition);
  99127. body.orientation.copy(newRotation);
  99128. body.syncShapes();
  99129. body.awake();
  99130. };
  99131. /*private _getLastShape(body: any): any {
  99132. var lastShape = body.shapes;
  99133. while (lastShape.next) {
  99134. lastShape = lastShape.next;
  99135. }
  99136. return lastShape;
  99137. }*/
  99138. OimoJSPlugin.prototype.setLinearVelocity = function (impostor, velocity) {
  99139. impostor.physicsBody.linearVelocity.copy(velocity);
  99140. };
  99141. OimoJSPlugin.prototype.setAngularVelocity = function (impostor, velocity) {
  99142. impostor.physicsBody.angularVelocity.copy(velocity);
  99143. };
  99144. OimoJSPlugin.prototype.getLinearVelocity = function (impostor) {
  99145. var v = impostor.physicsBody.linearVelocity;
  99146. if (!v) {
  99147. return null;
  99148. }
  99149. return new BABYLON.Vector3(v.x, v.y, v.z);
  99150. };
  99151. OimoJSPlugin.prototype.getAngularVelocity = function (impostor) {
  99152. var v = impostor.physicsBody.angularVelocity;
  99153. if (!v) {
  99154. return null;
  99155. }
  99156. return new BABYLON.Vector3(v.x, v.y, v.z);
  99157. };
  99158. OimoJSPlugin.prototype.setBodyMass = function (impostor, mass) {
  99159. var staticBody = mass === 0;
  99160. //this will actually set the body's density and not its mass.
  99161. //But this is how oimo treats the mass variable.
  99162. impostor.physicsBody.shapes.density = staticBody ? 1 : mass;
  99163. impostor.physicsBody.setupMass(staticBody ? 0x2 : 0x1);
  99164. };
  99165. OimoJSPlugin.prototype.getBodyMass = function (impostor) {
  99166. return impostor.physicsBody.shapes.density;
  99167. };
  99168. OimoJSPlugin.prototype.getBodyFriction = function (impostor) {
  99169. return impostor.physicsBody.shapes.friction;
  99170. };
  99171. OimoJSPlugin.prototype.setBodyFriction = function (impostor, friction) {
  99172. impostor.physicsBody.shapes.friction = friction;
  99173. };
  99174. OimoJSPlugin.prototype.getBodyRestitution = function (impostor) {
  99175. return impostor.physicsBody.shapes.restitution;
  99176. };
  99177. OimoJSPlugin.prototype.setBodyRestitution = function (impostor, restitution) {
  99178. impostor.physicsBody.shapes.restitution = restitution;
  99179. };
  99180. OimoJSPlugin.prototype.sleepBody = function (impostor) {
  99181. impostor.physicsBody.sleep();
  99182. };
  99183. OimoJSPlugin.prototype.wakeUpBody = function (impostor) {
  99184. impostor.physicsBody.awake();
  99185. };
  99186. OimoJSPlugin.prototype.updateDistanceJoint = function (joint, maxDistance, minDistance) {
  99187. joint.physicsJoint.limitMotor.upperLimit = maxDistance;
  99188. if (minDistance !== void 0) {
  99189. joint.physicsJoint.limitMotor.lowerLimit = minDistance;
  99190. }
  99191. };
  99192. OimoJSPlugin.prototype.setMotor = function (joint, speed, maxForce, motorIndex) {
  99193. //TODO separate rotational and transational motors.
  99194. var motor = motorIndex ? joint.physicsJoint.rotationalLimitMotor2 : joint.physicsJoint.rotationalLimitMotor1 || joint.physicsJoint.rotationalLimitMotor || joint.physicsJoint.limitMotor;
  99195. if (motor) {
  99196. motor.setMotor(speed, maxForce);
  99197. }
  99198. };
  99199. OimoJSPlugin.prototype.setLimit = function (joint, upperLimit, lowerLimit, motorIndex) {
  99200. //TODO separate rotational and transational motors.
  99201. var motor = motorIndex ? joint.physicsJoint.rotationalLimitMotor2 : joint.physicsJoint.rotationalLimitMotor1 || joint.physicsJoint.rotationalLimitMotor || joint.physicsJoint.limitMotor;
  99202. if (motor) {
  99203. motor.setLimit(upperLimit, lowerLimit === void 0 ? -upperLimit : lowerLimit);
  99204. }
  99205. };
  99206. OimoJSPlugin.prototype.syncMeshWithImpostor = function (mesh, impostor) {
  99207. var body = impostor.physicsBody;
  99208. mesh.position.x = body.position.x;
  99209. mesh.position.y = body.position.y;
  99210. mesh.position.z = body.position.z;
  99211. if (mesh.rotationQuaternion) {
  99212. mesh.rotationQuaternion.x = body.orientation.x;
  99213. mesh.rotationQuaternion.y = body.orientation.y;
  99214. mesh.rotationQuaternion.z = body.orientation.z;
  99215. mesh.rotationQuaternion.w = body.orientation.s;
  99216. }
  99217. };
  99218. OimoJSPlugin.prototype.getRadius = function (impostor) {
  99219. return impostor.physicsBody.shapes.radius;
  99220. };
  99221. OimoJSPlugin.prototype.getBoxSizeToRef = function (impostor, result) {
  99222. var shape = impostor.physicsBody.shapes;
  99223. result.x = shape.halfWidth * 2;
  99224. result.y = shape.halfHeight * 2;
  99225. result.z = shape.halfDepth * 2;
  99226. };
  99227. OimoJSPlugin.prototype.dispose = function () {
  99228. this.world.clear();
  99229. };
  99230. return OimoJSPlugin;
  99231. }());
  99232. BABYLON.OimoJSPlugin = OimoJSPlugin;
  99233. })(BABYLON || (BABYLON = {}));
  99234. //# sourceMappingURL=babylon.oimoJSPlugin.js.map
  99235. var BABYLON;
  99236. (function (BABYLON) {
  99237. /**
  99238. * Gets the current physics engine
  99239. * @returns a IPhysicsEngine or null if none attached
  99240. */
  99241. BABYLON.Scene.prototype.getPhysicsEngine = function () {
  99242. return this._physicsEngine;
  99243. };
  99244. /**
  99245. * Enables physics to the current scene
  99246. * @param gravity defines the scene's gravity for the physics engine
  99247. * @param plugin defines the physics engine to be used. defaults to OimoJS.
  99248. * @return a boolean indicating if the physics engine was initialized
  99249. */
  99250. BABYLON.Scene.prototype.enablePhysics = function (gravity, plugin) {
  99251. if (gravity === void 0) { gravity = null; }
  99252. if (this._physicsEngine) {
  99253. return true;
  99254. }
  99255. // Register the component to the scene
  99256. var component = this._getComponent(BABYLON.SceneComponentConstants.NAME_PHYSICSENGINE);
  99257. if (!component) {
  99258. component = new PhysicsEngineSceneComponent(this);
  99259. this._addComponent(component);
  99260. }
  99261. try {
  99262. this._physicsEngine = new BABYLON.PhysicsEngine(gravity, plugin);
  99263. return true;
  99264. }
  99265. catch (e) {
  99266. BABYLON.Tools.Error(e.message);
  99267. return false;
  99268. }
  99269. };
  99270. /**
  99271. * Disables and disposes the physics engine associated with the scene
  99272. */
  99273. BABYLON.Scene.prototype.disablePhysicsEngine = function () {
  99274. if (!this._physicsEngine) {
  99275. return;
  99276. }
  99277. this._physicsEngine.dispose();
  99278. this._physicsEngine = null;
  99279. };
  99280. /**
  99281. * Gets a boolean indicating if there is an active physics engine
  99282. * @returns a boolean indicating if there is an active physics engine
  99283. */
  99284. BABYLON.Scene.prototype.isPhysicsEnabled = function () {
  99285. return this._physicsEngine !== undefined;
  99286. };
  99287. /**
  99288. * Deletes a physics compound impostor
  99289. * @param compound defines the compound to delete
  99290. */
  99291. BABYLON.Scene.prototype.deleteCompoundImpostor = function (compound) {
  99292. var mesh = compound.parts[0].mesh;
  99293. if (mesh.physicsImpostor) {
  99294. mesh.physicsImpostor.dispose( /*true*/);
  99295. mesh.physicsImpostor = null;
  99296. }
  99297. };
  99298. /** @hidden */
  99299. BABYLON.Scene.prototype._advancePhysicsEngineStep = function (step) {
  99300. if (this._physicsEngine) {
  99301. this.onBeforePhysicsObservable.notifyObservers(this);
  99302. this._physicsEngine._step(step / 1000);
  99303. this.onAfterPhysicsObservable.notifyObservers(this);
  99304. }
  99305. };
  99306. Object.defineProperty(BABYLON.AbstractMesh.prototype, "physicsImpostor", {
  99307. get: function () {
  99308. return this._physicsImpostor;
  99309. },
  99310. set: function (value) {
  99311. var _this = this;
  99312. if (this._physicsImpostor === value) {
  99313. return;
  99314. }
  99315. if (this._disposePhysicsObserver) {
  99316. this.onDisposeObservable.remove(this._disposePhysicsObserver);
  99317. }
  99318. this._physicsImpostor = value;
  99319. if (value) {
  99320. this._disposePhysicsObserver = this.onDisposeObservable.add(function () {
  99321. // Physics
  99322. if (_this.physicsImpostor) {
  99323. _this.physicsImpostor.dispose( /*!doNotRecurse*/);
  99324. _this.physicsImpostor = null;
  99325. }
  99326. });
  99327. }
  99328. },
  99329. enumerable: true,
  99330. configurable: true
  99331. });
  99332. /**
  99333. * Gets the current physics impostor
  99334. * @see http://doc.babylonjs.com/features/physics_engine
  99335. * @returns a physics impostor or null
  99336. */
  99337. BABYLON.AbstractMesh.prototype.getPhysicsImpostor = function () {
  99338. return this.physicsImpostor;
  99339. };
  99340. /**
  99341. * Apply a physic impulse to the mesh
  99342. * @param force defines the force to apply
  99343. * @param contactPoint defines where to apply the force
  99344. * @returns the current mesh
  99345. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  99346. */
  99347. BABYLON.AbstractMesh.prototype.applyImpulse = function (force, contactPoint) {
  99348. if (!this.physicsImpostor) {
  99349. return this;
  99350. }
  99351. this.physicsImpostor.applyImpulse(force, contactPoint);
  99352. return this;
  99353. };
  99354. /**
  99355. * Creates a physic joint between two meshes
  99356. * @param otherMesh defines the other mesh to use
  99357. * @param pivot1 defines the pivot to use on this mesh
  99358. * @param pivot2 defines the pivot to use on the other mesh
  99359. * @param options defines additional options (can be plugin dependent)
  99360. * @returns the current mesh
  99361. * @see https://www.babylonjs-playground.com/#0BS5U0#0
  99362. */
  99363. BABYLON.AbstractMesh.prototype.setPhysicsLinkWith = function (otherMesh, pivot1, pivot2, options) {
  99364. if (!this.physicsImpostor || !otherMesh.physicsImpostor) {
  99365. return this;
  99366. }
  99367. this.physicsImpostor.createJoint(otherMesh.physicsImpostor, BABYLON.PhysicsJoint.HingeJoint, {
  99368. mainPivot: pivot1,
  99369. connectedPivot: pivot2,
  99370. nativeParams: options
  99371. });
  99372. return this;
  99373. };
  99374. /**
  99375. * Defines the physics engine scene component responsible to manage a physics engine
  99376. */
  99377. var PhysicsEngineSceneComponent = /** @class */ (function () {
  99378. /**
  99379. * Creates a new instance of the component for the given scene
  99380. * @param scene Defines the scene to register the component in
  99381. */
  99382. function PhysicsEngineSceneComponent(scene) {
  99383. var _this = this;
  99384. /**
  99385. * The component name helpful to identify the component in the list of scene components.
  99386. */
  99387. this.name = BABYLON.SceneComponentConstants.NAME_PHYSICSENGINE;
  99388. this.scene = scene;
  99389. this.scene.onBeforePhysicsObservable = new BABYLON.Observable();
  99390. this.scene.onAfterPhysicsObservable = new BABYLON.Observable();
  99391. // Replace the function used to get the deterministic frame time
  99392. this.scene.getDeterministicFrameTime = function () {
  99393. if (_this.scene._physicsEngine) {
  99394. return _this.scene._physicsEngine.getTimeStep() * 1000;
  99395. }
  99396. return 1000.0 / 60.0;
  99397. };
  99398. }
  99399. /**
  99400. * Registers the component in a given scene
  99401. */
  99402. PhysicsEngineSceneComponent.prototype.register = function () {
  99403. };
  99404. /**
  99405. * Rebuilds the elements related to this component in case of
  99406. * context lost for instance.
  99407. */
  99408. PhysicsEngineSceneComponent.prototype.rebuild = function () {
  99409. // Nothing to do for this component
  99410. };
  99411. /**
  99412. * Disposes the component and the associated ressources
  99413. */
  99414. PhysicsEngineSceneComponent.prototype.dispose = function () {
  99415. this.scene.onBeforePhysicsObservable.clear();
  99416. this.scene.onAfterPhysicsObservable.clear();
  99417. if (this.scene._physicsEngine) {
  99418. this.scene.disablePhysicsEngine();
  99419. }
  99420. };
  99421. return PhysicsEngineSceneComponent;
  99422. }());
  99423. BABYLON.PhysicsEngineSceneComponent = PhysicsEngineSceneComponent;
  99424. })(BABYLON || (BABYLON = {}));
  99425. //# sourceMappingURL=babylon.physicsEngineComponent.js.map
  99426. var BABYLON;
  99427. (function (BABYLON) {
  99428. // Based on demo done by Brandon Jones - http://media.tojicode.com/webgl-samples/dds.html
  99429. // All values and structures referenced from:
  99430. // http://msdn.microsoft.com/en-us/library/bb943991.aspx/
  99431. var DDS_MAGIC = 0x20534444;
  99432. var
  99433. //DDSD_CAPS = 0x1,
  99434. //DDSD_HEIGHT = 0x2,
  99435. //DDSD_WIDTH = 0x4,
  99436. //DDSD_PITCH = 0x8,
  99437. //DDSD_PIXELFORMAT = 0x1000,
  99438. DDSD_MIPMAPCOUNT = 0x20000;
  99439. //DDSD_LINEARSIZE = 0x80000,
  99440. //DDSD_DEPTH = 0x800000;
  99441. // var DDSCAPS_COMPLEX = 0x8,
  99442. // DDSCAPS_MIPMAP = 0x400000,
  99443. // DDSCAPS_TEXTURE = 0x1000;
  99444. var DDSCAPS2_CUBEMAP = 0x200;
  99445. // DDSCAPS2_CUBEMAP_POSITIVEX = 0x400,
  99446. // DDSCAPS2_CUBEMAP_NEGATIVEX = 0x800,
  99447. // DDSCAPS2_CUBEMAP_POSITIVEY = 0x1000,
  99448. // DDSCAPS2_CUBEMAP_NEGATIVEY = 0x2000,
  99449. // DDSCAPS2_CUBEMAP_POSITIVEZ = 0x4000,
  99450. // DDSCAPS2_CUBEMAP_NEGATIVEZ = 0x8000,
  99451. // DDSCAPS2_VOLUME = 0x200000;
  99452. var
  99453. //DDPF_ALPHAPIXELS = 0x1,
  99454. //DDPF_ALPHA = 0x2,
  99455. DDPF_FOURCC = 0x4, DDPF_RGB = 0x40,
  99456. //DDPF_YUV = 0x200,
  99457. DDPF_LUMINANCE = 0x20000;
  99458. function FourCCToInt32(value) {
  99459. return value.charCodeAt(0) +
  99460. (value.charCodeAt(1) << 8) +
  99461. (value.charCodeAt(2) << 16) +
  99462. (value.charCodeAt(3) << 24);
  99463. }
  99464. function Int32ToFourCC(value) {
  99465. return String.fromCharCode(value & 0xff, (value >> 8) & 0xff, (value >> 16) & 0xff, (value >> 24) & 0xff);
  99466. }
  99467. var FOURCC_DXT1 = FourCCToInt32("DXT1");
  99468. var FOURCC_DXT3 = FourCCToInt32("DXT3");
  99469. var FOURCC_DXT5 = FourCCToInt32("DXT5");
  99470. var FOURCC_DX10 = FourCCToInt32("DX10");
  99471. var FOURCC_D3DFMT_R16G16B16A16F = 113;
  99472. var FOURCC_D3DFMT_R32G32B32A32F = 116;
  99473. var DXGI_FORMAT_R16G16B16A16_FLOAT = 10;
  99474. var DXGI_FORMAT_B8G8R8X8_UNORM = 88;
  99475. var headerLengthInt = 31; // The header length in 32 bit ints
  99476. // Offsets into the header array
  99477. var off_magic = 0;
  99478. var off_size = 1;
  99479. var off_flags = 2;
  99480. var off_height = 3;
  99481. var off_width = 4;
  99482. var off_mipmapCount = 7;
  99483. var off_pfFlags = 20;
  99484. var off_pfFourCC = 21;
  99485. var off_RGBbpp = 22;
  99486. var off_RMask = 23;
  99487. var off_GMask = 24;
  99488. var off_BMask = 25;
  99489. var off_AMask = 26;
  99490. // var off_caps1 = 27;
  99491. var off_caps2 = 28;
  99492. // var off_caps3 = 29;
  99493. // var off_caps4 = 30;
  99494. var off_dxgiFormat = 32;
  99495. /**
  99496. * Class used to provide DDS decompression tools
  99497. */
  99498. var DDSTools = /** @class */ (function () {
  99499. function DDSTools() {
  99500. }
  99501. /**
  99502. * Gets DDS information from an array buffer
  99503. * @param arrayBuffer defines the array buffer to read data from
  99504. * @returns the DDS information
  99505. */
  99506. DDSTools.GetDDSInfo = function (arrayBuffer) {
  99507. var header = new Int32Array(arrayBuffer, 0, headerLengthInt);
  99508. var extendedHeader = new Int32Array(arrayBuffer, 0, headerLengthInt + 4);
  99509. var mipmapCount = 1;
  99510. if (header[off_flags] & DDSD_MIPMAPCOUNT) {
  99511. mipmapCount = Math.max(1, header[off_mipmapCount]);
  99512. }
  99513. var fourCC = header[off_pfFourCC];
  99514. var dxgiFormat = (fourCC === FOURCC_DX10) ? extendedHeader[off_dxgiFormat] : 0;
  99515. var textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  99516. switch (fourCC) {
  99517. case FOURCC_D3DFMT_R16G16B16A16F:
  99518. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  99519. break;
  99520. case FOURCC_D3DFMT_R32G32B32A32F:
  99521. textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  99522. break;
  99523. case FOURCC_DX10:
  99524. if (dxgiFormat === DXGI_FORMAT_R16G16B16A16_FLOAT) {
  99525. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  99526. break;
  99527. }
  99528. }
  99529. return {
  99530. width: header[off_width],
  99531. height: header[off_height],
  99532. mipmapCount: mipmapCount,
  99533. isFourCC: (header[off_pfFlags] & DDPF_FOURCC) === DDPF_FOURCC,
  99534. isRGB: (header[off_pfFlags] & DDPF_RGB) === DDPF_RGB,
  99535. isLuminance: (header[off_pfFlags] & DDPF_LUMINANCE) === DDPF_LUMINANCE,
  99536. isCube: (header[off_caps2] & DDSCAPS2_CUBEMAP) === DDSCAPS2_CUBEMAP,
  99537. isCompressed: (fourCC === FOURCC_DXT1 || fourCC === FOURCC_DXT3 || fourCC === FOURCC_DXT5),
  99538. dxgiFormat: dxgiFormat,
  99539. textureType: textureType
  99540. };
  99541. };
  99542. DDSTools._ToHalfFloat = function (value) {
  99543. if (!DDSTools._FloatView) {
  99544. DDSTools._FloatView = new Float32Array(1);
  99545. DDSTools._Int32View = new Int32Array(DDSTools._FloatView.buffer);
  99546. }
  99547. DDSTools._FloatView[0] = value;
  99548. var x = DDSTools._Int32View[0];
  99549. var bits = (x >> 16) & 0x8000; /* Get the sign */
  99550. var m = (x >> 12) & 0x07ff; /* Keep one extra bit for rounding */
  99551. var e = (x >> 23) & 0xff; /* Using int is faster here */
  99552. /* If zero, or denormal, or exponent underflows too much for a denormal
  99553. * half, return signed zero. */
  99554. if (e < 103) {
  99555. return bits;
  99556. }
  99557. /* If NaN, return NaN. If Inf or exponent overflow, return Inf. */
  99558. if (e > 142) {
  99559. bits |= 0x7c00;
  99560. /* If exponent was 0xff and one mantissa bit was set, it means NaN,
  99561. * not Inf, so make sure we set one mantissa bit too. */
  99562. bits |= ((e == 255) ? 0 : 1) && (x & 0x007fffff);
  99563. return bits;
  99564. }
  99565. /* If exponent underflows but not too much, return a denormal */
  99566. if (e < 113) {
  99567. m |= 0x0800;
  99568. /* Extra rounding may overflow and set mantissa to 0 and exponent
  99569. * to 1, which is OK. */
  99570. bits |= (m >> (114 - e)) + ((m >> (113 - e)) & 1);
  99571. return bits;
  99572. }
  99573. bits |= ((e - 112) << 10) | (m >> 1);
  99574. bits += m & 1;
  99575. return bits;
  99576. };
  99577. DDSTools._FromHalfFloat = function (value) {
  99578. var s = (value & 0x8000) >> 15;
  99579. var e = (value & 0x7C00) >> 10;
  99580. var f = value & 0x03FF;
  99581. if (e === 0) {
  99582. return (s ? -1 : 1) * Math.pow(2, -14) * (f / Math.pow(2, 10));
  99583. }
  99584. else if (e == 0x1F) {
  99585. return f ? NaN : ((s ? -1 : 1) * Infinity);
  99586. }
  99587. return (s ? -1 : 1) * Math.pow(2, e - 15) * (1 + (f / Math.pow(2, 10)));
  99588. };
  99589. DDSTools._GetHalfFloatAsFloatRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  99590. var destArray = new Float32Array(dataLength);
  99591. var srcData = new Uint16Array(arrayBuffer, dataOffset);
  99592. var index = 0;
  99593. for (var y = 0; y < height; y++) {
  99594. for (var x = 0; x < width; x++) {
  99595. var srcPos = (x + y * width) * 4;
  99596. destArray[index] = DDSTools._FromHalfFloat(srcData[srcPos]);
  99597. destArray[index + 1] = DDSTools._FromHalfFloat(srcData[srcPos + 1]);
  99598. destArray[index + 2] = DDSTools._FromHalfFloat(srcData[srcPos + 2]);
  99599. if (DDSTools.StoreLODInAlphaChannel) {
  99600. destArray[index + 3] = lod;
  99601. }
  99602. else {
  99603. destArray[index + 3] = DDSTools._FromHalfFloat(srcData[srcPos + 3]);
  99604. }
  99605. index += 4;
  99606. }
  99607. }
  99608. return destArray;
  99609. };
  99610. DDSTools._GetHalfFloatRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  99611. if (DDSTools.StoreLODInAlphaChannel) {
  99612. var destArray = new Uint16Array(dataLength);
  99613. var srcData = new Uint16Array(arrayBuffer, dataOffset);
  99614. var index = 0;
  99615. for (var y = 0; y < height; y++) {
  99616. for (var x = 0; x < width; x++) {
  99617. var srcPos = (x + y * width) * 4;
  99618. destArray[index] = srcData[srcPos];
  99619. destArray[index + 1] = srcData[srcPos + 1];
  99620. destArray[index + 2] = srcData[srcPos + 2];
  99621. destArray[index + 3] = DDSTools._ToHalfFloat(lod);
  99622. index += 4;
  99623. }
  99624. }
  99625. return destArray;
  99626. }
  99627. return new Uint16Array(arrayBuffer, dataOffset, dataLength);
  99628. };
  99629. DDSTools._GetFloatRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  99630. if (DDSTools.StoreLODInAlphaChannel) {
  99631. var destArray = new Float32Array(dataLength);
  99632. var srcData = new Float32Array(arrayBuffer, dataOffset);
  99633. var index = 0;
  99634. for (var y = 0; y < height; y++) {
  99635. for (var x = 0; x < width; x++) {
  99636. var srcPos = (x + y * width) * 4;
  99637. destArray[index] = srcData[srcPos];
  99638. destArray[index + 1] = srcData[srcPos + 1];
  99639. destArray[index + 2] = srcData[srcPos + 2];
  99640. destArray[index + 3] = lod;
  99641. index += 4;
  99642. }
  99643. }
  99644. return destArray;
  99645. }
  99646. return new Float32Array(arrayBuffer, dataOffset, dataLength);
  99647. };
  99648. DDSTools._GetFloatAsUIntRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  99649. var destArray = new Uint8Array(dataLength);
  99650. var srcData = new Float32Array(arrayBuffer, dataOffset);
  99651. var index = 0;
  99652. for (var y = 0; y < height; y++) {
  99653. for (var x = 0; x < width; x++) {
  99654. var srcPos = (x + y * width) * 4;
  99655. destArray[index] = BABYLON.Scalar.Clamp(srcData[srcPos]) * 255;
  99656. destArray[index + 1] = BABYLON.Scalar.Clamp(srcData[srcPos + 1]) * 255;
  99657. destArray[index + 2] = BABYLON.Scalar.Clamp(srcData[srcPos + 2]) * 255;
  99658. if (DDSTools.StoreLODInAlphaChannel) {
  99659. destArray[index + 3] = lod;
  99660. }
  99661. else {
  99662. destArray[index + 3] = BABYLON.Scalar.Clamp(srcData[srcPos + 3]) * 255;
  99663. }
  99664. index += 4;
  99665. }
  99666. }
  99667. return destArray;
  99668. };
  99669. DDSTools._GetHalfFloatAsUIntRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  99670. var destArray = new Uint8Array(dataLength);
  99671. var srcData = new Uint16Array(arrayBuffer, dataOffset);
  99672. var index = 0;
  99673. for (var y = 0; y < height; y++) {
  99674. for (var x = 0; x < width; x++) {
  99675. var srcPos = (x + y * width) * 4;
  99676. destArray[index] = BABYLON.Scalar.Clamp(DDSTools._FromHalfFloat(srcData[srcPos])) * 255;
  99677. destArray[index + 1] = BABYLON.Scalar.Clamp(DDSTools._FromHalfFloat(srcData[srcPos + 1])) * 255;
  99678. destArray[index + 2] = BABYLON.Scalar.Clamp(DDSTools._FromHalfFloat(srcData[srcPos + 2])) * 255;
  99679. if (DDSTools.StoreLODInAlphaChannel) {
  99680. destArray[index + 3] = lod;
  99681. }
  99682. else {
  99683. destArray[index + 3] = BABYLON.Scalar.Clamp(DDSTools._FromHalfFloat(srcData[srcPos + 3])) * 255;
  99684. }
  99685. index += 4;
  99686. }
  99687. }
  99688. return destArray;
  99689. };
  99690. DDSTools._GetRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, rOffset, gOffset, bOffset, aOffset) {
  99691. var byteArray = new Uint8Array(dataLength);
  99692. var srcData = new Uint8Array(arrayBuffer, dataOffset);
  99693. var index = 0;
  99694. for (var y = 0; y < height; y++) {
  99695. for (var x = 0; x < width; x++) {
  99696. var srcPos = (x + y * width) * 4;
  99697. byteArray[index] = srcData[srcPos + rOffset];
  99698. byteArray[index + 1] = srcData[srcPos + gOffset];
  99699. byteArray[index + 2] = srcData[srcPos + bOffset];
  99700. byteArray[index + 3] = srcData[srcPos + aOffset];
  99701. index += 4;
  99702. }
  99703. }
  99704. return byteArray;
  99705. };
  99706. DDSTools._ExtractLongWordOrder = function (value) {
  99707. if (value === 0 || value === 255 || value === -16777216) {
  99708. return 0;
  99709. }
  99710. return 1 + DDSTools._ExtractLongWordOrder(value >> 8);
  99711. };
  99712. DDSTools._GetRGBArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, rOffset, gOffset, bOffset) {
  99713. var byteArray = new Uint8Array(dataLength);
  99714. var srcData = new Uint8Array(arrayBuffer, dataOffset);
  99715. var index = 0;
  99716. for (var y = 0; y < height; y++) {
  99717. for (var x = 0; x < width; x++) {
  99718. var srcPos = (x + y * width) * 3;
  99719. byteArray[index] = srcData[srcPos + rOffset];
  99720. byteArray[index + 1] = srcData[srcPos + gOffset];
  99721. byteArray[index + 2] = srcData[srcPos + bOffset];
  99722. index += 3;
  99723. }
  99724. }
  99725. return byteArray;
  99726. };
  99727. DDSTools._GetLuminanceArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer) {
  99728. var byteArray = new Uint8Array(dataLength);
  99729. var srcData = new Uint8Array(arrayBuffer, dataOffset);
  99730. var index = 0;
  99731. for (var y = 0; y < height; y++) {
  99732. for (var x = 0; x < width; x++) {
  99733. var srcPos = (x + y * width);
  99734. byteArray[index] = srcData[srcPos];
  99735. index++;
  99736. }
  99737. }
  99738. return byteArray;
  99739. };
  99740. /**
  99741. * Uploads DDS Levels to a Babylon Texture
  99742. * @hidden
  99743. */
  99744. DDSTools.UploadDDSLevels = function (engine, texture, arrayBuffer, info, loadMipmaps, faces, lodIndex, currentFace) {
  99745. if (lodIndex === void 0) { lodIndex = -1; }
  99746. var sphericalPolynomialFaces = null;
  99747. if (info.sphericalPolynomial) {
  99748. sphericalPolynomialFaces = new Array();
  99749. }
  99750. var ext = engine.getCaps().s3tc;
  99751. var header = new Int32Array(arrayBuffer, 0, headerLengthInt);
  99752. var fourCC, width, height, dataLength = 0, dataOffset;
  99753. var byteArray, mipmapCount, mip;
  99754. var internalCompressedFormat = 0;
  99755. var blockBytes = 1;
  99756. if (header[off_magic] !== DDS_MAGIC) {
  99757. BABYLON.Tools.Error("Invalid magic number in DDS header");
  99758. return;
  99759. }
  99760. if (!info.isFourCC && !info.isRGB && !info.isLuminance) {
  99761. BABYLON.Tools.Error("Unsupported format, must contain a FourCC, RGB or LUMINANCE code");
  99762. return;
  99763. }
  99764. if (info.isCompressed && !ext) {
  99765. BABYLON.Tools.Error("Compressed textures are not supported on this platform.");
  99766. return;
  99767. }
  99768. var bpp = header[off_RGBbpp];
  99769. dataOffset = header[off_size] + 4;
  99770. var computeFormats = false;
  99771. if (info.isFourCC) {
  99772. fourCC = header[off_pfFourCC];
  99773. switch (fourCC) {
  99774. case FOURCC_DXT1:
  99775. blockBytes = 8;
  99776. internalCompressedFormat = ext.COMPRESSED_RGBA_S3TC_DXT1_EXT;
  99777. break;
  99778. case FOURCC_DXT3:
  99779. blockBytes = 16;
  99780. internalCompressedFormat = ext.COMPRESSED_RGBA_S3TC_DXT3_EXT;
  99781. break;
  99782. case FOURCC_DXT5:
  99783. blockBytes = 16;
  99784. internalCompressedFormat = ext.COMPRESSED_RGBA_S3TC_DXT5_EXT;
  99785. break;
  99786. case FOURCC_D3DFMT_R16G16B16A16F:
  99787. computeFormats = true;
  99788. break;
  99789. case FOURCC_D3DFMT_R32G32B32A32F:
  99790. computeFormats = true;
  99791. break;
  99792. case FOURCC_DX10:
  99793. // There is an additionnal header so dataOffset need to be changed
  99794. dataOffset += 5 * 4; // 5 uints
  99795. var supported = false;
  99796. switch (info.dxgiFormat) {
  99797. case DXGI_FORMAT_R16G16B16A16_FLOAT:
  99798. computeFormats = true;
  99799. supported = true;
  99800. break;
  99801. case DXGI_FORMAT_B8G8R8X8_UNORM:
  99802. info.isRGB = true;
  99803. info.isFourCC = false;
  99804. bpp = 32;
  99805. supported = true;
  99806. break;
  99807. }
  99808. if (supported) {
  99809. break;
  99810. }
  99811. default:
  99812. console.error("Unsupported FourCC code:", Int32ToFourCC(fourCC));
  99813. return;
  99814. }
  99815. }
  99816. var rOffset = DDSTools._ExtractLongWordOrder(header[off_RMask]);
  99817. var gOffset = DDSTools._ExtractLongWordOrder(header[off_GMask]);
  99818. var bOffset = DDSTools._ExtractLongWordOrder(header[off_BMask]);
  99819. var aOffset = DDSTools._ExtractLongWordOrder(header[off_AMask]);
  99820. if (computeFormats) {
  99821. internalCompressedFormat = engine._getRGBABufferInternalSizedFormat(info.textureType);
  99822. }
  99823. mipmapCount = 1;
  99824. if (header[off_flags] & DDSD_MIPMAPCOUNT && loadMipmaps !== false) {
  99825. mipmapCount = Math.max(1, header[off_mipmapCount]);
  99826. }
  99827. for (var face = 0; face < faces; face++) {
  99828. width = header[off_width];
  99829. height = header[off_height];
  99830. for (mip = 0; mip < mipmapCount; ++mip) {
  99831. if (lodIndex === -1 || lodIndex === mip) {
  99832. // In case of fixed LOD, if the lod has just been uploaded, early exit.
  99833. var i = (lodIndex === -1) ? mip : 0;
  99834. if (!info.isCompressed && info.isFourCC) {
  99835. texture.format = BABYLON.Engine.TEXTUREFORMAT_RGBA;
  99836. dataLength = width * height * 4;
  99837. var floatArray = null;
  99838. if (engine._badOS || engine._badDesktopOS || (!engine.getCaps().textureHalfFloat && !engine.getCaps().textureFloat)) { // Required because iOS has many issues with float and half float generation
  99839. if (bpp === 128) {
  99840. floatArray = DDSTools._GetFloatAsUIntRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  99841. if (sphericalPolynomialFaces && i == 0) {
  99842. sphericalPolynomialFaces.push(DDSTools._GetFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i));
  99843. }
  99844. }
  99845. else if (bpp === 64) {
  99846. floatArray = DDSTools._GetHalfFloatAsUIntRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  99847. if (sphericalPolynomialFaces && i == 0) {
  99848. sphericalPolynomialFaces.push(DDSTools._GetHalfFloatAsFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i));
  99849. }
  99850. }
  99851. texture.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  99852. }
  99853. else {
  99854. if (bpp === 128) {
  99855. texture.type = BABYLON.Engine.TEXTURETYPE_FLOAT;
  99856. floatArray = DDSTools._GetFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  99857. if (sphericalPolynomialFaces && i == 0) {
  99858. sphericalPolynomialFaces.push(floatArray);
  99859. }
  99860. }
  99861. else if (bpp === 64 && !engine.getCaps().textureHalfFloat) {
  99862. texture.type = BABYLON.Engine.TEXTURETYPE_FLOAT;
  99863. floatArray = DDSTools._GetHalfFloatAsFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  99864. if (sphericalPolynomialFaces && i == 0) {
  99865. sphericalPolynomialFaces.push(floatArray);
  99866. }
  99867. }
  99868. else { // 64
  99869. texture.type = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  99870. floatArray = DDSTools._GetHalfFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  99871. if (sphericalPolynomialFaces && i == 0) {
  99872. sphericalPolynomialFaces.push(DDSTools._GetHalfFloatAsFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i));
  99873. }
  99874. }
  99875. }
  99876. if (floatArray) {
  99877. engine._uploadDataToTextureDirectly(texture, floatArray, face, i);
  99878. }
  99879. }
  99880. else if (info.isRGB) {
  99881. texture.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  99882. if (bpp === 24) {
  99883. texture.format = BABYLON.Engine.TEXTUREFORMAT_RGB;
  99884. dataLength = width * height * 3;
  99885. byteArray = DDSTools._GetRGBArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, rOffset, gOffset, bOffset);
  99886. engine._uploadDataToTextureDirectly(texture, byteArray, face, i);
  99887. }
  99888. else { // 32
  99889. texture.format = BABYLON.Engine.TEXTUREFORMAT_RGBA;
  99890. dataLength = width * height * 4;
  99891. byteArray = DDSTools._GetRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, rOffset, gOffset, bOffset, aOffset);
  99892. engine._uploadDataToTextureDirectly(texture, byteArray, face, i);
  99893. }
  99894. }
  99895. else if (info.isLuminance) {
  99896. var unpackAlignment = engine._getUnpackAlignement();
  99897. var unpaddedRowSize = width;
  99898. var paddedRowSize = Math.floor((width + unpackAlignment - 1) / unpackAlignment) * unpackAlignment;
  99899. dataLength = paddedRowSize * (height - 1) + unpaddedRowSize;
  99900. byteArray = DDSTools._GetLuminanceArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer);
  99901. texture.format = BABYLON.Engine.TEXTUREFORMAT_LUMINANCE;
  99902. texture.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  99903. engine._uploadDataToTextureDirectly(texture, byteArray, face, i);
  99904. }
  99905. else {
  99906. dataLength = Math.max(4, width) / 4 * Math.max(4, height) / 4 * blockBytes;
  99907. byteArray = new Uint8Array(arrayBuffer, dataOffset, dataLength);
  99908. texture.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  99909. engine._uploadCompressedDataToTextureDirectly(texture, internalCompressedFormat, width, height, byteArray, face, i);
  99910. }
  99911. }
  99912. dataOffset += bpp ? (width * height * (bpp / 8)) : dataLength;
  99913. width *= 0.5;
  99914. height *= 0.5;
  99915. width = Math.max(1.0, width);
  99916. height = Math.max(1.0, height);
  99917. }
  99918. if (currentFace !== undefined) {
  99919. // Loading a single face
  99920. break;
  99921. }
  99922. }
  99923. if (sphericalPolynomialFaces && sphericalPolynomialFaces.length > 0) {
  99924. info.sphericalPolynomial = BABYLON.CubeMapToSphericalPolynomialTools.ConvertCubeMapToSphericalPolynomial({
  99925. size: header[off_width],
  99926. right: sphericalPolynomialFaces[0],
  99927. left: sphericalPolynomialFaces[1],
  99928. up: sphericalPolynomialFaces[2],
  99929. down: sphericalPolynomialFaces[3],
  99930. front: sphericalPolynomialFaces[4],
  99931. back: sphericalPolynomialFaces[5],
  99932. format: BABYLON.Engine.TEXTUREFORMAT_RGBA,
  99933. type: BABYLON.Engine.TEXTURETYPE_FLOAT,
  99934. gammaSpace: false,
  99935. });
  99936. }
  99937. else {
  99938. info.sphericalPolynomial = undefined;
  99939. }
  99940. };
  99941. /**
  99942. * Gets or sets a boolean indicating that LOD info is stored in alpha channel (false by default)
  99943. */
  99944. DDSTools.StoreLODInAlphaChannel = false;
  99945. return DDSTools;
  99946. }());
  99947. BABYLON.DDSTools = DDSTools;
  99948. })(BABYLON || (BABYLON = {}));
  99949. //# sourceMappingURL=babylon.dds.js.map
  99950. var BABYLON;
  99951. (function (BABYLON) {
  99952. /**
  99953. * Implementation of the DDS Texture Loader.
  99954. */
  99955. var DDSTextureLoader = /** @class */ (function () {
  99956. function DDSTextureLoader() {
  99957. /**
  99958. * Defines wether the loader supports cascade loading the different faces.
  99959. */
  99960. this.supportCascades = true;
  99961. }
  99962. /**
  99963. * This returns if the loader support the current file information.
  99964. * @param extension defines the file extension of the file being loaded
  99965. * @param textureFormatInUse defines the current compressed format in use iun the engine
  99966. * @param fallback defines the fallback internal texture if any
  99967. * @param isBase64 defines whether the texture is encoded as a base64
  99968. * @param isBuffer defines whether the texture data are stored as a buffer
  99969. * @returns true if the loader can load the specified file
  99970. */
  99971. DDSTextureLoader.prototype.canLoad = function (extension, textureFormatInUse, fallback, isBase64, isBuffer) {
  99972. return extension.indexOf(".dds") === 0;
  99973. };
  99974. /**
  99975. * Transform the url before loading if required.
  99976. * @param rootUrl the url of the texture
  99977. * @param textureFormatInUse defines the current compressed format in use iun the engine
  99978. * @returns the transformed texture
  99979. */
  99980. DDSTextureLoader.prototype.transformUrl = function (rootUrl, textureFormatInUse) {
  99981. return rootUrl;
  99982. };
  99983. /**
  99984. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  99985. * @param rootUrl the url of the texture
  99986. * @param textureFormatInUse defines the current compressed format in use iun the engine
  99987. * @returns the fallback texture
  99988. */
  99989. DDSTextureLoader.prototype.getFallbackTextureUrl = function (rootUrl, textureFormatInUse) {
  99990. return null;
  99991. };
  99992. /**
  99993. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  99994. * @param data contains the texture data
  99995. * @param texture defines the BabylonJS internal texture
  99996. * @param createPolynomials will be true if polynomials have been requested
  99997. * @param onLoad defines the callback to trigger once the texture is ready
  99998. * @param onError defines the callback to trigger in case of error
  99999. */
  100000. DDSTextureLoader.prototype.loadCubeData = function (imgs, texture, createPolynomials, onLoad, onError) {
  100001. var engine = texture.getEngine();
  100002. var info;
  100003. var loadMipmap = false;
  100004. if (Array.isArray(imgs)) {
  100005. for (var index = 0; index < imgs.length; index++) {
  100006. var data_1 = imgs[index];
  100007. info = BABYLON.DDSTools.GetDDSInfo(data_1);
  100008. texture.width = info.width;
  100009. texture.height = info.height;
  100010. loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && texture.generateMipMaps;
  100011. engine._unpackFlipY(info.isCompressed);
  100012. BABYLON.DDSTools.UploadDDSLevels(engine, texture, data_1, info, loadMipmap, 6, -1, index);
  100013. if (!info.isFourCC && info.mipmapCount === 1) {
  100014. engine.generateMipMapsForCubemap(texture);
  100015. }
  100016. }
  100017. }
  100018. else {
  100019. var data = imgs;
  100020. info = BABYLON.DDSTools.GetDDSInfo(data);
  100021. texture.width = info.width;
  100022. texture.height = info.height;
  100023. if (createPolynomials) {
  100024. info.sphericalPolynomial = new BABYLON.SphericalPolynomial();
  100025. }
  100026. loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && texture.generateMipMaps;
  100027. engine._unpackFlipY(info.isCompressed);
  100028. BABYLON.DDSTools.UploadDDSLevels(engine, texture, data, info, loadMipmap, 6);
  100029. if (!info.isFourCC && info.mipmapCount === 1) {
  100030. engine.generateMipMapsForCubemap(texture);
  100031. }
  100032. }
  100033. engine._setCubeMapTextureParams(loadMipmap);
  100034. texture.isReady = true;
  100035. if (onLoad) {
  100036. onLoad({ isDDS: true, width: texture.width, info: info, data: imgs, texture: texture });
  100037. }
  100038. };
  100039. /**
  100040. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  100041. * @param data contains the texture data
  100042. * @param texture defines the BabylonJS internal texture
  100043. * @param callback defines the method to call once ready to upload
  100044. */
  100045. DDSTextureLoader.prototype.loadData = function (data, texture, callback) {
  100046. var info = BABYLON.DDSTools.GetDDSInfo(data);
  100047. var loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && texture.generateMipMaps && ((info.width >> (info.mipmapCount - 1)) === 1);
  100048. callback(info.width, info.height, loadMipmap, info.isFourCC, function () {
  100049. BABYLON.DDSTools.UploadDDSLevels(texture.getEngine(), texture, data, info, loadMipmap, 1);
  100050. });
  100051. };
  100052. return DDSTextureLoader;
  100053. }());
  100054. // Register the loader.
  100055. BABYLON.Engine._TextureLoaders.push(new DDSTextureLoader());
  100056. })(BABYLON || (BABYLON = {}));
  100057. //# sourceMappingURL=babylon.ddsTextureLoader.js.map
  100058. var BABYLON;
  100059. (function (BABYLON) {
  100060. /**
  100061. * Based on jsTGALoader - Javascript loader for TGA file
  100062. * By Vincent Thibault
  100063. * @see http://blog.robrowser.com/javascript-tga-loader.html
  100064. */
  100065. var TGATools = /** @class */ (function () {
  100066. function TGATools() {
  100067. }
  100068. /**
  100069. * Gets the header of a TGA file
  100070. * @param data defines the TGA data
  100071. * @returns the header
  100072. */
  100073. TGATools.GetTGAHeader = function (data) {
  100074. var offset = 0;
  100075. var header = {
  100076. id_length: data[offset++],
  100077. colormap_type: data[offset++],
  100078. image_type: data[offset++],
  100079. colormap_index: data[offset++] | data[offset++] << 8,
  100080. colormap_length: data[offset++] | data[offset++] << 8,
  100081. colormap_size: data[offset++],
  100082. origin: [
  100083. data[offset++] | data[offset++] << 8,
  100084. data[offset++] | data[offset++] << 8
  100085. ],
  100086. width: data[offset++] | data[offset++] << 8,
  100087. height: data[offset++] | data[offset++] << 8,
  100088. pixel_size: data[offset++],
  100089. flags: data[offset++]
  100090. };
  100091. return header;
  100092. };
  100093. /**
  100094. * Uploads TGA content to a Babylon Texture
  100095. * @hidden
  100096. */
  100097. TGATools.UploadContent = function (texture, data) {
  100098. // Not enough data to contain header ?
  100099. if (data.length < 19) {
  100100. BABYLON.Tools.Error("Unable to load TGA file - Not enough data to contain header");
  100101. return;
  100102. }
  100103. // Read Header
  100104. var offset = 18;
  100105. var header = TGATools.GetTGAHeader(data);
  100106. // Assume it's a valid Targa file.
  100107. if (header.id_length + offset > data.length) {
  100108. BABYLON.Tools.Error("Unable to load TGA file - Not enough data");
  100109. return;
  100110. }
  100111. // Skip not needed data
  100112. offset += header.id_length;
  100113. var use_rle = false;
  100114. var use_pal = false;
  100115. var use_grey = false;
  100116. // Get some informations.
  100117. switch (header.image_type) {
  100118. case TGATools._TYPE_RLE_INDEXED:
  100119. use_rle = true;
  100120. case TGATools._TYPE_INDEXED:
  100121. use_pal = true;
  100122. break;
  100123. case TGATools._TYPE_RLE_RGB:
  100124. use_rle = true;
  100125. case TGATools._TYPE_RGB:
  100126. // use_rgb = true;
  100127. break;
  100128. case TGATools._TYPE_RLE_GREY:
  100129. use_rle = true;
  100130. case TGATools._TYPE_GREY:
  100131. use_grey = true;
  100132. break;
  100133. }
  100134. var pixel_data;
  100135. // var numAlphaBits = header.flags & 0xf;
  100136. var pixel_size = header.pixel_size >> 3;
  100137. var pixel_total = header.width * header.height * pixel_size;
  100138. // Read palettes
  100139. var palettes;
  100140. if (use_pal) {
  100141. palettes = data.subarray(offset, offset += header.colormap_length * (header.colormap_size >> 3));
  100142. }
  100143. // Read LRE
  100144. if (use_rle) {
  100145. pixel_data = new Uint8Array(pixel_total);
  100146. var c, count, i;
  100147. var localOffset = 0;
  100148. var pixels = new Uint8Array(pixel_size);
  100149. while (offset < pixel_total && localOffset < pixel_total) {
  100150. c = data[offset++];
  100151. count = (c & 0x7f) + 1;
  100152. // RLE pixels
  100153. if (c & 0x80) {
  100154. // Bind pixel tmp array
  100155. for (i = 0; i < pixel_size; ++i) {
  100156. pixels[i] = data[offset++];
  100157. }
  100158. // Copy pixel array
  100159. for (i = 0; i < count; ++i) {
  100160. pixel_data.set(pixels, localOffset + i * pixel_size);
  100161. }
  100162. localOffset += pixel_size * count;
  100163. }
  100164. // Raw pixels
  100165. else {
  100166. count *= pixel_size;
  100167. for (i = 0; i < count; ++i) {
  100168. pixel_data[localOffset + i] = data[offset++];
  100169. }
  100170. localOffset += count;
  100171. }
  100172. }
  100173. }
  100174. // RAW Pixels
  100175. else {
  100176. pixel_data = data.subarray(offset, offset += (use_pal ? header.width * header.height : pixel_total));
  100177. }
  100178. // Load to texture
  100179. var x_start, y_start, x_step, y_step, y_end, x_end;
  100180. switch ((header.flags & TGATools._ORIGIN_MASK) >> TGATools._ORIGIN_SHIFT) {
  100181. default:
  100182. case TGATools._ORIGIN_UL:
  100183. x_start = 0;
  100184. x_step = 1;
  100185. x_end = header.width;
  100186. y_start = 0;
  100187. y_step = 1;
  100188. y_end = header.height;
  100189. break;
  100190. case TGATools._ORIGIN_BL:
  100191. x_start = 0;
  100192. x_step = 1;
  100193. x_end = header.width;
  100194. y_start = header.height - 1;
  100195. y_step = -1;
  100196. y_end = -1;
  100197. break;
  100198. case TGATools._ORIGIN_UR:
  100199. x_start = header.width - 1;
  100200. x_step = -1;
  100201. x_end = -1;
  100202. y_start = 0;
  100203. y_step = 1;
  100204. y_end = header.height;
  100205. break;
  100206. case TGATools._ORIGIN_BR:
  100207. x_start = header.width - 1;
  100208. x_step = -1;
  100209. x_end = -1;
  100210. y_start = header.height - 1;
  100211. y_step = -1;
  100212. y_end = -1;
  100213. break;
  100214. }
  100215. // Load the specify method
  100216. var func = '_getImageData' + (use_grey ? 'Grey' : '') + (header.pixel_size) + 'bits';
  100217. var imageData = TGATools[func](header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end);
  100218. var engine = texture.getEngine();
  100219. engine._uploadDataToTextureDirectly(texture, imageData);
  100220. };
  100221. /** @hidden */
  100222. TGATools._getImageData8bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  100223. var image = pixel_data, colormap = palettes;
  100224. var width = header.width, height = header.height;
  100225. var color, i = 0, x, y;
  100226. var imageData = new Uint8Array(width * height * 4);
  100227. for (y = y_start; y !== y_end; y += y_step) {
  100228. for (x = x_start; x !== x_end; x += x_step, i++) {
  100229. color = image[i];
  100230. imageData[(x + width * y) * 4 + 3] = 255;
  100231. imageData[(x + width * y) * 4 + 2] = colormap[(color * 3) + 0];
  100232. imageData[(x + width * y) * 4 + 1] = colormap[(color * 3) + 1];
  100233. imageData[(x + width * y) * 4 + 0] = colormap[(color * 3) + 2];
  100234. }
  100235. }
  100236. return imageData;
  100237. };
  100238. /** @hidden */
  100239. TGATools._getImageData16bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  100240. var image = pixel_data;
  100241. var width = header.width, height = header.height;
  100242. var color, i = 0, x, y;
  100243. var imageData = new Uint8Array(width * height * 4);
  100244. for (y = y_start; y !== y_end; y += y_step) {
  100245. for (x = x_start; x !== x_end; x += x_step, i += 2) {
  100246. color = image[i + 0] + (image[i + 1] << 8); // Inversed ?
  100247. var r = (((color & 0x7C00) >> 10) * 255) / 0x1F | 0;
  100248. var g = (((color & 0x03E0) >> 5) * 255) / 0x1F | 0;
  100249. var b = ((color & 0x001F) * 255) / 0x1F | 0;
  100250. imageData[(x + width * y) * 4 + 0] = r;
  100251. imageData[(x + width * y) * 4 + 1] = g;
  100252. imageData[(x + width * y) * 4 + 2] = b;
  100253. imageData[(x + width * y) * 4 + 3] = (color & 0x8000) ? 0 : 255;
  100254. }
  100255. }
  100256. return imageData;
  100257. };
  100258. /** @hidden */
  100259. TGATools._getImageData24bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  100260. var image = pixel_data;
  100261. var width = header.width, height = header.height;
  100262. var i = 0, x, y;
  100263. var imageData = new Uint8Array(width * height * 4);
  100264. for (y = y_start; y !== y_end; y += y_step) {
  100265. for (x = x_start; x !== x_end; x += x_step, i += 3) {
  100266. imageData[(x + width * y) * 4 + 3] = 255;
  100267. imageData[(x + width * y) * 4 + 2] = image[i + 0];
  100268. imageData[(x + width * y) * 4 + 1] = image[i + 1];
  100269. imageData[(x + width * y) * 4 + 0] = image[i + 2];
  100270. }
  100271. }
  100272. return imageData;
  100273. };
  100274. /** @hidden */
  100275. TGATools._getImageData32bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  100276. var image = pixel_data;
  100277. var width = header.width, height = header.height;
  100278. var i = 0, x, y;
  100279. var imageData = new Uint8Array(width * height * 4);
  100280. for (y = y_start; y !== y_end; y += y_step) {
  100281. for (x = x_start; x !== x_end; x += x_step, i += 4) {
  100282. imageData[(x + width * y) * 4 + 2] = image[i + 0];
  100283. imageData[(x + width * y) * 4 + 1] = image[i + 1];
  100284. imageData[(x + width * y) * 4 + 0] = image[i + 2];
  100285. imageData[(x + width * y) * 4 + 3] = image[i + 3];
  100286. }
  100287. }
  100288. return imageData;
  100289. };
  100290. /** @hidden */
  100291. TGATools._getImageDataGrey8bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  100292. var image = pixel_data;
  100293. var width = header.width, height = header.height;
  100294. var color, i = 0, x, y;
  100295. var imageData = new Uint8Array(width * height * 4);
  100296. for (y = y_start; y !== y_end; y += y_step) {
  100297. for (x = x_start; x !== x_end; x += x_step, i++) {
  100298. color = image[i];
  100299. imageData[(x + width * y) * 4 + 0] = color;
  100300. imageData[(x + width * y) * 4 + 1] = color;
  100301. imageData[(x + width * y) * 4 + 2] = color;
  100302. imageData[(x + width * y) * 4 + 3] = 255;
  100303. }
  100304. }
  100305. return imageData;
  100306. };
  100307. /** @hidden */
  100308. TGATools._getImageDataGrey16bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  100309. var image = pixel_data;
  100310. var width = header.width, height = header.height;
  100311. var i = 0, x, y;
  100312. var imageData = new Uint8Array(width * height * 4);
  100313. for (y = y_start; y !== y_end; y += y_step) {
  100314. for (x = x_start; x !== x_end; x += x_step, i += 2) {
  100315. imageData[(x + width * y) * 4 + 0] = image[i + 0];
  100316. imageData[(x + width * y) * 4 + 1] = image[i + 0];
  100317. imageData[(x + width * y) * 4 + 2] = image[i + 0];
  100318. imageData[(x + width * y) * 4 + 3] = image[i + 1];
  100319. }
  100320. }
  100321. return imageData;
  100322. };
  100323. //private static _TYPE_NO_DATA = 0;
  100324. TGATools._TYPE_INDEXED = 1;
  100325. TGATools._TYPE_RGB = 2;
  100326. TGATools._TYPE_GREY = 3;
  100327. TGATools._TYPE_RLE_INDEXED = 9;
  100328. TGATools._TYPE_RLE_RGB = 10;
  100329. TGATools._TYPE_RLE_GREY = 11;
  100330. TGATools._ORIGIN_MASK = 0x30;
  100331. TGATools._ORIGIN_SHIFT = 0x04;
  100332. TGATools._ORIGIN_BL = 0x00;
  100333. TGATools._ORIGIN_BR = 0x01;
  100334. TGATools._ORIGIN_UL = 0x02;
  100335. TGATools._ORIGIN_UR = 0x03;
  100336. return TGATools;
  100337. }());
  100338. BABYLON.TGATools = TGATools;
  100339. })(BABYLON || (BABYLON = {}));
  100340. //# sourceMappingURL=babylon.tga.js.map
  100341. var BABYLON;
  100342. (function (BABYLON) {
  100343. /**
  100344. * Implementation of the TGA Texture Loader.
  100345. */
  100346. var TGATextureLoader = /** @class */ (function () {
  100347. function TGATextureLoader() {
  100348. /**
  100349. * Defines wether the loader supports cascade loading the different faces.
  100350. */
  100351. this.supportCascades = false;
  100352. }
  100353. /**
  100354. * This returns if the loader support the current file information.
  100355. * @param extension defines the file extension of the file being loaded
  100356. * @param textureFormatInUse defines the current compressed format in use iun the engine
  100357. * @param fallback defines the fallback internal texture if any
  100358. * @param isBase64 defines whether the texture is encoded as a base64
  100359. * @param isBuffer defines whether the texture data are stored as a buffer
  100360. * @returns true if the loader can load the specified file
  100361. */
  100362. TGATextureLoader.prototype.canLoad = function (extension, textureFormatInUse, fallback, isBase64, isBuffer) {
  100363. return extension.indexOf(".tga") === 0;
  100364. };
  100365. /**
  100366. * Transform the url before loading if required.
  100367. * @param rootUrl the url of the texture
  100368. * @param textureFormatInUse defines the current compressed format in use iun the engine
  100369. * @returns the transformed texture
  100370. */
  100371. TGATextureLoader.prototype.transformUrl = function (rootUrl, textureFormatInUse) {
  100372. return rootUrl;
  100373. };
  100374. /**
  100375. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  100376. * @param rootUrl the url of the texture
  100377. * @param textureFormatInUse defines the current compressed format in use iun the engine
  100378. * @returns the fallback texture
  100379. */
  100380. TGATextureLoader.prototype.getFallbackTextureUrl = function (rootUrl, textureFormatInUse) {
  100381. return null;
  100382. };
  100383. /**
  100384. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  100385. * @param data contains the texture data
  100386. * @param texture defines the BabylonJS internal texture
  100387. * @param createPolynomials will be true if polynomials have been requested
  100388. * @param onLoad defines the callback to trigger once the texture is ready
  100389. * @param onError defines the callback to trigger in case of error
  100390. */
  100391. TGATextureLoader.prototype.loadCubeData = function (data, texture, createPolynomials, onLoad, onError) {
  100392. throw ".env not supported in Cube.";
  100393. };
  100394. /**
  100395. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  100396. * @param data contains the texture data
  100397. * @param texture defines the BabylonJS internal texture
  100398. * @param callback defines the method to call once ready to upload
  100399. */
  100400. TGATextureLoader.prototype.loadData = function (data, texture, callback) {
  100401. var uintData = new Uint8Array(data);
  100402. var header = BABYLON.TGATools.GetTGAHeader(uintData);
  100403. callback(header.width, header.height, texture.generateMipMaps, false, function () {
  100404. BABYLON.TGATools.UploadContent(texture, uintData);
  100405. });
  100406. };
  100407. return TGATextureLoader;
  100408. }());
  100409. // Register the loader.
  100410. BABYLON.Engine._TextureLoaders.push(new TGATextureLoader());
  100411. })(BABYLON || (BABYLON = {}));
  100412. //# sourceMappingURL=babylon.tgaTextureLoader.js.map
  100413. var BABYLON;
  100414. (function (BABYLON) {
  100415. /**
  100416. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  100417. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  100418. */
  100419. var KhronosTextureContainer = /** @class */ (function () {
  100420. /**
  100421. * Creates a new KhronosTextureContainer
  100422. * @param arrayBuffer contents of the KTX container file
  100423. * @param facesExpected should be either 1 or 6, based whether a cube texture or or
  100424. * @param threeDExpected provision for indicating that data should be a 3D texture, not implemented
  100425. * @param textureArrayExpected provision for indicating that data should be a texture array, not implemented
  100426. */
  100427. function KhronosTextureContainer(
  100428. /** contents of the KTX container file */
  100429. arrayBuffer, facesExpected, threeDExpected, textureArrayExpected) {
  100430. this.arrayBuffer = arrayBuffer;
  100431. /**
  100432. * If the container has been made invalid (eg. constructor failed to correctly load array buffer)
  100433. */
  100434. this.isInvalid = false;
  100435. // Test that it is a ktx formatted file, based on the first 12 bytes, character representation is:
  100436. // '�', 'K', 'T', 'X', ' ', '1', '1', '�', '\r', '\n', '\x1A', '\n'
  100437. // 0xAB, 0x4B, 0x54, 0x58, 0x20, 0x31, 0x31, 0xBB, 0x0D, 0x0A, 0x1A, 0x0A
  100438. var identifier = new Uint8Array(this.arrayBuffer, 0, 12);
  100439. if (identifier[0] !== 0xAB || identifier[1] !== 0x4B || identifier[2] !== 0x54 || identifier[3] !== 0x58 || identifier[4] !== 0x20 || identifier[5] !== 0x31 ||
  100440. identifier[6] !== 0x31 || identifier[7] !== 0xBB || identifier[8] !== 0x0D || identifier[9] !== 0x0A || identifier[10] !== 0x1A || identifier[11] !== 0x0A) {
  100441. this.isInvalid = true;
  100442. BABYLON.Tools.Error("texture missing KTX identifier");
  100443. return;
  100444. }
  100445. // load the reset of the header in native 32 bit int
  100446. var header = new Int32Array(this.arrayBuffer, 12, 13);
  100447. // determine of the remaining header values are recorded in the opposite endianness & require conversion
  100448. var oppositeEndianess = header[0] === 0x01020304;
  100449. // read all the header elements in order they exist in the file, without modification (sans endainness)
  100450. this.glType = oppositeEndianess ? this.switchEndianness(header[1]) : header[1]; // must be 0 for compressed textures
  100451. this.glTypeSize = oppositeEndianess ? this.switchEndianness(header[2]) : header[2]; // must be 1 for compressed textures
  100452. this.glFormat = oppositeEndianess ? this.switchEndianness(header[3]) : header[3]; // must be 0 for compressed textures
  100453. this.glInternalFormat = oppositeEndianess ? this.switchEndianness(header[4]) : header[4]; // the value of arg passed to gl.compressedTexImage2D(,,x,,,,)
  100454. this.glBaseInternalFormat = oppositeEndianess ? this.switchEndianness(header[5]) : header[5]; // specify GL_RGB, GL_RGBA, GL_ALPHA, etc (un-compressed only)
  100455. this.pixelWidth = oppositeEndianess ? this.switchEndianness(header[6]) : header[6]; // level 0 value of arg passed to gl.compressedTexImage2D(,,,x,,,)
  100456. this.pixelHeight = oppositeEndianess ? this.switchEndianness(header[7]) : header[7]; // level 0 value of arg passed to gl.compressedTexImage2D(,,,,x,,)
  100457. this.pixelDepth = oppositeEndianess ? this.switchEndianness(header[8]) : header[8]; // level 0 value of arg passed to gl.compressedTexImage3D(,,,,,x,,)
  100458. this.numberOfArrayElements = oppositeEndianess ? this.switchEndianness(header[9]) : header[9]; // used for texture arrays
  100459. this.numberOfFaces = oppositeEndianess ? this.switchEndianness(header[10]) : header[10]; // used for cubemap textures, should either be 1 or 6
  100460. this.numberOfMipmapLevels = oppositeEndianess ? this.switchEndianness(header[11]) : header[11]; // number of levels; disregard possibility of 0 for compressed textures
  100461. this.bytesOfKeyValueData = oppositeEndianess ? this.switchEndianness(header[12]) : header[12]; // the amount of space after the header for meta-data
  100462. // Make sure we have a compressed type. Not only reduces work, but probably better to let dev know they are not compressing.
  100463. if (this.glType !== 0) {
  100464. BABYLON.Tools.Error("only compressed formats currently supported");
  100465. return;
  100466. }
  100467. else {
  100468. // value of zero is an indication to generate mipmaps @ runtime. Not usually allowed for compressed, so disregard.
  100469. this.numberOfMipmapLevels = Math.max(1, this.numberOfMipmapLevels);
  100470. }
  100471. if (this.pixelHeight === 0 || this.pixelDepth !== 0) {
  100472. BABYLON.Tools.Error("only 2D textures currently supported");
  100473. return;
  100474. }
  100475. if (this.numberOfArrayElements !== 0) {
  100476. BABYLON.Tools.Error("texture arrays not currently supported");
  100477. return;
  100478. }
  100479. if (this.numberOfFaces !== facesExpected) {
  100480. BABYLON.Tools.Error("number of faces expected" + facesExpected + ", but found " + this.numberOfFaces);
  100481. return;
  100482. }
  100483. // we now have a completely validated file, so could use existence of loadType as success
  100484. // would need to make this more elaborate & adjust checks above to support more than one load type
  100485. this.loadType = KhronosTextureContainer.COMPRESSED_2D;
  100486. }
  100487. //
  100488. /**
  100489. * Revert the endianness of a value.
  100490. * Not as fast hardware based, but will probably never need to use
  100491. * @param val defines the value to convert
  100492. * @returns the new value
  100493. */
  100494. KhronosTextureContainer.prototype.switchEndianness = function (val) {
  100495. return ((val & 0xFF) << 24)
  100496. | ((val & 0xFF00) << 8)
  100497. | ((val >> 8) & 0xFF00)
  100498. | ((val >> 24) & 0xFF);
  100499. };
  100500. /**
  100501. * Uploads KTX content to a Babylon Texture.
  100502. * It is assumed that the texture has already been created & is currently bound
  100503. * @hidden
  100504. */
  100505. KhronosTextureContainer.prototype.uploadLevels = function (texture, loadMipmaps) {
  100506. switch (this.loadType) {
  100507. case KhronosTextureContainer.COMPRESSED_2D:
  100508. this._upload2DCompressedLevels(texture, loadMipmaps);
  100509. break;
  100510. case KhronosTextureContainer.TEX_2D:
  100511. case KhronosTextureContainer.COMPRESSED_3D:
  100512. case KhronosTextureContainer.TEX_3D:
  100513. }
  100514. };
  100515. KhronosTextureContainer.prototype._upload2DCompressedLevels = function (texture, loadMipmaps) {
  100516. // initialize width & height for level 1
  100517. var dataOffset = KhronosTextureContainer.HEADER_LEN + this.bytesOfKeyValueData;
  100518. var width = this.pixelWidth;
  100519. var height = this.pixelHeight;
  100520. var mipmapCount = loadMipmaps ? this.numberOfMipmapLevels : 1;
  100521. for (var level = 0; level < mipmapCount; level++) {
  100522. var imageSize = new Int32Array(this.arrayBuffer, dataOffset, 1)[0]; // size per face, since not supporting array cubemaps
  100523. dataOffset += 4; //image data starts from next multiple of 4 offset. Each face refers to same imagesize field above.
  100524. for (var face = 0; face < this.numberOfFaces; face++) {
  100525. var byteArray = new Uint8Array(this.arrayBuffer, dataOffset, imageSize);
  100526. var engine = texture.getEngine();
  100527. engine._uploadCompressedDataToTextureDirectly(texture, this.glInternalFormat, width, height, byteArray, face, level);
  100528. dataOffset += imageSize; // add size of the image for the next face/mipmap
  100529. dataOffset += 3 - ((imageSize + 3) % 4); // add padding for odd sized image
  100530. }
  100531. width = Math.max(1.0, width * 0.5);
  100532. height = Math.max(1.0, height * 0.5);
  100533. }
  100534. };
  100535. KhronosTextureContainer.HEADER_LEN = 12 + (13 * 4); // identifier + header elements (not including key value meta-data pairs)
  100536. // load types
  100537. KhronosTextureContainer.COMPRESSED_2D = 0; // uses a gl.compressedTexImage2D()
  100538. KhronosTextureContainer.COMPRESSED_3D = 1; // uses a gl.compressedTexImage3D()
  100539. KhronosTextureContainer.TEX_2D = 2; // uses a gl.texImage2D()
  100540. KhronosTextureContainer.TEX_3D = 3; // uses a gl.texImage3D()
  100541. return KhronosTextureContainer;
  100542. }());
  100543. BABYLON.KhronosTextureContainer = KhronosTextureContainer;
  100544. })(BABYLON || (BABYLON = {}));
  100545. //# sourceMappingURL=babylon.khronosTextureContainer.js.map
  100546. var BABYLON;
  100547. (function (BABYLON) {
  100548. /**
  100549. * Implementation of the KTX Texture Loader.
  100550. */
  100551. var KTXTextureLoader = /** @class */ (function () {
  100552. function KTXTextureLoader() {
  100553. /**
  100554. * Defines wether the loader supports cascade loading the different faces.
  100555. */
  100556. this.supportCascades = false;
  100557. }
  100558. /**
  100559. * This returns if the loader support the current file information.
  100560. * @param extension defines the file extension of the file being loaded
  100561. * @param textureFormatInUse defines the current compressed format in use iun the engine
  100562. * @param fallback defines the fallback internal texture if any
  100563. * @param isBase64 defines whether the texture is encoded as a base64
  100564. * @param isBuffer defines whether the texture data are stored as a buffer
  100565. * @returns true if the loader can load the specified file
  100566. */
  100567. KTXTextureLoader.prototype.canLoad = function (extension, textureFormatInUse, fallback, isBase64, isBuffer) {
  100568. if (textureFormatInUse && !isBase64 && !fallback && !isBuffer) {
  100569. return true;
  100570. }
  100571. return false;
  100572. };
  100573. /**
  100574. * Transform the url before loading if required.
  100575. * @param rootUrl the url of the texture
  100576. * @param textureFormatInUse defines the current compressed format in use iun the engine
  100577. * @returns the transformed texture
  100578. */
  100579. KTXTextureLoader.prototype.transformUrl = function (rootUrl, textureFormatInUse) {
  100580. var lastDot = rootUrl.lastIndexOf('.');
  100581. return (lastDot > -1 ? rootUrl.substring(0, lastDot) : rootUrl) + textureFormatInUse;
  100582. };
  100583. /**
  100584. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  100585. * @param rootUrl the url of the texture
  100586. * @param textureFormatInUse defines the current compressed format in use iun the engine
  100587. * @returns the fallback texture
  100588. */
  100589. KTXTextureLoader.prototype.getFallbackTextureUrl = function (rootUrl, textureFormatInUse) {
  100590. // remove the format appended to the rootUrl in the original createCubeTexture call.
  100591. var exp = new RegExp("" + textureFormatInUse + "$");
  100592. return rootUrl.replace(exp, "");
  100593. };
  100594. /**
  100595. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  100596. * @param data contains the texture data
  100597. * @param texture defines the BabylonJS internal texture
  100598. * @param createPolynomials will be true if polynomials have been requested
  100599. * @param onLoad defines the callback to trigger once the texture is ready
  100600. * @param onError defines the callback to trigger in case of error
  100601. */
  100602. KTXTextureLoader.prototype.loadCubeData = function (data, texture, createPolynomials, onLoad, onError) {
  100603. if (Array.isArray(data)) {
  100604. return;
  100605. }
  100606. var engine = texture.getEngine();
  100607. var ktx = new BABYLON.KhronosTextureContainer(data, 6);
  100608. var loadMipmap = ktx.numberOfMipmapLevels > 1 && texture.generateMipMaps;
  100609. engine._unpackFlipY(true);
  100610. ktx.uploadLevels(texture, texture.generateMipMaps);
  100611. texture.width = ktx.pixelWidth;
  100612. texture.height = ktx.pixelHeight;
  100613. engine._setCubeMapTextureParams(loadMipmap);
  100614. texture.isReady = true;
  100615. };
  100616. /**
  100617. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  100618. * @param data contains the texture data
  100619. * @param texture defines the BabylonJS internal texture
  100620. * @param callback defines the method to call once ready to upload
  100621. */
  100622. KTXTextureLoader.prototype.loadData = function (data, texture, callback) {
  100623. var ktx = new BABYLON.KhronosTextureContainer(data, 1);
  100624. callback(ktx.pixelWidth, ktx.pixelHeight, false, true, function () {
  100625. ktx.uploadLevels(texture, texture.generateMipMaps);
  100626. }, ktx.isInvalid);
  100627. };
  100628. return KTXTextureLoader;
  100629. }());
  100630. // Register the loader.
  100631. BABYLON.Engine._TextureLoaders.unshift(new KTXTextureLoader());
  100632. })(BABYLON || (BABYLON = {}));
  100633. //# sourceMappingURL=babylon.ktxTextureLoader.js.map
  100634. var BABYLON;
  100635. (function (BABYLON) {
  100636. /**
  100637. * Sets of helpers addressing the serialization and deserialization of environment texture
  100638. * stored in a BabylonJS env file.
  100639. * Those files are usually stored as .env files.
  100640. */
  100641. var EnvironmentTextureTools = /** @class */ (function () {
  100642. function EnvironmentTextureTools() {
  100643. }
  100644. /**
  100645. * Gets the environment info from an env file.
  100646. * @param data The array buffer containing the .env bytes.
  100647. * @returns the environment file info (the json header) if successfully parsed.
  100648. */
  100649. EnvironmentTextureTools.GetEnvInfo = function (data) {
  100650. var dataView = new DataView(data);
  100651. var pos = 0;
  100652. for (var i = 0; i < EnvironmentTextureTools._MagicBytes.length; i++) {
  100653. if (dataView.getUint8(pos++) !== EnvironmentTextureTools._MagicBytes[i]) {
  100654. BABYLON.Tools.Error('Not a babylon environment map');
  100655. return null;
  100656. }
  100657. }
  100658. // Read json manifest - collect characters up to null terminator
  100659. var manifestString = '';
  100660. var charCode = 0x00;
  100661. while ((charCode = dataView.getUint8(pos++))) {
  100662. manifestString += String.fromCharCode(charCode);
  100663. }
  100664. var manifest = JSON.parse(manifestString);
  100665. if (manifest.specular) {
  100666. // Extend the header with the position of the payload.
  100667. manifest.specular.specularDataPosition = pos;
  100668. // Fallback to 0.8 exactly if lodGenerationScale is not defined for backward compatibility.
  100669. manifest.specular.lodGenerationScale = manifest.specular.lodGenerationScale || 0.8;
  100670. }
  100671. return manifest;
  100672. };
  100673. /**
  100674. * Creates an environment texture from a loaded cube texture.
  100675. * @param texture defines the cube texture to convert in env file
  100676. * @return a promise containing the environment data if succesfull.
  100677. */
  100678. EnvironmentTextureTools.CreateEnvTextureAsync = function (texture) {
  100679. var _this = this;
  100680. var internalTexture = texture.getInternalTexture();
  100681. if (!internalTexture) {
  100682. return Promise.reject("The cube texture is invalid.");
  100683. }
  100684. if (!texture._prefiltered) {
  100685. return Promise.reject("The cube texture is invalid (not prefiltered).");
  100686. }
  100687. var engine = internalTexture.getEngine();
  100688. if (engine && engine.premultipliedAlpha) {
  100689. return Promise.reject("Env texture can only be created when the engine is created with the premultipliedAlpha option set to false.");
  100690. }
  100691. if (texture.textureType === BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT) {
  100692. return Promise.reject("The cube texture should allow HDR (Full Float or Half Float).");
  100693. }
  100694. var canvas = engine.getRenderingCanvas();
  100695. if (!canvas) {
  100696. return Promise.reject("Env texture can only be created when the engine is associated to a canvas.");
  100697. }
  100698. var textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  100699. if (!engine.getCaps().textureFloatRender) {
  100700. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  100701. if (!engine.getCaps().textureHalfFloatRender) {
  100702. return Promise.reject("Env texture can only be created when the browser supports half float or full float rendering.");
  100703. }
  100704. }
  100705. var cubeWidth = internalTexture.width;
  100706. var hostingScene = new BABYLON.Scene(engine);
  100707. var specularTextures = {};
  100708. var promises = [];
  100709. // Read and collect all mipmaps data from the cube.
  100710. var mipmapsCount = BABYLON.Scalar.Log2(internalTexture.width);
  100711. mipmapsCount = Math.round(mipmapsCount);
  100712. var _loop_1 = function (i) {
  100713. var faceWidth = Math.pow(2, mipmapsCount - i);
  100714. var _loop_2 = function (face) {
  100715. var data = texture.readPixels(face, i);
  100716. // Creates a temp texture with the face data.
  100717. var tempTexture = engine.createRawTexture(data, faceWidth, faceWidth, BABYLON.Engine.TEXTUREFORMAT_RGBA, false, false, BABYLON.Texture.NEAREST_SAMPLINGMODE, null, textureType);
  100718. // And rgbdEncode them.
  100719. var promise = new Promise(function (resolve, reject) {
  100720. 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);
  100721. rgbdPostProcess.getEffect().executeWhenCompiled(function () {
  100722. rgbdPostProcess.onApply = function (effect) {
  100723. effect._bindTexture("textureSampler", tempTexture);
  100724. };
  100725. // As the process needs to happen on the main canvas, keep track of the current size
  100726. var currentW = engine.getRenderWidth();
  100727. var currentH = engine.getRenderHeight();
  100728. // Set the desired size for the texture
  100729. engine.setSize(faceWidth, faceWidth);
  100730. hostingScene.postProcessManager.directRender([rgbdPostProcess], null);
  100731. // Reading datas from WebGL
  100732. BABYLON.Tools.ToBlob(canvas, function (blob) {
  100733. var fileReader = new FileReader();
  100734. fileReader.onload = function (event) {
  100735. var arrayBuffer = event.target.result;
  100736. specularTextures[i * 6 + face] = arrayBuffer;
  100737. resolve();
  100738. };
  100739. fileReader.readAsArrayBuffer(blob);
  100740. });
  100741. // Reapply the previous canvas size
  100742. engine.setSize(currentW, currentH);
  100743. });
  100744. });
  100745. promises.push(promise);
  100746. };
  100747. // All faces of the cube.
  100748. for (var face = 0; face < 6; face++) {
  100749. _loop_2(face);
  100750. }
  100751. };
  100752. for (var i = 0; i <= mipmapsCount; i++) {
  100753. _loop_1(i);
  100754. }
  100755. // Once all the textures haves been collected as RGBD stored in PNGs
  100756. return Promise.all(promises).then(function () {
  100757. // We can delete the hosting scene keeping track of all the creation objects
  100758. hostingScene.dispose();
  100759. // Creates the json header for the env texture
  100760. var info = {
  100761. version: 1,
  100762. width: cubeWidth,
  100763. irradiance: _this._CreateEnvTextureIrradiance(texture),
  100764. specular: {
  100765. mipmaps: [],
  100766. lodGenerationScale: texture.lodGenerationScale
  100767. }
  100768. };
  100769. // Sets the specular image data information
  100770. var position = 0;
  100771. for (var i = 0; i <= mipmapsCount; i++) {
  100772. for (var face = 0; face < 6; face++) {
  100773. var byteLength = specularTextures[i * 6 + face].byteLength;
  100774. info.specular.mipmaps.push({
  100775. length: byteLength,
  100776. position: position
  100777. });
  100778. position += byteLength;
  100779. }
  100780. }
  100781. // Encode the JSON as an array buffer
  100782. var infoString = JSON.stringify(info);
  100783. var infoBuffer = new ArrayBuffer(infoString.length + 1);
  100784. var infoView = new Uint8Array(infoBuffer); // Limited to ascii subset matching unicode.
  100785. for (var i = 0, strLen = infoString.length; i < strLen; i++) {
  100786. infoView[i] = infoString.charCodeAt(i);
  100787. }
  100788. // Ends up with a null terminator for easier parsing
  100789. infoView[infoString.length] = 0x00;
  100790. // Computes the final required size and creates the storage
  100791. var totalSize = EnvironmentTextureTools._MagicBytes.length + position + infoBuffer.byteLength;
  100792. var finalBuffer = new ArrayBuffer(totalSize);
  100793. var finalBufferView = new Uint8Array(finalBuffer);
  100794. var dataView = new DataView(finalBuffer);
  100795. // Copy the magic bytes identifying the file in
  100796. var pos = 0;
  100797. for (var i = 0; i < EnvironmentTextureTools._MagicBytes.length; i++) {
  100798. dataView.setUint8(pos++, EnvironmentTextureTools._MagicBytes[i]);
  100799. }
  100800. // Add the json info
  100801. finalBufferView.set(new Uint8Array(infoBuffer), pos);
  100802. pos += infoBuffer.byteLength;
  100803. // Finally inserts the texture data
  100804. for (var i = 0; i <= mipmapsCount; i++) {
  100805. for (var face = 0; face < 6; face++) {
  100806. var dataBuffer = specularTextures[i * 6 + face];
  100807. finalBufferView.set(new Uint8Array(dataBuffer), pos);
  100808. pos += dataBuffer.byteLength;
  100809. }
  100810. }
  100811. // Voila
  100812. return finalBuffer;
  100813. });
  100814. };
  100815. /**
  100816. * Creates a JSON representation of the spherical data.
  100817. * @param texture defines the texture containing the polynomials
  100818. * @return the JSON representation of the spherical info
  100819. */
  100820. EnvironmentTextureTools._CreateEnvTextureIrradiance = function (texture) {
  100821. var polynmials = texture.sphericalPolynomial;
  100822. if (polynmials == null) {
  100823. return null;
  100824. }
  100825. return {
  100826. x: [polynmials.x.x, polynmials.x.y, polynmials.x.z],
  100827. y: [polynmials.y.x, polynmials.y.y, polynmials.y.z],
  100828. z: [polynmials.z.x, polynmials.z.y, polynmials.z.z],
  100829. xx: [polynmials.xx.x, polynmials.xx.y, polynmials.xx.z],
  100830. yy: [polynmials.yy.x, polynmials.yy.y, polynmials.yy.z],
  100831. zz: [polynmials.zz.x, polynmials.zz.y, polynmials.zz.z],
  100832. yz: [polynmials.yz.x, polynmials.yz.y, polynmials.yz.z],
  100833. zx: [polynmials.zx.x, polynmials.zx.y, polynmials.zx.z],
  100834. xy: [polynmials.xy.x, polynmials.xy.y, polynmials.xy.z]
  100835. };
  100836. };
  100837. /**
  100838. * Uploads the texture info contained in the env file to the GPU.
  100839. * @param texture defines the internal texture to upload to
  100840. * @param arrayBuffer defines the buffer cotaining the data to load
  100841. * @param info defines the texture info retrieved through the GetEnvInfo method
  100842. * @returns a promise
  100843. */
  100844. EnvironmentTextureTools.UploadEnvLevelsAsync = function (texture, arrayBuffer, info) {
  100845. if (info.version !== 1) {
  100846. throw new Error("Unsupported babylon environment map version \"" + info.version + "\"");
  100847. }
  100848. var specularInfo = info.specular;
  100849. if (!specularInfo) {
  100850. // Nothing else parsed so far
  100851. return Promise.resolve();
  100852. }
  100853. // Double checks the enclosed info
  100854. var mipmapsCount = BABYLON.Scalar.Log2(info.width);
  100855. mipmapsCount = Math.round(mipmapsCount) + 1;
  100856. if (specularInfo.mipmaps.length !== 6 * mipmapsCount) {
  100857. throw new Error("Unsupported specular mipmaps number \"" + specularInfo.mipmaps.length + "\"");
  100858. }
  100859. texture._lodGenerationScale = specularInfo.lodGenerationScale;
  100860. var imageData = new Array(mipmapsCount);
  100861. for (var i = 0; i < mipmapsCount; i++) {
  100862. imageData[i] = new Array(6);
  100863. for (var face = 0; face < 6; face++) {
  100864. var imageInfo = specularInfo.mipmaps[i * 6 + face];
  100865. imageData[i][face] = new Uint8Array(arrayBuffer, specularInfo.specularDataPosition + imageInfo.position, imageInfo.length);
  100866. }
  100867. }
  100868. return EnvironmentTextureTools.UploadLevelsAsync(texture, imageData);
  100869. };
  100870. /**
  100871. * Uploads the levels of image data to the GPU.
  100872. * @param texture defines the internal texture to upload to
  100873. * @param imageData defines the array buffer views of image data [mipmap][face]
  100874. * @returns a promise
  100875. */
  100876. EnvironmentTextureTools.UploadLevelsAsync = function (texture, imageData) {
  100877. if (!BABYLON.Tools.IsExponentOfTwo(texture.width)) {
  100878. throw new Error("Texture size must be a power of two");
  100879. }
  100880. var mipmapsCount = Math.round(BABYLON.Scalar.Log2(texture.width)) + 1;
  100881. // Gets everything ready.
  100882. var engine = texture.getEngine();
  100883. var expandTexture = false;
  100884. var generateNonLODTextures = false;
  100885. var rgbdPostProcess = null;
  100886. var cubeRtt = null;
  100887. var lodTextures = null;
  100888. var caps = engine.getCaps();
  100889. texture.format = BABYLON.Engine.TEXTUREFORMAT_RGBA;
  100890. texture.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  100891. texture.generateMipMaps = true;
  100892. engine.updateTextureSamplingMode(BABYLON.Texture.TRILINEAR_SAMPLINGMODE, texture);
  100893. // Add extra process if texture lod is not supported
  100894. if (!caps.textureLOD) {
  100895. expandTexture = false;
  100896. generateNonLODTextures = true;
  100897. lodTextures = {};
  100898. }
  100899. // in webgl 1 there are no ways to either render or copy lod level information for float textures.
  100900. else if (engine.webGLVersion < 2) {
  100901. expandTexture = false;
  100902. }
  100903. // If half float available we can uncompress the texture
  100904. else if (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering) {
  100905. expandTexture = true;
  100906. texture.type = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  100907. }
  100908. // If full float available we can uncompress the texture
  100909. else if (caps.textureFloatRender && caps.textureFloatLinearFiltering) {
  100910. expandTexture = true;
  100911. texture.type = BABYLON.Engine.TEXTURETYPE_FLOAT;
  100912. }
  100913. // Expand the texture if possible
  100914. if (expandTexture) {
  100915. // Simply run through the decode PP
  100916. rgbdPostProcess = new BABYLON.PostProcess("rgbdDecode", "rgbdDecode", null, null, 1, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, engine, false, undefined, texture.type, undefined, null, false);
  100917. texture._isRGBD = false;
  100918. texture.invertY = false;
  100919. cubeRtt = engine.createRenderTargetCubeTexture(texture.width, {
  100920. generateDepthBuffer: false,
  100921. generateMipMaps: true,
  100922. generateStencilBuffer: false,
  100923. samplingMode: BABYLON.Texture.TRILINEAR_SAMPLINGMODE,
  100924. type: texture.type,
  100925. format: BABYLON.Engine.TEXTUREFORMAT_RGBA
  100926. });
  100927. }
  100928. else {
  100929. texture._isRGBD = true;
  100930. texture.invertY = true;
  100931. // In case of missing support, applies the same patch than DDS files.
  100932. if (generateNonLODTextures) {
  100933. var mipSlices = 3;
  100934. var scale = texture._lodGenerationScale;
  100935. var offset = texture._lodGenerationOffset;
  100936. for (var i = 0; i < mipSlices; i++) {
  100937. //compute LOD from even spacing in smoothness (matching shader calculation)
  100938. var smoothness = i / (mipSlices - 1);
  100939. var roughness = 1 - smoothness;
  100940. var minLODIndex = offset; // roughness = 0
  100941. var maxLODIndex = (mipmapsCount - 1) * scale + offset; // roughness = 1 (mipmaps start from 0)
  100942. var lodIndex = minLODIndex + (maxLODIndex - minLODIndex) * roughness;
  100943. var mipmapIndex = Math.round(Math.min(Math.max(lodIndex, 0), maxLODIndex));
  100944. var glTextureFromLod = new BABYLON.InternalTexture(engine, BABYLON.InternalTexture.DATASOURCE_TEMP);
  100945. glTextureFromLod.isCube = true;
  100946. glTextureFromLod.invertY = true;
  100947. glTextureFromLod.generateMipMaps = false;
  100948. engine.updateTextureSamplingMode(BABYLON.Texture.LINEAR_LINEAR, glTextureFromLod);
  100949. // Wrap in a base texture for easy binding.
  100950. var lodTexture = new BABYLON.BaseTexture(null);
  100951. lodTexture.isCube = true;
  100952. lodTexture._texture = glTextureFromLod;
  100953. lodTextures[mipmapIndex] = lodTexture;
  100954. switch (i) {
  100955. case 0:
  100956. texture._lodTextureLow = lodTexture;
  100957. break;
  100958. case 1:
  100959. texture._lodTextureMid = lodTexture;
  100960. break;
  100961. case 2:
  100962. texture._lodTextureHigh = lodTexture;
  100963. break;
  100964. }
  100965. }
  100966. }
  100967. }
  100968. var promises = [];
  100969. var _loop_3 = function (i) {
  100970. var _loop_4 = function (face) {
  100971. // Constructs an image element from image data
  100972. var bytes = imageData[i][face];
  100973. var blob = new Blob([bytes], { type: 'image/png' });
  100974. var url = URL.createObjectURL(blob);
  100975. var image = new Image();
  100976. image.src = url;
  100977. // Enqueue promise to upload to the texture.
  100978. var promise = new Promise(function (resolve, reject) {
  100979. image.onload = function () {
  100980. if (expandTexture) {
  100981. var tempTexture_1 = engine.createTexture(null, true, true, null, BABYLON.Texture.NEAREST_SAMPLINGMODE, null, function (message) {
  100982. reject(message);
  100983. }, image);
  100984. rgbdPostProcess.getEffect().executeWhenCompiled(function () {
  100985. // Uncompress the data to a RTT
  100986. rgbdPostProcess.onApply = function (effect) {
  100987. effect._bindTexture("textureSampler", tempTexture_1);
  100988. effect.setFloat2("scale", 1, 1);
  100989. };
  100990. engine.scenes[0].postProcessManager.directRender([rgbdPostProcess], cubeRtt, true, face, i);
  100991. // Cleanup
  100992. engine.restoreDefaultFramebuffer();
  100993. tempTexture_1.dispose();
  100994. window.URL.revokeObjectURL(url);
  100995. resolve();
  100996. });
  100997. }
  100998. else {
  100999. engine._uploadImageToTexture(texture, image, face, i);
  101000. // Upload the face to the non lod texture support
  101001. if (generateNonLODTextures) {
  101002. var lodTexture = lodTextures[i];
  101003. if (lodTexture) {
  101004. engine._uploadImageToTexture(lodTexture._texture, image, face, 0);
  101005. }
  101006. }
  101007. resolve();
  101008. }
  101009. };
  101010. image.onerror = function (error) {
  101011. reject(error);
  101012. };
  101013. });
  101014. promises.push(promise);
  101015. };
  101016. // All faces
  101017. for (var face = 0; face < 6; face++) {
  101018. _loop_4(face);
  101019. }
  101020. };
  101021. // All mipmaps up to provided number of images
  101022. for (var i = 0; i < imageData.length; i++) {
  101023. _loop_3(i);
  101024. }
  101025. // Fill remaining mipmaps with black textures.
  101026. if (imageData.length < mipmapsCount) {
  101027. var data = void 0;
  101028. var size = Math.pow(2, mipmapsCount - 1 - imageData.length);
  101029. var dataLength = size * size * 4;
  101030. switch (texture.type) {
  101031. case BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT: {
  101032. data = new Uint8Array(dataLength);
  101033. break;
  101034. }
  101035. case BABYLON.Engine.TEXTURETYPE_HALF_FLOAT: {
  101036. data = new Uint16Array(dataLength);
  101037. break;
  101038. }
  101039. case BABYLON.Engine.TEXTURETYPE_FLOAT: {
  101040. data = new Float32Array(dataLength);
  101041. break;
  101042. }
  101043. }
  101044. for (var i = imageData.length; i < mipmapsCount; i++) {
  101045. for (var face = 0; face < 6; face++) {
  101046. engine._uploadArrayBufferViewToTexture(texture, data, face, i);
  101047. }
  101048. }
  101049. }
  101050. // Once all done, finishes the cleanup and return
  101051. return Promise.all(promises).then(function () {
  101052. // Release temp RTT.
  101053. if (cubeRtt) {
  101054. engine._releaseFramebufferObjects(cubeRtt);
  101055. cubeRtt._swapAndDie(texture);
  101056. }
  101057. // Release temp Post Process.
  101058. if (rgbdPostProcess) {
  101059. rgbdPostProcess.dispose();
  101060. }
  101061. // Flag internal texture as ready in case they are in use.
  101062. if (generateNonLODTextures) {
  101063. if (texture._lodTextureHigh && texture._lodTextureHigh._texture) {
  101064. texture._lodTextureHigh._texture.isReady = true;
  101065. }
  101066. if (texture._lodTextureMid && texture._lodTextureMid._texture) {
  101067. texture._lodTextureMid._texture.isReady = true;
  101068. }
  101069. if (texture._lodTextureLow && texture._lodTextureLow._texture) {
  101070. texture._lodTextureLow._texture.isReady = true;
  101071. }
  101072. }
  101073. });
  101074. };
  101075. /**
  101076. * Uploads spherical polynomials information to the texture.
  101077. * @param texture defines the texture we are trying to upload the information to
  101078. * @param info defines the environment texture info retrieved through the GetEnvInfo method
  101079. */
  101080. EnvironmentTextureTools.UploadEnvSpherical = function (texture, info) {
  101081. if (info.version !== 1) {
  101082. BABYLON.Tools.Warn('Unsupported babylon environment map version "' + info.version + '"');
  101083. }
  101084. var irradianceInfo = info.irradiance;
  101085. if (!irradianceInfo) {
  101086. return;
  101087. }
  101088. var sp = new BABYLON.SphericalPolynomial();
  101089. BABYLON.Vector3.FromArrayToRef(irradianceInfo.x, 0, sp.x);
  101090. BABYLON.Vector3.FromArrayToRef(irradianceInfo.y, 0, sp.y);
  101091. BABYLON.Vector3.FromArrayToRef(irradianceInfo.z, 0, sp.z);
  101092. BABYLON.Vector3.FromArrayToRef(irradianceInfo.xx, 0, sp.xx);
  101093. BABYLON.Vector3.FromArrayToRef(irradianceInfo.yy, 0, sp.yy);
  101094. BABYLON.Vector3.FromArrayToRef(irradianceInfo.zz, 0, sp.zz);
  101095. BABYLON.Vector3.FromArrayToRef(irradianceInfo.yz, 0, sp.yz);
  101096. BABYLON.Vector3.FromArrayToRef(irradianceInfo.zx, 0, sp.zx);
  101097. BABYLON.Vector3.FromArrayToRef(irradianceInfo.xy, 0, sp.xy);
  101098. texture._sphericalPolynomial = sp;
  101099. };
  101100. /**
  101101. * Magic number identifying the env file.
  101102. */
  101103. EnvironmentTextureTools._MagicBytes = [0x86, 0x16, 0x87, 0x96, 0xf6, 0xd6, 0x96, 0x36];
  101104. return EnvironmentTextureTools;
  101105. }());
  101106. BABYLON.EnvironmentTextureTools = EnvironmentTextureTools;
  101107. })(BABYLON || (BABYLON = {}));
  101108. //# sourceMappingURL=babylon.environmentTextureTools.js.map
  101109. var BABYLON;
  101110. (function (BABYLON) {
  101111. /**
  101112. * Implementation of the ENV Texture Loader.
  101113. */
  101114. var ENVTextureLoader = /** @class */ (function () {
  101115. function ENVTextureLoader() {
  101116. /**
  101117. * Defines wether the loader supports cascade loading the different faces.
  101118. */
  101119. this.supportCascades = false;
  101120. }
  101121. /**
  101122. * This returns if the loader support the current file information.
  101123. * @param extension defines the file extension of the file being loaded
  101124. * @param textureFormatInUse defines the current compressed format in use iun the engine
  101125. * @param fallback defines the fallback internal texture if any
  101126. * @param isBase64 defines whether the texture is encoded as a base64
  101127. * @param isBuffer defines whether the texture data are stored as a buffer
  101128. * @returns true if the loader can load the specified file
  101129. */
  101130. ENVTextureLoader.prototype.canLoad = function (extension, textureFormatInUse, fallback, isBase64, isBuffer) {
  101131. return extension.indexOf(".env") === 0;
  101132. };
  101133. /**
  101134. * Transform the url before loading if required.
  101135. * @param rootUrl the url of the texture
  101136. * @param textureFormatInUse defines the current compressed format in use iun the engine
  101137. * @returns the transformed texture
  101138. */
  101139. ENVTextureLoader.prototype.transformUrl = function (rootUrl, textureFormatInUse) {
  101140. return rootUrl;
  101141. };
  101142. /**
  101143. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  101144. * @param rootUrl the url of the texture
  101145. * @param textureFormatInUse defines the current compressed format in use iun the engine
  101146. * @returns the fallback texture
  101147. */
  101148. ENVTextureLoader.prototype.getFallbackTextureUrl = function (rootUrl, textureFormatInUse) {
  101149. return null;
  101150. };
  101151. /**
  101152. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  101153. * @param data contains the texture data
  101154. * @param texture defines the BabylonJS internal texture
  101155. * @param createPolynomials will be true if polynomials have been requested
  101156. * @param onLoad defines the callback to trigger once the texture is ready
  101157. * @param onError defines the callback to trigger in case of error
  101158. */
  101159. ENVTextureLoader.prototype.loadCubeData = function (data, texture, createPolynomials, onLoad, onError) {
  101160. if (Array.isArray(data)) {
  101161. return;
  101162. }
  101163. data = data;
  101164. var info = BABYLON.EnvironmentTextureTools.GetEnvInfo(data);
  101165. if (info) {
  101166. texture.width = info.width;
  101167. texture.height = info.width;
  101168. BABYLON.EnvironmentTextureTools.UploadEnvSpherical(texture, info);
  101169. BABYLON.EnvironmentTextureTools.UploadEnvLevelsAsync(texture, data, info).then(function () {
  101170. texture.isReady = true;
  101171. if (onLoad) {
  101172. onLoad();
  101173. }
  101174. });
  101175. }
  101176. else if (onError) {
  101177. onError("Can not parse the environment file", null);
  101178. }
  101179. };
  101180. /**
  101181. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  101182. * @param data contains the texture data
  101183. * @param texture defines the BabylonJS internal texture
  101184. * @param callback defines the method to call once ready to upload
  101185. */
  101186. ENVTextureLoader.prototype.loadData = function (data, texture, callback) {
  101187. throw ".env not supported in 2d.";
  101188. };
  101189. return ENVTextureLoader;
  101190. }());
  101191. // Register the loader.
  101192. BABYLON.Engine._TextureLoaders.push(new ENVTextureLoader());
  101193. })(BABYLON || (BABYLON = {}));
  101194. //# sourceMappingURL=babylon.envTextureLoader.js.map
  101195. var BABYLON;
  101196. (function (BABYLON) {
  101197. /**
  101198. * Renders a layer on top of an existing scene
  101199. */
  101200. var UtilityLayerRenderer = /** @class */ (function () {
  101201. /**
  101202. * Instantiates a UtilityLayerRenderer
  101203. * @param originalScene the original scene that will be rendered on top of
  101204. */
  101205. function UtilityLayerRenderer(
  101206. /** the original scene that will be rendered on top of */
  101207. originalScene) {
  101208. var _this = this;
  101209. this.originalScene = originalScene;
  101210. this._pointerCaptures = {};
  101211. this._lastPointerEvents = {};
  101212. /**
  101213. * If the picking should be done on the utility layer prior to the actual scene (Default: true)
  101214. */
  101215. this.pickUtilitySceneFirst = true;
  101216. /**
  101217. * If the utility layer should automatically be rendered on top of existing scene
  101218. */
  101219. this.shouldRender = true;
  101220. /**
  101221. * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene
  101222. */
  101223. this.onlyCheckPointerDownEvents = true;
  101224. /**
  101225. * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)
  101226. */
  101227. this.processAllEvents = false;
  101228. /**
  101229. * Observable raised when the pointer move from the utility layer scene to the main scene
  101230. */
  101231. this.onPointerOutObservable = new BABYLON.Observable();
  101232. // Create scene which will be rendered in the foreground and remove it from being referenced by engine to avoid interfering with existing app
  101233. this.utilityLayerScene = new BABYLON.Scene(originalScene.getEngine());
  101234. this.utilityLayerScene.useRightHandedSystem = originalScene.useRightHandedSystem;
  101235. this.utilityLayerScene._allowPostProcessClearColor = false;
  101236. originalScene.getEngine().scenes.pop();
  101237. // Detach controls on utility scene, events will be fired by logic below to handle picking priority
  101238. this.utilityLayerScene.detachControl();
  101239. this._originalPointerObserver = originalScene.onPrePointerObservable.add(function (prePointerInfo, eventState) {
  101240. if (!_this.processAllEvents) {
  101241. if (prePointerInfo.type !== BABYLON.PointerEventTypes.POINTERMOVE
  101242. && prePointerInfo.type !== BABYLON.PointerEventTypes.POINTERUP
  101243. && prePointerInfo.type !== BABYLON.PointerEventTypes.POINTERDOWN) {
  101244. return;
  101245. }
  101246. }
  101247. var pointerEvent = (prePointerInfo.event);
  101248. if (originalScene.isPointerCaptured(pointerEvent.pointerId)) {
  101249. _this._pointerCaptures[pointerEvent.pointerId] = false;
  101250. return;
  101251. }
  101252. var utilityScenePick = prePointerInfo.ray ? _this.utilityLayerScene.pickWithRay(prePointerInfo.ray) : _this.utilityLayerScene.pick(originalScene.pointerX, originalScene.pointerY);
  101253. if (!prePointerInfo.ray && utilityScenePick) {
  101254. prePointerInfo.ray = utilityScenePick.ray;
  101255. }
  101256. // always fire the prepointer oversvable
  101257. _this.utilityLayerScene.onPrePointerObservable.notifyObservers(prePointerInfo);
  101258. // allow every non pointer down event to flow to the utility layer
  101259. if (_this.onlyCheckPointerDownEvents && prePointerInfo.type != BABYLON.PointerEventTypes.POINTERDOWN) {
  101260. if (!prePointerInfo.skipOnPointerObservable) {
  101261. _this.utilityLayerScene.onPointerObservable.notifyObservers(new BABYLON.PointerInfo(prePointerInfo.type, prePointerInfo.event, utilityScenePick));
  101262. }
  101263. if (prePointerInfo.type === BABYLON.PointerEventTypes.POINTERUP && _this._pointerCaptures[pointerEvent.pointerId]) {
  101264. _this._pointerCaptures[pointerEvent.pointerId] = false;
  101265. }
  101266. return;
  101267. }
  101268. if (_this.utilityLayerScene.autoClearDepthAndStencil || _this.pickUtilitySceneFirst) {
  101269. // If this layer is an overlay, check if this layer was hit and if so, skip pointer events for the main scene
  101270. if (utilityScenePick && utilityScenePick.hit) {
  101271. if (!prePointerInfo.skipOnPointerObservable) {
  101272. _this.utilityLayerScene.onPointerObservable.notifyObservers(new BABYLON.PointerInfo(prePointerInfo.type, prePointerInfo.event, utilityScenePick));
  101273. }
  101274. prePointerInfo.skipOnPointerObservable = true;
  101275. }
  101276. }
  101277. else {
  101278. var originalScenePick = prePointerInfo.ray ? originalScene.pickWithRay(prePointerInfo.ray) : originalScene.pick(originalScene.pointerX, originalScene.pointerY);
  101279. var pointerEvent_1 = (prePointerInfo.event);
  101280. // If the layer can be occluded by the original scene, only fire pointer events to the first layer that hit they ray
  101281. if (originalScenePick && utilityScenePick) {
  101282. // No pick in utility scene
  101283. if (utilityScenePick.distance === 0 && originalScenePick.pickedMesh) {
  101284. if (_this.mainSceneTrackerPredicate && _this.mainSceneTrackerPredicate(originalScenePick.pickedMesh)) {
  101285. // We touched an utility mesh present in the main scene
  101286. _this._notifyObservers(prePointerInfo, originalScenePick, pointerEvent_1);
  101287. prePointerInfo.skipOnPointerObservable = true;
  101288. }
  101289. else if (prePointerInfo.type === BABYLON.PointerEventTypes.POINTERDOWN) {
  101290. _this._pointerCaptures[pointerEvent_1.pointerId] = true;
  101291. }
  101292. else if (_this._lastPointerEvents[pointerEvent_1.pointerId]) {
  101293. // We need to send a last pointerup to the utilityLayerScene to make sure animations can complete
  101294. _this.onPointerOutObservable.notifyObservers(pointerEvent_1.pointerId);
  101295. delete _this._lastPointerEvents[pointerEvent_1.pointerId];
  101296. }
  101297. }
  101298. else if (!_this._pointerCaptures[pointerEvent_1.pointerId] && (utilityScenePick.distance < originalScenePick.distance || originalScenePick.distance === 0)) {
  101299. // We pick something in utility scene or the pick in utility is closer than the one in main scene
  101300. _this._notifyObservers(prePointerInfo, utilityScenePick, pointerEvent_1);
  101301. // If a previous utility layer set this, do not unset this
  101302. if (!prePointerInfo.skipOnPointerObservable) {
  101303. prePointerInfo.skipOnPointerObservable = utilityScenePick.distance > 0;
  101304. }
  101305. }
  101306. else if (!_this._pointerCaptures[pointerEvent_1.pointerId] && (utilityScenePick.distance > originalScenePick.distance)) {
  101307. // We have a pick in both scenes but main is closer than utility
  101308. // We touched an utility mesh present in the main scene
  101309. if (_this.mainSceneTrackerPredicate && _this.mainSceneTrackerPredicate(originalScenePick.pickedMesh)) {
  101310. _this._notifyObservers(prePointerInfo, originalScenePick, pointerEvent_1);
  101311. prePointerInfo.skipOnPointerObservable = true;
  101312. }
  101313. else if (_this._lastPointerEvents[pointerEvent_1.pointerId]) {
  101314. // We need to send a last pointerup to the utilityLayerScene to make sure animations can complete
  101315. _this.onPointerOutObservable.notifyObservers(pointerEvent_1.pointerId);
  101316. delete _this._lastPointerEvents[pointerEvent_1.pointerId];
  101317. }
  101318. }
  101319. if (prePointerInfo.type === BABYLON.PointerEventTypes.POINTERUP && _this._pointerCaptures[pointerEvent_1.pointerId]) {
  101320. _this._pointerCaptures[pointerEvent_1.pointerId] = false;
  101321. }
  101322. }
  101323. }
  101324. });
  101325. // Render directly on top of existing scene without clearing
  101326. this.utilityLayerScene.autoClear = false;
  101327. this._afterRenderObserver = this.originalScene.onAfterRenderObservable.add(function () {
  101328. if (_this.shouldRender) {
  101329. _this.render();
  101330. }
  101331. });
  101332. this._sceneDisposeObserver = this.originalScene.onDisposeObservable.add(function () {
  101333. _this.dispose();
  101334. });
  101335. this._updateCamera();
  101336. }
  101337. Object.defineProperty(UtilityLayerRenderer, "DefaultUtilityLayer", {
  101338. /**
  101339. * 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)
  101340. */
  101341. get: function () {
  101342. if (UtilityLayerRenderer._DefaultUtilityLayer == null) {
  101343. UtilityLayerRenderer._DefaultUtilityLayer = new UtilityLayerRenderer(BABYLON.Engine.LastCreatedScene);
  101344. UtilityLayerRenderer._DefaultUtilityLayer.originalScene.onDisposeObservable.addOnce(function () {
  101345. UtilityLayerRenderer._DefaultUtilityLayer = null;
  101346. });
  101347. }
  101348. return UtilityLayerRenderer._DefaultUtilityLayer;
  101349. },
  101350. enumerable: true,
  101351. configurable: true
  101352. });
  101353. Object.defineProperty(UtilityLayerRenderer, "DefaultKeepDepthUtilityLayer", {
  101354. /**
  101355. * 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)
  101356. */
  101357. get: function () {
  101358. if (UtilityLayerRenderer._DefaultKeepDepthUtilityLayer == null) {
  101359. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer = new UtilityLayerRenderer(BABYLON.Engine.LastCreatedScene);
  101360. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer.utilityLayerScene.autoClearDepthAndStencil = false;
  101361. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer.originalScene.onDisposeObservable.addOnce(function () {
  101362. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer = null;
  101363. });
  101364. }
  101365. return UtilityLayerRenderer._DefaultKeepDepthUtilityLayer;
  101366. },
  101367. enumerable: true,
  101368. configurable: true
  101369. });
  101370. UtilityLayerRenderer.prototype._notifyObservers = function (prePointerInfo, pickInfo, pointerEvent) {
  101371. if (!prePointerInfo.skipOnPointerObservable) {
  101372. this.utilityLayerScene.onPointerObservable.notifyObservers(new BABYLON.PointerInfo(prePointerInfo.type, prePointerInfo.event, pickInfo));
  101373. this._lastPointerEvents[pointerEvent.pointerId] = true;
  101374. }
  101375. };
  101376. /**
  101377. * Renders the utility layers scene on top of the original scene
  101378. */
  101379. UtilityLayerRenderer.prototype.render = function () {
  101380. this._updateCamera();
  101381. if (this.utilityLayerScene.activeCamera) {
  101382. // Set the camera's scene to utility layers scene
  101383. var oldScene = this.utilityLayerScene.activeCamera.getScene();
  101384. var camera = this.utilityLayerScene.activeCamera;
  101385. camera._scene = this.utilityLayerScene;
  101386. if (camera.leftCamera) {
  101387. camera.leftCamera._scene = this.utilityLayerScene;
  101388. }
  101389. if (camera.rightCamera) {
  101390. camera.rightCamera._scene = this.utilityLayerScene;
  101391. }
  101392. this.utilityLayerScene.render(false);
  101393. // Reset camera's scene back to original
  101394. camera._scene = oldScene;
  101395. if (camera.leftCamera) {
  101396. camera.leftCamera._scene = oldScene;
  101397. }
  101398. if (camera.rightCamera) {
  101399. camera.rightCamera._scene = oldScene;
  101400. }
  101401. }
  101402. };
  101403. /**
  101404. * Disposes of the renderer
  101405. */
  101406. UtilityLayerRenderer.prototype.dispose = function () {
  101407. this.onPointerOutObservable.clear();
  101408. if (this._afterRenderObserver) {
  101409. this.originalScene.onAfterRenderObservable.remove(this._afterRenderObserver);
  101410. }
  101411. if (this._sceneDisposeObserver) {
  101412. this.originalScene.onDisposeObservable.remove(this._sceneDisposeObserver);
  101413. }
  101414. if (this._originalPointerObserver) {
  101415. this.originalScene.onPrePointerObservable.remove(this._originalPointerObserver);
  101416. }
  101417. this.utilityLayerScene.dispose();
  101418. };
  101419. UtilityLayerRenderer.prototype._updateCamera = function () {
  101420. this.utilityLayerScene.activeCamera = this.originalScene.activeCamera;
  101421. };
  101422. UtilityLayerRenderer._DefaultUtilityLayer = null;
  101423. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer = null;
  101424. return UtilityLayerRenderer;
  101425. }());
  101426. BABYLON.UtilityLayerRenderer = UtilityLayerRenderer;
  101427. })(BABYLON || (BABYLON = {}));
  101428. //# sourceMappingURL=babylon.utilityLayerRenderer.js.map
  101429. //# sourceMappingURL=babylon.behavior.js.map
  101430. var BABYLON;
  101431. (function (BABYLON) {
  101432. /**
  101433. * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events
  101434. */
  101435. var PointerDragBehavior = /** @class */ (function () {
  101436. /**
  101437. * Creates a pointer drag behavior that can be attached to a mesh
  101438. * @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)
  101439. */
  101440. function PointerDragBehavior(options) {
  101441. /**
  101442. * 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)
  101443. */
  101444. this.maxDragAngle = 0;
  101445. /**
  101446. * @hidden
  101447. */
  101448. this._useAlternatePickedPointAboveMaxDragAngle = false;
  101449. /**
  101450. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  101451. */
  101452. this.currentDraggingPointerID = -1;
  101453. /**
  101454. * If the behavior is currently in a dragging state
  101455. */
  101456. this.dragging = false;
  101457. /**
  101458. * 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)
  101459. */
  101460. this.dragDeltaRatio = 0.2;
  101461. /**
  101462. * If the drag plane orientation should be updated during the dragging (Default: true)
  101463. */
  101464. this.updateDragPlane = true;
  101465. // Debug mode will display drag planes to help visualize behavior
  101466. this._debugMode = false;
  101467. this._moving = false;
  101468. /**
  101469. * Fires each time the attached mesh is dragged with the pointer
  101470. * * delta between last drag position and current drag position in world space
  101471. * * dragDistance along the drag axis
  101472. * * dragPlaneNormal normal of the current drag plane used during the drag
  101473. * * dragPlanePoint in world space where the drag intersects the drag plane
  101474. */
  101475. this.onDragObservable = new BABYLON.Observable();
  101476. /**
  101477. * Fires each time a drag begins (eg. mouse down on mesh)
  101478. */
  101479. this.onDragStartObservable = new BABYLON.Observable();
  101480. /**
  101481. * Fires each time a drag ends (eg. mouse release after drag)
  101482. */
  101483. this.onDragEndObservable = new BABYLON.Observable();
  101484. /**
  101485. * If the attached mesh should be moved when dragged
  101486. */
  101487. this.moveAttached = true;
  101488. /**
  101489. * If the drag behavior will react to drag events (Default: true)
  101490. */
  101491. this.enabled = true;
  101492. /**
  101493. * If camera controls should be detached during the drag
  101494. */
  101495. this.detachCameraControls = true;
  101496. /**
  101497. * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)
  101498. */
  101499. this.useObjectOrienationForDragging = true;
  101500. this._tmpVector = new BABYLON.Vector3(0, 0, 0);
  101501. this._alternatePickedPoint = new BABYLON.Vector3(0, 0, 0);
  101502. this._worldDragAxis = new BABYLON.Vector3(0, 0, 0);
  101503. this._targetPosition = new BABYLON.Vector3(0, 0, 0);
  101504. this._attachedElement = null;
  101505. this._startDragRay = new BABYLON.Ray(new BABYLON.Vector3(), new BABYLON.Vector3());
  101506. this._lastPointerRay = {};
  101507. this._dragDelta = new BABYLON.Vector3();
  101508. // Variables to avoid instantiation in the below method
  101509. this._pointA = new BABYLON.Vector3(0, 0, 0);
  101510. this._pointB = new BABYLON.Vector3(0, 0, 0);
  101511. this._pointC = new BABYLON.Vector3(0, 0, 0);
  101512. this._lineA = new BABYLON.Vector3(0, 0, 0);
  101513. this._lineB = new BABYLON.Vector3(0, 0, 0);
  101514. this._localAxis = new BABYLON.Vector3(0, 0, 0);
  101515. this._lookAt = new BABYLON.Vector3(0, 0, 0);
  101516. this._options = options ? options : {};
  101517. var optionCount = 0;
  101518. if (this._options.dragAxis) {
  101519. optionCount++;
  101520. }
  101521. if (this._options.dragPlaneNormal) {
  101522. optionCount++;
  101523. }
  101524. if (optionCount > 1) {
  101525. throw "Multiple drag modes specified in dragBehavior options. Only one expected";
  101526. }
  101527. }
  101528. Object.defineProperty(PointerDragBehavior.prototype, "name", {
  101529. /**
  101530. * The name of the behavior
  101531. */
  101532. get: function () {
  101533. return "PointerDrag";
  101534. },
  101535. enumerable: true,
  101536. configurable: true
  101537. });
  101538. /**
  101539. * Initializes the behavior
  101540. */
  101541. PointerDragBehavior.prototype.init = function () { };
  101542. /**
  101543. * Attaches the drag behavior the passed in mesh
  101544. * @param ownerNode The mesh that will be dragged around once attached
  101545. */
  101546. PointerDragBehavior.prototype.attach = function (ownerNode) {
  101547. var _this = this;
  101548. this._scene = ownerNode.getScene();
  101549. this._attachedNode = ownerNode;
  101550. // Initialize drag plane to not interfere with existing scene
  101551. if (!PointerDragBehavior._planeScene) {
  101552. if (this._debugMode) {
  101553. PointerDragBehavior._planeScene = this._scene;
  101554. }
  101555. else {
  101556. PointerDragBehavior._planeScene = new BABYLON.Scene(this._scene.getEngine());
  101557. PointerDragBehavior._planeScene.detachControl();
  101558. this._scene.getEngine().scenes.pop();
  101559. this._scene.onDisposeObservable.addOnce(function () {
  101560. PointerDragBehavior._planeScene.dispose();
  101561. PointerDragBehavior._planeScene = null;
  101562. });
  101563. }
  101564. }
  101565. this._dragPlane = BABYLON.Mesh.CreatePlane("pointerDragPlane", this._debugMode ? 1 : 10000, PointerDragBehavior._planeScene, false, BABYLON.Mesh.DOUBLESIDE);
  101566. // State of the drag
  101567. this.lastDragPosition = new BABYLON.Vector3(0, 0, 0);
  101568. var pickPredicate = function (m) {
  101569. return _this._attachedNode == m || m.isDescendantOf(_this._attachedNode);
  101570. };
  101571. this._pointerObserver = this._scene.onPointerObservable.add(function (pointerInfo, eventState) {
  101572. if (!_this.enabled) {
  101573. return;
  101574. }
  101575. if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERDOWN) {
  101576. if (!_this.dragging && pointerInfo.pickInfo && pointerInfo.pickInfo.hit && pointerInfo.pickInfo.pickedMesh && pointerInfo.pickInfo.pickedPoint && pointerInfo.pickInfo.ray && pickPredicate(pointerInfo.pickInfo.pickedMesh)) {
  101577. _this._startDrag(pointerInfo.event.pointerId, pointerInfo.pickInfo.ray, pointerInfo.pickInfo.pickedPoint);
  101578. }
  101579. }
  101580. else if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERUP) {
  101581. if (_this.currentDraggingPointerID == pointerInfo.event.pointerId) {
  101582. _this.releaseDrag();
  101583. }
  101584. }
  101585. else if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERMOVE) {
  101586. var pointerId = pointerInfo.event.pointerId;
  101587. // If drag was started with anyMouseID specified, set pointerID to the next mouse that moved
  101588. if (_this.currentDraggingPointerID === PointerDragBehavior._AnyMouseID && pointerId !== PointerDragBehavior._AnyMouseID && pointerInfo.event.pointerType == "mouse") {
  101589. if (_this._lastPointerRay[_this.currentDraggingPointerID]) {
  101590. _this._lastPointerRay[pointerId] = _this._lastPointerRay[_this.currentDraggingPointerID];
  101591. delete _this._lastPointerRay[_this.currentDraggingPointerID];
  101592. }
  101593. _this.currentDraggingPointerID = pointerId;
  101594. }
  101595. // Keep track of last pointer ray, this is used simulating the start of a drag in startDrag()
  101596. if (!_this._lastPointerRay[pointerId]) {
  101597. _this._lastPointerRay[pointerId] = new BABYLON.Ray(new BABYLON.Vector3(), new BABYLON.Vector3());
  101598. }
  101599. if (pointerInfo.pickInfo && pointerInfo.pickInfo.ray) {
  101600. _this._lastPointerRay[pointerId].origin.copyFrom(pointerInfo.pickInfo.ray.origin);
  101601. _this._lastPointerRay[pointerId].direction.copyFrom(pointerInfo.pickInfo.ray.direction);
  101602. if (_this.currentDraggingPointerID == pointerId && _this.dragging) {
  101603. _this._moveDrag(pointerInfo.pickInfo.ray);
  101604. }
  101605. }
  101606. }
  101607. });
  101608. this._beforeRenderObserver = this._scene.onBeforeRenderObservable.add(function () {
  101609. if (_this._moving && _this.moveAttached) {
  101610. BABYLON.BoundingBoxGizmo._RemoveAndStorePivotPoint(_this._attachedNode);
  101611. // Slowly move mesh to avoid jitter
  101612. _this._targetPosition.subtractToRef((_this._attachedNode).absolutePosition, _this._tmpVector);
  101613. _this._tmpVector.scaleInPlace(_this.dragDeltaRatio);
  101614. (_this._attachedNode).getAbsolutePosition().addToRef(_this._tmpVector, _this._tmpVector);
  101615. (_this._attachedNode).setAbsolutePosition(_this._tmpVector);
  101616. BABYLON.BoundingBoxGizmo._RestorePivotPoint(_this._attachedNode);
  101617. }
  101618. });
  101619. };
  101620. /**
  101621. * Force relase the drag action by code.
  101622. */
  101623. PointerDragBehavior.prototype.releaseDrag = function () {
  101624. this.dragging = false;
  101625. this.onDragEndObservable.notifyObservers({ dragPlanePoint: this.lastDragPosition, pointerId: this.currentDraggingPointerID });
  101626. this.currentDraggingPointerID = -1;
  101627. this._moving = false;
  101628. // Reattach camera controls
  101629. if (this.detachCameraControls && this._attachedElement && this._scene.activeCamera && !this._scene.activeCamera.leftCamera) {
  101630. this._scene.activeCamera.attachControl(this._attachedElement, true);
  101631. }
  101632. };
  101633. /**
  101634. * Simulates the start of a pointer drag event on the behavior
  101635. * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)
  101636. * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)
  101637. * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)
  101638. */
  101639. PointerDragBehavior.prototype.startDrag = function (pointerId, fromRay, startPickedPoint) {
  101640. if (pointerId === void 0) { pointerId = PointerDragBehavior._AnyMouseID; }
  101641. this._startDrag(pointerId, fromRay, startPickedPoint);
  101642. var lastRay = this._lastPointerRay[pointerId];
  101643. if (pointerId === PointerDragBehavior._AnyMouseID) {
  101644. lastRay = this._lastPointerRay[Object.keys(this._lastPointerRay)[0]];
  101645. }
  101646. if (lastRay) {
  101647. // if there was a last pointer ray drag the object there
  101648. this._moveDrag(lastRay);
  101649. }
  101650. };
  101651. PointerDragBehavior.prototype._startDrag = function (pointerId, fromRay, startPickedPoint) {
  101652. if (!this._scene.activeCamera || this.dragging || !this._attachedNode) {
  101653. return;
  101654. }
  101655. BABYLON.BoundingBoxGizmo._RemoveAndStorePivotPoint(this._attachedNode);
  101656. // Create start ray from the camera to the object
  101657. if (fromRay) {
  101658. this._startDragRay.direction.copyFrom(fromRay.direction);
  101659. this._startDragRay.origin.copyFrom(fromRay.origin);
  101660. }
  101661. else {
  101662. this._startDragRay.origin.copyFrom(this._scene.activeCamera.position);
  101663. this._attachedNode.getWorldMatrix().getTranslationToRef(this._tmpVector);
  101664. this._tmpVector.subtractToRef(this._scene.activeCamera.position, this._startDragRay.direction);
  101665. }
  101666. this._updateDragPlanePosition(this._startDragRay, startPickedPoint ? startPickedPoint : this._tmpVector);
  101667. var pickedPoint = this._pickWithRayOnDragPlane(this._startDragRay);
  101668. if (pickedPoint) {
  101669. this.dragging = true;
  101670. this.currentDraggingPointerID = pointerId;
  101671. this.lastDragPosition.copyFrom(pickedPoint);
  101672. this.onDragStartObservable.notifyObservers({ dragPlanePoint: pickedPoint, pointerId: this.currentDraggingPointerID });
  101673. this._targetPosition.copyFrom((this._attachedNode).absolutePosition);
  101674. // Detatch camera controls
  101675. if (this.detachCameraControls && this._scene.activeCamera && !this._scene.activeCamera.leftCamera) {
  101676. if (this._scene.activeCamera.inputs.attachedElement) {
  101677. this._attachedElement = this._scene.activeCamera.inputs.attachedElement;
  101678. this._scene.activeCamera.detachControl(this._scene.activeCamera.inputs.attachedElement);
  101679. }
  101680. else {
  101681. this._attachedElement = null;
  101682. }
  101683. }
  101684. }
  101685. BABYLON.BoundingBoxGizmo._RestorePivotPoint(this._attachedNode);
  101686. };
  101687. PointerDragBehavior.prototype._moveDrag = function (ray) {
  101688. this._moving = true;
  101689. var pickedPoint = this._pickWithRayOnDragPlane(ray);
  101690. if (pickedPoint) {
  101691. if (this.updateDragPlane) {
  101692. this._updateDragPlanePosition(ray, pickedPoint);
  101693. }
  101694. var dragLength = 0;
  101695. // depending on the drag mode option drag accordingly
  101696. if (this._options.dragAxis) {
  101697. // Convert local drag axis to world
  101698. BABYLON.Vector3.TransformCoordinatesToRef(this._options.dragAxis, this._attachedNode.getWorldMatrix().getRotationMatrix(), this._worldDragAxis);
  101699. // Project delta drag from the drag plane onto the drag axis
  101700. pickedPoint.subtractToRef(this.lastDragPosition, this._tmpVector);
  101701. dragLength = BABYLON.Vector3.Dot(this._tmpVector, this._worldDragAxis);
  101702. this._worldDragAxis.scaleToRef(dragLength, this._dragDelta);
  101703. }
  101704. else {
  101705. dragLength = this._dragDelta.length();
  101706. pickedPoint.subtractToRef(this.lastDragPosition, this._dragDelta);
  101707. }
  101708. this._targetPosition.addInPlace(this._dragDelta);
  101709. this.onDragObservable.notifyObservers({ dragDistance: dragLength, delta: this._dragDelta, dragPlanePoint: pickedPoint, dragPlaneNormal: this._dragPlane.forward, pointerId: this.currentDraggingPointerID });
  101710. this.lastDragPosition.copyFrom(pickedPoint);
  101711. }
  101712. };
  101713. PointerDragBehavior.prototype._pickWithRayOnDragPlane = function (ray) {
  101714. var _this = this;
  101715. if (!ray) {
  101716. return null;
  101717. }
  101718. // Calculate angle between plane normal and ray
  101719. var angle = Math.acos(BABYLON.Vector3.Dot(this._dragPlane.forward, ray.direction));
  101720. // Correct if ray is casted from oposite side
  101721. if (angle > Math.PI / 2) {
  101722. angle = Math.PI - angle;
  101723. }
  101724. // If the angle is too perpendicular to the plane pick another point on the plane where it is looking
  101725. if (this.maxDragAngle > 0 && angle > this.maxDragAngle) {
  101726. if (this._useAlternatePickedPointAboveMaxDragAngle) {
  101727. // Invert ray direction along the towards object axis
  101728. this._tmpVector.copyFrom(ray.direction);
  101729. (this._attachedNode).absolutePosition.subtractToRef(ray.origin, this._alternatePickedPoint);
  101730. this._alternatePickedPoint.normalize();
  101731. this._alternatePickedPoint.scaleInPlace(-2 * BABYLON.Vector3.Dot(this._alternatePickedPoint, this._tmpVector));
  101732. this._tmpVector.addInPlace(this._alternatePickedPoint);
  101733. // Project resulting vector onto the drag plane and add it to the attached nodes absolute position to get a picked point
  101734. var dot = BABYLON.Vector3.Dot(this._dragPlane.forward, this._tmpVector);
  101735. this._dragPlane.forward.scaleToRef(-dot, this._alternatePickedPoint);
  101736. this._alternatePickedPoint.addInPlace(this._tmpVector);
  101737. this._alternatePickedPoint.addInPlace((this._attachedNode).absolutePosition);
  101738. return this._alternatePickedPoint;
  101739. }
  101740. else {
  101741. return null;
  101742. }
  101743. }
  101744. var pickResult = PointerDragBehavior._planeScene.pickWithRay(ray, function (m) { return m == _this._dragPlane; });
  101745. if (pickResult && pickResult.hit && pickResult.pickedMesh && pickResult.pickedPoint) {
  101746. return pickResult.pickedPoint;
  101747. }
  101748. else {
  101749. return null;
  101750. }
  101751. };
  101752. // Position the drag plane based on the attached mesh position, for single axis rotate the plane along the axis to face the camera
  101753. PointerDragBehavior.prototype._updateDragPlanePosition = function (ray, dragPlanePosition) {
  101754. this._pointA.copyFrom(dragPlanePosition);
  101755. if (this._options.dragAxis) {
  101756. this.useObjectOrienationForDragging ? BABYLON.Vector3.TransformCoordinatesToRef(this._options.dragAxis, this._attachedNode.getWorldMatrix().getRotationMatrix(), this._localAxis) : this._localAxis.copyFrom(this._options.dragAxis);
  101757. // Calculate plane normal in direction of camera but perpendicular to drag axis
  101758. this._pointA.addToRef(this._localAxis, this._pointB); // towards drag axis
  101759. ray.origin.subtractToRef(this._pointA, this._pointC);
  101760. this._pointA.addToRef(this._pointC.normalize(), this._pointC); // towards camera
  101761. // Get perpendicular line from direction to camera and drag axis
  101762. this._pointB.subtractToRef(this._pointA, this._lineA);
  101763. this._pointC.subtractToRef(this._pointA, this._lineB);
  101764. BABYLON.Vector3.CrossToRef(this._lineA, this._lineB, this._lookAt);
  101765. // Get perpendicular line from previous result and drag axis to adjust lineB to be perpendiculat to camera
  101766. BABYLON.Vector3.CrossToRef(this._lineA, this._lookAt, this._lookAt);
  101767. this._lookAt.normalize();
  101768. this._dragPlane.position.copyFrom(this._pointA);
  101769. this._pointA.subtractToRef(this._lookAt, this._lookAt);
  101770. this._dragPlane.lookAt(this._lookAt);
  101771. }
  101772. else if (this._options.dragPlaneNormal) {
  101773. this.useObjectOrienationForDragging ? BABYLON.Vector3.TransformCoordinatesToRef(this._options.dragPlaneNormal, this._attachedNode.getWorldMatrix().getRotationMatrix(), this._localAxis) : this._localAxis.copyFrom(this._options.dragPlaneNormal);
  101774. this._dragPlane.position.copyFrom(this._pointA);
  101775. this._pointA.subtractToRef(this._localAxis, this._lookAt);
  101776. this._dragPlane.lookAt(this._lookAt);
  101777. }
  101778. else {
  101779. this._dragPlane.position.copyFrom(this._pointA);
  101780. this._dragPlane.lookAt(ray.origin);
  101781. }
  101782. this._dragPlane.computeWorldMatrix(true);
  101783. };
  101784. /**
  101785. * Detaches the behavior from the mesh
  101786. */
  101787. PointerDragBehavior.prototype.detach = function () {
  101788. if (this._pointerObserver) {
  101789. this._scene.onPointerObservable.remove(this._pointerObserver);
  101790. }
  101791. if (this._beforeRenderObserver) {
  101792. this._scene.onBeforeRenderObservable.remove(this._beforeRenderObserver);
  101793. }
  101794. };
  101795. PointerDragBehavior._AnyMouseID = -2;
  101796. return PointerDragBehavior;
  101797. }());
  101798. BABYLON.PointerDragBehavior = PointerDragBehavior;
  101799. })(BABYLON || (BABYLON = {}));
  101800. //# sourceMappingURL=babylon.pointerDragBehavior.js.map
  101801. var BABYLON;
  101802. (function (BABYLON) {
  101803. /**
  101804. * A behavior that when attached to a mesh will allow the mesh to be scaled
  101805. */
  101806. var MultiPointerScaleBehavior = /** @class */ (function () {
  101807. /**
  101808. * Instantiate a new behavior that when attached to a mesh will allow the mesh to be scaled
  101809. */
  101810. function MultiPointerScaleBehavior() {
  101811. this._startDistance = 0;
  101812. this._initialScale = new BABYLON.Vector3(0, 0, 0);
  101813. this._targetScale = new BABYLON.Vector3(0, 0, 0);
  101814. this._sceneRenderObserver = null;
  101815. this._dragBehaviorA = new BABYLON.PointerDragBehavior({});
  101816. this._dragBehaviorA.moveAttached = false;
  101817. this._dragBehaviorB = new BABYLON.PointerDragBehavior({});
  101818. this._dragBehaviorB.moveAttached = false;
  101819. }
  101820. Object.defineProperty(MultiPointerScaleBehavior.prototype, "name", {
  101821. /**
  101822. * The name of the behavior
  101823. */
  101824. get: function () {
  101825. return "MultiPointerScale";
  101826. },
  101827. enumerable: true,
  101828. configurable: true
  101829. });
  101830. /**
  101831. * Initializes the behavior
  101832. */
  101833. MultiPointerScaleBehavior.prototype.init = function () { };
  101834. MultiPointerScaleBehavior.prototype._getCurrentDistance = function () {
  101835. return this._dragBehaviorA.lastDragPosition.subtract(this._dragBehaviorB.lastDragPosition).length();
  101836. };
  101837. /**
  101838. * Attaches the scale behavior the passed in mesh
  101839. * @param ownerNode The mesh that will be scaled around once attached
  101840. */
  101841. MultiPointerScaleBehavior.prototype.attach = function (ownerNode) {
  101842. var _this = this;
  101843. this._ownerNode = ownerNode;
  101844. // Create 2 drag behaviors such that each will only be triggered by a separate pointer
  101845. this._dragBehaviorA.onDragStartObservable.add(function (e) {
  101846. if (_this._dragBehaviorA.dragging && _this._dragBehaviorB.dragging) {
  101847. if (_this._dragBehaviorA.currentDraggingPointerID == _this._dragBehaviorB.currentDraggingPointerID) {
  101848. _this._dragBehaviorA.releaseDrag();
  101849. }
  101850. else {
  101851. _this._initialScale.copyFrom(ownerNode.scaling);
  101852. _this._startDistance = _this._getCurrentDistance();
  101853. }
  101854. }
  101855. });
  101856. this._dragBehaviorB.onDragStartObservable.add(function (e) {
  101857. if (_this._dragBehaviorA.dragging && _this._dragBehaviorB.dragging) {
  101858. if (_this._dragBehaviorA.currentDraggingPointerID == _this._dragBehaviorB.currentDraggingPointerID) {
  101859. _this._dragBehaviorB.releaseDrag();
  101860. }
  101861. else {
  101862. _this._initialScale.copyFrom(ownerNode.scaling);
  101863. _this._startDistance = _this._getCurrentDistance();
  101864. }
  101865. }
  101866. });
  101867. // Once both drag behaviors are active scale based on the distance between the two pointers
  101868. [this._dragBehaviorA, this._dragBehaviorB].forEach(function (behavior) {
  101869. behavior.onDragObservable.add(function () {
  101870. if (_this._dragBehaviorA.dragging && _this._dragBehaviorB.dragging) {
  101871. var ratio = _this._getCurrentDistance() / _this._startDistance;
  101872. _this._initialScale.scaleToRef(ratio, _this._targetScale);
  101873. }
  101874. });
  101875. });
  101876. ownerNode.addBehavior(this._dragBehaviorA);
  101877. ownerNode.addBehavior(this._dragBehaviorB);
  101878. // On every frame move towards target scaling to avoid jitter caused by vr controllers
  101879. this._sceneRenderObserver = ownerNode.getScene().onBeforeRenderObservable.add(function () {
  101880. if (_this._dragBehaviorA.dragging && _this._dragBehaviorB.dragging) {
  101881. var change = _this._targetScale.subtract(ownerNode.scaling).scaleInPlace(0.1);
  101882. if (change.length() > 0.01) {
  101883. ownerNode.scaling.addInPlace(change);
  101884. }
  101885. }
  101886. });
  101887. };
  101888. /**
  101889. * Detaches the behavior from the mesh
  101890. */
  101891. MultiPointerScaleBehavior.prototype.detach = function () {
  101892. var _this = this;
  101893. this._ownerNode.getScene().onBeforeRenderObservable.remove(this._sceneRenderObserver);
  101894. [this._dragBehaviorA, this._dragBehaviorB].forEach(function (behavior) {
  101895. behavior.onDragStartObservable.clear();
  101896. behavior.onDragObservable.clear();
  101897. _this._ownerNode.removeBehavior(behavior);
  101898. });
  101899. };
  101900. return MultiPointerScaleBehavior;
  101901. }());
  101902. BABYLON.MultiPointerScaleBehavior = MultiPointerScaleBehavior;
  101903. })(BABYLON || (BABYLON = {}));
  101904. //# sourceMappingURL=babylon.multiPointerScaleBehavior.js.map
  101905. var BABYLON;
  101906. (function (BABYLON) {
  101907. /**
  101908. * 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
  101909. */
  101910. var SixDofDragBehavior = /** @class */ (function () {
  101911. /**
  101912. * 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
  101913. */
  101914. function SixDofDragBehavior() {
  101915. this._sceneRenderObserver = null;
  101916. this._targetPosition = new BABYLON.Vector3(0, 0, 0);
  101917. this._moving = false;
  101918. this._startingOrientation = new BABYLON.Quaternion();
  101919. /**
  101920. * 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)
  101921. */
  101922. this.zDragFactor = 3;
  101923. /**
  101924. * If the behavior is currently in a dragging state
  101925. */
  101926. this.dragging = false;
  101927. /**
  101928. * 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)
  101929. */
  101930. this.dragDeltaRatio = 0.2;
  101931. /**
  101932. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  101933. */
  101934. this.currentDraggingPointerID = -1;
  101935. /**
  101936. * If camera controls should be detached during the drag
  101937. */
  101938. this.detachCameraControls = true;
  101939. /**
  101940. * Fires each time a drag starts
  101941. */
  101942. this.onDragStartObservable = new BABYLON.Observable();
  101943. /**
  101944. * Fires each time a drag ends (eg. mouse release after drag)
  101945. */
  101946. this.onDragEndObservable = new BABYLON.Observable();
  101947. }
  101948. Object.defineProperty(SixDofDragBehavior.prototype, "name", {
  101949. /**
  101950. * The name of the behavior
  101951. */
  101952. get: function () {
  101953. return "SixDofDrag";
  101954. },
  101955. enumerable: true,
  101956. configurable: true
  101957. });
  101958. /**
  101959. * Initializes the behavior
  101960. */
  101961. SixDofDragBehavior.prototype.init = function () { };
  101962. /**
  101963. * Attaches the scale behavior the passed in mesh
  101964. * @param ownerNode The mesh that will be scaled around once attached
  101965. */
  101966. SixDofDragBehavior.prototype.attach = function (ownerNode) {
  101967. var _this = this;
  101968. this._ownerNode = ownerNode;
  101969. this._scene = this._ownerNode.getScene();
  101970. if (!SixDofDragBehavior._virtualScene) {
  101971. SixDofDragBehavior._virtualScene = new BABYLON.Scene(this._scene.getEngine());
  101972. SixDofDragBehavior._virtualScene.detachControl();
  101973. this._scene.getEngine().scenes.pop();
  101974. }
  101975. var pickedMesh = null;
  101976. var lastSixDofOriginPosition = new BABYLON.Vector3(0, 0, 0);
  101977. // Setup virtual meshes to be used for dragging without dirtying the existing scene
  101978. this._virtualOriginMesh = new BABYLON.AbstractMesh("", SixDofDragBehavior._virtualScene);
  101979. this._virtualOriginMesh.rotationQuaternion = new BABYLON.Quaternion();
  101980. this._virtualDragMesh = new BABYLON.AbstractMesh("", SixDofDragBehavior._virtualScene);
  101981. this._virtualDragMesh.rotationQuaternion = new BABYLON.Quaternion();
  101982. var pickPredicate = function (m) {
  101983. return _this._ownerNode == m || m.isDescendantOf(_this._ownerNode);
  101984. };
  101985. var attachedElement = null;
  101986. this._pointerObserver = this._scene.onPointerObservable.add(function (pointerInfo, eventState) {
  101987. if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERDOWN) {
  101988. if (!_this.dragging && pointerInfo.pickInfo && pointerInfo.pickInfo.hit && pointerInfo.pickInfo.pickedMesh && pointerInfo.pickInfo.ray && pickPredicate(pointerInfo.pickInfo.pickedMesh)) {
  101989. if (_this._scene.activeCamera && _this._scene.activeCamera.cameraRigMode == BABYLON.Camera.RIG_MODE_NONE) {
  101990. pointerInfo.pickInfo.ray.origin.copyFrom(_this._scene.activeCamera.position);
  101991. }
  101992. pickedMesh = _this._ownerNode;
  101993. BABYLON.BoundingBoxGizmo._RemoveAndStorePivotPoint(pickedMesh);
  101994. lastSixDofOriginPosition.copyFrom(pointerInfo.pickInfo.ray.origin);
  101995. // Set position and orientation of the controller
  101996. _this._virtualOriginMesh.position.copyFrom(pointerInfo.pickInfo.ray.origin);
  101997. _this._virtualOriginMesh.lookAt(pointerInfo.pickInfo.ray.origin.subtract(pointerInfo.pickInfo.ray.direction));
  101998. // Attach the virtual drag mesh to the virtual origin mesh so it can be dragged
  101999. _this._virtualOriginMesh.removeChild(_this._virtualDragMesh);
  102000. pickedMesh.computeWorldMatrix();
  102001. _this._virtualDragMesh.position.copyFrom(pickedMesh.absolutePosition);
  102002. if (!pickedMesh.rotationQuaternion) {
  102003. pickedMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(pickedMesh.rotation.y, pickedMesh.rotation.x, pickedMesh.rotation.z);
  102004. }
  102005. var oldParent = pickedMesh.parent;
  102006. pickedMesh.setParent(null);
  102007. _this._virtualDragMesh.rotationQuaternion.copyFrom(pickedMesh.rotationQuaternion);
  102008. pickedMesh.setParent(oldParent);
  102009. _this._virtualOriginMesh.addChild(_this._virtualDragMesh);
  102010. // Update state
  102011. _this._targetPosition.copyFrom(_this._virtualDragMesh.absolutePosition);
  102012. _this.dragging = true;
  102013. _this.currentDraggingPointerID = pointerInfo.event.pointerId;
  102014. // Detatch camera controls
  102015. if (_this.detachCameraControls && _this._scene.activeCamera && !_this._scene.activeCamera.leftCamera) {
  102016. if (_this._scene.activeCamera.inputs.attachedElement) {
  102017. attachedElement = _this._scene.activeCamera.inputs.attachedElement;
  102018. _this._scene.activeCamera.detachControl(_this._scene.activeCamera.inputs.attachedElement);
  102019. }
  102020. else {
  102021. attachedElement = null;
  102022. }
  102023. }
  102024. BABYLON.BoundingBoxGizmo._RestorePivotPoint(pickedMesh);
  102025. _this.onDragStartObservable.notifyObservers({});
  102026. }
  102027. }
  102028. else if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERUP) {
  102029. if (_this.currentDraggingPointerID == pointerInfo.event.pointerId) {
  102030. _this.dragging = false;
  102031. _this._moving = false;
  102032. _this.currentDraggingPointerID = -1;
  102033. pickedMesh = null;
  102034. _this._virtualOriginMesh.removeChild(_this._virtualDragMesh);
  102035. // Reattach camera controls
  102036. if (_this.detachCameraControls && attachedElement && _this._scene.activeCamera && !_this._scene.activeCamera.leftCamera) {
  102037. _this._scene.activeCamera.attachControl(attachedElement, true);
  102038. }
  102039. _this.onDragEndObservable.notifyObservers({});
  102040. }
  102041. }
  102042. else if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERMOVE) {
  102043. if (_this.currentDraggingPointerID == pointerInfo.event.pointerId && _this.dragging && pointerInfo.pickInfo && pointerInfo.pickInfo.ray && pickedMesh) {
  102044. var zDragFactor = _this.zDragFactor;
  102045. if (_this._scene.activeCamera && _this._scene.activeCamera.cameraRigMode == BABYLON.Camera.RIG_MODE_NONE) {
  102046. pointerInfo.pickInfo.ray.origin.copyFrom(_this._scene.activeCamera.position);
  102047. zDragFactor = 0;
  102048. }
  102049. // Calculate controller drag distance in controller space
  102050. var originDragDifference = pointerInfo.pickInfo.ray.origin.subtract(lastSixDofOriginPosition);
  102051. lastSixDofOriginPosition.copyFrom(pointerInfo.pickInfo.ray.origin);
  102052. var localOriginDragDifference = -BABYLON.Vector3.Dot(originDragDifference, pointerInfo.pickInfo.ray.direction);
  102053. _this._virtualOriginMesh.addChild(_this._virtualDragMesh);
  102054. // Determine how much the controller moved to/away towards the dragged object and use this to move the object further when its further away
  102055. _this._virtualDragMesh.position.z -= _this._virtualDragMesh.position.z < 1 ? localOriginDragDifference * _this.zDragFactor : localOriginDragDifference * zDragFactor * _this._virtualDragMesh.position.z;
  102056. if (_this._virtualDragMesh.position.z < 0) {
  102057. _this._virtualDragMesh.position.z = 0;
  102058. }
  102059. // Update the controller position
  102060. _this._virtualOriginMesh.position.copyFrom(pointerInfo.pickInfo.ray.origin);
  102061. _this._virtualOriginMesh.lookAt(pointerInfo.pickInfo.ray.origin.subtract(pointerInfo.pickInfo.ray.direction));
  102062. _this._virtualOriginMesh.removeChild(_this._virtualDragMesh);
  102063. // Move the virtualObjectsPosition into the picked mesh's space if needed
  102064. _this._targetPosition.copyFrom(_this._virtualDragMesh.absolutePosition);
  102065. if (pickedMesh.parent) {
  102066. BABYLON.Vector3.TransformCoordinatesToRef(_this._targetPosition, BABYLON.Matrix.Invert(pickedMesh.parent.getWorldMatrix()), _this._targetPosition);
  102067. }
  102068. if (!_this._moving) {
  102069. _this._startingOrientation.copyFrom(_this._virtualDragMesh.rotationQuaternion);
  102070. }
  102071. _this._moving = true;
  102072. }
  102073. }
  102074. });
  102075. var tmpQuaternion = new BABYLON.Quaternion();
  102076. // On every frame move towards target scaling to avoid jitter caused by vr controllers
  102077. this._sceneRenderObserver = ownerNode.getScene().onBeforeRenderObservable.add(function () {
  102078. if (_this.dragging && _this._moving && pickedMesh) {
  102079. BABYLON.BoundingBoxGizmo._RemoveAndStorePivotPoint(pickedMesh);
  102080. // Slowly move mesh to avoid jitter
  102081. pickedMesh.position.addInPlace(_this._targetPosition.subtract(pickedMesh.position).scale(_this.dragDeltaRatio));
  102082. // Get change in rotation
  102083. tmpQuaternion.copyFrom(_this._startingOrientation);
  102084. tmpQuaternion.x = -tmpQuaternion.x;
  102085. tmpQuaternion.y = -tmpQuaternion.y;
  102086. tmpQuaternion.z = -tmpQuaternion.z;
  102087. _this._virtualDragMesh.rotationQuaternion.multiplyToRef(tmpQuaternion, tmpQuaternion);
  102088. // Convert change in rotation to only y axis rotation
  102089. BABYLON.Quaternion.RotationYawPitchRollToRef(tmpQuaternion.toEulerAngles("xyz").y, 0, 0, tmpQuaternion);
  102090. tmpQuaternion.multiplyToRef(_this._startingOrientation, tmpQuaternion);
  102091. // Slowly move mesh to avoid jitter
  102092. var oldParent = pickedMesh.parent;
  102093. pickedMesh.setParent(null);
  102094. BABYLON.Quaternion.SlerpToRef(pickedMesh.rotationQuaternion, tmpQuaternion, _this.dragDeltaRatio, pickedMesh.rotationQuaternion);
  102095. pickedMesh.setParent(oldParent);
  102096. BABYLON.BoundingBoxGizmo._RestorePivotPoint(pickedMesh);
  102097. }
  102098. });
  102099. };
  102100. /**
  102101. * Detaches the behavior from the mesh
  102102. */
  102103. SixDofDragBehavior.prototype.detach = function () {
  102104. if (this._scene) {
  102105. this._scene.onPointerObservable.remove(this._pointerObserver);
  102106. }
  102107. if (this._ownerNode) {
  102108. this._ownerNode.getScene().onBeforeRenderObservable.remove(this._sceneRenderObserver);
  102109. }
  102110. if (this._virtualOriginMesh) {
  102111. this._virtualOriginMesh.dispose();
  102112. }
  102113. if (this._virtualDragMesh) {
  102114. this._virtualDragMesh.dispose();
  102115. }
  102116. this.onDragEndObservable.clear();
  102117. this.onDragStartObservable.clear();
  102118. };
  102119. return SixDofDragBehavior;
  102120. }());
  102121. BABYLON.SixDofDragBehavior = SixDofDragBehavior;
  102122. })(BABYLON || (BABYLON = {}));
  102123. //# sourceMappingURL=babylon.sixDofDragBehavior.js.map
  102124. var BABYLON;
  102125. (function (BABYLON) {
  102126. /**
  102127. * @hidden
  102128. */
  102129. var FaceDirectionInfo = /** @class */ (function () {
  102130. function FaceDirectionInfo(direction, rotatedDirection, diff, ignore) {
  102131. if (rotatedDirection === void 0) { rotatedDirection = new BABYLON.Vector3(); }
  102132. if (diff === void 0) { diff = 0; }
  102133. if (ignore === void 0) { ignore = false; }
  102134. this.direction = direction;
  102135. this.rotatedDirection = rotatedDirection;
  102136. this.diff = diff;
  102137. this.ignore = ignore;
  102138. }
  102139. return FaceDirectionInfo;
  102140. }());
  102141. /**
  102142. * A behavior that when attached to a mesh will will place a specified node on the meshes face pointing towards the camera
  102143. */
  102144. var AttachToBoxBehavior = /** @class */ (function () {
  102145. /**
  102146. * Creates the AttachToBoxBehavior, used to attach UI to the closest face of the box to a camera
  102147. * @param ui The transform node that should be attched to the mesh
  102148. */
  102149. function AttachToBoxBehavior(ui) {
  102150. this.ui = ui;
  102151. /**
  102152. * The name of the behavior
  102153. */
  102154. this.name = "AttachToBoxBehavior";
  102155. /**
  102156. * The distance away from the face of the mesh that the UI should be attached to (default: 0.15)
  102157. */
  102158. this.distanceAwayFromFace = 0.15;
  102159. /**
  102160. * The distance from the bottom of the face that the UI should be attached to (default: 0.15)
  102161. */
  102162. this.distanceAwayFromBottomOfFace = 0.15;
  102163. 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))];
  102164. this._tmpMatrix = new BABYLON.Matrix();
  102165. this._tmpVector = new BABYLON.Vector3();
  102166. this._zeroVector = BABYLON.Vector3.Zero();
  102167. this._lookAtTmpMatrix = new BABYLON.Matrix();
  102168. /* Does nothing */
  102169. }
  102170. /**
  102171. * Initializes the behavior
  102172. */
  102173. AttachToBoxBehavior.prototype.init = function () {
  102174. /* Does nothing */
  102175. };
  102176. AttachToBoxBehavior.prototype._closestFace = function (targetDirection) {
  102177. var _this = this;
  102178. // Go over each face and calculate the angle between the face's normal and targetDirection
  102179. this._faceVectors.forEach(function (v) {
  102180. if (!_this._target.rotationQuaternion) {
  102181. _this._target.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(_this._target.rotation.y, _this._target.rotation.x, _this._target.rotation.z);
  102182. }
  102183. _this._target.rotationQuaternion.toRotationMatrix(_this._tmpMatrix);
  102184. BABYLON.Vector3.TransformCoordinatesToRef(v.direction, _this._tmpMatrix, v.rotatedDirection);
  102185. v.diff = BABYLON.Vector3.GetAngleBetweenVectors(v.rotatedDirection, targetDirection, BABYLON.Vector3.Cross(v.rotatedDirection, targetDirection));
  102186. });
  102187. // Return the face information of the one with the normal closeset to target direction
  102188. return this._faceVectors.reduce(function (min, p) {
  102189. if (min.ignore) {
  102190. return p;
  102191. }
  102192. else if (p.ignore) {
  102193. return min;
  102194. }
  102195. else {
  102196. return min.diff < p.diff ? min : p;
  102197. }
  102198. }, this._faceVectors[0]);
  102199. };
  102200. AttachToBoxBehavior.prototype._lookAtToRef = function (pos, up, ref) {
  102201. if (up === void 0) { up = new BABYLON.Vector3(0, 1, 0); }
  102202. BABYLON.Matrix.LookAtLHToRef(this._zeroVector, pos, up, this._lookAtTmpMatrix);
  102203. this._lookAtTmpMatrix.invert();
  102204. BABYLON.Quaternion.FromRotationMatrixToRef(this._lookAtTmpMatrix, ref);
  102205. };
  102206. /**
  102207. * Attaches the AttachToBoxBehavior to the passed in mesh
  102208. * @param target The mesh that the specified node will be attached to
  102209. */
  102210. AttachToBoxBehavior.prototype.attach = function (target) {
  102211. var _this = this;
  102212. this._target = target;
  102213. this._scene = this._target.getScene();
  102214. // Every frame, update the app bars position
  102215. this._onRenderObserver = this._scene.onBeforeRenderObservable.add(function () {
  102216. if (!_this._scene.activeCamera) {
  102217. return;
  102218. }
  102219. // Find the face closest to the cameras position
  102220. var cameraPos = _this._scene.activeCamera.position;
  102221. if (_this._scene.activeCamera.devicePosition) {
  102222. cameraPos = _this._scene.activeCamera.devicePosition;
  102223. }
  102224. var facing = _this._closestFace(cameraPos.subtract(target.position));
  102225. if (_this._scene.activeCamera.leftCamera) {
  102226. _this._scene.activeCamera.leftCamera.computeWorldMatrix().getRotationMatrixToRef(_this._tmpMatrix);
  102227. }
  102228. else {
  102229. _this._scene.activeCamera.computeWorldMatrix().getRotationMatrixToRef(_this._tmpMatrix);
  102230. }
  102231. // Get camera up direction
  102232. BABYLON.Vector3.TransformCoordinatesToRef(BABYLON.Vector3.Up(), _this._tmpMatrix, _this._tmpVector);
  102233. // Ignore faces to not select a parrelel face for the up vector of the UI
  102234. _this._faceVectors.forEach(function (v) {
  102235. if (facing.direction.x && v.direction.x) {
  102236. v.ignore = true;
  102237. }
  102238. if (facing.direction.y && v.direction.y) {
  102239. v.ignore = true;
  102240. }
  102241. if (facing.direction.z && v.direction.z) {
  102242. v.ignore = true;
  102243. }
  102244. });
  102245. var facingUp = _this._closestFace(_this._tmpVector);
  102246. // Unignore faces
  102247. _this._faceVectors.forEach(function (v) {
  102248. v.ignore = false;
  102249. });
  102250. // Position the app bar on that face
  102251. _this.ui.position.copyFrom(target.position);
  102252. if (facing.direction.x) {
  102253. facing.rotatedDirection.scaleToRef((target.scaling.x / 2) + _this.distanceAwayFromFace, _this._tmpVector);
  102254. _this.ui.position.addInPlace(_this._tmpVector);
  102255. }
  102256. if (facing.direction.y) {
  102257. facing.rotatedDirection.scaleToRef((target.scaling.y / 2) + _this.distanceAwayFromFace, _this._tmpVector);
  102258. _this.ui.position.addInPlace(_this._tmpVector);
  102259. }
  102260. if (facing.direction.z) {
  102261. facing.rotatedDirection.scaleToRef((target.scaling.z / 2) + _this.distanceAwayFromFace, _this._tmpVector);
  102262. _this.ui.position.addInPlace(_this._tmpVector);
  102263. }
  102264. // Rotate to be oriented properly to the camera
  102265. if (!_this.ui.rotationQuaternion) {
  102266. _this.ui.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(_this.ui.rotation.y, _this.ui.rotation.x, _this.ui.rotation.z);
  102267. }
  102268. facing.rotatedDirection.scaleToRef(-1, _this._tmpVector);
  102269. _this._lookAtToRef(_this._tmpVector, facingUp.rotatedDirection, _this.ui.rotationQuaternion);
  102270. // Place ui the correct distance from the bottom of the mesh
  102271. if (facingUp.direction.x) {
  102272. _this.ui.up.scaleToRef(_this.distanceAwayFromBottomOfFace - target.scaling.x / 2, _this._tmpVector);
  102273. }
  102274. if (facingUp.direction.y) {
  102275. _this.ui.up.scaleToRef(_this.distanceAwayFromBottomOfFace - target.scaling.y / 2, _this._tmpVector);
  102276. }
  102277. if (facingUp.direction.z) {
  102278. _this.ui.up.scaleToRef(_this.distanceAwayFromBottomOfFace - target.scaling.z / 2, _this._tmpVector);
  102279. }
  102280. _this.ui.position.addInPlace(_this._tmpVector);
  102281. });
  102282. };
  102283. /**
  102284. * Detaches the behavior from the mesh
  102285. */
  102286. AttachToBoxBehavior.prototype.detach = function () {
  102287. this._scene.onBeforeRenderObservable.remove(this._onRenderObserver);
  102288. };
  102289. return AttachToBoxBehavior;
  102290. }());
  102291. BABYLON.AttachToBoxBehavior = AttachToBoxBehavior;
  102292. })(BABYLON || (BABYLON = {}));
  102293. //# sourceMappingURL=babylon.attachToBoxBehavior.js.map
  102294. var BABYLON;
  102295. (function (BABYLON) {
  102296. /**
  102297. * A behavior that when attached to a mesh will allow the mesh to fade in and out
  102298. */
  102299. var FadeInOutBehavior = /** @class */ (function () {
  102300. /**
  102301. * Instatiates the FadeInOutBehavior
  102302. */
  102303. function FadeInOutBehavior() {
  102304. var _this = this;
  102305. /**
  102306. * Time in milliseconds to delay before fading in (Default: 0)
  102307. */
  102308. this.delay = 0;
  102309. /**
  102310. * Time in milliseconds for the mesh to fade in (Default: 300)
  102311. */
  102312. this.fadeInTime = 300;
  102313. this._millisecondsPerFrame = 1000 / 60;
  102314. this._hovered = false;
  102315. this._hoverValue = 0;
  102316. this._ownerNode = null;
  102317. this._update = function () {
  102318. if (_this._ownerNode) {
  102319. _this._hoverValue += _this._hovered ? _this._millisecondsPerFrame : -_this._millisecondsPerFrame;
  102320. _this._setAllVisibility(_this._ownerNode, (_this._hoverValue - _this.delay) / _this.fadeInTime);
  102321. if (_this._ownerNode.visibility > 1) {
  102322. _this._setAllVisibility(_this._ownerNode, 1);
  102323. _this._hoverValue = _this.fadeInTime + _this.delay;
  102324. return;
  102325. }
  102326. else if (_this._ownerNode.visibility < 0) {
  102327. _this._setAllVisibility(_this._ownerNode, 0);
  102328. if (_this._hoverValue < 0) {
  102329. _this._hoverValue = 0;
  102330. return;
  102331. }
  102332. }
  102333. setTimeout(_this._update, _this._millisecondsPerFrame);
  102334. }
  102335. };
  102336. }
  102337. Object.defineProperty(FadeInOutBehavior.prototype, "name", {
  102338. /**
  102339. * The name of the behavior
  102340. */
  102341. get: function () {
  102342. return "FadeInOut";
  102343. },
  102344. enumerable: true,
  102345. configurable: true
  102346. });
  102347. /**
  102348. * Initializes the behavior
  102349. */
  102350. FadeInOutBehavior.prototype.init = function () {
  102351. };
  102352. /**
  102353. * Attaches the fade behavior on the passed in mesh
  102354. * @param ownerNode The mesh that will be faded in/out once attached
  102355. */
  102356. FadeInOutBehavior.prototype.attach = function (ownerNode) {
  102357. this._ownerNode = ownerNode;
  102358. this._setAllVisibility(this._ownerNode, 0);
  102359. };
  102360. /**
  102361. * Detaches the behavior from the mesh
  102362. */
  102363. FadeInOutBehavior.prototype.detach = function () {
  102364. this._ownerNode = null;
  102365. };
  102366. /**
  102367. * Triggers the mesh to begin fading in or out
  102368. * @param value if the object should fade in or out (true to fade in)
  102369. */
  102370. FadeInOutBehavior.prototype.fadeIn = function (value) {
  102371. this._hovered = value;
  102372. this._update();
  102373. };
  102374. FadeInOutBehavior.prototype._setAllVisibility = function (mesh, value) {
  102375. var _this = this;
  102376. mesh.visibility = value;
  102377. mesh.getChildMeshes().forEach(function (c) {
  102378. _this._setAllVisibility(c, value);
  102379. });
  102380. };
  102381. return FadeInOutBehavior;
  102382. }());
  102383. BABYLON.FadeInOutBehavior = FadeInOutBehavior;
  102384. })(BABYLON || (BABYLON = {}));
  102385. //# sourceMappingURL=babylon.fadeInOutBehavior.js.map
  102386. var BABYLON;
  102387. (function (BABYLON) {
  102388. /**
  102389. * Renders gizmos on top of an existing scene which provide controls for position, rotation, etc.
  102390. */
  102391. var Gizmo = /** @class */ (function () {
  102392. /**
  102393. * Creates a gizmo
  102394. * @param gizmoLayer The utility layer the gizmo will be added to
  102395. */
  102396. function Gizmo(
  102397. /** The utility layer the gizmo will be added to */
  102398. gizmoLayer) {
  102399. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  102400. var _this = this;
  102401. this.gizmoLayer = gizmoLayer;
  102402. /**
  102403. * Ratio for the scale of the gizmo (Default: 1)
  102404. */
  102405. this.scaleRatio = 1;
  102406. this._tmpMatrix = new BABYLON.Matrix();
  102407. /**
  102408. * If a custom mesh has been set (Default: false)
  102409. */
  102410. this._customMeshSet = false;
  102411. /**
  102412. * If set the gizmo's rotation will be updated to match the attached mesh each frame (Default: true)
  102413. */
  102414. this.updateGizmoRotationToMatchAttachedMesh = true;
  102415. /**
  102416. * If set the gizmo's position will be updated to match the attached mesh each frame (Default: true)
  102417. */
  102418. this.updateGizmoPositionToMatchAttachedMesh = true;
  102419. /**
  102420. * When set, the gizmo will always appear the same size no matter where the camera is (default: false)
  102421. */
  102422. this._updateScale = true;
  102423. this._interactionsEnabled = true;
  102424. this._tempVector = new BABYLON.Vector3();
  102425. this._rootMesh = new BABYLON.Mesh("gizmoRootNode", gizmoLayer.utilityLayerScene);
  102426. this._beforeRenderObserver = this.gizmoLayer.utilityLayerScene.onBeforeRenderObservable.add(function () {
  102427. _this._update();
  102428. });
  102429. this.attachedMesh = null;
  102430. }
  102431. Object.defineProperty(Gizmo.prototype, "attachedMesh", {
  102432. /**
  102433. * Mesh that the gizmo will be attached to. (eg. on a drag gizmo the mesh that will be dragged)
  102434. * * When set, interactions will be enabled
  102435. */
  102436. get: function () {
  102437. return this._attachedMesh;
  102438. },
  102439. set: function (value) {
  102440. this._attachedMesh = value;
  102441. this._rootMesh.setEnabled(value ? true : false);
  102442. this._attachedMeshChanged(value);
  102443. },
  102444. enumerable: true,
  102445. configurable: true
  102446. });
  102447. /**
  102448. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  102449. * @param mesh The mesh to replace the default mesh of the gizmo
  102450. */
  102451. Gizmo.prototype.setCustomMesh = function (mesh) {
  102452. if (mesh.getScene() != this.gizmoLayer.utilityLayerScene) {
  102453. throw "When setting a custom mesh on a gizmo, the custom meshes scene must be the same as the gizmos (eg. gizmo.gizmoLayer.utilityLayerScene)";
  102454. }
  102455. this._rootMesh.getChildMeshes().forEach(function (c) {
  102456. c.dispose();
  102457. });
  102458. mesh.parent = this._rootMesh;
  102459. this._customMeshSet = true;
  102460. };
  102461. Gizmo.prototype._attachedMeshChanged = function (value) {
  102462. };
  102463. /**
  102464. * @hidden
  102465. * Updates the gizmo to match the attached mesh's position/rotation
  102466. */
  102467. Gizmo.prototype._update = function () {
  102468. if (this.attachedMesh) {
  102469. if (this.updateGizmoRotationToMatchAttachedMesh) {
  102470. if (!this._rootMesh.rotationQuaternion) {
  102471. this._rootMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this._rootMesh.rotation.y, this._rootMesh.rotation.x, this._rootMesh.rotation.z);
  102472. }
  102473. // Remove scaling before getting rotation matrix to get rotation matrix unmodified by scale
  102474. this._tempVector.copyFrom(this.attachedMesh.scaling);
  102475. if (this.attachedMesh.scaling.x < 0) {
  102476. this.attachedMesh.scaling.x *= -1;
  102477. }
  102478. if (this.attachedMesh.scaling.y < 0) {
  102479. this.attachedMesh.scaling.y *= -1;
  102480. }
  102481. if (this.attachedMesh.scaling.z < 0) {
  102482. this.attachedMesh.scaling.z *= -1;
  102483. }
  102484. this.attachedMesh.computeWorldMatrix().getRotationMatrixToRef(this._tmpMatrix);
  102485. this.attachedMesh.scaling.copyFrom(this._tempVector);
  102486. this.attachedMesh.computeWorldMatrix();
  102487. BABYLON.Quaternion.FromRotationMatrixToRef(this._tmpMatrix, this._rootMesh.rotationQuaternion);
  102488. }
  102489. else if (this._rootMesh.rotationQuaternion) {
  102490. this._rootMesh.rotationQuaternion.set(0, 0, 0, 1);
  102491. }
  102492. if (this.updateGizmoPositionToMatchAttachedMesh) {
  102493. this._rootMesh.position.copyFrom(this.attachedMesh.absolutePosition);
  102494. }
  102495. if (this._updateScale && this.gizmoLayer.utilityLayerScene.activeCamera && this.attachedMesh) {
  102496. var cameraPosition = this.gizmoLayer.utilityLayerScene.activeCamera.globalPosition;
  102497. if (this.gizmoLayer.utilityLayerScene.activeCamera.devicePosition) {
  102498. cameraPosition = this.gizmoLayer.utilityLayerScene.activeCamera.devicePosition;
  102499. }
  102500. this._rootMesh.position.subtractToRef(cameraPosition, this._tempVector);
  102501. var dist = this._tempVector.length() * this.scaleRatio;
  102502. this._rootMesh.scaling.set(dist, dist, dist);
  102503. }
  102504. }
  102505. };
  102506. /**
  102507. * Disposes of the gizmo
  102508. */
  102509. Gizmo.prototype.dispose = function () {
  102510. this._rootMesh.dispose();
  102511. if (this._beforeRenderObserver) {
  102512. this.gizmoLayer.utilityLayerScene.onBeforeRenderObservable.remove(this._beforeRenderObserver);
  102513. }
  102514. };
  102515. return Gizmo;
  102516. }());
  102517. BABYLON.Gizmo = Gizmo;
  102518. })(BABYLON || (BABYLON = {}));
  102519. //# sourceMappingURL=babylon.gizmo.js.map
  102520. var BABYLON;
  102521. (function (BABYLON) {
  102522. /**
  102523. * Single axis drag gizmo
  102524. */
  102525. var AxisDragGizmo = /** @class */ (function (_super) {
  102526. __extends(AxisDragGizmo, _super);
  102527. /**
  102528. * Creates an AxisDragGizmo
  102529. * @param gizmoLayer The utility layer the gizmo will be added to
  102530. * @param dragAxis The axis which the gizmo will be able to drag on
  102531. * @param color The color of the gizmo
  102532. */
  102533. function AxisDragGizmo(dragAxis, color, gizmoLayer) {
  102534. if (color === void 0) { color = BABYLON.Color3.Gray(); }
  102535. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  102536. var _this = _super.call(this, gizmoLayer) || this;
  102537. _this._pointerObserver = null;
  102538. /**
  102539. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  102540. */
  102541. _this.snapDistance = 0;
  102542. /**
  102543. * Event that fires each time the gizmo snaps to a new location.
  102544. * * snapDistance is the the change in distance
  102545. */
  102546. _this.onSnapObservable = new BABYLON.Observable();
  102547. // Create Material
  102548. var coloredMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  102549. coloredMaterial.disableLighting = true;
  102550. coloredMaterial.emissiveColor = color;
  102551. var hoverMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  102552. hoverMaterial.disableLighting = true;
  102553. hoverMaterial.emissiveColor = color.add(new BABYLON.Color3(0.3, 0.3, 0.3));
  102554. // Build mesh on root node
  102555. var arrow = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  102556. var arrowMesh = BABYLON.MeshBuilder.CreateCylinder("yPosMesh", { diameterTop: 0, height: 1.5, diameterBottom: 0.75, tessellation: 96 }, gizmoLayer.utilityLayerScene);
  102557. var arrowTail = BABYLON.MeshBuilder.CreateLines("yPosMesh", { points: [new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(0, 1.1, 0)] }, gizmoLayer.utilityLayerScene);
  102558. arrowTail.color = coloredMaterial.emissiveColor;
  102559. arrow.addChild(arrowMesh);
  102560. arrow.addChild(arrowTail);
  102561. // Position arrow pointing in its drag axis
  102562. arrowMesh.scaling.scaleInPlace(0.05);
  102563. arrowMesh.material = coloredMaterial;
  102564. arrowMesh.rotation.x = Math.PI / 2;
  102565. arrowMesh.position.z += 0.3;
  102566. arrowTail.scaling.scaleInPlace(0.26);
  102567. arrowTail.rotation.x = Math.PI / 2;
  102568. arrowTail.material = coloredMaterial;
  102569. arrow.lookAt(_this._rootMesh.position.subtract(dragAxis));
  102570. arrow.scaling.scaleInPlace(1 / 3);
  102571. _this._rootMesh.addChild(arrow);
  102572. var currentSnapDragDistance = 0;
  102573. var tmpVector = new BABYLON.Vector3();
  102574. var tmpSnapEvent = { snapDistance: 0 };
  102575. // Add drag behavior to handle events when the gizmo is dragged
  102576. _this.dragBehavior = new BABYLON.PointerDragBehavior({ dragAxis: dragAxis });
  102577. _this.dragBehavior.moveAttached = false;
  102578. _this._rootMesh.addBehavior(_this.dragBehavior);
  102579. var localDelta = new BABYLON.Vector3();
  102580. var tmpMatrix = new BABYLON.Matrix();
  102581. _this.dragBehavior.onDragObservable.add(function (event) {
  102582. if (_this.attachedMesh) {
  102583. // Convert delta to local translation if it has a parent
  102584. if (_this.attachedMesh.parent) {
  102585. _this.attachedMesh.parent.computeWorldMatrix().invertToRef(tmpMatrix);
  102586. tmpMatrix.setTranslationFromFloats(0, 0, 0);
  102587. BABYLON.Vector3.TransformCoordinatesToRef(event.delta, tmpMatrix, localDelta);
  102588. }
  102589. else {
  102590. localDelta.copyFrom(event.delta);
  102591. }
  102592. // Snapping logic
  102593. if (_this.snapDistance == 0) {
  102594. _this.attachedMesh.position.addInPlace(localDelta);
  102595. }
  102596. else {
  102597. currentSnapDragDistance += event.dragDistance;
  102598. if (Math.abs(currentSnapDragDistance) > _this.snapDistance) {
  102599. var dragSteps = Math.floor(Math.abs(currentSnapDragDistance) / _this.snapDistance);
  102600. currentSnapDragDistance = currentSnapDragDistance % _this.snapDistance;
  102601. localDelta.normalizeToRef(tmpVector);
  102602. tmpVector.scaleInPlace(_this.snapDistance * dragSteps);
  102603. _this.attachedMesh.position.addInPlace(tmpVector);
  102604. tmpSnapEvent.snapDistance = _this.snapDistance * dragSteps;
  102605. _this.onSnapObservable.notifyObservers(tmpSnapEvent);
  102606. }
  102607. }
  102608. }
  102609. });
  102610. _this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add(function (pointerInfo, eventState) {
  102611. if (_this._customMeshSet) {
  102612. return;
  102613. }
  102614. var isHovered = pointerInfo.pickInfo && (_this._rootMesh.getChildMeshes().indexOf(pointerInfo.pickInfo.pickedMesh) != -1);
  102615. var material = isHovered ? hoverMaterial : coloredMaterial;
  102616. _this._rootMesh.getChildMeshes().forEach(function (m) {
  102617. m.material = material;
  102618. if (m.color) {
  102619. m.color = material.emissiveColor;
  102620. }
  102621. });
  102622. });
  102623. return _this;
  102624. }
  102625. AxisDragGizmo.prototype._attachedMeshChanged = function (value) {
  102626. if (this.dragBehavior) {
  102627. this.dragBehavior.enabled = value ? true : false;
  102628. }
  102629. };
  102630. /**
  102631. * Disposes of the gizmo
  102632. */
  102633. AxisDragGizmo.prototype.dispose = function () {
  102634. this.onSnapObservable.clear();
  102635. this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);
  102636. this.dragBehavior.detach();
  102637. _super.prototype.dispose.call(this);
  102638. };
  102639. return AxisDragGizmo;
  102640. }(BABYLON.Gizmo));
  102641. BABYLON.AxisDragGizmo = AxisDragGizmo;
  102642. })(BABYLON || (BABYLON = {}));
  102643. //# sourceMappingURL=babylon.axisDragGizmo.js.map
  102644. var BABYLON;
  102645. (function (BABYLON) {
  102646. /**
  102647. * Single axis scale gizmo
  102648. */
  102649. var AxisScaleGizmo = /** @class */ (function (_super) {
  102650. __extends(AxisScaleGizmo, _super);
  102651. /**
  102652. * Creates an AxisScaleGizmo
  102653. * @param gizmoLayer The utility layer the gizmo will be added to
  102654. * @param dragAxis The axis which the gizmo will be able to scale on
  102655. * @param color The color of the gizmo
  102656. */
  102657. function AxisScaleGizmo(dragAxis, color, gizmoLayer) {
  102658. if (color === void 0) { color = BABYLON.Color3.Gray(); }
  102659. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  102660. var _this = _super.call(this, gizmoLayer) || this;
  102661. _this._pointerObserver = null;
  102662. /**
  102663. * Scale distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  102664. */
  102665. _this.snapDistance = 0;
  102666. /**
  102667. * Event that fires each time the gizmo snaps to a new location.
  102668. * * snapDistance is the the change in distance
  102669. */
  102670. _this.onSnapObservable = new BABYLON.Observable();
  102671. /**
  102672. * If the scaling operation should be done on all axis (default: false)
  102673. */
  102674. _this.uniformScaling = false;
  102675. // Create Material
  102676. _this._coloredMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  102677. _this._coloredMaterial.disableLighting = true;
  102678. _this._coloredMaterial.emissiveColor = color;
  102679. var hoverMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  102680. hoverMaterial.disableLighting = true;
  102681. hoverMaterial.emissiveColor = color.add(new BABYLON.Color3(0.3, 0.3, 0.3));
  102682. // Build mesh on root node
  102683. var arrow = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  102684. var arrowMesh = BABYLON.MeshBuilder.CreateBox("yPosMesh", { size: 0.4 }, gizmoLayer.utilityLayerScene);
  102685. var arrowTail = BABYLON.MeshBuilder.CreateLines("yPosMesh", { points: [new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(0, 1.1, 0)] }, gizmoLayer.utilityLayerScene);
  102686. arrowTail.color = _this._coloredMaterial.emissiveColor;
  102687. arrow.addChild(arrowMesh);
  102688. arrow.addChild(arrowTail);
  102689. // Position arrow pointing in its drag axis
  102690. arrowMesh.scaling.scaleInPlace(0.1);
  102691. arrowMesh.material = _this._coloredMaterial;
  102692. arrowMesh.rotation.x = Math.PI / 2;
  102693. arrowMesh.position.z += 0.3;
  102694. arrowTail.scaling.scaleInPlace(0.26);
  102695. arrowTail.rotation.x = Math.PI / 2;
  102696. arrowTail.material = _this._coloredMaterial;
  102697. arrow.lookAt(_this._rootMesh.position.subtract(dragAxis));
  102698. _this._rootMesh.addChild(arrow);
  102699. arrow.scaling.scaleInPlace(1 / 3);
  102700. // Add drag behavior to handle events when the gizmo is dragged
  102701. _this.dragBehavior = new BABYLON.PointerDragBehavior({ dragAxis: dragAxis });
  102702. _this.dragBehavior.moveAttached = false;
  102703. _this._rootMesh.addBehavior(_this.dragBehavior);
  102704. var currentSnapDragDistance = 0;
  102705. var tmpVector = new BABYLON.Vector3();
  102706. var tmpSnapEvent = { snapDistance: 0 };
  102707. _this.dragBehavior.onDragObservable.add(function (event) {
  102708. if (_this.attachedMesh) {
  102709. // Snapping logic
  102710. var snapped = false;
  102711. var dragSteps = 0;
  102712. if (_this.uniformScaling) {
  102713. _this.attachedMesh.scaling.normalizeToRef(tmpVector);
  102714. if (tmpVector.y < 0) {
  102715. tmpVector.scaleInPlace(-1);
  102716. }
  102717. }
  102718. else {
  102719. tmpVector.copyFrom(dragAxis);
  102720. }
  102721. if (_this.snapDistance == 0) {
  102722. tmpVector.scaleToRef(event.dragDistance, tmpVector);
  102723. }
  102724. else {
  102725. currentSnapDragDistance += event.dragDistance;
  102726. if (Math.abs(currentSnapDragDistance) > _this.snapDistance) {
  102727. dragSteps = Math.floor(currentSnapDragDistance / _this.snapDistance);
  102728. currentSnapDragDistance = currentSnapDragDistance % _this.snapDistance;
  102729. tmpVector.scaleToRef(_this.snapDistance * dragSteps, tmpVector);
  102730. snapped = true;
  102731. }
  102732. else {
  102733. tmpVector.scaleInPlace(0);
  102734. }
  102735. }
  102736. _this.attachedMesh.scaling.addInPlace(tmpVector);
  102737. if (snapped) {
  102738. tmpSnapEvent.snapDistance = _this.snapDistance * dragSteps;
  102739. _this.onSnapObservable.notifyObservers(tmpSnapEvent);
  102740. }
  102741. }
  102742. });
  102743. _this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add(function (pointerInfo, eventState) {
  102744. if (_this._customMeshSet) {
  102745. return;
  102746. }
  102747. var isHovered = pointerInfo.pickInfo && (_this._rootMesh.getChildMeshes().indexOf(pointerInfo.pickInfo.pickedMesh) != -1);
  102748. var material = isHovered ? hoverMaterial : _this._coloredMaterial;
  102749. _this._rootMesh.getChildMeshes().forEach(function (m) {
  102750. m.material = material;
  102751. if (m.color) {
  102752. m.color = material.emissiveColor;
  102753. }
  102754. });
  102755. });
  102756. return _this;
  102757. }
  102758. AxisScaleGizmo.prototype._attachedMeshChanged = function (value) {
  102759. if (this.dragBehavior) {
  102760. this.dragBehavior.enabled = value ? true : false;
  102761. }
  102762. };
  102763. /**
  102764. * Disposes of the gizmo
  102765. */
  102766. AxisScaleGizmo.prototype.dispose = function () {
  102767. this.onSnapObservable.clear();
  102768. this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);
  102769. this.dragBehavior.detach();
  102770. _super.prototype.dispose.call(this);
  102771. };
  102772. /**
  102773. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  102774. * @param mesh The mesh to replace the default mesh of the gizmo
  102775. * @param useGizmoMaterial If the gizmo's default material should be used (default: false)
  102776. */
  102777. AxisScaleGizmo.prototype.setCustomMesh = function (mesh, useGizmoMaterial) {
  102778. var _this = this;
  102779. if (useGizmoMaterial === void 0) { useGizmoMaterial = false; }
  102780. _super.prototype.setCustomMesh.call(this, mesh);
  102781. if (useGizmoMaterial) {
  102782. this._rootMesh.getChildMeshes().forEach(function (m) {
  102783. m.material = _this._coloredMaterial;
  102784. if (m.color) {
  102785. m.color = _this._coloredMaterial.emissiveColor;
  102786. }
  102787. });
  102788. this._customMeshSet = false;
  102789. }
  102790. };
  102791. return AxisScaleGizmo;
  102792. }(BABYLON.Gizmo));
  102793. BABYLON.AxisScaleGizmo = AxisScaleGizmo;
  102794. })(BABYLON || (BABYLON = {}));
  102795. //# sourceMappingURL=babylon.axisScaleGizmo.js.map
  102796. var BABYLON;
  102797. (function (BABYLON) {
  102798. /**
  102799. * Single plane rotation gizmo
  102800. */
  102801. var PlaneRotationGizmo = /** @class */ (function (_super) {
  102802. __extends(PlaneRotationGizmo, _super);
  102803. /**
  102804. * Creates a PlaneRotationGizmo
  102805. * @param gizmoLayer The utility layer the gizmo will be added to
  102806. * @param planeNormal The normal of the plane which the gizmo will be able to rotate on
  102807. * @param color The color of the gizmo
  102808. * @param tessellation Amount of tessellation to be used when creating rotation circles
  102809. */
  102810. function PlaneRotationGizmo(planeNormal, color, gizmoLayer, tessellation) {
  102811. if (color === void 0) { color = BABYLON.Color3.Gray(); }
  102812. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  102813. if (tessellation === void 0) { tessellation = 32; }
  102814. var _this = _super.call(this, gizmoLayer) || this;
  102815. _this._pointerObserver = null;
  102816. /**
  102817. * Rotation distance in radians that the gizmo will snap to (Default: 0)
  102818. */
  102819. _this.snapDistance = 0;
  102820. /**
  102821. * Event that fires each time the gizmo snaps to a new location.
  102822. * * snapDistance is the the change in distance
  102823. */
  102824. _this.onSnapObservable = new BABYLON.Observable();
  102825. // Create Material
  102826. var coloredMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  102827. coloredMaterial.disableLighting = true;
  102828. coloredMaterial.emissiveColor = color;
  102829. var hoverMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  102830. hoverMaterial.disableLighting = true;
  102831. hoverMaterial.emissiveColor = color.add(new BABYLON.Color3(0.3, 0.3, 0.3));
  102832. // Build mesh on root node
  102833. var parentMesh = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  102834. // Create circle out of lines
  102835. var radius = 0.8;
  102836. var points = new Array();
  102837. for (var i = 0; i < tessellation; i++) {
  102838. var radian = (2 * Math.PI) * (i / (tessellation - 1));
  102839. points.push(new BABYLON.Vector3(radius * Math.sin(radian), 0, radius * Math.cos(radian)));
  102840. }
  102841. var rotationMesh = BABYLON.Mesh.CreateLines("", points, gizmoLayer.utilityLayerScene);
  102842. rotationMesh.color = coloredMaterial.emissiveColor;
  102843. // Position arrow pointing in its drag axis
  102844. rotationMesh.scaling.scaleInPlace(0.26);
  102845. rotationMesh.material = coloredMaterial;
  102846. rotationMesh.rotation.x = Math.PI / 2;
  102847. parentMesh.addChild(rotationMesh);
  102848. parentMesh.lookAt(_this._rootMesh.position.subtract(planeNormal));
  102849. _this._rootMesh.addChild(parentMesh);
  102850. parentMesh.scaling.scaleInPlace(1 / 3);
  102851. // Add drag behavior to handle events when the gizmo is dragged
  102852. _this.dragBehavior = new BABYLON.PointerDragBehavior({ dragPlaneNormal: planeNormal });
  102853. _this.dragBehavior.moveAttached = false;
  102854. _this.dragBehavior.maxDragAngle = Math.PI * 9 / 20;
  102855. _this.dragBehavior._useAlternatePickedPointAboveMaxDragAngle = true;
  102856. _this._rootMesh.addBehavior(_this.dragBehavior);
  102857. var lastDragPosition = new BABYLON.Vector3();
  102858. _this.dragBehavior.onDragStartObservable.add(function (e) {
  102859. if (_this.attachedMesh) {
  102860. lastDragPosition.copyFrom(e.dragPlanePoint);
  102861. }
  102862. });
  102863. var rotationMatrix = new BABYLON.Matrix();
  102864. var planeNormalTowardsCamera = new BABYLON.Vector3();
  102865. var localPlaneNormalTowardsCamera = new BABYLON.Vector3();
  102866. var tmpSnapEvent = { snapDistance: 0 };
  102867. var currentSnapDragDistance = 0;
  102868. var tmpMatrix = new BABYLON.Matrix();
  102869. var tmpVector = new BABYLON.Vector3();
  102870. var amountToRotate = new BABYLON.Quaternion();
  102871. _this.dragBehavior.onDragObservable.add(function (event) {
  102872. if (_this.attachedMesh) {
  102873. if (!_this.attachedMesh.rotationQuaternion) {
  102874. _this.attachedMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(_this.attachedMesh.rotation.y, _this.attachedMesh.rotation.x, _this.attachedMesh.rotation.z);
  102875. }
  102876. // Calc angle over full 360 degree (https://stackoverflow.com/questions/43493711/the-angle-between-two-3d-vectors-with-a-result-range-0-360)
  102877. var newVector = event.dragPlanePoint.subtract(_this.attachedMesh.absolutePosition).normalize();
  102878. var originalVector = lastDragPosition.subtract(_this.attachedMesh.absolutePosition).normalize();
  102879. var cross = BABYLON.Vector3.Cross(newVector, originalVector);
  102880. var dot = BABYLON.Vector3.Dot(newVector, originalVector);
  102881. var angle = Math.atan2(cross.length(), dot);
  102882. planeNormalTowardsCamera.copyFrom(planeNormal);
  102883. localPlaneNormalTowardsCamera.copyFrom(planeNormal);
  102884. if (_this.updateGizmoRotationToMatchAttachedMesh) {
  102885. _this.attachedMesh.rotationQuaternion.toRotationMatrix(rotationMatrix);
  102886. localPlaneNormalTowardsCamera = BABYLON.Vector3.TransformCoordinates(planeNormalTowardsCamera, rotationMatrix);
  102887. }
  102888. // Flip up vector depending on which side the camera is on
  102889. if (gizmoLayer.utilityLayerScene.activeCamera) {
  102890. var camVec = gizmoLayer.utilityLayerScene.activeCamera.position.subtract(_this.attachedMesh.position);
  102891. if (BABYLON.Vector3.Dot(camVec, localPlaneNormalTowardsCamera) > 0) {
  102892. planeNormalTowardsCamera.scaleInPlace(-1);
  102893. localPlaneNormalTowardsCamera.scaleInPlace(-1);
  102894. }
  102895. }
  102896. var halfCircleSide = BABYLON.Vector3.Dot(localPlaneNormalTowardsCamera, cross) > 0.0;
  102897. if (halfCircleSide) {
  102898. angle = -angle;
  102899. }
  102900. // Snapping logic
  102901. var snapped = false;
  102902. if (_this.snapDistance != 0) {
  102903. currentSnapDragDistance += angle;
  102904. if (Math.abs(currentSnapDragDistance) > _this.snapDistance) {
  102905. var dragSteps = Math.floor(currentSnapDragDistance / _this.snapDistance);
  102906. currentSnapDragDistance = currentSnapDragDistance % _this.snapDistance;
  102907. angle = _this.snapDistance * dragSteps;
  102908. snapped = true;
  102909. }
  102910. else {
  102911. angle = 0;
  102912. }
  102913. }
  102914. // If the mesh has a parent, convert needed world rotation to local rotation
  102915. tmpMatrix.reset();
  102916. if (_this.attachedMesh.parent) {
  102917. _this.attachedMesh.parent.computeWorldMatrix().invertToRef(tmpMatrix);
  102918. tmpMatrix.getRotationMatrixToRef(tmpMatrix);
  102919. BABYLON.Vector3.TransformCoordinatesToRef(planeNormalTowardsCamera, tmpMatrix, planeNormalTowardsCamera);
  102920. }
  102921. // Convert angle and axis to quaternion (http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm)
  102922. var quaternionCoefficient = Math.sin(angle / 2);
  102923. amountToRotate.set(planeNormalTowardsCamera.x * quaternionCoefficient, planeNormalTowardsCamera.y * quaternionCoefficient, planeNormalTowardsCamera.z * quaternionCoefficient, Math.cos(angle / 2));
  102924. // 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
  102925. if (tmpMatrix.determinant() > 0) {
  102926. amountToRotate.toEulerAnglesToRef(tmpVector);
  102927. BABYLON.Quaternion.RotationYawPitchRollToRef(tmpVector.y, -tmpVector.x, -tmpVector.z, amountToRotate);
  102928. }
  102929. if (_this.updateGizmoRotationToMatchAttachedMesh) {
  102930. // Rotate selected mesh quaternion over fixed axis
  102931. _this.attachedMesh.rotationQuaternion.multiplyToRef(amountToRotate, _this.attachedMesh.rotationQuaternion);
  102932. }
  102933. else {
  102934. // Rotate selected mesh quaternion over rotated axis
  102935. amountToRotate.multiplyToRef(_this.attachedMesh.rotationQuaternion, _this.attachedMesh.rotationQuaternion);
  102936. }
  102937. lastDragPosition.copyFrom(event.dragPlanePoint);
  102938. if (snapped) {
  102939. tmpSnapEvent.snapDistance = angle;
  102940. _this.onSnapObservable.notifyObservers(tmpSnapEvent);
  102941. }
  102942. }
  102943. });
  102944. _this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add(function (pointerInfo, eventState) {
  102945. if (_this._customMeshSet) {
  102946. return;
  102947. }
  102948. var isHovered = pointerInfo.pickInfo && (_this._rootMesh.getChildMeshes().indexOf(pointerInfo.pickInfo.pickedMesh) != -1);
  102949. var material = isHovered ? hoverMaterial : coloredMaterial;
  102950. _this._rootMesh.getChildMeshes().forEach(function (m) {
  102951. m.material = material;
  102952. if (m.color) {
  102953. m.color = material.emissiveColor;
  102954. }
  102955. });
  102956. });
  102957. return _this;
  102958. }
  102959. PlaneRotationGizmo.prototype._attachedMeshChanged = function (value) {
  102960. if (this.dragBehavior) {
  102961. this.dragBehavior.enabled = value ? true : false;
  102962. }
  102963. };
  102964. /**
  102965. * Disposes of the gizmo
  102966. */
  102967. PlaneRotationGizmo.prototype.dispose = function () {
  102968. this.onSnapObservable.clear();
  102969. this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);
  102970. this.dragBehavior.detach();
  102971. _super.prototype.dispose.call(this);
  102972. };
  102973. return PlaneRotationGizmo;
  102974. }(BABYLON.Gizmo));
  102975. BABYLON.PlaneRotationGizmo = PlaneRotationGizmo;
  102976. })(BABYLON || (BABYLON = {}));
  102977. //# sourceMappingURL=babylon.planeRotationGizmo.js.map
  102978. var BABYLON;
  102979. (function (BABYLON) {
  102980. /**
  102981. * Gizmo that enables dragging a mesh along 3 axis
  102982. */
  102983. var PositionGizmo = /** @class */ (function (_super) {
  102984. __extends(PositionGizmo, _super);
  102985. /**
  102986. * Creates a PositionGizmo
  102987. * @param gizmoLayer The utility layer the gizmo will be added to
  102988. */
  102989. function PositionGizmo(gizmoLayer) {
  102990. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  102991. var _this = _super.call(this, gizmoLayer) || this;
  102992. /** Fires an event when any of it's sub gizmos are dragged */
  102993. _this.onDragStartObservable = new BABYLON.Observable();
  102994. /** Fires an event when any of it's sub gizmos are released from dragging */
  102995. _this.onDragEndObservable = new BABYLON.Observable();
  102996. _this.xGizmo = new BABYLON.AxisDragGizmo(new BABYLON.Vector3(1, 0, 0), BABYLON.Color3.Red().scale(0.5), gizmoLayer);
  102997. _this.yGizmo = new BABYLON.AxisDragGizmo(new BABYLON.Vector3(0, 1, 0), BABYLON.Color3.Green().scale(0.5), gizmoLayer);
  102998. _this.zGizmo = new BABYLON.AxisDragGizmo(new BABYLON.Vector3(0, 0, 1), BABYLON.Color3.Blue().scale(0.5), gizmoLayer);
  102999. // Relay drag events
  103000. [_this.xGizmo, _this.yGizmo, _this.zGizmo].forEach(function (gizmo) {
  103001. gizmo.dragBehavior.onDragStartObservable.add(function () {
  103002. _this.onDragStartObservable.notifyObservers({});
  103003. });
  103004. gizmo.dragBehavior.onDragEndObservable.add(function () {
  103005. _this.onDragEndObservable.notifyObservers({});
  103006. });
  103007. });
  103008. _this.attachedMesh = null;
  103009. return _this;
  103010. }
  103011. Object.defineProperty(PositionGizmo.prototype, "attachedMesh", {
  103012. set: function (mesh) {
  103013. if (this.xGizmo) {
  103014. this.xGizmo.attachedMesh = mesh;
  103015. this.yGizmo.attachedMesh = mesh;
  103016. this.zGizmo.attachedMesh = mesh;
  103017. }
  103018. },
  103019. enumerable: true,
  103020. configurable: true
  103021. });
  103022. Object.defineProperty(PositionGizmo.prototype, "updateGizmoRotationToMatchAttachedMesh", {
  103023. get: function () {
  103024. return this.xGizmo.updateGizmoRotationToMatchAttachedMesh;
  103025. },
  103026. set: function (value) {
  103027. if (this.xGizmo) {
  103028. this.xGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  103029. this.yGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  103030. this.zGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  103031. }
  103032. },
  103033. enumerable: true,
  103034. configurable: true
  103035. });
  103036. Object.defineProperty(PositionGizmo.prototype, "snapDistance", {
  103037. get: function () {
  103038. return this.xGizmo.snapDistance;
  103039. },
  103040. /**
  103041. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  103042. */
  103043. set: function (value) {
  103044. if (this.xGizmo) {
  103045. this.xGizmo.snapDistance = value;
  103046. this.yGizmo.snapDistance = value;
  103047. this.zGizmo.snapDistance = value;
  103048. }
  103049. },
  103050. enumerable: true,
  103051. configurable: true
  103052. });
  103053. Object.defineProperty(PositionGizmo.prototype, "scaleRatio", {
  103054. get: function () {
  103055. return this.xGizmo.scaleRatio;
  103056. },
  103057. /**
  103058. * Ratio for the scale of the gizmo (Default: 1)
  103059. */
  103060. set: function (value) {
  103061. if (this.xGizmo) {
  103062. this.xGizmo.scaleRatio = value;
  103063. this.yGizmo.scaleRatio = value;
  103064. this.zGizmo.scaleRatio = value;
  103065. }
  103066. },
  103067. enumerable: true,
  103068. configurable: true
  103069. });
  103070. /**
  103071. * Disposes of the gizmo
  103072. */
  103073. PositionGizmo.prototype.dispose = function () {
  103074. this.xGizmo.dispose();
  103075. this.yGizmo.dispose();
  103076. this.zGizmo.dispose();
  103077. this.onDragStartObservable.clear();
  103078. this.onDragEndObservable.clear();
  103079. };
  103080. /**
  103081. * CustomMeshes are not supported by this gizmo
  103082. * @param mesh The mesh to replace the default mesh of the gizmo
  103083. */
  103084. PositionGizmo.prototype.setCustomMesh = function (mesh) {
  103085. 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)");
  103086. };
  103087. return PositionGizmo;
  103088. }(BABYLON.Gizmo));
  103089. BABYLON.PositionGizmo = PositionGizmo;
  103090. })(BABYLON || (BABYLON = {}));
  103091. //# sourceMappingURL=babylon.positionGizmo.js.map
  103092. var BABYLON;
  103093. (function (BABYLON) {
  103094. /**
  103095. * Gizmo that enables rotating a mesh along 3 axis
  103096. */
  103097. var RotationGizmo = /** @class */ (function (_super) {
  103098. __extends(RotationGizmo, _super);
  103099. /**
  103100. * Creates a RotationGizmo
  103101. * @param gizmoLayer The utility layer the gizmo will be added to
  103102. * @param tessellation Amount of tessellation to be used when creating rotation circles
  103103. */
  103104. function RotationGizmo(gizmoLayer, tessellation) {
  103105. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  103106. if (tessellation === void 0) { tessellation = 32; }
  103107. var _this = _super.call(this, gizmoLayer) || this;
  103108. /** Fires an event when any of it's sub gizmos are dragged */
  103109. _this.onDragStartObservable = new BABYLON.Observable();
  103110. /** Fires an event when any of it's sub gizmos are released from dragging */
  103111. _this.onDragEndObservable = new BABYLON.Observable();
  103112. _this.xGizmo = new BABYLON.PlaneRotationGizmo(new BABYLON.Vector3(1, 0, 0), BABYLON.Color3.Red().scale(0.5), gizmoLayer, tessellation);
  103113. _this.yGizmo = new BABYLON.PlaneRotationGizmo(new BABYLON.Vector3(0, 1, 0), BABYLON.Color3.Green().scale(0.5), gizmoLayer, tessellation);
  103114. _this.zGizmo = new BABYLON.PlaneRotationGizmo(new BABYLON.Vector3(0, 0, 1), BABYLON.Color3.Blue().scale(0.5), gizmoLayer, tessellation);
  103115. // Relay drag events
  103116. [_this.xGizmo, _this.yGizmo, _this.zGizmo].forEach(function (gizmo) {
  103117. gizmo.dragBehavior.onDragStartObservable.add(function () {
  103118. _this.onDragStartObservable.notifyObservers({});
  103119. });
  103120. gizmo.dragBehavior.onDragEndObservable.add(function () {
  103121. _this.onDragEndObservable.notifyObservers({});
  103122. });
  103123. });
  103124. _this.attachedMesh = null;
  103125. return _this;
  103126. }
  103127. Object.defineProperty(RotationGizmo.prototype, "attachedMesh", {
  103128. set: function (mesh) {
  103129. if (this.xGizmo) {
  103130. this.xGizmo.attachedMesh = mesh;
  103131. this.yGizmo.attachedMesh = mesh;
  103132. this.zGizmo.attachedMesh = mesh;
  103133. }
  103134. },
  103135. enumerable: true,
  103136. configurable: true
  103137. });
  103138. Object.defineProperty(RotationGizmo.prototype, "updateGizmoRotationToMatchAttachedMesh", {
  103139. get: function () {
  103140. return this.xGizmo.updateGizmoRotationToMatchAttachedMesh;
  103141. },
  103142. set: function (value) {
  103143. if (this.xGizmo) {
  103144. this.xGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  103145. this.yGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  103146. this.zGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  103147. }
  103148. },
  103149. enumerable: true,
  103150. configurable: true
  103151. });
  103152. Object.defineProperty(RotationGizmo.prototype, "snapDistance", {
  103153. get: function () {
  103154. return this.xGizmo.snapDistance;
  103155. },
  103156. /**
  103157. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  103158. */
  103159. set: function (value) {
  103160. if (this.xGizmo) {
  103161. this.xGizmo.snapDistance = value;
  103162. this.yGizmo.snapDistance = value;
  103163. this.zGizmo.snapDistance = value;
  103164. }
  103165. },
  103166. enumerable: true,
  103167. configurable: true
  103168. });
  103169. Object.defineProperty(RotationGizmo.prototype, "scaleRatio", {
  103170. get: function () {
  103171. return this.xGizmo.scaleRatio;
  103172. },
  103173. /**
  103174. * Ratio for the scale of the gizmo (Default: 1)
  103175. */
  103176. set: function (value) {
  103177. if (this.xGizmo) {
  103178. this.xGizmo.scaleRatio = value;
  103179. this.yGizmo.scaleRatio = value;
  103180. this.zGizmo.scaleRatio = value;
  103181. }
  103182. },
  103183. enumerable: true,
  103184. configurable: true
  103185. });
  103186. /**
  103187. * Disposes of the gizmo
  103188. */
  103189. RotationGizmo.prototype.dispose = function () {
  103190. this.xGizmo.dispose();
  103191. this.yGizmo.dispose();
  103192. this.zGizmo.dispose();
  103193. this.onDragStartObservable.clear();
  103194. this.onDragEndObservable.clear();
  103195. };
  103196. /**
  103197. * CustomMeshes are not supported by this gizmo
  103198. * @param mesh The mesh to replace the default mesh of the gizmo
  103199. */
  103200. RotationGizmo.prototype.setCustomMesh = function (mesh) {
  103201. 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)");
  103202. };
  103203. return RotationGizmo;
  103204. }(BABYLON.Gizmo));
  103205. BABYLON.RotationGizmo = RotationGizmo;
  103206. })(BABYLON || (BABYLON = {}));
  103207. //# sourceMappingURL=babylon.rotationGizmo.js.map
  103208. var BABYLON;
  103209. (function (BABYLON) {
  103210. /**
  103211. * Gizmo that enables scaling a mesh along 3 axis
  103212. */
  103213. var ScaleGizmo = /** @class */ (function (_super) {
  103214. __extends(ScaleGizmo, _super);
  103215. /**
  103216. * Creates a ScaleGizmo
  103217. * @param gizmoLayer The utility layer the gizmo will be added to
  103218. */
  103219. function ScaleGizmo(gizmoLayer) {
  103220. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  103221. var _this = _super.call(this, gizmoLayer) || this;
  103222. /** Fires an event when any of it's sub gizmos are dragged */
  103223. _this.onDragStartObservable = new BABYLON.Observable();
  103224. /** Fires an event when any of it's sub gizmos are released from dragging */
  103225. _this.onDragEndObservable = new BABYLON.Observable();
  103226. _this.xGizmo = new BABYLON.AxisScaleGizmo(new BABYLON.Vector3(1, 0, 0), BABYLON.Color3.Red().scale(0.5), gizmoLayer);
  103227. _this.yGizmo = new BABYLON.AxisScaleGizmo(new BABYLON.Vector3(0, 1, 0), BABYLON.Color3.Green().scale(0.5), gizmoLayer);
  103228. _this.zGizmo = new BABYLON.AxisScaleGizmo(new BABYLON.Vector3(0, 0, 1), BABYLON.Color3.Blue().scale(0.5), gizmoLayer);
  103229. // Create uniform scale gizmo
  103230. _this.uniformScaleGizmo = new BABYLON.AxisScaleGizmo(new BABYLON.Vector3(0, 1, 0), BABYLON.Color3.Yellow().scale(0.5), gizmoLayer);
  103231. _this.uniformScaleGizmo.updateGizmoRotationToMatchAttachedMesh = false;
  103232. _this.uniformScaleGizmo.uniformScaling = true;
  103233. var uniformScalingMesh = BABYLON.Mesh.CreatePolyhedron("", { type: 1 }, _this.uniformScaleGizmo.gizmoLayer.utilityLayerScene);
  103234. uniformScalingMesh.scaling.scaleInPlace(0.02);
  103235. uniformScalingMesh.visibility = 0;
  103236. var octahedron = BABYLON.Mesh.CreatePolyhedron("", { type: 1 }, _this.uniformScaleGizmo.gizmoLayer.utilityLayerScene);
  103237. octahedron.scaling.scaleInPlace(0.007);
  103238. uniformScalingMesh.addChild(octahedron);
  103239. _this.uniformScaleGizmo.setCustomMesh(uniformScalingMesh, true);
  103240. // Relay drag events
  103241. [_this.xGizmo, _this.yGizmo, _this.zGizmo, _this.uniformScaleGizmo].forEach(function (gizmo) {
  103242. gizmo.dragBehavior.onDragStartObservable.add(function () {
  103243. _this.onDragStartObservable.notifyObservers({});
  103244. });
  103245. gizmo.dragBehavior.onDragEndObservable.add(function () {
  103246. _this.onDragEndObservable.notifyObservers({});
  103247. });
  103248. });
  103249. _this.attachedMesh = null;
  103250. return _this;
  103251. }
  103252. Object.defineProperty(ScaleGizmo.prototype, "attachedMesh", {
  103253. set: function (mesh) {
  103254. if (this.xGizmo) {
  103255. this.xGizmo.attachedMesh = mesh;
  103256. this.yGizmo.attachedMesh = mesh;
  103257. this.zGizmo.attachedMesh = mesh;
  103258. this.uniformScaleGizmo.attachedMesh = mesh;
  103259. }
  103260. },
  103261. enumerable: true,
  103262. configurable: true
  103263. });
  103264. Object.defineProperty(ScaleGizmo.prototype, "updateGizmoRotationToMatchAttachedMesh", {
  103265. get: function () {
  103266. return this.xGizmo.updateGizmoRotationToMatchAttachedMesh;
  103267. },
  103268. set: function (value) {
  103269. if (!value) {
  103270. BABYLON.Tools.Warn("Setting updateGizmoRotationToMatchAttachedMesh = false on scaling gizmo is not supported.");
  103271. }
  103272. if (this.xGizmo) {
  103273. this.xGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  103274. this.yGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  103275. this.zGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  103276. }
  103277. },
  103278. enumerable: true,
  103279. configurable: true
  103280. });
  103281. Object.defineProperty(ScaleGizmo.prototype, "snapDistance", {
  103282. get: function () {
  103283. return this.xGizmo.snapDistance;
  103284. },
  103285. /**
  103286. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  103287. */
  103288. set: function (value) {
  103289. if (this.xGizmo) {
  103290. this.xGizmo.snapDistance = value;
  103291. this.yGizmo.snapDistance = value;
  103292. this.zGizmo.snapDistance = value;
  103293. this.uniformScaleGizmo.snapDistance = value;
  103294. }
  103295. },
  103296. enumerable: true,
  103297. configurable: true
  103298. });
  103299. Object.defineProperty(ScaleGizmo.prototype, "scaleRatio", {
  103300. get: function () {
  103301. return this.xGizmo.scaleRatio;
  103302. },
  103303. /**
  103304. * Ratio for the scale of the gizmo (Default: 1)
  103305. */
  103306. set: function (value) {
  103307. if (this.xGizmo) {
  103308. this.xGizmo.scaleRatio = value;
  103309. this.yGizmo.scaleRatio = value;
  103310. this.zGizmo.scaleRatio = value;
  103311. this.uniformScaleGizmo.scaleRatio = value;
  103312. }
  103313. },
  103314. enumerable: true,
  103315. configurable: true
  103316. });
  103317. /**
  103318. * Disposes of the gizmo
  103319. */
  103320. ScaleGizmo.prototype.dispose = function () {
  103321. this.xGizmo.dispose();
  103322. this.yGizmo.dispose();
  103323. this.zGizmo.dispose();
  103324. this.uniformScaleGizmo.dispose();
  103325. this.onDragStartObservable.clear();
  103326. this.onDragEndObservable.clear();
  103327. };
  103328. return ScaleGizmo;
  103329. }(BABYLON.Gizmo));
  103330. BABYLON.ScaleGizmo = ScaleGizmo;
  103331. })(BABYLON || (BABYLON = {}));
  103332. //# sourceMappingURL=babylon.scaleGizmo.js.map
  103333. var BABYLON;
  103334. (function (BABYLON) {
  103335. /**
  103336. * Bounding box gizmo
  103337. */
  103338. var BoundingBoxGizmo = /** @class */ (function (_super) {
  103339. __extends(BoundingBoxGizmo, _super);
  103340. /**
  103341. * Creates an BoundingBoxGizmo
  103342. * @param gizmoLayer The utility layer the gizmo will be added to
  103343. * @param color The color of the gizmo
  103344. */
  103345. function BoundingBoxGizmo(color, gizmoLayer) {
  103346. if (color === void 0) { color = BABYLON.Color3.Gray(); }
  103347. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultKeepDepthUtilityLayer; }
  103348. var _this = _super.call(this, gizmoLayer) || this;
  103349. _this._boundingDimensions = new BABYLON.Vector3(1, 1, 1);
  103350. _this._renderObserver = null;
  103351. _this._pointerObserver = null;
  103352. _this._scaleDragSpeed = 0.2;
  103353. _this._tmpQuaternion = new BABYLON.Quaternion();
  103354. _this._tmpVector = new BABYLON.Vector3(0, 0, 0);
  103355. _this._tmpRotationMatrix = new BABYLON.Matrix();
  103356. /**
  103357. * 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)
  103358. */
  103359. _this.ignoreChildren = false;
  103360. /**
  103361. * 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)
  103362. */
  103363. _this.includeChildPredicate = null;
  103364. /**
  103365. * The size of the rotation spheres attached to the bounding box (Default: 0.1)
  103366. */
  103367. _this.rotationSphereSize = 0.1;
  103368. /**
  103369. * The size of the scale boxes attached to the bounding box (Default: 0.1)
  103370. */
  103371. _this.scaleBoxSize = 0.1;
  103372. /**
  103373. * 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)
  103374. */
  103375. _this.fixedDragMeshScreenSize = false;
  103376. /**
  103377. * The distance away from the object which the draggable meshes should appear world sized when fixedDragMeshScreenSize is set to true (default: 10)
  103378. */
  103379. _this.fixedDragMeshScreenSizeDistanceFactor = 10;
  103380. /**
  103381. * Fired when a rotation sphere or scale box is dragged
  103382. */
  103383. _this.onDragStartObservable = new BABYLON.Observable();
  103384. /**
  103385. * Fired when a scale box is dragged
  103386. */
  103387. _this.onScaleBoxDragObservable = new BABYLON.Observable();
  103388. /**
  103389. * Fired when a scale box drag is ended
  103390. */
  103391. _this.onScaleBoxDragEndObservable = new BABYLON.Observable();
  103392. /**
  103393. * Fired when a rotation sphere is dragged
  103394. */
  103395. _this.onRotationSphereDragObservable = new BABYLON.Observable();
  103396. /**
  103397. * Fired when a rotation sphere drag is ended
  103398. */
  103399. _this.onRotationSphereDragEndObservable = new BABYLON.Observable();
  103400. /**
  103401. * 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)
  103402. */
  103403. _this.scalePivot = null;
  103404. _this._existingMeshScale = new BABYLON.Vector3();
  103405. // Do not update the gizmo's scale so it has a fixed size to the object its attached to
  103406. _this._updateScale = false;
  103407. _this._anchorMesh = new BABYLON.AbstractMesh("anchor", gizmoLayer.utilityLayerScene);
  103408. // Create Materials
  103409. var coloredMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  103410. coloredMaterial.disableLighting = true;
  103411. coloredMaterial.emissiveColor = color;
  103412. var hoverColoredMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  103413. hoverColoredMaterial.disableLighting = true;
  103414. hoverColoredMaterial.emissiveColor = color.clone().add(new BABYLON.Color3(0.3, 0.3, 0.3));
  103415. // Build bounding box out of lines
  103416. _this._lineBoundingBox = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  103417. _this._lineBoundingBox.rotationQuaternion = new BABYLON.Quaternion();
  103418. var lines = [];
  103419. lines.push(BABYLON.MeshBuilder.CreateLines("lines", { points: [new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(_this._boundingDimensions.x, 0, 0)] }, gizmoLayer.utilityLayerScene));
  103420. lines.push(BABYLON.MeshBuilder.CreateLines("lines", { points: [new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(0, _this._boundingDimensions.y, 0)] }, gizmoLayer.utilityLayerScene));
  103421. lines.push(BABYLON.MeshBuilder.CreateLines("lines", { points: [new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(0, 0, _this._boundingDimensions.z)] }, gizmoLayer.utilityLayerScene));
  103422. 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));
  103423. 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));
  103424. 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));
  103425. 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));
  103426. 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));
  103427. 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));
  103428. 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));
  103429. 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));
  103430. 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));
  103431. lines.forEach(function (l) {
  103432. l.color = color;
  103433. l.position.addInPlace(new BABYLON.Vector3(-_this._boundingDimensions.x / 2, -_this._boundingDimensions.y / 2, -_this._boundingDimensions.z / 2));
  103434. l.isPickable = false;
  103435. _this._lineBoundingBox.addChild(l);
  103436. });
  103437. _this._rootMesh.addChild(_this._lineBoundingBox);
  103438. // Create rotation spheres
  103439. _this._rotateSpheresParent = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  103440. _this._rotateSpheresParent.rotationQuaternion = new BABYLON.Quaternion();
  103441. var _loop_1 = function (i_1) {
  103442. var sphere = BABYLON.MeshBuilder.CreateSphere("", { diameter: 1 }, gizmoLayer.utilityLayerScene);
  103443. sphere.rotationQuaternion = new BABYLON.Quaternion();
  103444. sphere.material = coloredMaterial;
  103445. // Drag behavior
  103446. _dragBehavior = new BABYLON.PointerDragBehavior({});
  103447. _dragBehavior.moveAttached = false;
  103448. _dragBehavior.updateDragPlane = false;
  103449. sphere.addBehavior(_dragBehavior);
  103450. var startingTurnDirection = new BABYLON.Vector3(1, 0, 0);
  103451. var totalTurnAmountOfDrag = 0;
  103452. _dragBehavior.onDragStartObservable.add(function (event) {
  103453. startingTurnDirection.copyFrom(sphere.forward);
  103454. totalTurnAmountOfDrag = 0;
  103455. });
  103456. _dragBehavior.onDragObservable.add(function (event) {
  103457. _this.onRotationSphereDragObservable.notifyObservers({});
  103458. if (_this.attachedMesh) {
  103459. BoundingBoxGizmo._RemoveAndStorePivotPoint(_this.attachedMesh);
  103460. var worldDragDirection = startingTurnDirection;
  103461. // Project the world right on to the drag plane
  103462. var toSub = event.dragPlaneNormal.scale(BABYLON.Vector3.Dot(event.dragPlaneNormal, worldDragDirection));
  103463. var dragAxis = worldDragDirection.subtract(toSub).normalizeToNew();
  103464. // project drag delta on to the resulting drag axis and rotate based on that
  103465. var projectDist = BABYLON.Vector3.Dot(dragAxis, event.delta) < 0 ? Math.abs(event.delta.length()) : -Math.abs(event.delta.length());
  103466. // Make rotation relative to size of mesh.
  103467. projectDist = (projectDist / _this._boundingDimensions.length()) * _this._anchorMesh.scaling.length();
  103468. // Rotate based on axis
  103469. if (!_this.attachedMesh.rotationQuaternion) {
  103470. _this.attachedMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(_this.attachedMesh.rotation.y, _this.attachedMesh.rotation.x, _this.attachedMesh.rotation.z);
  103471. }
  103472. if (!_this._anchorMesh.rotationQuaternion) {
  103473. _this._anchorMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(_this._anchorMesh.rotation.y, _this._anchorMesh.rotation.x, _this._anchorMesh.rotation.z);
  103474. }
  103475. // Do not allow the object to turn more than a full circle
  103476. totalTurnAmountOfDrag += projectDist;
  103477. if (Math.abs(totalTurnAmountOfDrag) <= 2 * Math.PI) {
  103478. if (i_1 >= 8) {
  103479. BABYLON.Quaternion.RotationYawPitchRollToRef(0, 0, projectDist, _this._tmpQuaternion);
  103480. }
  103481. else if (i_1 >= 4) {
  103482. BABYLON.Quaternion.RotationYawPitchRollToRef(projectDist, 0, 0, _this._tmpQuaternion);
  103483. }
  103484. else {
  103485. BABYLON.Quaternion.RotationYawPitchRollToRef(0, projectDist, 0, _this._tmpQuaternion);
  103486. }
  103487. // Rotate around center of bounding box
  103488. _this._anchorMesh.addChild(_this.attachedMesh);
  103489. _this._anchorMesh.rotationQuaternion.multiplyToRef(_this._tmpQuaternion, _this._anchorMesh.rotationQuaternion);
  103490. _this._anchorMesh.removeChild(_this.attachedMesh);
  103491. }
  103492. _this.updateBoundingBox();
  103493. BoundingBoxGizmo._RestorePivotPoint(_this.attachedMesh);
  103494. }
  103495. });
  103496. // Selection/deselection
  103497. _dragBehavior.onDragStartObservable.add(function () {
  103498. _this.onDragStartObservable.notifyObservers({});
  103499. _this._selectNode(sphere);
  103500. });
  103501. _dragBehavior.onDragEndObservable.add(function () {
  103502. _this.onRotationSphereDragEndObservable.notifyObservers({});
  103503. _this._selectNode(null);
  103504. });
  103505. this_1._rotateSpheresParent.addChild(sphere);
  103506. };
  103507. var this_1 = this, _dragBehavior;
  103508. for (var i_1 = 0; i_1 < 12; i_1++) {
  103509. _loop_1(i_1);
  103510. }
  103511. _this._rootMesh.addChild(_this._rotateSpheresParent);
  103512. // Create scale cubes
  103513. _this._scaleBoxesParent = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  103514. _this._scaleBoxesParent.rotationQuaternion = new BABYLON.Quaternion();
  103515. for (var i = 0; i < 2; i++) {
  103516. for (var j = 0; j < 2; j++) {
  103517. var _loop_2 = function () {
  103518. var box = BABYLON.MeshBuilder.CreateBox("", { size: 1 }, gizmoLayer.utilityLayerScene);
  103519. box.material = coloredMaterial;
  103520. // Dragging logic
  103521. var dragAxis = new BABYLON.Vector3(i == 0 ? -1 : 1, j == 0 ? -1 : 1, k == 0 ? -1 : 1);
  103522. _dragBehavior = new BABYLON.PointerDragBehavior({ dragAxis: dragAxis });
  103523. _dragBehavior.moveAttached = false;
  103524. box.addBehavior(_dragBehavior);
  103525. _dragBehavior.onDragObservable.add(function (event) {
  103526. _this.onScaleBoxDragObservable.notifyObservers({});
  103527. if (_this.attachedMesh) {
  103528. BoundingBoxGizmo._RemoveAndStorePivotPoint(_this.attachedMesh);
  103529. var relativeDragDistance = (event.dragDistance / _this._boundingDimensions.length()) * _this._anchorMesh.scaling.length();
  103530. var deltaScale = new BABYLON.Vector3(relativeDragDistance, relativeDragDistance, relativeDragDistance);
  103531. deltaScale.scaleInPlace(_this._scaleDragSpeed);
  103532. _this.updateBoundingBox();
  103533. if (_this.scalePivot) {
  103534. _this.attachedMesh.getWorldMatrix().getRotationMatrixToRef(_this._tmpRotationMatrix);
  103535. // Move anchor to desired pivot point (Bottom left corner + dimension/2)
  103536. _this._boundingDimensions.scaleToRef(0.5, _this._tmpVector);
  103537. BABYLON.Vector3.TransformCoordinatesToRef(_this._tmpVector, _this._tmpRotationMatrix, _this._tmpVector);
  103538. _this._anchorMesh.position.subtractInPlace(_this._tmpVector);
  103539. _this._boundingDimensions.multiplyToRef(_this.scalePivot, _this._tmpVector);
  103540. BABYLON.Vector3.TransformCoordinatesToRef(_this._tmpVector, _this._tmpRotationMatrix, _this._tmpVector);
  103541. _this._anchorMesh.position.addInPlace(_this._tmpVector);
  103542. }
  103543. else {
  103544. // Scale from the position of the opposite corner
  103545. box.absolutePosition.subtractToRef(_this._anchorMesh.position, _this._tmpVector);
  103546. _this._anchorMesh.position.subtractInPlace(_this._tmpVector);
  103547. }
  103548. _this._anchorMesh.addChild(_this.attachedMesh);
  103549. _this._anchorMesh.scaling.addInPlace(deltaScale);
  103550. if (_this._anchorMesh.scaling.x < 0 || _this._anchorMesh.scaling.y < 0 || _this._anchorMesh.scaling.z < 0) {
  103551. _this._anchorMesh.scaling.subtractInPlace(deltaScale);
  103552. }
  103553. _this._anchorMesh.removeChild(_this.attachedMesh);
  103554. BoundingBoxGizmo._RestorePivotPoint(_this.attachedMesh);
  103555. }
  103556. });
  103557. // Selection/deselection
  103558. _dragBehavior.onDragStartObservable.add(function () {
  103559. _this.onDragStartObservable.notifyObservers({});
  103560. _this._selectNode(box);
  103561. });
  103562. _dragBehavior.onDragEndObservable.add(function () {
  103563. _this.onScaleBoxDragEndObservable.notifyObservers({});
  103564. _this._selectNode(null);
  103565. });
  103566. this_2._scaleBoxesParent.addChild(box);
  103567. };
  103568. var this_2 = this, _dragBehavior;
  103569. for (var k = 0; k < 2; k++) {
  103570. _loop_2();
  103571. }
  103572. }
  103573. }
  103574. _this._rootMesh.addChild(_this._scaleBoxesParent);
  103575. // Hover color change
  103576. var pointerIds = new Array();
  103577. _this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add(function (pointerInfo, eventState) {
  103578. if (!pointerIds[pointerInfo.event.pointerId]) {
  103579. _this._rotateSpheresParent.getChildMeshes().concat(_this._scaleBoxesParent.getChildMeshes()).forEach(function (mesh) {
  103580. if (pointerInfo.pickInfo && pointerInfo.pickInfo.pickedMesh == mesh) {
  103581. pointerIds[pointerInfo.event.pointerId] = mesh;
  103582. mesh.material = hoverColoredMaterial;
  103583. }
  103584. });
  103585. }
  103586. else {
  103587. if (pointerInfo.pickInfo && pointerInfo.pickInfo.pickedMesh != pointerIds[pointerInfo.event.pointerId]) {
  103588. pointerIds[pointerInfo.event.pointerId].material = coloredMaterial;
  103589. delete pointerIds[pointerInfo.event.pointerId];
  103590. }
  103591. }
  103592. });
  103593. // Update bounding box positions
  103594. _this._renderObserver = _this.gizmoLayer.originalScene.onBeforeRenderObservable.add(function () {
  103595. // Only update the bouding box if scaling has changed
  103596. if (_this.attachedMesh && !_this._existingMeshScale.equals(_this.attachedMesh.scaling)) {
  103597. _this.updateBoundingBox();
  103598. }
  103599. else if (_this.fixedDragMeshScreenSize) {
  103600. _this._updateRotationSpheres();
  103601. _this._updateScaleBoxes();
  103602. }
  103603. });
  103604. _this.updateBoundingBox();
  103605. return _this;
  103606. }
  103607. /** @hidden */
  103608. BoundingBoxGizmo._RemoveAndStorePivotPoint = function (mesh) {
  103609. if (mesh && BoundingBoxGizmo._PivotCached === 0) {
  103610. // Save old pivot and set pivot to 0,0,0
  103611. mesh.getPivotPointToRef(BoundingBoxGizmo._OldPivotPoint);
  103612. if (!BoundingBoxGizmo._OldPivotPoint.equalsToFloats(0, 0, 0)) {
  103613. mesh.setPivotMatrix(BABYLON.Matrix.IdentityReadOnly);
  103614. BoundingBoxGizmo._OldPivotPoint.subtractToRef(mesh.getPivotPoint(), BoundingBoxGizmo._PivotTranslation);
  103615. BoundingBoxGizmo._PivotTmpVector.copyFromFloats(1, 1, 1);
  103616. BoundingBoxGizmo._PivotTmpVector.subtractInPlace(mesh.scaling);
  103617. BoundingBoxGizmo._PivotTmpVector.multiplyInPlace(BoundingBoxGizmo._PivotTranslation);
  103618. mesh.position.addInPlace(BoundingBoxGizmo._PivotTmpVector);
  103619. }
  103620. }
  103621. BoundingBoxGizmo._PivotCached++;
  103622. };
  103623. /** @hidden */
  103624. BoundingBoxGizmo._RestorePivotPoint = function (mesh) {
  103625. if (mesh && !BoundingBoxGizmo._OldPivotPoint.equalsToFloats(0, 0, 0) && BoundingBoxGizmo._PivotCached === 1) {
  103626. mesh.setPivotPoint(BoundingBoxGizmo._OldPivotPoint);
  103627. BoundingBoxGizmo._PivotTmpVector.copyFromFloats(1, 1, 1);
  103628. BoundingBoxGizmo._PivotTmpVector.subtractInPlace(mesh.scaling);
  103629. BoundingBoxGizmo._PivotTmpVector.multiplyInPlace(BoundingBoxGizmo._PivotTranslation);
  103630. mesh.position.subtractInPlace(BoundingBoxGizmo._PivotTmpVector);
  103631. }
  103632. this._PivotCached--;
  103633. };
  103634. BoundingBoxGizmo.prototype._attachedMeshChanged = function (value) {
  103635. if (value) {
  103636. // Reset anchor mesh to match attached mesh's scale
  103637. // This is needed to avoid invalid box/sphere position on first drag
  103638. BoundingBoxGizmo._RemoveAndStorePivotPoint(value);
  103639. this._anchorMesh.addChild(value);
  103640. this._anchorMesh.removeChild(value);
  103641. BoundingBoxGizmo._RestorePivotPoint(value);
  103642. this.updateBoundingBox();
  103643. }
  103644. };
  103645. BoundingBoxGizmo.prototype._selectNode = function (selectedMesh) {
  103646. this._rotateSpheresParent.getChildMeshes()
  103647. .concat(this._scaleBoxesParent.getChildMeshes()).forEach(function (m, i) {
  103648. m.isVisible = (!selectedMesh || m == selectedMesh);
  103649. });
  103650. };
  103651. /**
  103652. * Updates the bounding box information for the Gizmo
  103653. */
  103654. BoundingBoxGizmo.prototype.updateBoundingBox = function () {
  103655. if (this.attachedMesh) {
  103656. BoundingBoxGizmo._RemoveAndStorePivotPoint(this.attachedMesh);
  103657. this._update();
  103658. // Rotate based on axis
  103659. if (!this.attachedMesh.rotationQuaternion) {
  103660. this.attachedMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this.attachedMesh.rotation.y, this.attachedMesh.rotation.x, this.attachedMesh.rotation.z);
  103661. }
  103662. if (!this._anchorMesh.rotationQuaternion) {
  103663. this._anchorMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this._anchorMesh.rotation.y, this._anchorMesh.rotation.x, this._anchorMesh.rotation.z);
  103664. }
  103665. this._anchorMesh.rotationQuaternion.copyFrom(this.attachedMesh.rotationQuaternion);
  103666. // Store original position and reset mesh to origin before computing the bounding box
  103667. this._tmpQuaternion.copyFrom(this.attachedMesh.rotationQuaternion);
  103668. this._tmpVector.copyFrom(this.attachedMesh.position);
  103669. this.attachedMesh.rotationQuaternion.set(0, 0, 0, 1);
  103670. this.attachedMesh.position.set(0, 0, 0);
  103671. // Update bounding dimensions/positions
  103672. var boundingMinMax = this.attachedMesh.getHierarchyBoundingVectors(!this.ignoreChildren, this.includeChildPredicate);
  103673. boundingMinMax.max.subtractToRef(boundingMinMax.min, this._boundingDimensions);
  103674. // Update gizmo to match bounding box scaling and rotation
  103675. this._lineBoundingBox.scaling.copyFrom(this._boundingDimensions);
  103676. 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);
  103677. this._rotateSpheresParent.position.copyFrom(this._lineBoundingBox.position);
  103678. this._scaleBoxesParent.position.copyFrom(this._lineBoundingBox.position);
  103679. this._lineBoundingBox.computeWorldMatrix();
  103680. this._anchorMesh.position.copyFrom(this._lineBoundingBox.absolutePosition);
  103681. // restore position/rotation values
  103682. this.attachedMesh.rotationQuaternion.copyFrom(this._tmpQuaternion);
  103683. this.attachedMesh.position.copyFrom(this._tmpVector);
  103684. }
  103685. this._updateRotationSpheres();
  103686. this._updateScaleBoxes();
  103687. if (this.attachedMesh) {
  103688. this._existingMeshScale.copyFrom(this.attachedMesh.scaling);
  103689. BoundingBoxGizmo._RestorePivotPoint(this.attachedMesh);
  103690. }
  103691. };
  103692. BoundingBoxGizmo.prototype._updateRotationSpheres = function () {
  103693. var rotateSpheres = this._rotateSpheresParent.getChildMeshes();
  103694. for (var i = 0; i < 3; i++) {
  103695. for (var j = 0; j < 2; j++) {
  103696. for (var k = 0; k < 2; k++) {
  103697. var index = ((i * 4) + (j * 2)) + k;
  103698. if (i == 0) {
  103699. rotateSpheres[index].position.set(this._boundingDimensions.x / 2, this._boundingDimensions.y * j, this._boundingDimensions.z * k);
  103700. rotateSpheres[index].position.addInPlace(new BABYLON.Vector3(-this._boundingDimensions.x / 2, -this._boundingDimensions.y / 2, -this._boundingDimensions.z / 2));
  103701. rotateSpheres[index].lookAt(BABYLON.Vector3.Cross(BABYLON.Vector3.Right(), rotateSpheres[index].position.normalizeToNew()).normalizeToNew().add(rotateSpheres[index].position));
  103702. }
  103703. if (i == 1) {
  103704. rotateSpheres[index].position.set(this._boundingDimensions.x * j, this._boundingDimensions.y / 2, this._boundingDimensions.z * k);
  103705. rotateSpheres[index].position.addInPlace(new BABYLON.Vector3(-this._boundingDimensions.x / 2, -this._boundingDimensions.y / 2, -this._boundingDimensions.z / 2));
  103706. rotateSpheres[index].lookAt(BABYLON.Vector3.Cross(BABYLON.Vector3.Up(), rotateSpheres[index].position.normalizeToNew()).normalizeToNew().add(rotateSpheres[index].position));
  103707. }
  103708. if (i == 2) {
  103709. rotateSpheres[index].position.set(this._boundingDimensions.x * j, this._boundingDimensions.y * k, this._boundingDimensions.z / 2);
  103710. rotateSpheres[index].position.addInPlace(new BABYLON.Vector3(-this._boundingDimensions.x / 2, -this._boundingDimensions.y / 2, -this._boundingDimensions.z / 2));
  103711. rotateSpheres[index].lookAt(BABYLON.Vector3.Cross(BABYLON.Vector3.Forward(), rotateSpheres[index].position.normalizeToNew()).normalizeToNew().add(rotateSpheres[index].position));
  103712. }
  103713. if (this.fixedDragMeshScreenSize) {
  103714. rotateSpheres[index].absolutePosition.subtractToRef(this.gizmoLayer.utilityLayerScene.activeCamera.position, this._tmpVector);
  103715. var distanceFromCamera = this.rotationSphereSize * this._tmpVector.length() / this.fixedDragMeshScreenSizeDistanceFactor;
  103716. rotateSpheres[index].scaling.set(distanceFromCamera, distanceFromCamera, distanceFromCamera);
  103717. }
  103718. else {
  103719. rotateSpheres[index].scaling.set(this.rotationSphereSize, this.rotationSphereSize, this.rotationSphereSize);
  103720. }
  103721. }
  103722. }
  103723. }
  103724. };
  103725. BoundingBoxGizmo.prototype._updateScaleBoxes = function () {
  103726. var scaleBoxes = this._scaleBoxesParent.getChildMeshes();
  103727. for (var i = 0; i < 2; i++) {
  103728. for (var j = 0; j < 2; j++) {
  103729. for (var k = 0; k < 2; k++) {
  103730. var index = ((i * 4) + (j * 2)) + k;
  103731. if (scaleBoxes[index]) {
  103732. scaleBoxes[index].position.set(this._boundingDimensions.x * i, this._boundingDimensions.y * j, this._boundingDimensions.z * k);
  103733. scaleBoxes[index].position.addInPlace(new BABYLON.Vector3(-this._boundingDimensions.x / 2, -this._boundingDimensions.y / 2, -this._boundingDimensions.z / 2));
  103734. if (this.fixedDragMeshScreenSize) {
  103735. scaleBoxes[index].absolutePosition.subtractToRef(this.gizmoLayer.utilityLayerScene.activeCamera.position, this._tmpVector);
  103736. var distanceFromCamera = this.scaleBoxSize * this._tmpVector.length() / this.fixedDragMeshScreenSizeDistanceFactor;
  103737. scaleBoxes[index].scaling.set(distanceFromCamera, distanceFromCamera, distanceFromCamera);
  103738. }
  103739. else {
  103740. scaleBoxes[index].scaling.set(this.scaleBoxSize, this.scaleBoxSize, this.scaleBoxSize);
  103741. }
  103742. }
  103743. }
  103744. }
  103745. }
  103746. };
  103747. /**
  103748. * Enables rotation on the specified axis and disables rotation on the others
  103749. * @param axis The list of axis that should be enabled (eg. "xy" or "xyz")
  103750. */
  103751. BoundingBoxGizmo.prototype.setEnabledRotationAxis = function (axis) {
  103752. this._rotateSpheresParent.getChildMeshes().forEach(function (m, i) {
  103753. if (i < 4) {
  103754. m.setEnabled(axis.indexOf("x") != -1);
  103755. }
  103756. else if (i < 8) {
  103757. m.setEnabled(axis.indexOf("y") != -1);
  103758. }
  103759. else {
  103760. m.setEnabled(axis.indexOf("z") != -1);
  103761. }
  103762. });
  103763. };
  103764. /**
  103765. * Disposes of the gizmo
  103766. */
  103767. BoundingBoxGizmo.prototype.dispose = function () {
  103768. this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);
  103769. this.gizmoLayer.originalScene.onBeforeRenderObservable.remove(this._renderObserver);
  103770. this._lineBoundingBox.dispose();
  103771. this._rotateSpheresParent.dispose();
  103772. this._scaleBoxesParent.dispose();
  103773. _super.prototype.dispose.call(this);
  103774. };
  103775. /**
  103776. * 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)
  103777. * @param mesh the mesh to wrap in the bounding box mesh and make not pickable
  103778. * @returns the bounding box mesh with the passed in mesh as a child
  103779. */
  103780. BoundingBoxGizmo.MakeNotPickableAndWrapInBoundingBox = function (mesh) {
  103781. var makeNotPickable = function (root) {
  103782. root.isPickable = false;
  103783. root.getChildMeshes().forEach(function (c) {
  103784. makeNotPickable(c);
  103785. });
  103786. };
  103787. makeNotPickable(mesh);
  103788. // Reset position to get boudning box from origin with no rotation
  103789. if (!mesh.rotationQuaternion) {
  103790. mesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(mesh.rotation.y, mesh.rotation.x, mesh.rotation.z);
  103791. }
  103792. var oldPos = mesh.position.clone();
  103793. var oldRot = mesh.rotationQuaternion.clone();
  103794. mesh.rotationQuaternion.set(0, 0, 0, 1);
  103795. mesh.position.set(0, 0, 0);
  103796. // Update bounding dimensions/positions
  103797. var box = BABYLON.MeshBuilder.CreateBox("box", { size: 1 }, mesh.getScene());
  103798. var boundingMinMax = mesh.getHierarchyBoundingVectors();
  103799. boundingMinMax.max.subtractToRef(boundingMinMax.min, box.scaling);
  103800. box.position.set((boundingMinMax.max.x + boundingMinMax.min.x) / 2, (boundingMinMax.max.y + boundingMinMax.min.y) / 2, (boundingMinMax.max.z + boundingMinMax.min.z) / 2);
  103801. // Restore original positions
  103802. mesh.addChild(box);
  103803. mesh.rotationQuaternion.copyFrom(oldRot);
  103804. mesh.position.copyFrom(oldPos);
  103805. // Reverse parenting
  103806. mesh.removeChild(box);
  103807. box.addChild(mesh);
  103808. box.visibility = 0;
  103809. return box;
  103810. };
  103811. /**
  103812. * CustomMeshes are not supported by this gizmo
  103813. * @param mesh The mesh to replace the default mesh of the gizmo
  103814. */
  103815. BoundingBoxGizmo.prototype.setCustomMesh = function (mesh) {
  103816. BABYLON.Tools.Error("Custom meshes are not supported on this gizmo");
  103817. };
  103818. // Stores the state of the pivot cache (_oldPivotPoint, _pivotTranslation)
  103819. // store/remove pivot point should only be applied during their outermost calls
  103820. BoundingBoxGizmo._PivotCached = 0;
  103821. BoundingBoxGizmo._OldPivotPoint = new BABYLON.Vector3();
  103822. BoundingBoxGizmo._PivotTranslation = new BABYLON.Vector3();
  103823. BoundingBoxGizmo._PivotTmpVector = new BABYLON.Vector3();
  103824. return BoundingBoxGizmo;
  103825. }(BABYLON.Gizmo));
  103826. BABYLON.BoundingBoxGizmo = BoundingBoxGizmo;
  103827. })(BABYLON || (BABYLON = {}));
  103828. //# sourceMappingURL=babylon.boundingBoxGizmo.js.map
  103829. var BABYLON;
  103830. (function (BABYLON) {
  103831. /**
  103832. * Helps setup gizmo's in the scene to rotate/scale/position meshes
  103833. */
  103834. var GizmoManager = /** @class */ (function () {
  103835. /**
  103836. * Instatiates a gizmo manager
  103837. * @param scene the scene to overlay the gizmos on top of
  103838. */
  103839. function GizmoManager(scene) {
  103840. var _this = this;
  103841. this.scene = scene;
  103842. this._gizmosEnabled = { positionGizmo: false, rotationGizmo: false, scaleGizmo: false, boundingBoxGizmo: false };
  103843. this._pointerObserver = null;
  103844. this._attachedMesh = null;
  103845. this._boundingBoxColor = BABYLON.Color3.FromHexString("#0984e3");
  103846. /**
  103847. * When bounding box gizmo is enabled, this can be used to track drag/end events
  103848. */
  103849. this.boundingBoxDragBehavior = new BABYLON.SixDofDragBehavior();
  103850. /**
  103851. * Array of meshes which will have the gizmo attached when a pointer selected them. If null, all meshes are attachable. (Default: null)
  103852. */
  103853. this.attachableMeshes = null;
  103854. /**
  103855. * If pointer events should perform attaching/detaching a gizmo, if false this can be done manually via attachToMesh. (Default: true)
  103856. */
  103857. this.usePointerToAttachGizmos = true;
  103858. this._defaultKeepDepthUtilityLayer = new BABYLON.UtilityLayerRenderer(scene);
  103859. this._defaultKeepDepthUtilityLayer.utilityLayerScene.autoClearDepthAndStencil = false;
  103860. this._defaultUtilityLayer = new BABYLON.UtilityLayerRenderer(scene);
  103861. this.gizmos = { positionGizmo: null, rotationGizmo: null, scaleGizmo: null, boundingBoxGizmo: null };
  103862. // Instatiate/dispose gizmos based on pointer actions
  103863. this._pointerObserver = scene.onPointerObservable.add(function (pointerInfo, state) {
  103864. if (!_this.usePointerToAttachGizmos) {
  103865. return;
  103866. }
  103867. if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERDOWN) {
  103868. if (pointerInfo.pickInfo && pointerInfo.pickInfo.pickedMesh) {
  103869. var node = pointerInfo.pickInfo.pickedMesh;
  103870. if (_this.attachableMeshes == null) {
  103871. // Attach to the most parent node
  103872. while (node && node.parent != null) {
  103873. node = node.parent;
  103874. }
  103875. }
  103876. else {
  103877. // Attach to the parent node that is an attachableMesh
  103878. var found = false;
  103879. _this.attachableMeshes.forEach(function (mesh) {
  103880. if (node && (node == mesh || node.isDescendantOf(mesh))) {
  103881. node = mesh;
  103882. found = true;
  103883. }
  103884. });
  103885. if (!found) {
  103886. node = null;
  103887. }
  103888. }
  103889. if (node instanceof BABYLON.AbstractMesh) {
  103890. if (_this._attachedMesh != node) {
  103891. _this.attachToMesh(node);
  103892. }
  103893. }
  103894. else {
  103895. _this.attachToMesh(null);
  103896. }
  103897. }
  103898. else {
  103899. _this.attachToMesh(null);
  103900. }
  103901. }
  103902. });
  103903. }
  103904. /**
  103905. * Attaches a set of gizmos to the specified mesh
  103906. * @param mesh The mesh the gizmo's should be attached to
  103907. */
  103908. GizmoManager.prototype.attachToMesh = function (mesh) {
  103909. if (this._attachedMesh) {
  103910. this._attachedMesh.removeBehavior(this.boundingBoxDragBehavior);
  103911. }
  103912. this._attachedMesh = mesh;
  103913. for (var key in this.gizmos) {
  103914. var gizmo = (this.gizmos[key]);
  103915. if (gizmo && this._gizmosEnabled[key]) {
  103916. gizmo.attachedMesh = mesh;
  103917. }
  103918. }
  103919. if (this.boundingBoxGizmoEnabled && this._attachedMesh) {
  103920. this._attachedMesh.addBehavior(this.boundingBoxDragBehavior);
  103921. }
  103922. };
  103923. Object.defineProperty(GizmoManager.prototype, "positionGizmoEnabled", {
  103924. get: function () {
  103925. return this._gizmosEnabled.positionGizmo;
  103926. },
  103927. /**
  103928. * If the position gizmo is enabled
  103929. */
  103930. set: function (value) {
  103931. if (value) {
  103932. if (!this.gizmos.positionGizmo) {
  103933. this.gizmos.positionGizmo = new BABYLON.PositionGizmo(this._defaultUtilityLayer);
  103934. }
  103935. this.gizmos.positionGizmo.attachedMesh = this._attachedMesh;
  103936. }
  103937. else if (this.gizmos.positionGizmo) {
  103938. this.gizmos.positionGizmo.attachedMesh = null;
  103939. }
  103940. this._gizmosEnabled.positionGizmo = value;
  103941. },
  103942. enumerable: true,
  103943. configurable: true
  103944. });
  103945. Object.defineProperty(GizmoManager.prototype, "rotationGizmoEnabled", {
  103946. get: function () {
  103947. return this._gizmosEnabled.rotationGizmo;
  103948. },
  103949. /**
  103950. * If the rotation gizmo is enabled
  103951. */
  103952. set: function (value) {
  103953. if (value) {
  103954. if (!this.gizmos.rotationGizmo) {
  103955. this.gizmos.rotationGizmo = new BABYLON.RotationGizmo(this._defaultUtilityLayer);
  103956. }
  103957. this.gizmos.rotationGizmo.attachedMesh = this._attachedMesh;
  103958. }
  103959. else if (this.gizmos.rotationGizmo) {
  103960. this.gizmos.rotationGizmo.attachedMesh = null;
  103961. }
  103962. this._gizmosEnabled.rotationGizmo = value;
  103963. },
  103964. enumerable: true,
  103965. configurable: true
  103966. });
  103967. Object.defineProperty(GizmoManager.prototype, "scaleGizmoEnabled", {
  103968. get: function () {
  103969. return this._gizmosEnabled.scaleGizmo;
  103970. },
  103971. /**
  103972. * If the scale gizmo is enabled
  103973. */
  103974. set: function (value) {
  103975. if (value) {
  103976. this.gizmos.scaleGizmo = this.gizmos.scaleGizmo || new BABYLON.ScaleGizmo(this._defaultUtilityLayer);
  103977. this.gizmos.scaleGizmo.attachedMesh = this._attachedMesh;
  103978. }
  103979. else if (this.gizmos.scaleGizmo) {
  103980. this.gizmos.scaleGizmo.attachedMesh = null;
  103981. }
  103982. this._gizmosEnabled.scaleGizmo = value;
  103983. },
  103984. enumerable: true,
  103985. configurable: true
  103986. });
  103987. Object.defineProperty(GizmoManager.prototype, "boundingBoxGizmoEnabled", {
  103988. get: function () {
  103989. return this._gizmosEnabled.boundingBoxGizmo;
  103990. },
  103991. /**
  103992. * If the boundingBox gizmo is enabled
  103993. */
  103994. set: function (value) {
  103995. if (value) {
  103996. this.gizmos.boundingBoxGizmo = this.gizmos.boundingBoxGizmo || new BABYLON.BoundingBoxGizmo(this._boundingBoxColor, this._defaultKeepDepthUtilityLayer);
  103997. this.gizmos.boundingBoxGizmo.attachedMesh = this._attachedMesh;
  103998. if (this._attachedMesh) {
  103999. this._attachedMesh.removeBehavior(this.boundingBoxDragBehavior);
  104000. this._attachedMesh.addBehavior(this.boundingBoxDragBehavior);
  104001. }
  104002. }
  104003. else if (this.gizmos.boundingBoxGizmo) {
  104004. this.gizmos.boundingBoxGizmo.attachedMesh = null;
  104005. }
  104006. this._gizmosEnabled.boundingBoxGizmo = value;
  104007. },
  104008. enumerable: true,
  104009. configurable: true
  104010. });
  104011. /**
  104012. * Disposes of the gizmo manager
  104013. */
  104014. GizmoManager.prototype.dispose = function () {
  104015. this.scene.onPointerObservable.remove(this._pointerObserver);
  104016. for (var key in this.gizmos) {
  104017. var gizmo = (this.gizmos[key]);
  104018. if (gizmo) {
  104019. gizmo.dispose();
  104020. }
  104021. }
  104022. this._defaultKeepDepthUtilityLayer.dispose();
  104023. this._defaultUtilityLayer.dispose();
  104024. this.boundingBoxDragBehavior.detach();
  104025. };
  104026. return GizmoManager;
  104027. }());
  104028. BABYLON.GizmoManager = GizmoManager;
  104029. })(BABYLON || (BABYLON = {}));
  104030. //# sourceMappingURL=babylon.gizmoManager.js.map
  104031. var BABYLON;
  104032. (function (BABYLON) {
  104033. /**
  104034. * Defines a target to use with MorphTargetManager
  104035. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  104036. */
  104037. var MorphTarget = /** @class */ (function () {
  104038. /**
  104039. * Creates a new MorphTarget
  104040. * @param name defines the name of the target
  104041. * @param influence defines the influence to use
  104042. */
  104043. function MorphTarget(
  104044. /** defines the name of the target */
  104045. name, influence, scene) {
  104046. if (influence === void 0) { influence = 0; }
  104047. if (scene === void 0) { scene = null; }
  104048. this.name = name;
  104049. /**
  104050. * Gets or sets the list of animations
  104051. */
  104052. this.animations = new Array();
  104053. this._positions = null;
  104054. this._normals = null;
  104055. this._tangents = null;
  104056. /**
  104057. * Observable raised when the influence changes
  104058. */
  104059. this.onInfluenceChanged = new BABYLON.Observable();
  104060. /** @hidden */
  104061. this._onDataLayoutChanged = new BABYLON.Observable();
  104062. this._animationPropertiesOverride = null;
  104063. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  104064. this.influence = influence;
  104065. }
  104066. Object.defineProperty(MorphTarget.prototype, "influence", {
  104067. /**
  104068. * Gets or sets the influence of this target (ie. its weight in the overall morphing)
  104069. */
  104070. get: function () {
  104071. return this._influence;
  104072. },
  104073. set: function (influence) {
  104074. if (this._influence === influence) {
  104075. return;
  104076. }
  104077. var previous = this._influence;
  104078. this._influence = influence;
  104079. if (this.onInfluenceChanged.hasObservers) {
  104080. this.onInfluenceChanged.notifyObservers(previous === 0 || influence === 0);
  104081. }
  104082. },
  104083. enumerable: true,
  104084. configurable: true
  104085. });
  104086. Object.defineProperty(MorphTarget.prototype, "animationPropertiesOverride", {
  104087. /**
  104088. * Gets or sets the animation properties override
  104089. */
  104090. get: function () {
  104091. if (!this._animationPropertiesOverride && this._scene) {
  104092. return this._scene.animationPropertiesOverride;
  104093. }
  104094. return this._animationPropertiesOverride;
  104095. },
  104096. set: function (value) {
  104097. this._animationPropertiesOverride = value;
  104098. },
  104099. enumerable: true,
  104100. configurable: true
  104101. });
  104102. Object.defineProperty(MorphTarget.prototype, "hasPositions", {
  104103. /**
  104104. * Gets a boolean defining if the target contains position data
  104105. */
  104106. get: function () {
  104107. return !!this._positions;
  104108. },
  104109. enumerable: true,
  104110. configurable: true
  104111. });
  104112. Object.defineProperty(MorphTarget.prototype, "hasNormals", {
  104113. /**
  104114. * Gets a boolean defining if the target contains normal data
  104115. */
  104116. get: function () {
  104117. return !!this._normals;
  104118. },
  104119. enumerable: true,
  104120. configurable: true
  104121. });
  104122. Object.defineProperty(MorphTarget.prototype, "hasTangents", {
  104123. /**
  104124. * Gets a boolean defining if the target contains tangent data
  104125. */
  104126. get: function () {
  104127. return !!this._tangents;
  104128. },
  104129. enumerable: true,
  104130. configurable: true
  104131. });
  104132. /**
  104133. * Affects position data to this target
  104134. * @param data defines the position data to use
  104135. */
  104136. MorphTarget.prototype.setPositions = function (data) {
  104137. var hadPositions = this.hasPositions;
  104138. this._positions = data;
  104139. if (hadPositions !== this.hasPositions) {
  104140. this._onDataLayoutChanged.notifyObservers(undefined);
  104141. }
  104142. };
  104143. /**
  104144. * Gets the position data stored in this target
  104145. * @returns a FloatArray containing the position data (or null if not present)
  104146. */
  104147. MorphTarget.prototype.getPositions = function () {
  104148. return this._positions;
  104149. };
  104150. /**
  104151. * Affects normal data to this target
  104152. * @param data defines the normal data to use
  104153. */
  104154. MorphTarget.prototype.setNormals = function (data) {
  104155. var hadNormals = this.hasNormals;
  104156. this._normals = data;
  104157. if (hadNormals !== this.hasNormals) {
  104158. this._onDataLayoutChanged.notifyObservers(undefined);
  104159. }
  104160. };
  104161. /**
  104162. * Gets the normal data stored in this target
  104163. * @returns a FloatArray containing the normal data (or null if not present)
  104164. */
  104165. MorphTarget.prototype.getNormals = function () {
  104166. return this._normals;
  104167. };
  104168. /**
  104169. * Affects tangent data to this target
  104170. * @param data defines the tangent data to use
  104171. */
  104172. MorphTarget.prototype.setTangents = function (data) {
  104173. var hadTangents = this.hasTangents;
  104174. this._tangents = data;
  104175. if (hadTangents !== this.hasTangents) {
  104176. this._onDataLayoutChanged.notifyObservers(undefined);
  104177. }
  104178. };
  104179. /**
  104180. * Gets the tangent data stored in this target
  104181. * @returns a FloatArray containing the tangent data (or null if not present)
  104182. */
  104183. MorphTarget.prototype.getTangents = function () {
  104184. return this._tangents;
  104185. };
  104186. /**
  104187. * Serializes the current target into a Serialization object
  104188. * @returns the serialized object
  104189. */
  104190. MorphTarget.prototype.serialize = function () {
  104191. var serializationObject = {};
  104192. serializationObject.name = this.name;
  104193. serializationObject.influence = this.influence;
  104194. serializationObject.positions = Array.prototype.slice.call(this.getPositions());
  104195. if (this.id != null) {
  104196. serializationObject.id = this.id;
  104197. }
  104198. if (this.hasNormals) {
  104199. serializationObject.normals = Array.prototype.slice.call(this.getNormals());
  104200. }
  104201. if (this.hasTangents) {
  104202. serializationObject.tangents = Array.prototype.slice.call(this.getTangents());
  104203. }
  104204. // Animations
  104205. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  104206. return serializationObject;
  104207. };
  104208. /**
  104209. * Returns the string "MorphTarget"
  104210. * @returns "MorphTarget"
  104211. */
  104212. MorphTarget.prototype.getClassName = function () {
  104213. return "MorphTarget";
  104214. };
  104215. // Statics
  104216. /**
  104217. * Creates a new target from serialized data
  104218. * @param serializationObject defines the serialized data to use
  104219. * @returns a new MorphTarget
  104220. */
  104221. MorphTarget.Parse = function (serializationObject) {
  104222. var result = new MorphTarget(serializationObject.name, serializationObject.influence);
  104223. result.setPositions(serializationObject.positions);
  104224. if (serializationObject.id != null) {
  104225. result.id = serializationObject.id;
  104226. }
  104227. if (serializationObject.normals) {
  104228. result.setNormals(serializationObject.normals);
  104229. }
  104230. if (serializationObject.tangents) {
  104231. result.setTangents(serializationObject.tangents);
  104232. }
  104233. // Animations
  104234. if (serializationObject.animations) {
  104235. for (var animationIndex = 0; animationIndex < serializationObject.animations.length; animationIndex++) {
  104236. var parsedAnimation = serializationObject.animations[animationIndex];
  104237. result.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  104238. }
  104239. }
  104240. return result;
  104241. };
  104242. /**
  104243. * Creates a MorphTarget from mesh data
  104244. * @param mesh defines the source mesh
  104245. * @param name defines the name to use for the new target
  104246. * @param influence defines the influence to attach to the target
  104247. * @returns a new MorphTarget
  104248. */
  104249. MorphTarget.FromMesh = function (mesh, name, influence) {
  104250. if (!name) {
  104251. name = mesh.name;
  104252. }
  104253. var result = new MorphTarget(name, influence, mesh.getScene());
  104254. result.setPositions(mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind));
  104255. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  104256. result.setNormals(mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind));
  104257. }
  104258. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind)) {
  104259. result.setTangents(mesh.getVerticesData(BABYLON.VertexBuffer.TangentKind));
  104260. }
  104261. return result;
  104262. };
  104263. __decorate([
  104264. BABYLON.serialize()
  104265. ], MorphTarget.prototype, "id", void 0);
  104266. return MorphTarget;
  104267. }());
  104268. BABYLON.MorphTarget = MorphTarget;
  104269. })(BABYLON || (BABYLON = {}));
  104270. //# sourceMappingURL=babylon.morphTarget.js.map
  104271. var BABYLON;
  104272. (function (BABYLON) {
  104273. /**
  104274. * This class is used to deform meshes using morphing between different targets
  104275. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  104276. */
  104277. var MorphTargetManager = /** @class */ (function () {
  104278. /**
  104279. * Creates a new MorphTargetManager
  104280. * @param scene defines the current scene
  104281. */
  104282. function MorphTargetManager(scene) {
  104283. if (scene === void 0) { scene = null; }
  104284. this._targets = new Array();
  104285. this._targetInfluenceChangedObservers = new Array();
  104286. this._targetDataLayoutChangedObservers = new Array();
  104287. this._activeTargets = new BABYLON.SmartArray(16);
  104288. this._supportsNormals = false;
  104289. this._supportsTangents = false;
  104290. this._vertexCount = 0;
  104291. this._uniqueId = 0;
  104292. this._tempInfluences = new Array();
  104293. if (!scene) {
  104294. scene = BABYLON.Engine.LastCreatedScene;
  104295. }
  104296. this._scene = scene;
  104297. if (this._scene) {
  104298. this._scene.morphTargetManagers.push(this);
  104299. this._uniqueId = this._scene.getUniqueId();
  104300. }
  104301. }
  104302. Object.defineProperty(MorphTargetManager.prototype, "uniqueId", {
  104303. /**
  104304. * Gets the unique ID of this manager
  104305. */
  104306. get: function () {
  104307. return this._uniqueId;
  104308. },
  104309. enumerable: true,
  104310. configurable: true
  104311. });
  104312. Object.defineProperty(MorphTargetManager.prototype, "vertexCount", {
  104313. /**
  104314. * Gets the number of vertices handled by this manager
  104315. */
  104316. get: function () {
  104317. return this._vertexCount;
  104318. },
  104319. enumerable: true,
  104320. configurable: true
  104321. });
  104322. Object.defineProperty(MorphTargetManager.prototype, "supportsNormals", {
  104323. /**
  104324. * Gets a boolean indicating if this manager supports morphing of normals
  104325. */
  104326. get: function () {
  104327. return this._supportsNormals;
  104328. },
  104329. enumerable: true,
  104330. configurable: true
  104331. });
  104332. Object.defineProperty(MorphTargetManager.prototype, "supportsTangents", {
  104333. /**
  104334. * Gets a boolean indicating if this manager supports morphing of tangents
  104335. */
  104336. get: function () {
  104337. return this._supportsTangents;
  104338. },
  104339. enumerable: true,
  104340. configurable: true
  104341. });
  104342. Object.defineProperty(MorphTargetManager.prototype, "numTargets", {
  104343. /**
  104344. * Gets the number of targets stored in this manager
  104345. */
  104346. get: function () {
  104347. return this._targets.length;
  104348. },
  104349. enumerable: true,
  104350. configurable: true
  104351. });
  104352. Object.defineProperty(MorphTargetManager.prototype, "numInfluencers", {
  104353. /**
  104354. * Gets the number of influencers (ie. the number of targets with influences > 0)
  104355. */
  104356. get: function () {
  104357. return this._activeTargets.length;
  104358. },
  104359. enumerable: true,
  104360. configurable: true
  104361. });
  104362. Object.defineProperty(MorphTargetManager.prototype, "influences", {
  104363. /**
  104364. * Gets the list of influences (one per target)
  104365. */
  104366. get: function () {
  104367. return this._influences;
  104368. },
  104369. enumerable: true,
  104370. configurable: true
  104371. });
  104372. /**
  104373. * Gets the active target at specified index. An active target is a target with an influence > 0
  104374. * @param index defines the index to check
  104375. * @returns the requested target
  104376. */
  104377. MorphTargetManager.prototype.getActiveTarget = function (index) {
  104378. return this._activeTargets.data[index];
  104379. };
  104380. /**
  104381. * Gets the target at specified index
  104382. * @param index defines the index to check
  104383. * @returns the requested target
  104384. */
  104385. MorphTargetManager.prototype.getTarget = function (index) {
  104386. return this._targets[index];
  104387. };
  104388. /**
  104389. * Add a new target to this manager
  104390. * @param target defines the target to add
  104391. */
  104392. MorphTargetManager.prototype.addTarget = function (target) {
  104393. var _this = this;
  104394. this._targets.push(target);
  104395. this._targetInfluenceChangedObservers.push(target.onInfluenceChanged.add(function (needUpdate) {
  104396. _this._syncActiveTargets(needUpdate);
  104397. }));
  104398. this._targetDataLayoutChangedObservers.push(target._onDataLayoutChanged.add(function () {
  104399. _this._syncActiveTargets(true);
  104400. }));
  104401. this._syncActiveTargets(true);
  104402. };
  104403. /**
  104404. * Removes a target from the manager
  104405. * @param target defines the target to remove
  104406. */
  104407. MorphTargetManager.prototype.removeTarget = function (target) {
  104408. var index = this._targets.indexOf(target);
  104409. if (index >= 0) {
  104410. this._targets.splice(index, 1);
  104411. target.onInfluenceChanged.remove(this._targetInfluenceChangedObservers.splice(index, 1)[0]);
  104412. target._onDataLayoutChanged.remove(this._targetDataLayoutChangedObservers.splice(index, 1)[0]);
  104413. this._syncActiveTargets(true);
  104414. }
  104415. };
  104416. /**
  104417. * Serializes the current manager into a Serialization object
  104418. * @returns the serialized object
  104419. */
  104420. MorphTargetManager.prototype.serialize = function () {
  104421. var serializationObject = {};
  104422. serializationObject.id = this.uniqueId;
  104423. serializationObject.targets = [];
  104424. for (var _i = 0, _a = this._targets; _i < _a.length; _i++) {
  104425. var target = _a[_i];
  104426. serializationObject.targets.push(target.serialize());
  104427. }
  104428. return serializationObject;
  104429. };
  104430. MorphTargetManager.prototype._syncActiveTargets = function (needUpdate) {
  104431. var influenceCount = 0;
  104432. this._activeTargets.reset();
  104433. this._supportsNormals = true;
  104434. this._supportsTangents = true;
  104435. this._vertexCount = 0;
  104436. for (var _i = 0, _a = this._targets; _i < _a.length; _i++) {
  104437. var target = _a[_i];
  104438. if (target.influence === 0) {
  104439. continue;
  104440. }
  104441. this._activeTargets.push(target);
  104442. this._tempInfluences[influenceCount++] = target.influence;
  104443. this._supportsNormals = this._supportsNormals && target.hasNormals;
  104444. this._supportsTangents = this._supportsTangents && target.hasTangents;
  104445. var positions = target.getPositions();
  104446. if (positions) {
  104447. var vertexCount = positions.length / 3;
  104448. if (this._vertexCount === 0) {
  104449. this._vertexCount = vertexCount;
  104450. }
  104451. else if (this._vertexCount !== vertexCount) {
  104452. BABYLON.Tools.Error("Incompatible target. Targets must all have the same vertices count.");
  104453. return;
  104454. }
  104455. }
  104456. }
  104457. if (!this._influences || this._influences.length !== influenceCount) {
  104458. this._influences = new Float32Array(influenceCount);
  104459. }
  104460. for (var index = 0; index < influenceCount; index++) {
  104461. this._influences[index] = this._tempInfluences[index];
  104462. }
  104463. if (needUpdate) {
  104464. this.synchronize();
  104465. }
  104466. };
  104467. /**
  104468. * Syncrhonize the targets with all the meshes using this morph target manager
  104469. */
  104470. MorphTargetManager.prototype.synchronize = function () {
  104471. if (!this._scene) {
  104472. return;
  104473. }
  104474. // Flag meshes as dirty to resync with the active targets
  104475. for (var _i = 0, _a = this._scene.meshes; _i < _a.length; _i++) {
  104476. var mesh = _a[_i];
  104477. if (mesh.morphTargetManager === this) {
  104478. mesh._syncGeometryWithMorphTargetManager();
  104479. }
  104480. }
  104481. };
  104482. // Statics
  104483. /**
  104484. * Creates a new MorphTargetManager from serialized data
  104485. * @param serializationObject defines the serialized data
  104486. * @param scene defines the hosting scene
  104487. * @returns the new MorphTargetManager
  104488. */
  104489. MorphTargetManager.Parse = function (serializationObject, scene) {
  104490. var result = new MorphTargetManager(scene);
  104491. result._uniqueId = serializationObject.id;
  104492. for (var _i = 0, _a = serializationObject.targets; _i < _a.length; _i++) {
  104493. var targetData = _a[_i];
  104494. result.addTarget(BABYLON.MorphTarget.Parse(targetData));
  104495. }
  104496. return result;
  104497. };
  104498. return MorphTargetManager;
  104499. }());
  104500. BABYLON.MorphTargetManager = MorphTargetManager;
  104501. })(BABYLON || (BABYLON = {}));
  104502. //# sourceMappingURL=babylon.morphTargetManager.js.map
  104503. var BABYLON;
  104504. (function (BABYLON) {
  104505. /**
  104506. * Octrees are a really powerful data structure that can quickly select entities based on space coordinates.
  104507. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  104508. */
  104509. var Octree = /** @class */ (function () {
  104510. /**
  104511. * Creates a octree
  104512. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  104513. * @param creationFunc function to be used to instatiate the octree
  104514. * @param maxBlockCapacity defines the maximum number of meshes you want on your octree's leaves (default: 64)
  104515. * @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.)
  104516. */
  104517. function Octree(creationFunc, maxBlockCapacity,
  104518. /** 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.) */
  104519. maxDepth) {
  104520. if (maxDepth === void 0) { maxDepth = 2; }
  104521. this.maxDepth = maxDepth;
  104522. /**
  104523. * Content stored in the octree
  104524. */
  104525. this.dynamicContent = new Array();
  104526. this._maxBlockCapacity = maxBlockCapacity || 64;
  104527. this._selectionContent = new BABYLON.SmartArrayNoDuplicate(1024);
  104528. this._creationFunc = creationFunc;
  104529. }
  104530. // Methods
  104531. /**
  104532. * Updates the octree by adding blocks for the passed in meshes within the min and max world parameters
  104533. * @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);
  104534. * @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);
  104535. * @param entries meshes to be added to the octree blocks
  104536. */
  104537. Octree.prototype.update = function (worldMin, worldMax, entries) {
  104538. Octree._CreateBlocks(worldMin, worldMax, entries, this._maxBlockCapacity, 0, this.maxDepth, this, this._creationFunc);
  104539. };
  104540. /**
  104541. * Adds a mesh to the octree
  104542. * @param entry Mesh to add to the octree
  104543. */
  104544. Octree.prototype.addMesh = function (entry) {
  104545. for (var index = 0; index < this.blocks.length; index++) {
  104546. var block = this.blocks[index];
  104547. block.addEntry(entry);
  104548. }
  104549. };
  104550. /**
  104551. * Selects an array of meshes within the frustum
  104552. * @param frustumPlanes The frustum planes to use which will select all meshes within it
  104553. * @param allowDuplicate If duplicate objects are allowed in the resulting object array
  104554. * @returns array of meshes within the frustum
  104555. */
  104556. Octree.prototype.select = function (frustumPlanes, allowDuplicate) {
  104557. this._selectionContent.reset();
  104558. for (var index = 0; index < this.blocks.length; index++) {
  104559. var block = this.blocks[index];
  104560. block.select(frustumPlanes, this._selectionContent, allowDuplicate);
  104561. }
  104562. if (allowDuplicate) {
  104563. this._selectionContent.concat(this.dynamicContent);
  104564. }
  104565. else {
  104566. this._selectionContent.concatWithNoDuplicate(this.dynamicContent);
  104567. }
  104568. return this._selectionContent;
  104569. };
  104570. /**
  104571. * Test if the octree intersect with the given bounding sphere and if yes, then add its content to the selection array
  104572. * @param sphereCenter defines the bounding sphere center
  104573. * @param sphereRadius defines the bounding sphere radius
  104574. * @param allowDuplicate defines if the selection array can contains duplicated entries
  104575. * @returns an array of objects that intersect the sphere
  104576. */
  104577. Octree.prototype.intersects = function (sphereCenter, sphereRadius, allowDuplicate) {
  104578. this._selectionContent.reset();
  104579. for (var index = 0; index < this.blocks.length; index++) {
  104580. var block = this.blocks[index];
  104581. block.intersects(sphereCenter, sphereRadius, this._selectionContent, allowDuplicate);
  104582. }
  104583. if (allowDuplicate) {
  104584. this._selectionContent.concat(this.dynamicContent);
  104585. }
  104586. else {
  104587. this._selectionContent.concatWithNoDuplicate(this.dynamicContent);
  104588. }
  104589. return this._selectionContent;
  104590. };
  104591. /**
  104592. * Test if the octree intersect with the given ray and if yes, then add its content to resulting array
  104593. * @param ray defines the ray to test with
  104594. * @returns array of intersected objects
  104595. */
  104596. Octree.prototype.intersectsRay = function (ray) {
  104597. this._selectionContent.reset();
  104598. for (var index = 0; index < this.blocks.length; index++) {
  104599. var block = this.blocks[index];
  104600. block.intersectsRay(ray, this._selectionContent);
  104601. }
  104602. this._selectionContent.concatWithNoDuplicate(this.dynamicContent);
  104603. return this._selectionContent;
  104604. };
  104605. /**
  104606. * @hidden
  104607. */
  104608. Octree._CreateBlocks = function (worldMin, worldMax, entries, maxBlockCapacity, currentDepth, maxDepth, target, creationFunc) {
  104609. target.blocks = new Array();
  104610. var blockSize = new BABYLON.Vector3((worldMax.x - worldMin.x) / 2, (worldMax.y - worldMin.y) / 2, (worldMax.z - worldMin.z) / 2);
  104611. // Segmenting space
  104612. for (var x = 0; x < 2; x++) {
  104613. for (var y = 0; y < 2; y++) {
  104614. for (var z = 0; z < 2; z++) {
  104615. var localMin = worldMin.add(blockSize.multiplyByFloats(x, y, z));
  104616. var localMax = worldMin.add(blockSize.multiplyByFloats(x + 1, y + 1, z + 1));
  104617. var block = new BABYLON.OctreeBlock(localMin, localMax, maxBlockCapacity, currentDepth + 1, maxDepth, creationFunc);
  104618. block.addEntries(entries);
  104619. target.blocks.push(block);
  104620. }
  104621. }
  104622. }
  104623. };
  104624. /**
  104625. * Adds a mesh into the octree block if it intersects the block
  104626. */
  104627. Octree.CreationFuncForMeshes = function (entry, block) {
  104628. var boundingInfo = entry.getBoundingInfo();
  104629. if (!entry.isBlocked && boundingInfo.boundingBox.intersectsMinMax(block.minPoint, block.maxPoint)) {
  104630. block.entries.push(entry);
  104631. }
  104632. };
  104633. /**
  104634. * Adds a submesh into the octree block if it intersects the block
  104635. */
  104636. Octree.CreationFuncForSubMeshes = function (entry, block) {
  104637. var boundingInfo = entry.getBoundingInfo();
  104638. if (boundingInfo.boundingBox.intersectsMinMax(block.minPoint, block.maxPoint)) {
  104639. block.entries.push(entry);
  104640. }
  104641. };
  104642. return Octree;
  104643. }());
  104644. BABYLON.Octree = Octree;
  104645. })(BABYLON || (BABYLON = {}));
  104646. //# sourceMappingURL=babylon.octree.js.map
  104647. var BABYLON;
  104648. (function (BABYLON) {
  104649. /**
  104650. * Class used to store a cell in an octree
  104651. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  104652. */
  104653. var OctreeBlock = /** @class */ (function () {
  104654. /**
  104655. * Creates a new block
  104656. * @param minPoint defines the minimum vector (in world space) of the block's bounding box
  104657. * @param maxPoint defines the maximum vector (in world space) of the block's bounding box
  104658. * @param capacity defines the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  104659. * @param depth defines the current depth of this block in the octree
  104660. * @param maxDepth defines the maximal depth allowed (beyond this value, the capacity is ignored)
  104661. * @param creationFunc defines a callback to call when an element is added to the block
  104662. */
  104663. function OctreeBlock(minPoint, maxPoint, capacity, depth, maxDepth, creationFunc) {
  104664. /**
  104665. * Gets the content of the current block
  104666. */
  104667. this.entries = new Array();
  104668. this._boundingVectors = new Array();
  104669. this._capacity = capacity;
  104670. this._depth = depth;
  104671. this._maxDepth = maxDepth;
  104672. this._creationFunc = creationFunc;
  104673. this._minPoint = minPoint;
  104674. this._maxPoint = maxPoint;
  104675. this._boundingVectors.push(minPoint.clone());
  104676. this._boundingVectors.push(maxPoint.clone());
  104677. this._boundingVectors.push(minPoint.clone());
  104678. this._boundingVectors[2].x = maxPoint.x;
  104679. this._boundingVectors.push(minPoint.clone());
  104680. this._boundingVectors[3].y = maxPoint.y;
  104681. this._boundingVectors.push(minPoint.clone());
  104682. this._boundingVectors[4].z = maxPoint.z;
  104683. this._boundingVectors.push(maxPoint.clone());
  104684. this._boundingVectors[5].z = minPoint.z;
  104685. this._boundingVectors.push(maxPoint.clone());
  104686. this._boundingVectors[6].x = minPoint.x;
  104687. this._boundingVectors.push(maxPoint.clone());
  104688. this._boundingVectors[7].y = minPoint.y;
  104689. }
  104690. Object.defineProperty(OctreeBlock.prototype, "capacity", {
  104691. // Property
  104692. /**
  104693. * Gets the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  104694. */
  104695. get: function () {
  104696. return this._capacity;
  104697. },
  104698. enumerable: true,
  104699. configurable: true
  104700. });
  104701. Object.defineProperty(OctreeBlock.prototype, "minPoint", {
  104702. /**
  104703. * Gets the minimum vector (in world space) of the block's bounding box
  104704. */
  104705. get: function () {
  104706. return this._minPoint;
  104707. },
  104708. enumerable: true,
  104709. configurable: true
  104710. });
  104711. Object.defineProperty(OctreeBlock.prototype, "maxPoint", {
  104712. /**
  104713. * Gets the maximum vector (in world space) of the block's bounding box
  104714. */
  104715. get: function () {
  104716. return this._maxPoint;
  104717. },
  104718. enumerable: true,
  104719. configurable: true
  104720. });
  104721. // Methods
  104722. /**
  104723. * Add a new element to this block
  104724. * @param entry defines the element to add
  104725. */
  104726. OctreeBlock.prototype.addEntry = function (entry) {
  104727. if (this.blocks) {
  104728. for (var index = 0; index < this.blocks.length; index++) {
  104729. var block = this.blocks[index];
  104730. block.addEntry(entry);
  104731. }
  104732. return;
  104733. }
  104734. this._creationFunc(entry, this);
  104735. if (this.entries.length > this.capacity && this._depth < this._maxDepth) {
  104736. this.createInnerBlocks();
  104737. }
  104738. };
  104739. /**
  104740. * Add an array of elements to this block
  104741. * @param entries defines the array of elements to add
  104742. */
  104743. OctreeBlock.prototype.addEntries = function (entries) {
  104744. for (var index = 0; index < entries.length; index++) {
  104745. var mesh = entries[index];
  104746. this.addEntry(mesh);
  104747. }
  104748. };
  104749. /**
  104750. * Test if the current block intersects the furstum planes and if yes, then add its content to the selection array
  104751. * @param frustumPlanes defines the frustum planes to test
  104752. * @param selection defines the array to store current content if selection is positive
  104753. * @param allowDuplicate defines if the selection array can contains duplicated entries
  104754. */
  104755. OctreeBlock.prototype.select = function (frustumPlanes, selection, allowDuplicate) {
  104756. if (BABYLON.BoundingBox.IsInFrustum(this._boundingVectors, frustumPlanes)) {
  104757. if (this.blocks) {
  104758. for (var index = 0; index < this.blocks.length; index++) {
  104759. var block = this.blocks[index];
  104760. block.select(frustumPlanes, selection, allowDuplicate);
  104761. }
  104762. return;
  104763. }
  104764. if (allowDuplicate) {
  104765. selection.concat(this.entries);
  104766. }
  104767. else {
  104768. selection.concatWithNoDuplicate(this.entries);
  104769. }
  104770. }
  104771. };
  104772. /**
  104773. * Test if the current block intersect with the given bounding sphere and if yes, then add its content to the selection array
  104774. * @param sphereCenter defines the bounding sphere center
  104775. * @param sphereRadius defines the bounding sphere radius
  104776. * @param selection defines the array to store current content if selection is positive
  104777. * @param allowDuplicate defines if the selection array can contains duplicated entries
  104778. */
  104779. OctreeBlock.prototype.intersects = function (sphereCenter, sphereRadius, selection, allowDuplicate) {
  104780. if (BABYLON.BoundingBox.IntersectsSphere(this._minPoint, this._maxPoint, sphereCenter, sphereRadius)) {
  104781. if (this.blocks) {
  104782. for (var index = 0; index < this.blocks.length; index++) {
  104783. var block = this.blocks[index];
  104784. block.intersects(sphereCenter, sphereRadius, selection, allowDuplicate);
  104785. }
  104786. return;
  104787. }
  104788. if (allowDuplicate) {
  104789. selection.concat(this.entries);
  104790. }
  104791. else {
  104792. selection.concatWithNoDuplicate(this.entries);
  104793. }
  104794. }
  104795. };
  104796. /**
  104797. * Test if the current block intersect with the given ray and if yes, then add its content to the selection array
  104798. * @param ray defines the ray to test with
  104799. * @param selection defines the array to store current content if selection is positive
  104800. */
  104801. OctreeBlock.prototype.intersectsRay = function (ray, selection) {
  104802. if (ray.intersectsBoxMinMax(this._minPoint, this._maxPoint)) {
  104803. if (this.blocks) {
  104804. for (var index = 0; index < this.blocks.length; index++) {
  104805. var block = this.blocks[index];
  104806. block.intersectsRay(ray, selection);
  104807. }
  104808. return;
  104809. }
  104810. selection.concatWithNoDuplicate(this.entries);
  104811. }
  104812. };
  104813. /**
  104814. * Subdivide the content into child blocks (this block will then be empty)
  104815. */
  104816. OctreeBlock.prototype.createInnerBlocks = function () {
  104817. BABYLON.Octree._CreateBlocks(this._minPoint, this._maxPoint, this.entries, this._capacity, this._depth, this._maxDepth, this, this._creationFunc);
  104818. };
  104819. return OctreeBlock;
  104820. }());
  104821. BABYLON.OctreeBlock = OctreeBlock;
  104822. })(BABYLON || (BABYLON = {}));
  104823. //# sourceMappingURL=babylon.octreeBlock.js.map
  104824. var BABYLON;
  104825. (function (BABYLON) {
  104826. BABYLON.Scene.prototype.createOrUpdateSelectionOctree = function (maxCapacity, maxDepth) {
  104827. if (maxCapacity === void 0) { maxCapacity = 64; }
  104828. if (maxDepth === void 0) { maxDepth = 2; }
  104829. var component = this._getComponent(BABYLON.SceneComponentConstants.NAME_OCTREE);
  104830. if (!component) {
  104831. component = new OctreeSceneComponent(this);
  104832. this._addComponent(component);
  104833. }
  104834. if (!this._selectionOctree) {
  104835. this._selectionOctree = new BABYLON.Octree(BABYLON.Octree.CreationFuncForMeshes, maxCapacity, maxDepth);
  104836. }
  104837. var worldExtends = this.getWorldExtends();
  104838. // Update octree
  104839. this._selectionOctree.update(worldExtends.min, worldExtends.max, this.meshes);
  104840. return this._selectionOctree;
  104841. };
  104842. Object.defineProperty(BABYLON.Scene.prototype, "selectionOctree", {
  104843. get: function () {
  104844. return this._selectionOctree;
  104845. },
  104846. enumerable: true,
  104847. configurable: true
  104848. });
  104849. /**
  104850. * This function will create an octree to help to select the right submeshes for rendering, picking and collision computations.
  104851. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  104852. * @param maxCapacity defines the maximum size of each block (64 by default)
  104853. * @param maxDepth defines the maximum depth to use (no more than 2 levels by default)
  104854. * @returns the new octree
  104855. * @see https://www.babylonjs-playground.com/#NA4OQ#12
  104856. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  104857. */
  104858. BABYLON.AbstractMesh.prototype.createOrUpdateSubmeshesOctree = function (maxCapacity, maxDepth) {
  104859. if (maxCapacity === void 0) { maxCapacity = 64; }
  104860. if (maxDepth === void 0) { maxDepth = 2; }
  104861. var scene = this.getScene();
  104862. var component = scene._getComponent(BABYLON.SceneComponentConstants.NAME_OCTREE);
  104863. if (!component) {
  104864. component = new OctreeSceneComponent(scene);
  104865. scene._addComponent(component);
  104866. }
  104867. if (!this._submeshesOctree) {
  104868. this._submeshesOctree = new BABYLON.Octree(BABYLON.Octree.CreationFuncForSubMeshes, maxCapacity, maxDepth);
  104869. }
  104870. this.computeWorldMatrix(true);
  104871. var boundingInfo = this.getBoundingInfo();
  104872. // Update octree
  104873. var bbox = boundingInfo.boundingBox;
  104874. this._submeshesOctree.update(bbox.minimumWorld, bbox.maximumWorld, this.subMeshes);
  104875. return this._submeshesOctree;
  104876. };
  104877. /**
  104878. * Defines the octree scene component responsible to manage any octrees
  104879. * in a given scene.
  104880. */
  104881. var OctreeSceneComponent = /** @class */ (function () {
  104882. /**
  104883. * Creates a new instance of the component for the given scene
  104884. * @param scene Defines the scene to register the component in
  104885. */
  104886. function OctreeSceneComponent(scene) {
  104887. /**
  104888. * The component name helpfull to identify the component in the list of scene components.
  104889. */
  104890. this.name = BABYLON.SceneComponentConstants.NAME_OCTREE;
  104891. /**
  104892. * Indicates if the meshes have been checked to make sure they are isEnabled()
  104893. */
  104894. this.checksIsEnabled = true;
  104895. this._tempRay = new BABYLON.Ray(BABYLON.Vector3.Zero(), new BABYLON.Vector3(1, 1, 1));
  104896. this.scene = scene;
  104897. this.scene.getActiveMeshCandidates = this.getActiveMeshCandidates.bind(this);
  104898. this.scene.getActiveSubMeshCandidates = this.getActiveSubMeshCandidates.bind(this);
  104899. this.scene.getCollidingSubMeshCandidates = this.getCollidingSubMeshCandidates.bind(this);
  104900. this.scene.getIntersectingSubMeshCandidates = this.getIntersectingSubMeshCandidates.bind(this);
  104901. }
  104902. /**
  104903. * Registers the component in a given scene
  104904. */
  104905. OctreeSceneComponent.prototype.register = function () {
  104906. var _this = this;
  104907. this.scene.onMeshRemovedObservable.add(function (mesh) {
  104908. var sceneOctree = _this.scene.selectionOctree;
  104909. if (sceneOctree !== undefined && sceneOctree !== null) {
  104910. var index = sceneOctree.dynamicContent.indexOf(mesh);
  104911. if (index !== -1) {
  104912. sceneOctree.dynamicContent.splice(index, 1);
  104913. }
  104914. }
  104915. });
  104916. this.scene.onMeshImportedObservable.add(function (mesh) {
  104917. var sceneOctree = _this.scene.selectionOctree;
  104918. if (sceneOctree !== undefined && sceneOctree !== null) {
  104919. sceneOctree.addMesh(mesh);
  104920. }
  104921. });
  104922. };
  104923. /**
  104924. * Return the list of active meshes
  104925. * @returns the list of active meshes
  104926. */
  104927. OctreeSceneComponent.prototype.getActiveMeshCandidates = function () {
  104928. if (this.scene._selectionOctree) {
  104929. var selection = this.scene._selectionOctree.select(this.scene.frustumPlanes);
  104930. return selection;
  104931. }
  104932. return this.scene._getDefaultMeshCandidates();
  104933. };
  104934. /**
  104935. * Return the list of active sub meshes
  104936. * @param mesh The mesh to get the candidates sub meshes from
  104937. * @returns the list of active sub meshes
  104938. */
  104939. OctreeSceneComponent.prototype.getActiveSubMeshCandidates = function (mesh) {
  104940. if (mesh._submeshesOctree && mesh.useOctreeForRenderingSelection) {
  104941. var intersections = mesh._submeshesOctree.select(this.scene.frustumPlanes);
  104942. return intersections;
  104943. }
  104944. return this.scene._getDefaultSubMeshCandidates(mesh);
  104945. };
  104946. /**
  104947. * Return the list of sub meshes intersecting with a given local ray
  104948. * @param mesh defines the mesh to find the submesh for
  104949. * @param localRay defines the ray in local space
  104950. * @returns the list of intersecting sub meshes
  104951. */
  104952. OctreeSceneComponent.prototype.getIntersectingSubMeshCandidates = function (mesh, localRay) {
  104953. if (mesh._submeshesOctree && mesh.useOctreeForPicking) {
  104954. BABYLON.Ray.TransformToRef(localRay, mesh.getWorldMatrix(), this._tempRay);
  104955. var intersections = mesh._submeshesOctree.intersectsRay(this._tempRay);
  104956. return intersections;
  104957. }
  104958. return this.scene._getDefaultSubMeshCandidates(mesh);
  104959. };
  104960. /**
  104961. * Return the list of sub meshes colliding with a collider
  104962. * @param mesh defines the mesh to find the submesh for
  104963. * @param collider defines the collider to evaluate the collision against
  104964. * @returns the list of colliding sub meshes
  104965. */
  104966. OctreeSceneComponent.prototype.getCollidingSubMeshCandidates = function (mesh, collider) {
  104967. if (mesh._submeshesOctree && mesh.useOctreeForCollisions) {
  104968. var radius = collider._velocityWorldLength + Math.max(collider._radius.x, collider._radius.y, collider._radius.z);
  104969. var intersections = mesh._submeshesOctree.intersects(collider._basePointWorld, radius);
  104970. return intersections;
  104971. }
  104972. return this.scene._getDefaultSubMeshCandidates(mesh);
  104973. };
  104974. /**
  104975. * Rebuilds the elements related to this component in case of
  104976. * context lost for instance.
  104977. */
  104978. OctreeSceneComponent.prototype.rebuild = function () {
  104979. // Nothing to do here.
  104980. };
  104981. /**
  104982. * Disposes the component and the associated ressources.
  104983. */
  104984. OctreeSceneComponent.prototype.dispose = function () {
  104985. // Nothing to do here.
  104986. };
  104987. return OctreeSceneComponent;
  104988. }());
  104989. BABYLON.OctreeSceneComponent = OctreeSceneComponent;
  104990. })(BABYLON || (BABYLON = {}));
  104991. //# sourceMappingURL=babylon.octreeSceneComponent.js.map
  104992. var BABYLON;
  104993. (function (BABYLON) {
  104994. /**
  104995. * Postprocess used to generate anaglyphic rendering
  104996. */
  104997. var AnaglyphPostProcess = /** @class */ (function (_super) {
  104998. __extends(AnaglyphPostProcess, _super);
  104999. /**
  105000. * Creates a new AnaglyphPostProcess
  105001. * @param name defines postprocess name
  105002. * @param options defines creation options or target ratio scale
  105003. * @param rigCameras defines cameras using this postprocess
  105004. * @param samplingMode defines required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  105005. * @param engine defines hosting engine
  105006. * @param reusable defines if the postprocess will be reused multiple times per frame
  105007. */
  105008. function AnaglyphPostProcess(name, options, rigCameras, samplingMode, engine, reusable) {
  105009. var _this = _super.call(this, name, "anaglyph", null, ["leftSampler"], options, rigCameras[1], samplingMode, engine, reusable) || this;
  105010. _this._passedProcess = rigCameras[0]._rigPostProcess;
  105011. _this.onApplyObservable.add(function (effect) {
  105012. effect.setTextureFromPostProcess("leftSampler", _this._passedProcess);
  105013. });
  105014. return _this;
  105015. }
  105016. return AnaglyphPostProcess;
  105017. }(BABYLON.PostProcess));
  105018. BABYLON.AnaglyphPostProcess = AnaglyphPostProcess;
  105019. })(BABYLON || (BABYLON = {}));
  105020. //# sourceMappingURL=babylon.anaglyphPostProcess.js.map
  105021. var BABYLON;
  105022. (function (BABYLON) {
  105023. BABYLON.Node.AddNodeConstructor("AnaglyphArcRotateCamera", function (name, scene, options) {
  105024. return function () { return new AnaglyphArcRotateCamera(name, 0, 0, 1.0, BABYLON.Vector3.Zero(), options.interaxial_distance, scene); };
  105025. });
  105026. /**
  105027. * Camera used to simulate anaglyphic rendering (based on ArcRotateCamera)
  105028. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  105029. */
  105030. var AnaglyphArcRotateCamera = /** @class */ (function (_super) {
  105031. __extends(AnaglyphArcRotateCamera, _super);
  105032. /**
  105033. * Creates a new AnaglyphArcRotateCamera
  105034. * @param name defines camera name
  105035. * @param alpha defines alpha angle (in radians)
  105036. * @param beta defines beta angle (in radians)
  105037. * @param radius defines radius
  105038. * @param target defines camera target
  105039. * @param interaxialDistance defines distance between each color axis
  105040. * @param scene defines the hosting scene
  105041. */
  105042. function AnaglyphArcRotateCamera(name, alpha, beta, radius, target, interaxialDistance, scene) {
  105043. var _this = _super.call(this, name, alpha, beta, radius, target, scene) || this;
  105044. _this.interaxialDistance = interaxialDistance;
  105045. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH, { interaxialDistance: interaxialDistance });
  105046. return _this;
  105047. }
  105048. /**
  105049. * Gets camera class name
  105050. * @returns AnaglyphArcRotateCamera
  105051. */
  105052. AnaglyphArcRotateCamera.prototype.getClassName = function () {
  105053. return "AnaglyphArcRotateCamera";
  105054. };
  105055. return AnaglyphArcRotateCamera;
  105056. }(BABYLON.ArcRotateCamera));
  105057. BABYLON.AnaglyphArcRotateCamera = AnaglyphArcRotateCamera;
  105058. })(BABYLON || (BABYLON = {}));
  105059. //# sourceMappingURL=babylon.anaglyphArcRotateCamera.js.map
  105060. var BABYLON;
  105061. (function (BABYLON) {
  105062. BABYLON.Node.AddNodeConstructor("AnaglyphFreeCamera", function (name, scene, options) {
  105063. return function () { return new AnaglyphFreeCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, scene); };
  105064. });
  105065. /**
  105066. * Camera used to simulate anaglyphic rendering (based on FreeCamera)
  105067. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  105068. */
  105069. var AnaglyphFreeCamera = /** @class */ (function (_super) {
  105070. __extends(AnaglyphFreeCamera, _super);
  105071. /**
  105072. * Creates a new AnaglyphFreeCamera
  105073. * @param name defines camera name
  105074. * @param position defines initial position
  105075. * @param interaxialDistance defines distance between each color axis
  105076. * @param scene defines the hosting scene
  105077. */
  105078. function AnaglyphFreeCamera(name, position, interaxialDistance, scene) {
  105079. var _this = _super.call(this, name, position, scene) || this;
  105080. _this.interaxialDistance = interaxialDistance;
  105081. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH, { interaxialDistance: interaxialDistance });
  105082. return _this;
  105083. }
  105084. /**
  105085. * Gets camera class name
  105086. * @returns AnaglyphFreeCamera
  105087. */
  105088. AnaglyphFreeCamera.prototype.getClassName = function () {
  105089. return "AnaglyphFreeCamera";
  105090. };
  105091. return AnaglyphFreeCamera;
  105092. }(BABYLON.FreeCamera));
  105093. BABYLON.AnaglyphFreeCamera = AnaglyphFreeCamera;
  105094. })(BABYLON || (BABYLON = {}));
  105095. //# sourceMappingURL=babylon.anaglyphFreeCamera.js.map
  105096. var BABYLON;
  105097. (function (BABYLON) {
  105098. BABYLON.Node.AddNodeConstructor("AnaglyphGamepadCamera", function (name, scene, options) {
  105099. return function () { return new AnaglyphGamepadCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, scene); };
  105100. });
  105101. /**
  105102. * Camera used to simulate anaglyphic rendering (based on GamepadCamera)
  105103. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  105104. */
  105105. var AnaglyphGamepadCamera = /** @class */ (function (_super) {
  105106. __extends(AnaglyphGamepadCamera, _super);
  105107. /**
  105108. * Creates a new AnaglyphGamepadCamera
  105109. * @param name defines camera name
  105110. * @param position defines initial position
  105111. * @param interaxialDistance defines distance between each color axis
  105112. * @param scene defines the hosting scene
  105113. */
  105114. function AnaglyphGamepadCamera(name, position, interaxialDistance, scene) {
  105115. var _this = _super.call(this, name, position, scene) || this;
  105116. _this.interaxialDistance = interaxialDistance;
  105117. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH, { interaxialDistance: interaxialDistance });
  105118. return _this;
  105119. }
  105120. /**
  105121. * Gets camera class name
  105122. * @returns AnaglyphGamepadCamera
  105123. */
  105124. AnaglyphGamepadCamera.prototype.getClassName = function () {
  105125. return "AnaglyphGamepadCamera";
  105126. };
  105127. return AnaglyphGamepadCamera;
  105128. }(BABYLON.GamepadCamera));
  105129. BABYLON.AnaglyphGamepadCamera = AnaglyphGamepadCamera;
  105130. })(BABYLON || (BABYLON = {}));
  105131. //# sourceMappingURL=babylon.anaglyphGamepadCamera.js.map
  105132. var BABYLON;
  105133. (function (BABYLON) {
  105134. BABYLON.Node.AddNodeConstructor("AnaglyphUniversalCamera", function (name, scene, options) {
  105135. return function () { return new AnaglyphUniversalCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, scene); };
  105136. });
  105137. /**
  105138. * Camera used to simulate anaglyphic rendering (based on UniversalCamera)
  105139. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  105140. */
  105141. var AnaglyphUniversalCamera = /** @class */ (function (_super) {
  105142. __extends(AnaglyphUniversalCamera, _super);
  105143. /**
  105144. * Creates a new AnaglyphUniversalCamera
  105145. * @param name defines camera name
  105146. * @param position defines initial position
  105147. * @param interaxialDistance defines distance between each color axis
  105148. * @param scene defines the hosting scene
  105149. */
  105150. function AnaglyphUniversalCamera(name, position, interaxialDistance, scene) {
  105151. var _this = _super.call(this, name, position, scene) || this;
  105152. _this.interaxialDistance = interaxialDistance;
  105153. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH, { interaxialDistance: interaxialDistance });
  105154. return _this;
  105155. }
  105156. /**
  105157. * Gets camera class name
  105158. * @returns AnaglyphUniversalCamera
  105159. */
  105160. AnaglyphUniversalCamera.prototype.getClassName = function () {
  105161. return "AnaglyphUniversalCamera";
  105162. };
  105163. return AnaglyphUniversalCamera;
  105164. }(BABYLON.UniversalCamera));
  105165. BABYLON.AnaglyphUniversalCamera = AnaglyphUniversalCamera;
  105166. })(BABYLON || (BABYLON = {}));
  105167. //# sourceMappingURL=babylon.anaglyphUniversalCamera.js.map
  105168. var BABYLON;
  105169. (function (BABYLON) {
  105170. /**
  105171. * StereoscopicInterlacePostProcess used to render stereo views from a rigged camera
  105172. */
  105173. var StereoscopicInterlacePostProcess = /** @class */ (function (_super) {
  105174. __extends(StereoscopicInterlacePostProcess, _super);
  105175. /**
  105176. * Initializes a StereoscopicInterlacePostProcess
  105177. * @param name The name of the effect.
  105178. * @param rigCameras The rig cameras to be appled to the post process
  105179. * @param isStereoscopicHoriz If the rendered results are horizontal or verticle
  105180. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  105181. * @param engine The engine which the post process will be applied. (default: current engine)
  105182. * @param reusable If the post process can be reused on the same frame. (default: false)
  105183. */
  105184. function StereoscopicInterlacePostProcess(name, rigCameras, isStereoscopicHoriz, samplingMode, engine, reusable) {
  105185. var _this = _super.call(this, name, "stereoscopicInterlace", ['stepSize'], ['camASampler'], 1, rigCameras[1], samplingMode, engine, reusable, isStereoscopicHoriz ? "#define IS_STEREOSCOPIC_HORIZ 1" : undefined) || this;
  105186. _this._passedProcess = rigCameras[0]._rigPostProcess;
  105187. _this._stepSize = new BABYLON.Vector2(1 / _this.width, 1 / _this.height);
  105188. _this.onSizeChangedObservable.add(function () {
  105189. _this._stepSize = new BABYLON.Vector2(1 / _this.width, 1 / _this.height);
  105190. });
  105191. _this.onApplyObservable.add(function (effect) {
  105192. effect.setTextureFromPostProcess("camASampler", _this._passedProcess);
  105193. effect.setFloat2("stepSize", _this._stepSize.x, _this._stepSize.y);
  105194. });
  105195. return _this;
  105196. }
  105197. return StereoscopicInterlacePostProcess;
  105198. }(BABYLON.PostProcess));
  105199. BABYLON.StereoscopicInterlacePostProcess = StereoscopicInterlacePostProcess;
  105200. })(BABYLON || (BABYLON = {}));
  105201. //# sourceMappingURL=babylon.stereoscopicInterlacePostProcess.js.map
  105202. var BABYLON;
  105203. (function (BABYLON) {
  105204. BABYLON.Node.AddNodeConstructor("StereoscopicArcRotateCamera", function (name, scene, options) {
  105205. return function () { return new StereoscopicArcRotateCamera(name, 0, 0, 1.0, BABYLON.Vector3.Zero(), options.interaxial_distance, options.isStereoscopicSideBySide, scene); };
  105206. });
  105207. /**
  105208. * Camera used to simulate stereoscopic rendering (based on ArcRotateCamera)
  105209. * @see http://doc.babylonjs.com/features/cameras
  105210. */
  105211. var StereoscopicArcRotateCamera = /** @class */ (function (_super) {
  105212. __extends(StereoscopicArcRotateCamera, _super);
  105213. /**
  105214. * Creates a new StereoscopicArcRotateCamera
  105215. * @param name defines camera name
  105216. * @param alpha defines alpha angle (in radians)
  105217. * @param beta defines beta angle (in radians)
  105218. * @param radius defines radius
  105219. * @param target defines camera target
  105220. * @param interaxialDistance defines distance between each color axis
  105221. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  105222. * @param scene defines the hosting scene
  105223. */
  105224. function StereoscopicArcRotateCamera(name, alpha, beta, radius, target, interaxialDistance, isStereoscopicSideBySide, scene) {
  105225. var _this = _super.call(this, name, alpha, beta, radius, target, scene) || this;
  105226. _this.interaxialDistance = interaxialDistance;
  105227. _this.isStereoscopicSideBySide = isStereoscopicSideBySide;
  105228. _this.setCameraRigMode(isStereoscopicSideBySide ? BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, { interaxialDistance: interaxialDistance });
  105229. return _this;
  105230. }
  105231. /**
  105232. * Gets camera class name
  105233. * @returns StereoscopicArcRotateCamera
  105234. */
  105235. StereoscopicArcRotateCamera.prototype.getClassName = function () {
  105236. return "StereoscopicArcRotateCamera";
  105237. };
  105238. return StereoscopicArcRotateCamera;
  105239. }(BABYLON.ArcRotateCamera));
  105240. BABYLON.StereoscopicArcRotateCamera = StereoscopicArcRotateCamera;
  105241. })(BABYLON || (BABYLON = {}));
  105242. //# sourceMappingURL=babylon.stereoscopicArcRotateCamera.js.map
  105243. var BABYLON;
  105244. (function (BABYLON) {
  105245. BABYLON.Node.AddNodeConstructor("StereoscopicFreeCamera", function (name, scene, options) {
  105246. return function () { return new StereoscopicFreeCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, options.isStereoscopicSideBySide, scene); };
  105247. });
  105248. /**
  105249. * Camera used to simulate stereoscopic rendering (based on FreeCamera)
  105250. * @see http://doc.babylonjs.com/features/cameras
  105251. */
  105252. var StereoscopicFreeCamera = /** @class */ (function (_super) {
  105253. __extends(StereoscopicFreeCamera, _super);
  105254. /**
  105255. * Creates a new StereoscopicFreeCamera
  105256. * @param name defines camera name
  105257. * @param position defines initial position
  105258. * @param interaxialDistance defines distance between each color axis
  105259. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  105260. * @param scene defines the hosting scene
  105261. */
  105262. function StereoscopicFreeCamera(name, position, interaxialDistance, isStereoscopicSideBySide, scene) {
  105263. var _this = _super.call(this, name, position, scene) || this;
  105264. _this.interaxialDistance = interaxialDistance;
  105265. _this.isStereoscopicSideBySide = isStereoscopicSideBySide;
  105266. _this.setCameraRigMode(isStereoscopicSideBySide ? BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, { interaxialDistance: interaxialDistance });
  105267. return _this;
  105268. }
  105269. /**
  105270. * Gets camera class name
  105271. * @returns StereoscopicFreeCamera
  105272. */
  105273. StereoscopicFreeCamera.prototype.getClassName = function () {
  105274. return "StereoscopicFreeCamera";
  105275. };
  105276. return StereoscopicFreeCamera;
  105277. }(BABYLON.FreeCamera));
  105278. BABYLON.StereoscopicFreeCamera = StereoscopicFreeCamera;
  105279. })(BABYLON || (BABYLON = {}));
  105280. //# sourceMappingURL=babylon.stereoscopicFreeCamera.js.map
  105281. var BABYLON;
  105282. (function (BABYLON) {
  105283. BABYLON.Node.AddNodeConstructor("StereoscopicGamepadCamera", function (name, scene, options) {
  105284. return function () { return new StereoscopicGamepadCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, options.isStereoscopicSideBySide, scene); };
  105285. });
  105286. /**
  105287. * Camera used to simulate stereoscopic rendering (based on GamepadCamera)
  105288. * @see http://doc.babylonjs.com/features/cameras
  105289. */
  105290. var StereoscopicGamepadCamera = /** @class */ (function (_super) {
  105291. __extends(StereoscopicGamepadCamera, _super);
  105292. /**
  105293. * Creates a new StereoscopicGamepadCamera
  105294. * @param name defines camera name
  105295. * @param position defines initial position
  105296. * @param interaxialDistance defines distance between each color axis
  105297. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  105298. * @param scene defines the hosting scene
  105299. */
  105300. function StereoscopicGamepadCamera(name, position, interaxialDistance, isStereoscopicSideBySide, scene) {
  105301. var _this = _super.call(this, name, position, scene) || this;
  105302. _this.interaxialDistance = interaxialDistance;
  105303. _this.isStereoscopicSideBySide = isStereoscopicSideBySide;
  105304. _this.setCameraRigMode(isStereoscopicSideBySide ? BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, { interaxialDistance: interaxialDistance });
  105305. return _this;
  105306. }
  105307. /**
  105308. * Gets camera class name
  105309. * @returns StereoscopicGamepadCamera
  105310. */
  105311. StereoscopicGamepadCamera.prototype.getClassName = function () {
  105312. return "StereoscopicGamepadCamera";
  105313. };
  105314. return StereoscopicGamepadCamera;
  105315. }(BABYLON.GamepadCamera));
  105316. BABYLON.StereoscopicGamepadCamera = StereoscopicGamepadCamera;
  105317. })(BABYLON || (BABYLON = {}));
  105318. //# sourceMappingURL=babylon.stereoscopicGamepadCamera.js.map
  105319. var BABYLON;
  105320. (function (BABYLON) {
  105321. BABYLON.Node.AddNodeConstructor("StereoscopicFreeCamera", function (name, scene, options) {
  105322. return function () { return new StereoscopicUniversalCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, options.isStereoscopicSideBySide, scene); };
  105323. });
  105324. /**
  105325. * Camera used to simulate stereoscopic rendering (based on UniversalCamera)
  105326. * @see http://doc.babylonjs.com/features/cameras
  105327. */
  105328. var StereoscopicUniversalCamera = /** @class */ (function (_super) {
  105329. __extends(StereoscopicUniversalCamera, _super);
  105330. /**
  105331. * Creates a new StereoscopicUniversalCamera
  105332. * @param name defines camera name
  105333. * @param position defines initial position
  105334. * @param interaxialDistance defines distance between each color axis
  105335. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  105336. * @param scene defines the hosting scene
  105337. */
  105338. function StereoscopicUniversalCamera(name, position, interaxialDistance, isStereoscopicSideBySide, scene) {
  105339. var _this = _super.call(this, name, position, scene) || this;
  105340. _this.interaxialDistance = interaxialDistance;
  105341. _this.isStereoscopicSideBySide = isStereoscopicSideBySide;
  105342. _this.setCameraRigMode(isStereoscopicSideBySide ? BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, { interaxialDistance: interaxialDistance });
  105343. return _this;
  105344. }
  105345. /**
  105346. * Gets camera class name
  105347. * @returns StereoscopicUniversalCamera
  105348. */
  105349. StereoscopicUniversalCamera.prototype.getClassName = function () {
  105350. return "StereoscopicUniversalCamera";
  105351. };
  105352. return StereoscopicUniversalCamera;
  105353. }(BABYLON.UniversalCamera));
  105354. BABYLON.StereoscopicUniversalCamera = StereoscopicUniversalCamera;
  105355. })(BABYLON || (BABYLON = {}));
  105356. //# sourceMappingURL=babylon.stereoscopicUniversalCamera.js.map
  105357. var BABYLON;
  105358. (function (BABYLON) {
  105359. /**
  105360. * VRDistortionCorrectionPostProcess used for mobile VR
  105361. */
  105362. var VRDistortionCorrectionPostProcess = /** @class */ (function (_super) {
  105363. __extends(VRDistortionCorrectionPostProcess, _super);
  105364. /**
  105365. * Initializes the VRDistortionCorrectionPostProcess
  105366. * @param name The name of the effect.
  105367. * @param camera The camera to apply the render pass to.
  105368. * @param isRightEye If this is for the right eye distortion
  105369. * @param vrMetrics All the required metrics for the VR camera
  105370. */
  105371. function VRDistortionCorrectionPostProcess(name, camera, isRightEye, vrMetrics) {
  105372. var _this = _super.call(this, name, "vrDistortionCorrection", [
  105373. 'LensCenter',
  105374. 'Scale',
  105375. 'ScaleIn',
  105376. 'HmdWarpParam'
  105377. ], null, vrMetrics.postProcessScaleFactor, camera, BABYLON.Texture.BILINEAR_SAMPLINGMODE) || this;
  105378. _this._isRightEye = isRightEye;
  105379. _this._distortionFactors = vrMetrics.distortionK;
  105380. _this._postProcessScaleFactor = vrMetrics.postProcessScaleFactor;
  105381. _this._lensCenterOffset = vrMetrics.lensCenterOffset;
  105382. _this.adaptScaleToCurrentViewport = true;
  105383. _this.onSizeChangedObservable.add(function () {
  105384. _this._scaleIn = new BABYLON.Vector2(2, 2 / _this.aspectRatio);
  105385. _this._scaleFactor = new BABYLON.Vector2(.5 * (1 / _this._postProcessScaleFactor), .5 * (1 / _this._postProcessScaleFactor) * _this.aspectRatio);
  105386. _this._lensCenter = new BABYLON.Vector2(_this._isRightEye ? 0.5 - _this._lensCenterOffset * 0.5 : 0.5 + _this._lensCenterOffset * 0.5, 0.5);
  105387. });
  105388. _this.onApplyObservable.add(function (effect) {
  105389. effect.setFloat2("LensCenter", _this._lensCenter.x, _this._lensCenter.y);
  105390. effect.setFloat2("Scale", _this._scaleFactor.x, _this._scaleFactor.y);
  105391. effect.setFloat2("ScaleIn", _this._scaleIn.x, _this._scaleIn.y);
  105392. effect.setFloat4("HmdWarpParam", _this._distortionFactors[0], _this._distortionFactors[1], _this._distortionFactors[2], _this._distortionFactors[3]);
  105393. });
  105394. return _this;
  105395. }
  105396. return VRDistortionCorrectionPostProcess;
  105397. }(BABYLON.PostProcess));
  105398. BABYLON.VRDistortionCorrectionPostProcess = VRDistortionCorrectionPostProcess;
  105399. })(BABYLON || (BABYLON = {}));
  105400. //# sourceMappingURL=babylon.vrDistortionCorrectionPostProcess.js.map
  105401. var BABYLON;
  105402. (function (BABYLON) {
  105403. /**
  105404. * Takes information about the orientation of the device as reported by the deviceorientation event to orient the camera.
  105405. * Screen rotation is taken into account.
  105406. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  105407. */
  105408. var FreeCameraDeviceOrientationInput = /** @class */ (function () {
  105409. /**
  105410. * Instantiates a new input
  105411. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  105412. */
  105413. function FreeCameraDeviceOrientationInput() {
  105414. var _this = this;
  105415. this._screenOrientationAngle = 0;
  105416. this._screenQuaternion = new BABYLON.Quaternion();
  105417. this._alpha = 0;
  105418. this._beta = 0;
  105419. this._gamma = 0;
  105420. this._orientationChanged = function () {
  105421. _this._screenOrientationAngle = (window.orientation !== undefined ? +window.orientation : (window.screen.orientation && (window.screen.orientation)['angle'] ? (window.screen.orientation).angle : 0));
  105422. _this._screenOrientationAngle = -BABYLON.Tools.ToRadians(_this._screenOrientationAngle / 2);
  105423. _this._screenQuaternion.copyFromFloats(0, Math.sin(_this._screenOrientationAngle), 0, Math.cos(_this._screenOrientationAngle));
  105424. };
  105425. this._deviceOrientation = function (evt) {
  105426. _this._alpha = evt.alpha !== null ? evt.alpha : 0;
  105427. _this._beta = evt.beta !== null ? evt.beta : 0;
  105428. _this._gamma = evt.gamma !== null ? evt.gamma : 0;
  105429. };
  105430. this._constantTranform = new BABYLON.Quaternion(-Math.sqrt(0.5), 0, 0, Math.sqrt(0.5));
  105431. this._orientationChanged();
  105432. }
  105433. Object.defineProperty(FreeCameraDeviceOrientationInput.prototype, "camera", {
  105434. /**
  105435. * Define the camera controlled by the input.
  105436. */
  105437. get: function () {
  105438. return this._camera;
  105439. },
  105440. set: function (camera) {
  105441. this._camera = camera;
  105442. if (this._camera != null && !this._camera.rotationQuaternion) {
  105443. this._camera.rotationQuaternion = new BABYLON.Quaternion();
  105444. }
  105445. },
  105446. enumerable: true,
  105447. configurable: true
  105448. });
  105449. /**
  105450. * Attach the input controls to a specific dom element to get the input from.
  105451. * @param element Defines the element the controls should be listened from
  105452. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  105453. */
  105454. FreeCameraDeviceOrientationInput.prototype.attachControl = function (element, noPreventDefault) {
  105455. window.addEventListener("orientationchange", this._orientationChanged);
  105456. window.addEventListener("deviceorientation", this._deviceOrientation);
  105457. //In certain cases, the attach control is called AFTER orientation was changed,
  105458. //So this is needed.
  105459. this._orientationChanged();
  105460. };
  105461. /**
  105462. * Detach the current controls from the specified dom element.
  105463. * @param element Defines the element to stop listening the inputs from
  105464. */
  105465. FreeCameraDeviceOrientationInput.prototype.detachControl = function (element) {
  105466. window.removeEventListener("orientationchange", this._orientationChanged);
  105467. window.removeEventListener("deviceorientation", this._deviceOrientation);
  105468. };
  105469. /**
  105470. * Update the current camera state depending on the inputs that have been used this frame.
  105471. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  105472. */
  105473. FreeCameraDeviceOrientationInput.prototype.checkInputs = function () {
  105474. //if no device orientation provided, don't update the rotation.
  105475. //Only testing against alpha under the assumption thatnorientation will never be so exact when set.
  105476. if (!this._alpha) {
  105477. return;
  105478. }
  105479. BABYLON.Quaternion.RotationYawPitchRollToRef(BABYLON.Tools.ToRadians(this._alpha), BABYLON.Tools.ToRadians(this._beta), -BABYLON.Tools.ToRadians(this._gamma), this.camera.rotationQuaternion);
  105480. this._camera.rotationQuaternion.multiplyInPlace(this._screenQuaternion);
  105481. this._camera.rotationQuaternion.multiplyInPlace(this._constantTranform);
  105482. //Mirror on XY Plane
  105483. this._camera.rotationQuaternion.z *= -1;
  105484. this._camera.rotationQuaternion.w *= -1;
  105485. };
  105486. /**
  105487. * Gets the class name of the current intput.
  105488. * @returns the class name
  105489. */
  105490. FreeCameraDeviceOrientationInput.prototype.getClassName = function () {
  105491. return "FreeCameraDeviceOrientationInput";
  105492. };
  105493. /**
  105494. * Get the friendly name associated with the input class.
  105495. * @returns the input friendly name
  105496. */
  105497. FreeCameraDeviceOrientationInput.prototype.getSimpleName = function () {
  105498. return "deviceOrientation";
  105499. };
  105500. return FreeCameraDeviceOrientationInput;
  105501. }());
  105502. BABYLON.FreeCameraDeviceOrientationInput = FreeCameraDeviceOrientationInput;
  105503. BABYLON.CameraInputTypes["FreeCameraDeviceOrientationInput"] = FreeCameraDeviceOrientationInput;
  105504. })(BABYLON || (BABYLON = {}));
  105505. //# sourceMappingURL=babylon.freeCameraDeviceOrientationInput.js.map
  105506. var BABYLON;
  105507. (function (BABYLON) {
  105508. /**
  105509. * Manage the device orientation inputs (gyroscope) to control an arc rotate camera.
  105510. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  105511. */
  105512. var ArcRotateCameraVRDeviceOrientationInput = /** @class */ (function () {
  105513. /**
  105514. * Instantiate a new ArcRotateCameraVRDeviceOrientationInput.
  105515. */
  105516. function ArcRotateCameraVRDeviceOrientationInput() {
  105517. /**
  105518. * Defines a correction factor applied on the alpha value retrieved from the orientation events.
  105519. */
  105520. this.alphaCorrection = 1;
  105521. /**
  105522. * Defines a correction factor applied on the gamma value retrieved from the orientation events.
  105523. */
  105524. this.gammaCorrection = 1;
  105525. this._alpha = 0;
  105526. this._gamma = 0;
  105527. this._dirty = false;
  105528. this._deviceOrientationHandler = this._onOrientationEvent.bind(this);
  105529. }
  105530. /**
  105531. * Attach the input controls to a specific dom element to get the input from.
  105532. * @param element Defines the element the controls should be listened from
  105533. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  105534. */
  105535. ArcRotateCameraVRDeviceOrientationInput.prototype.attachControl = function (element, noPreventDefault) {
  105536. this.camera.attachControl(element, noPreventDefault);
  105537. window.addEventListener("deviceorientation", this._deviceOrientationHandler);
  105538. };
  105539. /** @hidden */
  105540. ArcRotateCameraVRDeviceOrientationInput.prototype._onOrientationEvent = function (evt) {
  105541. if (evt.alpha !== null) {
  105542. this._alpha = (+evt.alpha | 0) * this.alphaCorrection;
  105543. }
  105544. if (evt.gamma !== null) {
  105545. this._gamma = (+evt.gamma | 0) * this.gammaCorrection;
  105546. }
  105547. this._dirty = true;
  105548. };
  105549. /**
  105550. * Update the current camera state depending on the inputs that have been used this frame.
  105551. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  105552. */
  105553. ArcRotateCameraVRDeviceOrientationInput.prototype.checkInputs = function () {
  105554. if (this._dirty) {
  105555. this._dirty = false;
  105556. if (this._gamma < 0) {
  105557. this._gamma = 180 + this._gamma;
  105558. }
  105559. this.camera.alpha = (-this._alpha / 180.0 * Math.PI) % Math.PI * 2;
  105560. this.camera.beta = (this._gamma / 180.0 * Math.PI);
  105561. }
  105562. };
  105563. /**
  105564. * Detach the current controls from the specified dom element.
  105565. * @param element Defines the element to stop listening the inputs from
  105566. */
  105567. ArcRotateCameraVRDeviceOrientationInput.prototype.detachControl = function (element) {
  105568. window.removeEventListener("deviceorientation", this._deviceOrientationHandler);
  105569. };
  105570. /**
  105571. * Gets the class name of the current intput.
  105572. * @returns the class name
  105573. */
  105574. ArcRotateCameraVRDeviceOrientationInput.prototype.getClassName = function () {
  105575. return "ArcRotateCameraVRDeviceOrientationInput";
  105576. };
  105577. /**
  105578. * Get the friendly name associated with the input class.
  105579. * @returns the input friendly name
  105580. */
  105581. ArcRotateCameraVRDeviceOrientationInput.prototype.getSimpleName = function () {
  105582. return "VRDeviceOrientation";
  105583. };
  105584. return ArcRotateCameraVRDeviceOrientationInput;
  105585. }());
  105586. BABYLON.ArcRotateCameraVRDeviceOrientationInput = ArcRotateCameraVRDeviceOrientationInput;
  105587. BABYLON.CameraInputTypes["ArcRotateCameraVRDeviceOrientationInput"] = ArcRotateCameraVRDeviceOrientationInput;
  105588. })(BABYLON || (BABYLON = {}));
  105589. //# sourceMappingURL=babylon.arcRotateCameraVRDeviceOrientationInput.js.map
  105590. var BABYLON;
  105591. (function (BABYLON) {
  105592. /**
  105593. * This represents all the required metrics to create a VR camera.
  105594. * @see http://doc.babylonjs.com/babylon101/cameras#device-orientation-camera
  105595. */
  105596. var VRCameraMetrics = /** @class */ (function () {
  105597. function VRCameraMetrics() {
  105598. /**
  105599. * Define if the current vr camera should compensate the distortion of the lense or not.
  105600. */
  105601. this.compensateDistortion = true;
  105602. }
  105603. Object.defineProperty(VRCameraMetrics.prototype, "aspectRatio", {
  105604. /**
  105605. * Gets the rendering aspect ratio based on the provided resolutions.
  105606. */
  105607. get: function () {
  105608. return this.hResolution / (2 * this.vResolution);
  105609. },
  105610. enumerable: true,
  105611. configurable: true
  105612. });
  105613. Object.defineProperty(VRCameraMetrics.prototype, "aspectRatioFov", {
  105614. /**
  105615. * Gets the aspect ratio based on the FOV, scale factors, and real screen sizes.
  105616. */
  105617. get: function () {
  105618. return (2 * Math.atan((this.postProcessScaleFactor * this.vScreenSize) / (2 * this.eyeToScreenDistance)));
  105619. },
  105620. enumerable: true,
  105621. configurable: true
  105622. });
  105623. Object.defineProperty(VRCameraMetrics.prototype, "leftHMatrix", {
  105624. /**
  105625. * @hidden
  105626. */
  105627. get: function () {
  105628. var meters = (this.hScreenSize / 4) - (this.lensSeparationDistance / 2);
  105629. var h = (4 * meters) / this.hScreenSize;
  105630. return BABYLON.Matrix.Translation(h, 0, 0);
  105631. },
  105632. enumerable: true,
  105633. configurable: true
  105634. });
  105635. Object.defineProperty(VRCameraMetrics.prototype, "rightHMatrix", {
  105636. /**
  105637. * @hidden
  105638. */
  105639. get: function () {
  105640. var meters = (this.hScreenSize / 4) - (this.lensSeparationDistance / 2);
  105641. var h = (4 * meters) / this.hScreenSize;
  105642. return BABYLON.Matrix.Translation(-h, 0, 0);
  105643. },
  105644. enumerable: true,
  105645. configurable: true
  105646. });
  105647. Object.defineProperty(VRCameraMetrics.prototype, "leftPreViewMatrix", {
  105648. /**
  105649. * @hidden
  105650. */
  105651. get: function () {
  105652. return BABYLON.Matrix.Translation(0.5 * this.interpupillaryDistance, 0, 0);
  105653. },
  105654. enumerable: true,
  105655. configurable: true
  105656. });
  105657. Object.defineProperty(VRCameraMetrics.prototype, "rightPreViewMatrix", {
  105658. /**
  105659. * @hidden
  105660. */
  105661. get: function () {
  105662. return BABYLON.Matrix.Translation(-0.5 * this.interpupillaryDistance, 0, 0);
  105663. },
  105664. enumerable: true,
  105665. configurable: true
  105666. });
  105667. /**
  105668. * Get the default VRMetrics based on the most generic setup.
  105669. * @returns the default vr metrics
  105670. */
  105671. VRCameraMetrics.GetDefault = function () {
  105672. var result = new VRCameraMetrics();
  105673. result.hResolution = 1280;
  105674. result.vResolution = 800;
  105675. result.hScreenSize = 0.149759993;
  105676. result.vScreenSize = 0.0935999975;
  105677. result.vScreenCenter = 0.0467999987;
  105678. result.eyeToScreenDistance = 0.0410000011;
  105679. result.lensSeparationDistance = 0.0635000020;
  105680. result.interpupillaryDistance = 0.0640000030;
  105681. result.distortionK = [1.0, 0.219999999, 0.239999995, 0.0];
  105682. result.chromaAbCorrection = [0.995999992, -0.00400000019, 1.01400006, 0.0];
  105683. result.postProcessScaleFactor = 1.714605507808412;
  105684. result.lensCenterOffset = 0.151976421;
  105685. return result;
  105686. };
  105687. return VRCameraMetrics;
  105688. }());
  105689. BABYLON.VRCameraMetrics = VRCameraMetrics;
  105690. })(BABYLON || (BABYLON = {}));
  105691. //# sourceMappingURL=babylon.vrCameraMetrics.js.map
  105692. var BABYLON;
  105693. (function (BABYLON) {
  105694. BABYLON.Node.AddNodeConstructor("WebVRFreeCamera", function (name, scene) {
  105695. return function () { return new WebVRFreeCamera(name, BABYLON.Vector3.Zero(), scene); };
  105696. });
  105697. BABYLON.Node.AddNodeConstructor("WebVRGamepadCamera", function (name, scene) {
  105698. return function () { return new WebVRFreeCamera(name, BABYLON.Vector3.Zero(), scene); };
  105699. });
  105700. /**
  105701. * This represents a WebVR camera.
  105702. * The WebVR camera is Babylon's simple interface to interaction with Windows Mixed Reality, HTC Vive and Oculus Rift.
  105703. * @example http://doc.babylonjs.com/how_to/webvr_camera
  105704. */
  105705. var WebVRFreeCamera = /** @class */ (function (_super) {
  105706. __extends(WebVRFreeCamera, _super);
  105707. /**
  105708. * Instantiates a WebVRFreeCamera.
  105709. * @param name The name of the WebVRFreeCamera
  105710. * @param position The starting anchor position for the camera
  105711. * @param scene The scene the camera belongs to
  105712. * @param webVROptions a set of customizable options for the webVRCamera
  105713. */
  105714. function WebVRFreeCamera(name, position, scene, webVROptions) {
  105715. if (webVROptions === void 0) { webVROptions = {}; }
  105716. var _this = _super.call(this, name, position, scene) || this;
  105717. _this.webVROptions = webVROptions;
  105718. /**
  105719. * @hidden
  105720. * The vrDisplay tied to the camera. See https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay
  105721. */
  105722. _this._vrDevice = null;
  105723. /**
  105724. * The rawPose of the vrDevice.
  105725. */
  105726. _this.rawPose = null;
  105727. _this._specsVersion = "1.1";
  105728. _this._attached = false;
  105729. _this._descendants = [];
  105730. // Represents device position and rotation in room space. Should only be used to help calculate babylon space values
  105731. _this._deviceRoomPosition = BABYLON.Vector3.Zero();
  105732. /** @hidden */
  105733. _this._deviceRoomRotationQuaternion = BABYLON.Quaternion.Identity();
  105734. _this._standingMatrix = null;
  105735. /**
  105736. * Represents device position in babylon space.
  105737. */
  105738. _this.devicePosition = BABYLON.Vector3.Zero();
  105739. /**
  105740. * Represents device rotation in babylon space.
  105741. */
  105742. _this.deviceRotationQuaternion = BABYLON.Quaternion.Identity();
  105743. /**
  105744. * The scale of the device to be used when translating from device space to babylon space.
  105745. */
  105746. _this.deviceScaleFactor = 1;
  105747. _this._deviceToWorld = BABYLON.Matrix.Identity();
  105748. _this._worldToDevice = BABYLON.Matrix.Identity();
  105749. /**
  105750. * References to the webVR controllers for the vrDevice.
  105751. */
  105752. _this.controllers = [];
  105753. /**
  105754. * Emits an event when a controller is attached.
  105755. */
  105756. _this.onControllersAttachedObservable = new BABYLON.Observable();
  105757. /**
  105758. * Emits an event when a controller's mesh has been loaded;
  105759. */
  105760. _this.onControllerMeshLoadedObservable = new BABYLON.Observable();
  105761. /**
  105762. * Emits an event when the HMD's pose has been updated.
  105763. */
  105764. _this.onPoseUpdatedFromDeviceObservable = new BABYLON.Observable();
  105765. _this._poseSet = false;
  105766. /**
  105767. * If the rig cameras be used as parent instead of this camera.
  105768. */
  105769. _this.rigParenting = true;
  105770. _this._defaultHeight = undefined;
  105771. _this._htmlElementAttached = null;
  105772. _this._detachIfAttached = function () {
  105773. var vrDisplay = _this.getEngine().getVRDevice();
  105774. if (vrDisplay && !vrDisplay.isPresenting && _this._htmlElementAttached) {
  105775. _this.detachControl(_this._htmlElementAttached);
  105776. }
  105777. };
  105778. _this._workingVector = BABYLON.Vector3.Zero();
  105779. _this._oneVector = BABYLON.Vector3.One();
  105780. _this._workingMatrix = BABYLON.Matrix.Identity();
  105781. _this._tmpMatrix = new BABYLON.Matrix();
  105782. _this._cache.position = BABYLON.Vector3.Zero();
  105783. if (webVROptions.defaultHeight) {
  105784. _this._defaultHeight = webVROptions.defaultHeight;
  105785. _this.position.y = _this._defaultHeight;
  105786. }
  105787. _this.minZ = 0.1;
  105788. //legacy support - the compensation boolean was removed.
  105789. if (arguments.length === 5) {
  105790. _this.webVROptions = arguments[4];
  105791. }
  105792. // default webVR options
  105793. if (_this.webVROptions.trackPosition == undefined) {
  105794. _this.webVROptions.trackPosition = true;
  105795. }
  105796. if (_this.webVROptions.controllerMeshes == undefined) {
  105797. _this.webVROptions.controllerMeshes = true;
  105798. }
  105799. if (_this.webVROptions.defaultLightingOnControllers == undefined) {
  105800. _this.webVROptions.defaultLightingOnControllers = true;
  105801. }
  105802. _this.rotationQuaternion = new BABYLON.Quaternion();
  105803. if (_this.webVROptions && _this.webVROptions.positionScale) {
  105804. _this.deviceScaleFactor = _this.webVROptions.positionScale;
  105805. }
  105806. //enable VR
  105807. var engine = _this.getEngine();
  105808. _this._onVREnabled = function (success) { if (success) {
  105809. _this.initControllers();
  105810. } };
  105811. engine.onVRRequestPresentComplete.add(_this._onVREnabled);
  105812. engine.initWebVR().add(function (event) {
  105813. if (!event.vrDisplay || _this._vrDevice === event.vrDisplay) {
  105814. return;
  105815. }
  105816. _this._vrDevice = event.vrDisplay;
  105817. //reset the rig parameters.
  105818. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_WEBVR, { parentCamera: _this, vrDisplay: _this._vrDevice, frameData: _this._frameData, specs: _this._specsVersion });
  105819. if (_this._attached) {
  105820. _this.getEngine().enableVR();
  105821. }
  105822. });
  105823. if (typeof (VRFrameData) !== "undefined") {
  105824. _this._frameData = new VRFrameData();
  105825. }
  105826. /**
  105827. * The idea behind the following lines:
  105828. * objects that have the camera as parent should actually have the rig cameras as a parent.
  105829. * BUT, each of those cameras has a different view matrix, which means that if we set the parent to the first rig camera,
  105830. * the second will not show it correctly.
  105831. *
  105832. * To solve this - each object that has the camera as parent will be added to a protected array.
  105833. * When the rig camera renders, it will take this array and set all of those to be its children.
  105834. * This way, the right camera will be used as a parent, and the mesh will be rendered correctly.
  105835. * Amazing!
  105836. */
  105837. scene.onBeforeCameraRenderObservable.add(function (camera) {
  105838. if (camera.parent === _this && _this.rigParenting) {
  105839. _this._descendants = _this.getDescendants(true, function (n) {
  105840. // don't take the cameras or the controllers!
  105841. var isController = _this.controllers.some(function (controller) { return controller._mesh === n; });
  105842. var isRigCamera = _this._rigCameras.indexOf(n) !== -1;
  105843. return !isController && !isRigCamera;
  105844. });
  105845. _this._descendants.forEach(function (node) {
  105846. node.parent = camera;
  105847. });
  105848. }
  105849. });
  105850. scene.onAfterCameraRenderObservable.add(function (camera) {
  105851. if (camera.parent === _this && _this.rigParenting) {
  105852. _this._descendants.forEach(function (node) {
  105853. node.parent = _this;
  105854. });
  105855. }
  105856. });
  105857. return _this;
  105858. }
  105859. /**
  105860. * Gets the device distance from the ground in meters.
  105861. * @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.
  105862. */
  105863. WebVRFreeCamera.prototype.deviceDistanceToRoomGround = function () {
  105864. if (this._standingMatrix) {
  105865. // Add standing matrix offset to get real offset from ground in room
  105866. this._standingMatrix.getTranslationToRef(this._workingVector);
  105867. return this._deviceRoomPosition.y + this._workingVector.y;
  105868. }
  105869. //If VRDisplay does not inform stage parameters and no default height is set we fallback to zero.
  105870. return this._defaultHeight || 0;
  105871. };
  105872. /**
  105873. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  105874. * @param callback will be called when the standing matrix is set. Callback parameter is if the standing matrix is supported.
  105875. */
  105876. WebVRFreeCamera.prototype.useStandingMatrix = function (callback) {
  105877. var _this = this;
  105878. if (callback === void 0) { callback = function (bool) { }; }
  105879. // Use standing matrix if available
  105880. this.getEngine().initWebVRAsync().then(function (result) {
  105881. if (!result.vrDisplay || !result.vrDisplay.stageParameters || !result.vrDisplay.stageParameters.sittingToStandingTransform || !_this.webVROptions.trackPosition) {
  105882. callback(false);
  105883. }
  105884. else {
  105885. _this._standingMatrix = new BABYLON.Matrix();
  105886. BABYLON.Matrix.FromFloat32ArrayToRefScaled(result.vrDisplay.stageParameters.sittingToStandingTransform, 0, 1, _this._standingMatrix);
  105887. if (!_this.getScene().useRightHandedSystem) {
  105888. if (_this._standingMatrix) {
  105889. _this._standingMatrix.toggleModelMatrixHandInPlace();
  105890. }
  105891. }
  105892. callback(true);
  105893. }
  105894. });
  105895. };
  105896. /**
  105897. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  105898. * @returns A promise with a boolean set to if the standing matrix is supported.
  105899. */
  105900. WebVRFreeCamera.prototype.useStandingMatrixAsync = function () {
  105901. var _this = this;
  105902. return new Promise(function (res, rej) {
  105903. _this.useStandingMatrix(function (supported) {
  105904. res(supported);
  105905. });
  105906. });
  105907. };
  105908. /**
  105909. * Disposes the camera
  105910. */
  105911. WebVRFreeCamera.prototype.dispose = function () {
  105912. this._detachIfAttached();
  105913. this.getEngine().onVRRequestPresentComplete.removeCallback(this._onVREnabled);
  105914. if (this._updateCacheWhenTrackingDisabledObserver) {
  105915. this._scene.onBeforeRenderObservable.remove(this._updateCacheWhenTrackingDisabledObserver);
  105916. }
  105917. _super.prototype.dispose.call(this);
  105918. };
  105919. /**
  105920. * Gets a vrController by name.
  105921. * @param name The name of the controller to retreive
  105922. * @returns the controller matching the name specified or null if not found
  105923. */
  105924. WebVRFreeCamera.prototype.getControllerByName = function (name) {
  105925. for (var _i = 0, _a = this.controllers; _i < _a.length; _i++) {
  105926. var gp = _a[_i];
  105927. if (gp.hand === name) {
  105928. return gp;
  105929. }
  105930. }
  105931. return null;
  105932. };
  105933. Object.defineProperty(WebVRFreeCamera.prototype, "leftController", {
  105934. /**
  105935. * The controller corrisponding to the users left hand.
  105936. */
  105937. get: function () {
  105938. if (!this._leftController) {
  105939. this._leftController = this.getControllerByName("left");
  105940. }
  105941. return this._leftController;
  105942. },
  105943. enumerable: true,
  105944. configurable: true
  105945. });
  105946. Object.defineProperty(WebVRFreeCamera.prototype, "rightController", {
  105947. /**
  105948. * The controller corrisponding to the users right hand.
  105949. */
  105950. get: function () {
  105951. if (!this._rightController) {
  105952. this._rightController = this.getControllerByName("right");
  105953. }
  105954. return this._rightController;
  105955. },
  105956. enumerable: true,
  105957. configurable: true
  105958. });
  105959. /**
  105960. * Casts a ray forward from the vrCamera's gaze.
  105961. * @param length Length of the ray (default: 100)
  105962. * @returns the ray corrisponding to the gaze
  105963. */
  105964. WebVRFreeCamera.prototype.getForwardRay = function (length) {
  105965. if (length === void 0) { length = 100; }
  105966. if (this.leftCamera) {
  105967. // Use left eye to avoid computation to compute center on every call
  105968. return _super.prototype.getForwardRay.call(this, length, this.leftCamera.getWorldMatrix(), this.leftCamera.globalPosition); // Need the actual rendered camera
  105969. }
  105970. else {
  105971. return _super.prototype.getForwardRay.call(this, length);
  105972. }
  105973. };
  105974. /**
  105975. * @hidden
  105976. * Updates the camera based on device's frame data
  105977. */
  105978. WebVRFreeCamera.prototype._checkInputs = function () {
  105979. if (this._vrDevice && this._vrDevice.isPresenting) {
  105980. this._vrDevice.getFrameData(this._frameData);
  105981. this.updateFromDevice(this._frameData.pose);
  105982. }
  105983. _super.prototype._checkInputs.call(this);
  105984. };
  105985. /**
  105986. * Updates the poseControlled values based on the input device pose.
  105987. * @param poseData Pose coming from the device
  105988. */
  105989. WebVRFreeCamera.prototype.updateFromDevice = function (poseData) {
  105990. if (poseData && poseData.orientation) {
  105991. this.rawPose = poseData;
  105992. this._deviceRoomRotationQuaternion.copyFromFloats(poseData.orientation[0], poseData.orientation[1], -poseData.orientation[2], -poseData.orientation[3]);
  105993. if (this.getScene().useRightHandedSystem) {
  105994. this._deviceRoomRotationQuaternion.z *= -1;
  105995. this._deviceRoomRotationQuaternion.w *= -1;
  105996. }
  105997. if (this.webVROptions.trackPosition && this.rawPose.position) {
  105998. this._deviceRoomPosition.copyFromFloats(this.rawPose.position[0], this.rawPose.position[1], -this.rawPose.position[2]);
  105999. if (this.getScene().useRightHandedSystem) {
  106000. this._deviceRoomPosition.z *= -1;
  106001. }
  106002. }
  106003. this._poseSet = true;
  106004. }
  106005. };
  106006. /**
  106007. * WebVR's attach control will start broadcasting frames to the device.
  106008. * Note that in certain browsers (chrome for example) this function must be called
  106009. * within a user-interaction callback. Example:
  106010. * <pre> scene.onPointerDown = function() { camera.attachControl(canvas); }</pre>
  106011. *
  106012. * @param element html element to attach the vrDevice to
  106013. * @param noPreventDefault prevent the default html element operation when attaching the vrDevice
  106014. */
  106015. WebVRFreeCamera.prototype.attachControl = function (element, noPreventDefault) {
  106016. _super.prototype.attachControl.call(this, element, noPreventDefault);
  106017. this._attached = true;
  106018. this._htmlElementAttached = element;
  106019. noPreventDefault = BABYLON.Camera.ForceAttachControlToAlwaysPreventDefault ? false : noPreventDefault;
  106020. if (this._vrDevice) {
  106021. this.getEngine().enableVR();
  106022. }
  106023. window.addEventListener('vrdisplaypresentchange', this._detachIfAttached);
  106024. };
  106025. /**
  106026. * Detaches the camera from the html element and disables VR
  106027. *
  106028. * @param element html element to detach from
  106029. */
  106030. WebVRFreeCamera.prototype.detachControl = function (element) {
  106031. this.getScene().gamepadManager.onGamepadConnectedObservable.remove(this._onGamepadConnectedObserver);
  106032. this.getScene().gamepadManager.onGamepadDisconnectedObservable.remove(this._onGamepadDisconnectedObserver);
  106033. _super.prototype.detachControl.call(this, element);
  106034. this._attached = false;
  106035. this.getEngine().disableVR();
  106036. window.removeEventListener('vrdisplaypresentchange', this._detachIfAttached);
  106037. };
  106038. /**
  106039. * @returns the name of this class
  106040. */
  106041. WebVRFreeCamera.prototype.getClassName = function () {
  106042. return "WebVRFreeCamera";
  106043. };
  106044. /**
  106045. * Calls resetPose on the vrDisplay
  106046. * See: https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay/resetPose
  106047. */
  106048. WebVRFreeCamera.prototype.resetToCurrentRotation = function () {
  106049. //uses the vrDisplay's "resetPose()".
  106050. //pitch and roll won't be affected.
  106051. this._vrDevice.resetPose();
  106052. };
  106053. /**
  106054. * @hidden
  106055. * Updates the rig cameras (left and right eye)
  106056. */
  106057. WebVRFreeCamera.prototype._updateRigCameras = function () {
  106058. var camLeft = this._rigCameras[0];
  106059. var camRight = this._rigCameras[1];
  106060. camLeft.rotationQuaternion.copyFrom(this._deviceRoomRotationQuaternion);
  106061. camRight.rotationQuaternion.copyFrom(this._deviceRoomRotationQuaternion);
  106062. camLeft.position.copyFrom(this._deviceRoomPosition);
  106063. camRight.position.copyFrom(this._deviceRoomPosition);
  106064. };
  106065. // Remove translation from 6dof headset if trackposition is set to false
  106066. WebVRFreeCamera.prototype._correctPositionIfNotTrackPosition = function (matrix, isViewMatrix) {
  106067. if (isViewMatrix === void 0) { isViewMatrix = false; }
  106068. if (this.rawPose && this.rawPose.position && !this.webVROptions.trackPosition) {
  106069. BABYLON.Matrix.TranslationToRef(this.rawPose.position[0], this.rawPose.position[1], -this.rawPose.position[2], this._tmpMatrix);
  106070. if (!isViewMatrix) {
  106071. this._tmpMatrix.invert();
  106072. }
  106073. this._tmpMatrix.multiplyToRef(matrix, matrix);
  106074. }
  106075. };
  106076. /**
  106077. * @hidden
  106078. * Updates the cached values of the camera
  106079. * @param ignoreParentClass ignores updating the parent class's cache (default: false)
  106080. */
  106081. WebVRFreeCamera.prototype._updateCache = function (ignoreParentClass) {
  106082. var _this = this;
  106083. if (!this.rotationQuaternion.equals(this._cache.rotationQuaternion) || !this.position.equals(this._cache.position)) {
  106084. // Update to ensure devicePosition is up to date with most recent _deviceRoomPosition
  106085. if (!this.updateCacheCalled) {
  106086. // make sure it is only called once per loop. this.update() might cause an infinite loop.
  106087. this.updateCacheCalled = true;
  106088. this.update();
  106089. }
  106090. // Set working vector to the device position in room space rotated by the new rotation
  106091. this.rotationQuaternion.toRotationMatrix(this._workingMatrix);
  106092. BABYLON.Vector3.TransformCoordinatesToRef(this._deviceRoomPosition, this._workingMatrix, this._workingVector);
  106093. // Subtract this vector from the current device position in world to get the translation for the device world matrix
  106094. this.devicePosition.subtractToRef(this._workingVector, this._workingVector);
  106095. BABYLON.Matrix.ComposeToRef(this._oneVector, this.rotationQuaternion, this._workingVector, this._deviceToWorld);
  106096. // Add translation from anchor position
  106097. this._deviceToWorld.getTranslationToRef(this._workingVector);
  106098. this._workingVector.addInPlace(this.position);
  106099. this._workingVector.subtractInPlace(this._cache.position);
  106100. this._deviceToWorld.setTranslation(this._workingVector);
  106101. // Set an inverted matrix to be used when updating the camera
  106102. this._deviceToWorld.invertToRef(this._worldToDevice);
  106103. // Update the gamepad to ensure the mesh is updated on the same frame as camera
  106104. this.controllers.forEach(function (controller) {
  106105. controller._deviceToWorld.copyFrom(_this._deviceToWorld);
  106106. _this._correctPositionIfNotTrackPosition(controller._deviceToWorld);
  106107. controller.update();
  106108. });
  106109. }
  106110. if (!ignoreParentClass) {
  106111. _super.prototype._updateCache.call(this);
  106112. }
  106113. this.updateCacheCalled = false;
  106114. };
  106115. /**
  106116. * @hidden
  106117. * Get current device position in babylon world
  106118. */
  106119. WebVRFreeCamera.prototype._computeDevicePosition = function () {
  106120. BABYLON.Vector3.TransformCoordinatesToRef(this._deviceRoomPosition, this._deviceToWorld, this.devicePosition);
  106121. };
  106122. /**
  106123. * Updates the current device position and rotation in the babylon world
  106124. */
  106125. WebVRFreeCamera.prototype.update = function () {
  106126. this._computeDevicePosition();
  106127. // Get current device rotation in babylon world
  106128. BABYLON.Matrix.FromQuaternionToRef(this._deviceRoomRotationQuaternion, this._workingMatrix);
  106129. this._workingMatrix.multiplyToRef(this._deviceToWorld, this._workingMatrix);
  106130. BABYLON.Quaternion.FromRotationMatrixToRef(this._workingMatrix, this.deviceRotationQuaternion);
  106131. if (this._poseSet) {
  106132. this.onPoseUpdatedFromDeviceObservable.notifyObservers(null);
  106133. }
  106134. _super.prototype.update.call(this);
  106135. };
  106136. /**
  106137. * @hidden
  106138. * Gets the view matrix of this camera (Always set to identity as left and right eye cameras contain the actual view matrix)
  106139. * @returns an identity matrix
  106140. */
  106141. WebVRFreeCamera.prototype._getViewMatrix = function () {
  106142. return BABYLON.Matrix.Identity();
  106143. };
  106144. /**
  106145. * This function is called by the two RIG cameras.
  106146. * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)
  106147. */
  106148. WebVRFreeCamera.prototype._getWebVRViewMatrix = function () {
  106149. // Update the parent camera prior to using a child camera to avoid desynchronization
  106150. var parentCamera = this._cameraRigParams["parentCamera"];
  106151. parentCamera._updateCache();
  106152. //WebVR 1.1
  106153. var viewArray = this._cameraRigParams["left"] ? this._cameraRigParams["frameData"].leftViewMatrix : this._cameraRigParams["frameData"].rightViewMatrix;
  106154. BABYLON.Matrix.FromArrayToRef(viewArray, 0, this._webvrViewMatrix);
  106155. if (!this.getScene().useRightHandedSystem) {
  106156. this._webvrViewMatrix.toggleModelMatrixHandInPlace();
  106157. }
  106158. // update the camera rotation matrix
  106159. this._webvrViewMatrix.getRotationMatrixToRef(this._cameraRotationMatrix);
  106160. BABYLON.Vector3.TransformCoordinatesToRef(this._referencePoint, this._cameraRotationMatrix, this._transformedReferencePoint);
  106161. // Computing target and final matrix
  106162. this.position.addToRef(this._transformedReferencePoint, this._currentTarget);
  106163. // should the view matrix be updated with scale and position offset?
  106164. if (parentCamera.deviceScaleFactor !== 1) {
  106165. this._webvrViewMatrix.invert();
  106166. // scale the position, if set
  106167. if (parentCamera.deviceScaleFactor) {
  106168. this._webvrViewMatrix.multiplyAtIndex(12, parentCamera.deviceScaleFactor);
  106169. this._webvrViewMatrix.multiplyAtIndex(13, parentCamera.deviceScaleFactor);
  106170. this._webvrViewMatrix.multiplyAtIndex(14, parentCamera.deviceScaleFactor);
  106171. }
  106172. this._webvrViewMatrix.invert();
  106173. }
  106174. // Remove translation from 6dof headset if trackposition is set to false
  106175. parentCamera._correctPositionIfNotTrackPosition(this._webvrViewMatrix, true);
  106176. parentCamera._worldToDevice.multiplyToRef(this._webvrViewMatrix, this._webvrViewMatrix);
  106177. // Compute global position
  106178. this._workingMatrix = this._workingMatrix || BABYLON.Matrix.Identity();
  106179. this._webvrViewMatrix.invertToRef(this._workingMatrix);
  106180. this._workingMatrix.multiplyToRef(parentCamera.getWorldMatrix(), this._workingMatrix);
  106181. this._workingMatrix.getTranslationToRef(this._globalPosition);
  106182. this._markSyncedWithParent();
  106183. return this._webvrViewMatrix;
  106184. };
  106185. WebVRFreeCamera.prototype._getWebVRProjectionMatrix = function () {
  106186. var parentCamera = this.parent;
  106187. parentCamera._vrDevice.depthNear = parentCamera.minZ;
  106188. parentCamera._vrDevice.depthFar = parentCamera.maxZ;
  106189. var projectionArray = this._cameraRigParams["left"] ? this._cameraRigParams["frameData"].leftProjectionMatrix : this._cameraRigParams["frameData"].rightProjectionMatrix;
  106190. BABYLON.Matrix.FromArrayToRef(projectionArray, 0, this._projectionMatrix);
  106191. //babylon compatible matrix
  106192. if (!this.getScene().useRightHandedSystem) {
  106193. this._projectionMatrix.toggleProjectionMatrixHandInPlace();
  106194. }
  106195. return this._projectionMatrix;
  106196. };
  106197. /**
  106198. * Initializes the controllers and their meshes
  106199. */
  106200. WebVRFreeCamera.prototype.initControllers = function () {
  106201. var _this = this;
  106202. this.controllers = [];
  106203. var manager = this.getScene().gamepadManager;
  106204. this._onGamepadDisconnectedObserver = manager.onGamepadDisconnectedObservable.add(function (gamepad) {
  106205. if (gamepad.type === BABYLON.Gamepad.POSE_ENABLED) {
  106206. var webVrController = gamepad;
  106207. if (webVrController.defaultModel) {
  106208. webVrController.defaultModel.setEnabled(false);
  106209. }
  106210. if (webVrController.hand === "right") {
  106211. _this._rightController = null;
  106212. }
  106213. if (webVrController.hand === "left") {
  106214. _this._leftController = null;
  106215. }
  106216. var controllerIndex = _this.controllers.indexOf(webVrController);
  106217. if (controllerIndex !== -1) {
  106218. _this.controllers.splice(controllerIndex, 1);
  106219. }
  106220. }
  106221. });
  106222. this._onGamepadConnectedObserver = manager.onGamepadConnectedObservable.add(function (gamepad) {
  106223. if (gamepad.type === BABYLON.Gamepad.POSE_ENABLED) {
  106224. var webVrController_1 = gamepad;
  106225. if (!_this.webVROptions.trackPosition) {
  106226. webVrController_1._disableTrackPosition(new BABYLON.Vector3(webVrController_1.hand == "left" ? -0.15 : 0.15, -0.5, 0.25));
  106227. // Cache must be updated before rendering controllers to avoid them being one frame behind
  106228. if (!_this._updateCacheWhenTrackingDisabledObserver) {
  106229. _this._updateCacheWhenTrackingDisabledObserver = _this._scene.onBeforeRenderObservable.add(function () {
  106230. _this._updateCache();
  106231. });
  106232. }
  106233. }
  106234. webVrController_1.deviceScaleFactor = _this.deviceScaleFactor;
  106235. webVrController_1._deviceToWorld.copyFrom(_this._deviceToWorld);
  106236. _this._correctPositionIfNotTrackPosition(webVrController_1._deviceToWorld);
  106237. if (_this.webVROptions.controllerMeshes) {
  106238. if (webVrController_1.defaultModel) {
  106239. webVrController_1.defaultModel.setEnabled(true);
  106240. }
  106241. else {
  106242. // Load the meshes
  106243. webVrController_1.initControllerMesh(_this.getScene(), function (loadedMesh) {
  106244. loadedMesh.scaling.scaleInPlace(_this.deviceScaleFactor);
  106245. _this.onControllerMeshLoadedObservable.notifyObservers(webVrController_1);
  106246. if (_this.webVROptions.defaultLightingOnControllers) {
  106247. if (!_this._lightOnControllers) {
  106248. _this._lightOnControllers = new BABYLON.HemisphericLight("vrControllersLight", new BABYLON.Vector3(0, 1, 0), _this.getScene());
  106249. }
  106250. var activateLightOnSubMeshes_1 = function (mesh, light) {
  106251. var children = mesh.getChildren();
  106252. if (children && children.length !== 0) {
  106253. children.forEach(function (mesh) {
  106254. light.includedOnlyMeshes.push(mesh);
  106255. activateLightOnSubMeshes_1(mesh, light);
  106256. });
  106257. }
  106258. };
  106259. _this._lightOnControllers.includedOnlyMeshes.push(loadedMesh);
  106260. activateLightOnSubMeshes_1(loadedMesh, _this._lightOnControllers);
  106261. }
  106262. });
  106263. }
  106264. }
  106265. webVrController_1.attachToPoseControlledCamera(_this);
  106266. // since this is async - sanity check. Is the controller already stored?
  106267. if (_this.controllers.indexOf(webVrController_1) === -1) {
  106268. //add to the controllers array
  106269. _this.controllers.push(webVrController_1);
  106270. // Forced to add some control code for Vive as it doesn't always fill properly the "hand" property
  106271. // Sometimes, both controllers are set correctly (left and right), sometimes none, sometimes only one of them...
  106272. // So we're overriding setting left & right manually to be sure
  106273. var firstViveWandDetected = false;
  106274. for (var i = 0; i < _this.controllers.length; i++) {
  106275. if (_this.controllers[i].controllerType === BABYLON.PoseEnabledControllerType.VIVE) {
  106276. if (!firstViveWandDetected) {
  106277. firstViveWandDetected = true;
  106278. _this.controllers[i].hand = "left";
  106279. }
  106280. else {
  106281. _this.controllers[i].hand = "right";
  106282. }
  106283. }
  106284. }
  106285. //did we find enough controllers? Great! let the developer know.
  106286. if (_this.controllers.length >= 2) {
  106287. _this.onControllersAttachedObservable.notifyObservers(_this.controllers);
  106288. }
  106289. }
  106290. }
  106291. });
  106292. };
  106293. return WebVRFreeCamera;
  106294. }(BABYLON.FreeCamera));
  106295. BABYLON.WebVRFreeCamera = WebVRFreeCamera;
  106296. })(BABYLON || (BABYLON = {}));
  106297. //# sourceMappingURL=babylon.webVRCamera.js.map
  106298. var BABYLON;
  106299. (function (BABYLON) {
  106300. BABYLON.Node.AddNodeConstructor("DeviceOrientationCamera", function (name, scene) {
  106301. return function () { return new DeviceOrientationCamera(name, BABYLON.Vector3.Zero(), scene); };
  106302. });
  106303. // We're mainly based on the logic defined into the FreeCamera code
  106304. /**
  106305. * This is a camera specifically designed to react to device orientation events such as a modern mobile device
  106306. * being tilted forward or back and left or right.
  106307. */
  106308. var DeviceOrientationCamera = /** @class */ (function (_super) {
  106309. __extends(DeviceOrientationCamera, _super);
  106310. /**
  106311. * Creates a new device orientation camera
  106312. * @param name The name of the camera
  106313. * @param position The start position camera
  106314. * @param scene The scene the camera belongs to
  106315. */
  106316. function DeviceOrientationCamera(name, position, scene) {
  106317. var _this = _super.call(this, name, position, scene) || this;
  106318. _this._quaternionCache = new BABYLON.Quaternion();
  106319. _this.inputs.addDeviceOrientation();
  106320. return _this;
  106321. }
  106322. /**
  106323. * Gets the current instance class name ("DeviceOrientationCamera").
  106324. * This helps avoiding instanceof at run time.
  106325. * @returns the class name
  106326. */
  106327. DeviceOrientationCamera.prototype.getClassName = function () {
  106328. return "DeviceOrientationCamera";
  106329. };
  106330. /**
  106331. * @hidden
  106332. * Checks and applies the current values of the inputs to the camera. (Internal use only)
  106333. */
  106334. DeviceOrientationCamera.prototype._checkInputs = function () {
  106335. _super.prototype._checkInputs.call(this);
  106336. this._quaternionCache.copyFrom(this.rotationQuaternion);
  106337. if (this._initialQuaternion) {
  106338. this._initialQuaternion.multiplyToRef(this.rotationQuaternion, this.rotationQuaternion);
  106339. }
  106340. };
  106341. /**
  106342. * Reset the camera to its default orientation on the specified axis only.
  106343. * @param axis The axis to reset
  106344. */
  106345. DeviceOrientationCamera.prototype.resetToCurrentRotation = function (axis) {
  106346. var _this = this;
  106347. if (axis === void 0) { axis = BABYLON.Axis.Y; }
  106348. //can only work if this camera has a rotation quaternion already.
  106349. if (!this.rotationQuaternion) {
  106350. return;
  106351. }
  106352. if (!this._initialQuaternion) {
  106353. this._initialQuaternion = new BABYLON.Quaternion();
  106354. }
  106355. this._initialQuaternion.copyFrom(this._quaternionCache || this.rotationQuaternion);
  106356. ['x', 'y', 'z'].forEach(function (axisName) {
  106357. if (!axis[axisName]) {
  106358. _this._initialQuaternion[axisName] = 0;
  106359. }
  106360. else {
  106361. _this._initialQuaternion[axisName] *= -1;
  106362. }
  106363. });
  106364. this._initialQuaternion.normalize();
  106365. //force rotation update
  106366. this._initialQuaternion.multiplyToRef(this.rotationQuaternion, this.rotationQuaternion);
  106367. };
  106368. return DeviceOrientationCamera;
  106369. }(BABYLON.FreeCamera));
  106370. BABYLON.DeviceOrientationCamera = DeviceOrientationCamera;
  106371. })(BABYLON || (BABYLON = {}));
  106372. //# sourceMappingURL=babylon.deviceOrientationCamera.js.map
  106373. var BABYLON;
  106374. (function (BABYLON) {
  106375. BABYLON.Node.AddNodeConstructor("VRDeviceOrientationFreeCamera", function (name, scene) {
  106376. return function () { return new VRDeviceOrientationFreeCamera(name, BABYLON.Vector3.Zero(), scene); };
  106377. });
  106378. /**
  106379. * Camera used to simulate VR rendering (based on FreeCamera)
  106380. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  106381. */
  106382. var VRDeviceOrientationFreeCamera = /** @class */ (function (_super) {
  106383. __extends(VRDeviceOrientationFreeCamera, _super);
  106384. /**
  106385. * Creates a new VRDeviceOrientationFreeCamera
  106386. * @param name defines camera name
  106387. * @param position defines the start position of the camera
  106388. * @param scene defines the scene the camera belongs to
  106389. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  106390. * @param vrCameraMetrics defines the vr metrics associated to the camera
  106391. */
  106392. function VRDeviceOrientationFreeCamera(name, position, scene, compensateDistortion, vrCameraMetrics) {
  106393. if (compensateDistortion === void 0) { compensateDistortion = true; }
  106394. if (vrCameraMetrics === void 0) { vrCameraMetrics = BABYLON.VRCameraMetrics.GetDefault(); }
  106395. var _this = _super.call(this, name, position, scene) || this;
  106396. vrCameraMetrics.compensateDistortion = compensateDistortion;
  106397. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_VR, { vrCameraMetrics: vrCameraMetrics });
  106398. return _this;
  106399. }
  106400. /**
  106401. * Gets camera class name
  106402. * @returns VRDeviceOrientationFreeCamera
  106403. */
  106404. VRDeviceOrientationFreeCamera.prototype.getClassName = function () {
  106405. return "VRDeviceOrientationFreeCamera";
  106406. };
  106407. return VRDeviceOrientationFreeCamera;
  106408. }(BABYLON.DeviceOrientationCamera));
  106409. BABYLON.VRDeviceOrientationFreeCamera = VRDeviceOrientationFreeCamera;
  106410. })(BABYLON || (BABYLON = {}));
  106411. //# sourceMappingURL=babylon.vrDeviceOrientationFreeCamera.js.map
  106412. var BABYLON;
  106413. (function (BABYLON) {
  106414. BABYLON.Node.AddNodeConstructor("VRDeviceOrientationFreeCamera", function (name, scene) {
  106415. return function () { return new VRDeviceOrientationArcRotateCamera(name, 0, 0, 1.0, BABYLON.Vector3.Zero(), scene); };
  106416. });
  106417. /**
  106418. * Camera used to simulate VR rendering (based on ArcRotateCamera)
  106419. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  106420. */
  106421. var VRDeviceOrientationArcRotateCamera = /** @class */ (function (_super) {
  106422. __extends(VRDeviceOrientationArcRotateCamera, _super);
  106423. /**
  106424. * Creates a new VRDeviceOrientationArcRotateCamera
  106425. * @param name defines camera name
  106426. * @param alpha defines the camera rotation along the logitudinal axis
  106427. * @param beta defines the camera rotation along the latitudinal axis
  106428. * @param radius defines the camera distance from its target
  106429. * @param target defines the camera target
  106430. * @param scene defines the scene the camera belongs to
  106431. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  106432. * @param vrCameraMetrics defines the vr metrics associated to the camera
  106433. */
  106434. function VRDeviceOrientationArcRotateCamera(name, alpha, beta, radius, target, scene, compensateDistortion, vrCameraMetrics) {
  106435. if (compensateDistortion === void 0) { compensateDistortion = true; }
  106436. if (vrCameraMetrics === void 0) { vrCameraMetrics = BABYLON.VRCameraMetrics.GetDefault(); }
  106437. var _this = _super.call(this, name, alpha, beta, radius, target, scene) || this;
  106438. vrCameraMetrics.compensateDistortion = compensateDistortion;
  106439. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_VR, { vrCameraMetrics: vrCameraMetrics });
  106440. _this.inputs.addVRDeviceOrientation();
  106441. return _this;
  106442. }
  106443. /**
  106444. * Gets camera class name
  106445. * @returns VRDeviceOrientationArcRotateCamera
  106446. */
  106447. VRDeviceOrientationArcRotateCamera.prototype.getClassName = function () {
  106448. return "VRDeviceOrientationArcRotateCamera";
  106449. };
  106450. return VRDeviceOrientationArcRotateCamera;
  106451. }(BABYLON.ArcRotateCamera));
  106452. BABYLON.VRDeviceOrientationArcRotateCamera = VRDeviceOrientationArcRotateCamera;
  106453. })(BABYLON || (BABYLON = {}));
  106454. //# sourceMappingURL=babylon.vrDeviceOrientationArcRotateCamera.js.map
  106455. var BABYLON;
  106456. (function (BABYLON) {
  106457. BABYLON.Node.AddNodeConstructor("VRDeviceOrientationGamepadCamera", function (name, scene) {
  106458. return function () { return new VRDeviceOrientationGamepadCamera(name, BABYLON.Vector3.Zero(), scene); };
  106459. });
  106460. /**
  106461. * Camera used to simulate VR rendering (based on VRDeviceOrientationFreeCamera)
  106462. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  106463. */
  106464. var VRDeviceOrientationGamepadCamera = /** @class */ (function (_super) {
  106465. __extends(VRDeviceOrientationGamepadCamera, _super);
  106466. /**
  106467. * Creates a new VRDeviceOrientationGamepadCamera
  106468. * @param name defines camera name
  106469. * @param position defines the start position of the camera
  106470. * @param scene defines the scene the camera belongs to
  106471. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  106472. * @param vrCameraMetrics defines the vr metrics associated to the camera
  106473. */
  106474. function VRDeviceOrientationGamepadCamera(name, position, scene, compensateDistortion, vrCameraMetrics) {
  106475. if (compensateDistortion === void 0) { compensateDistortion = true; }
  106476. if (vrCameraMetrics === void 0) { vrCameraMetrics = BABYLON.VRCameraMetrics.GetDefault(); }
  106477. var _this = _super.call(this, name, position, scene, compensateDistortion, vrCameraMetrics) || this;
  106478. _this.inputs.addGamepad();
  106479. return _this;
  106480. }
  106481. /**
  106482. * Gets camera class name
  106483. * @returns VRDeviceOrientationGamepadCamera
  106484. */
  106485. VRDeviceOrientationGamepadCamera.prototype.getClassName = function () {
  106486. return "VRDeviceOrientationGamepadCamera";
  106487. };
  106488. return VRDeviceOrientationGamepadCamera;
  106489. }(BABYLON.VRDeviceOrientationFreeCamera));
  106490. BABYLON.VRDeviceOrientationGamepadCamera = VRDeviceOrientationGamepadCamera;
  106491. })(BABYLON || (BABYLON = {}));
  106492. //# sourceMappingURL=babylon.vrDeviceOrientationGamepadCamera.js.map
  106493. var BABYLON;
  106494. (function (BABYLON) {
  106495. var VRExperienceHelperGazer = /** @class */ (function () {
  106496. function VRExperienceHelperGazer(scene, gazeTrackerToClone) {
  106497. if (gazeTrackerToClone === void 0) { gazeTrackerToClone = null; }
  106498. this.scene = scene;
  106499. /** @hidden */
  106500. this._pointerDownOnMeshAsked = false;
  106501. /** @hidden */
  106502. this._isActionableMesh = false;
  106503. /** @hidden */
  106504. this._teleportationRequestInitiated = false;
  106505. /** @hidden */
  106506. this._teleportationBackRequestInitiated = false;
  106507. /** @hidden */
  106508. this._rotationRightAsked = false;
  106509. /** @hidden */
  106510. this._rotationLeftAsked = false;
  106511. /** @hidden */
  106512. this._dpadPressed = true;
  106513. /** @hidden */
  106514. this._activePointer = false;
  106515. this._id = VRExperienceHelperGazer._idCounter++;
  106516. // Gaze tracker
  106517. if (!gazeTrackerToClone) {
  106518. this._gazeTracker = BABYLON.Mesh.CreateTorus("gazeTracker", 0.0035, 0.0025, 20, scene, false);
  106519. this._gazeTracker.bakeCurrentTransformIntoVertices();
  106520. this._gazeTracker.isPickable = false;
  106521. this._gazeTracker.isVisible = false;
  106522. var targetMat = new BABYLON.StandardMaterial("targetMat", scene);
  106523. targetMat.specularColor = BABYLON.Color3.Black();
  106524. targetMat.emissiveColor = new BABYLON.Color3(0.7, 0.7, 0.7);
  106525. targetMat.backFaceCulling = false;
  106526. this._gazeTracker.material = targetMat;
  106527. }
  106528. else {
  106529. this._gazeTracker = gazeTrackerToClone.clone("gazeTracker");
  106530. }
  106531. }
  106532. /** @hidden */
  106533. VRExperienceHelperGazer.prototype._getForwardRay = function (length) {
  106534. return new BABYLON.Ray(BABYLON.Vector3.Zero(), new BABYLON.Vector3(0, 0, length));
  106535. };
  106536. /** @hidden */
  106537. VRExperienceHelperGazer.prototype._selectionPointerDown = function () {
  106538. this._pointerDownOnMeshAsked = true;
  106539. if (this._currentHit) {
  106540. this.scene.simulatePointerDown(this._currentHit, { pointerId: this._id });
  106541. }
  106542. };
  106543. /** @hidden */
  106544. VRExperienceHelperGazer.prototype._selectionPointerUp = function () {
  106545. if (this._currentHit) {
  106546. this.scene.simulatePointerUp(this._currentHit, { pointerId: this._id });
  106547. }
  106548. this._pointerDownOnMeshAsked = false;
  106549. };
  106550. /** @hidden */
  106551. VRExperienceHelperGazer.prototype._activatePointer = function () {
  106552. this._activePointer = true;
  106553. };
  106554. /** @hidden */
  106555. VRExperienceHelperGazer.prototype._deactivatePointer = function () {
  106556. this._activePointer = false;
  106557. };
  106558. /** @hidden */
  106559. VRExperienceHelperGazer.prototype._updatePointerDistance = function (distance) {
  106560. if (distance === void 0) { distance = 100; }
  106561. };
  106562. VRExperienceHelperGazer.prototype.dispose = function () {
  106563. this._interactionsEnabled = false;
  106564. this._teleportationEnabled = false;
  106565. if (this._gazeTracker) {
  106566. this._gazeTracker.dispose();
  106567. }
  106568. };
  106569. VRExperienceHelperGazer._idCounter = 0;
  106570. return VRExperienceHelperGazer;
  106571. }());
  106572. var VRExperienceHelperControllerGazer = /** @class */ (function (_super) {
  106573. __extends(VRExperienceHelperControllerGazer, _super);
  106574. function VRExperienceHelperControllerGazer(webVRController, scene, gazeTrackerToClone) {
  106575. var _this = _super.call(this, scene, gazeTrackerToClone) || this;
  106576. _this.webVRController = webVRController;
  106577. // Laser pointer
  106578. _this._laserPointer = BABYLON.Mesh.CreateCylinder("laserPointer", 1, 0.004, 0.0002, 20, 1, scene, false);
  106579. var laserPointerMaterial = new BABYLON.StandardMaterial("laserPointerMat", scene);
  106580. laserPointerMaterial.emissiveColor = new BABYLON.Color3(0.7, 0.7, 0.7);
  106581. laserPointerMaterial.alpha = 0.6;
  106582. _this._laserPointer.material = laserPointerMaterial;
  106583. _this._laserPointer.rotation.x = Math.PI / 2;
  106584. _this._laserPointer.position.z = -0.5;
  106585. _this._laserPointer.isVisible = false;
  106586. _this._laserPointer.isPickable = false;
  106587. if (!webVRController.mesh) {
  106588. // Create an empty mesh that is used prior to loading the high quality model
  106589. var preloadMesh = new BABYLON.Mesh("preloadControllerMesh", scene);
  106590. var preloadPointerPose = new BABYLON.Mesh(BABYLON.PoseEnabledController.POINTING_POSE, scene);
  106591. preloadPointerPose.rotation.x = -0.7;
  106592. preloadMesh.addChild(preloadPointerPose);
  106593. webVRController.attachToMesh(preloadMesh);
  106594. }
  106595. _this._setLaserPointerParent(webVRController.mesh);
  106596. _this._meshAttachedObserver = webVRController._meshAttachedObservable.add(function (mesh) {
  106597. _this._setLaserPointerParent(mesh);
  106598. });
  106599. return _this;
  106600. }
  106601. VRExperienceHelperControllerGazer.prototype._getForwardRay = function (length) {
  106602. return this.webVRController.getForwardRay(length);
  106603. };
  106604. /** @hidden */
  106605. VRExperienceHelperControllerGazer.prototype._activatePointer = function () {
  106606. _super.prototype._activatePointer.call(this);
  106607. this._laserPointer.isVisible = true;
  106608. };
  106609. /** @hidden */
  106610. VRExperienceHelperControllerGazer.prototype._deactivatePointer = function () {
  106611. _super.prototype._deactivatePointer.call(this);
  106612. this._laserPointer.isVisible = false;
  106613. };
  106614. /** @hidden */
  106615. VRExperienceHelperControllerGazer.prototype._setLaserPointerColor = function (color) {
  106616. this._laserPointer.material.emissiveColor = color;
  106617. };
  106618. /** @hidden */
  106619. VRExperienceHelperControllerGazer.prototype._setLaserPointerParent = function (mesh) {
  106620. var makeNotPick = function (root) {
  106621. root.isPickable = false;
  106622. root.getChildMeshes().forEach(function (c) {
  106623. makeNotPick(c);
  106624. });
  106625. };
  106626. makeNotPick(mesh);
  106627. var meshChildren = mesh.getChildren(undefined, false);
  106628. var laserParent = mesh;
  106629. this.webVRController._pointingPoseNode = null;
  106630. for (var i = 0; i < meshChildren.length; i++) {
  106631. if (meshChildren[i].name && meshChildren[i].name.indexOf(BABYLON.PoseEnabledController.POINTING_POSE) >= 0) {
  106632. laserParent = meshChildren[i];
  106633. this.webVRController._pointingPoseNode = laserParent;
  106634. break;
  106635. }
  106636. }
  106637. this._laserPointer.parent = laserParent;
  106638. };
  106639. VRExperienceHelperControllerGazer.prototype._updatePointerDistance = function (distance) {
  106640. if (distance === void 0) { distance = 100; }
  106641. this._laserPointer.scaling.y = distance;
  106642. this._laserPointer.position.z = -distance / 2;
  106643. };
  106644. VRExperienceHelperControllerGazer.prototype.dispose = function () {
  106645. _super.prototype.dispose.call(this);
  106646. this._laserPointer.dispose();
  106647. if (this._meshAttachedObserver) {
  106648. this.webVRController._meshAttachedObservable.remove(this._meshAttachedObserver);
  106649. }
  106650. };
  106651. return VRExperienceHelperControllerGazer;
  106652. }(VRExperienceHelperGazer));
  106653. var VRExperienceHelperCameraGazer = /** @class */ (function (_super) {
  106654. __extends(VRExperienceHelperCameraGazer, _super);
  106655. function VRExperienceHelperCameraGazer(getCamera, scene) {
  106656. var _this = _super.call(this, scene) || this;
  106657. _this.getCamera = getCamera;
  106658. return _this;
  106659. }
  106660. VRExperienceHelperCameraGazer.prototype._getForwardRay = function (length) {
  106661. var camera = this.getCamera();
  106662. if (camera) {
  106663. return camera.getForwardRay(length);
  106664. }
  106665. else {
  106666. return new BABYLON.Ray(BABYLON.Vector3.Zero(), BABYLON.Vector3.Forward());
  106667. }
  106668. };
  106669. return VRExperienceHelperCameraGazer;
  106670. }(VRExperienceHelperGazer));
  106671. /**
  106672. * Helps to quickly add VR support to an existing scene.
  106673. * See http://doc.babylonjs.com/how_to/webvr_helper
  106674. */
  106675. var VRExperienceHelper = /** @class */ (function () {
  106676. /**
  106677. * Instantiates a VRExperienceHelper.
  106678. * Helps to quickly add VR support to an existing scene.
  106679. * @param scene The scene the VRExperienceHelper belongs to.
  106680. * @param webVROptions Options to modify the vr experience helper's behavior.
  106681. */
  106682. function VRExperienceHelper(scene,
  106683. /** Options to modify the vr experience helper's behavior. */
  106684. webVROptions) {
  106685. if (webVROptions === void 0) { webVROptions = {}; }
  106686. var _this = this;
  106687. this.webVROptions = webVROptions;
  106688. // Can the system support WebVR, even if a headset isn't plugged in?
  106689. this._webVRsupported = false;
  106690. // If WebVR is supported, is a headset plugged in and are we ready to present?
  106691. this._webVRready = false;
  106692. // Are we waiting for the requestPresent callback to complete?
  106693. this._webVRrequesting = false;
  106694. // Are we presenting to the headset right now? (this is the vrDevice state)
  106695. this._webVRpresenting = false;
  106696. // Are we presenting in the fullscreen fallback?
  106697. this._fullscreenVRpresenting = false;
  106698. /**
  106699. * Observable raised when entering VR.
  106700. */
  106701. this.onEnteringVRObservable = new BABYLON.Observable();
  106702. /**
  106703. * Observable raised when exiting VR.
  106704. */
  106705. this.onExitingVRObservable = new BABYLON.Observable();
  106706. /**
  106707. * Observable raised when controller mesh is loaded.
  106708. */
  106709. this.onControllerMeshLoadedObservable = new BABYLON.Observable();
  106710. this._useCustomVRButton = false;
  106711. this._teleportationRequested = false;
  106712. this._teleportActive = false;
  106713. this._floorMeshesCollection = [];
  106714. this._rotationAllowed = true;
  106715. this._teleportBackwardsVector = new BABYLON.Vector3(0, -1, -1);
  106716. this._isDefaultTeleportationTarget = true;
  106717. this._teleportationFillColor = "#444444";
  106718. this._teleportationBorderColor = "#FFFFFF";
  106719. this._rotationAngle = 0;
  106720. this._haloCenter = new BABYLON.Vector3(0, 0, 0);
  106721. this._padSensibilityUp = 0.65;
  106722. this._padSensibilityDown = 0.35;
  106723. this._leftController = null;
  106724. this._rightController = null;
  106725. /**
  106726. * Observable raised when a new mesh is selected based on meshSelectionPredicate
  106727. */
  106728. this.onNewMeshSelected = new BABYLON.Observable();
  106729. /**
  106730. * Observable raised when a new mesh is picked based on meshSelectionPredicate
  106731. */
  106732. this.onNewMeshPicked = new BABYLON.Observable();
  106733. /**
  106734. * Observable raised before camera teleportation
  106735. */
  106736. this.onBeforeCameraTeleport = new BABYLON.Observable();
  106737. /**
  106738. * Observable raised after camera teleportation
  106739. */
  106740. this.onAfterCameraTeleport = new BABYLON.Observable();
  106741. /**
  106742. * Observable raised when current selected mesh gets unselected
  106743. */
  106744. this.onSelectedMeshUnselected = new BABYLON.Observable();
  106745. /**
  106746. * Set teleportation enabled. If set to false camera teleportation will be disabled but camera rotation will be kept.
  106747. */
  106748. this.teleportationEnabled = true;
  106749. this._teleportationInitialized = false;
  106750. this._interactionsEnabled = false;
  106751. this._interactionsRequested = false;
  106752. this._displayGaze = true;
  106753. this._displayLaserPointer = true;
  106754. /**
  106755. * If the gaze trackers scale should be updated to be constant size when pointing at near/far meshes
  106756. */
  106757. this.updateGazeTrackerScale = true;
  106758. this._onResize = function () {
  106759. _this.moveButtonToBottomRight();
  106760. if (_this._fullscreenVRpresenting && _this._webVRready) {
  106761. _this.exitVR();
  106762. }
  106763. };
  106764. this._onFullscreenChange = function () {
  106765. if (document.fullscreen !== undefined) {
  106766. _this._fullscreenVRpresenting = document.fullscreen;
  106767. }
  106768. else if (document.mozFullScreen !== undefined) {
  106769. _this._fullscreenVRpresenting = document.mozFullScreen;
  106770. }
  106771. else if (document.webkitIsFullScreen !== undefined) {
  106772. _this._fullscreenVRpresenting = document.webkitIsFullScreen;
  106773. }
  106774. else if (document.msIsFullScreen !== undefined) {
  106775. _this._fullscreenVRpresenting = document.msIsFullScreen;
  106776. }
  106777. else if (document.msFullscreenElement !== undefined) {
  106778. _this._fullscreenVRpresenting = document.msFullscreenElement;
  106779. }
  106780. if (!_this._fullscreenVRpresenting && _this._canvas) {
  106781. _this.exitVR();
  106782. if (!_this._useCustomVRButton) {
  106783. _this._btnVR.style.top = _this._canvas.offsetTop + _this._canvas.offsetHeight - 70 + "px";
  106784. _this._btnVR.style.left = _this._canvas.offsetLeft + _this._canvas.offsetWidth - 100 + "px";
  106785. }
  106786. }
  106787. };
  106788. this._cachedAngularSensibility = { angularSensibilityX: null, angularSensibilityY: null, angularSensibility: null };
  106789. this.beforeRender = function () {
  106790. if (_this._leftController && _this._leftController._activePointer) {
  106791. _this._castRayAndSelectObject(_this._leftController);
  106792. }
  106793. if (_this._rightController && _this._rightController._activePointer) {
  106794. _this._castRayAndSelectObject(_this._rightController);
  106795. }
  106796. if (_this._noControllerIsActive) {
  106797. _this._castRayAndSelectObject(_this._cameraGazer);
  106798. }
  106799. else {
  106800. _this._cameraGazer._gazeTracker.isVisible = false;
  106801. }
  106802. };
  106803. this._onNewGamepadConnected = function (gamepad) {
  106804. if (gamepad.type !== BABYLON.Gamepad.POSE_ENABLED) {
  106805. if (gamepad.leftStick) {
  106806. gamepad.onleftstickchanged(function (stickValues) {
  106807. if (_this._teleportationInitialized && _this.teleportationEnabled) {
  106808. // Listening to classic/xbox gamepad only if no VR controller is active
  106809. if ((!_this._leftController && !_this._rightController) ||
  106810. ((_this._leftController && !_this._leftController._activePointer) &&
  106811. (_this._rightController && !_this._rightController._activePointer))) {
  106812. _this._checkTeleportWithRay(stickValues, _this._cameraGazer);
  106813. _this._checkTeleportBackwards(stickValues, _this._cameraGazer);
  106814. }
  106815. }
  106816. });
  106817. }
  106818. if (gamepad.rightStick) {
  106819. gamepad.onrightstickchanged(function (stickValues) {
  106820. if (_this._teleportationInitialized) {
  106821. _this._checkRotate(stickValues, _this._cameraGazer);
  106822. }
  106823. });
  106824. }
  106825. if (gamepad.type === BABYLON.Gamepad.XBOX) {
  106826. gamepad.onbuttondown(function (buttonPressed) {
  106827. if (_this._interactionsEnabled && buttonPressed === BABYLON.Xbox360Button.A) {
  106828. _this._cameraGazer._selectionPointerDown();
  106829. }
  106830. });
  106831. gamepad.onbuttonup(function (buttonPressed) {
  106832. if (_this._interactionsEnabled && buttonPressed === BABYLON.Xbox360Button.A) {
  106833. _this._cameraGazer._selectionPointerUp();
  106834. }
  106835. });
  106836. }
  106837. }
  106838. else {
  106839. var webVRController = gamepad;
  106840. var controller = new VRExperienceHelperControllerGazer(webVRController, _this._scene, _this._cameraGazer._gazeTracker);
  106841. if (webVRController.hand === "right" || (_this._leftController && _this._leftController.webVRController != webVRController)) {
  106842. _this._rightController = controller;
  106843. }
  106844. else {
  106845. _this._leftController = controller;
  106846. }
  106847. _this._tryEnableInteractionOnController(controller);
  106848. }
  106849. };
  106850. // 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
  106851. this._tryEnableInteractionOnController = function (controller) {
  106852. if (_this._interactionsRequested && !controller._interactionsEnabled) {
  106853. _this._enableInteractionOnController(controller);
  106854. }
  106855. if (_this._teleportationRequested && !controller._teleportationEnabled) {
  106856. _this._enableTeleportationOnController(controller);
  106857. }
  106858. };
  106859. this._onNewGamepadDisconnected = function (gamepad) {
  106860. if (gamepad instanceof BABYLON.WebVRController) {
  106861. if (gamepad.hand === "left" && _this._leftController != null) {
  106862. _this._leftController.dispose();
  106863. _this._leftController = null;
  106864. }
  106865. if (gamepad.hand === "right" && _this._rightController != null) {
  106866. _this._rightController.dispose();
  106867. _this._rightController = null;
  106868. }
  106869. }
  106870. };
  106871. this._workingVector = BABYLON.Vector3.Zero();
  106872. this._workingQuaternion = BABYLON.Quaternion.Identity();
  106873. this._workingMatrix = BABYLON.Matrix.Identity();
  106874. this._scene = scene;
  106875. this._canvas = scene.getEngine().getRenderingCanvas();
  106876. // Parse options
  106877. if (webVROptions.createFallbackVRDeviceOrientationFreeCamera === undefined) {
  106878. webVROptions.createFallbackVRDeviceOrientationFreeCamera = true;
  106879. }
  106880. if (webVROptions.createDeviceOrientationCamera === undefined) {
  106881. webVROptions.createDeviceOrientationCamera = true;
  106882. }
  106883. if (webVROptions.laserToggle === undefined) {
  106884. webVROptions.laserToggle = true;
  106885. }
  106886. if (webVROptions.defaultHeight === undefined) {
  106887. webVROptions.defaultHeight = 1.7;
  106888. }
  106889. if (webVROptions.useCustomVRButton) {
  106890. this._useCustomVRButton = true;
  106891. if (webVROptions.customVRButton) {
  106892. this._btnVR = webVROptions.customVRButton;
  106893. }
  106894. }
  106895. if (webVROptions.rayLength) {
  106896. this._rayLength = webVROptions.rayLength;
  106897. }
  106898. this._defaultHeight = webVROptions.defaultHeight;
  106899. if (webVROptions.positionScale) {
  106900. this._rayLength *= webVROptions.positionScale;
  106901. this._defaultHeight *= webVROptions.positionScale;
  106902. }
  106903. this._hasEnteredVR = false;
  106904. // Set position
  106905. if (this._scene.activeCamera) {
  106906. this._position = this._scene.activeCamera.position.clone();
  106907. }
  106908. else {
  106909. this._position = new BABYLON.Vector3(0, this._defaultHeight, 0);
  106910. }
  106911. // Set non-vr camera
  106912. if (webVROptions.createDeviceOrientationCamera || !this._scene.activeCamera) {
  106913. this._deviceOrientationCamera = new BABYLON.DeviceOrientationCamera("deviceOrientationVRHelper", this._position.clone(), scene);
  106914. // Copy data from existing camera
  106915. if (this._scene.activeCamera) {
  106916. this._deviceOrientationCamera.minZ = this._scene.activeCamera.minZ;
  106917. this._deviceOrientationCamera.maxZ = this._scene.activeCamera.maxZ;
  106918. // Set rotation from previous camera
  106919. if (this._scene.activeCamera instanceof BABYLON.TargetCamera && this._scene.activeCamera.rotation) {
  106920. var targetCamera = this._scene.activeCamera;
  106921. if (targetCamera.rotationQuaternion) {
  106922. this._deviceOrientationCamera.rotationQuaternion.copyFrom(targetCamera.rotationQuaternion);
  106923. }
  106924. else {
  106925. this._deviceOrientationCamera.rotationQuaternion.copyFrom(BABYLON.Quaternion.RotationYawPitchRoll(targetCamera.rotation.y, targetCamera.rotation.x, targetCamera.rotation.z));
  106926. }
  106927. this._deviceOrientationCamera.rotation = targetCamera.rotation.clone();
  106928. }
  106929. }
  106930. this._scene.activeCamera = this._deviceOrientationCamera;
  106931. if (this._canvas) {
  106932. this._scene.activeCamera.attachControl(this._canvas);
  106933. }
  106934. }
  106935. else {
  106936. this._existingCamera = this._scene.activeCamera;
  106937. }
  106938. // Create VR cameras
  106939. if (webVROptions.createFallbackVRDeviceOrientationFreeCamera) {
  106940. this._vrDeviceOrientationCamera = new BABYLON.VRDeviceOrientationFreeCamera("VRDeviceOrientationVRHelper", this._position, this._scene);
  106941. this._vrDeviceOrientationCamera.angularSensibility = Number.MAX_VALUE;
  106942. }
  106943. this._webVRCamera = new BABYLON.WebVRFreeCamera("WebVRHelper", this._position, this._scene, webVROptions);
  106944. this._webVRCamera.useStandingMatrix();
  106945. this._cameraGazer = new VRExperienceHelperCameraGazer(function () { return _this.currentVRCamera; }, scene);
  106946. // Create default button
  106947. if (!this._useCustomVRButton) {
  106948. this._btnVR = document.createElement("BUTTON");
  106949. this._btnVR.className = "babylonVRicon";
  106950. this._btnVR.id = "babylonVRiconbtn";
  106951. this._btnVR.title = "Click to switch to VR";
  106952. 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) }";
  106953. css += ".babylonVRicon.vrdisplaypresenting { display: none; }";
  106954. // TODO: Add user feedback so that they know what state the VRDisplay is in (disconnected, connected, entering-VR)
  106955. // css += ".babylonVRicon.vrdisplaysupported { }";
  106956. // css += ".babylonVRicon.vrdisplayready { }";
  106957. // css += ".babylonVRicon.vrdisplayrequesting { }";
  106958. var style = document.createElement('style');
  106959. style.appendChild(document.createTextNode(css));
  106960. document.getElementsByTagName('head')[0].appendChild(style);
  106961. this.moveButtonToBottomRight();
  106962. }
  106963. // VR button click event
  106964. if (this._btnVR) {
  106965. this._btnVR.addEventListener("click", function () {
  106966. if (!_this.isInVRMode) {
  106967. _this.enterVR();
  106968. }
  106969. else {
  106970. _this.exitVR();
  106971. }
  106972. });
  106973. }
  106974. // Window events
  106975. window.addEventListener("resize", this._onResize);
  106976. document.addEventListener("fullscreenchange", this._onFullscreenChange, false);
  106977. document.addEventListener("mozfullscreenchange", this._onFullscreenChange, false);
  106978. document.addEventListener("webkitfullscreenchange", this._onFullscreenChange, false);
  106979. document.addEventListener("msfullscreenchange", this._onFullscreenChange, false);
  106980. document.onmsfullscreenchange = this._onFullscreenChange;
  106981. // Display vr button when headset is connected
  106982. if (webVROptions.createFallbackVRDeviceOrientationFreeCamera) {
  106983. this.displayVRButton();
  106984. }
  106985. else {
  106986. this._scene.getEngine().onVRDisplayChangedObservable.add(function (e) {
  106987. if (e.vrDisplay) {
  106988. _this.displayVRButton();
  106989. }
  106990. });
  106991. }
  106992. // Exiting VR mode using 'ESC' key on desktop
  106993. this._onKeyDown = function (event) {
  106994. if (event.keyCode === 27 && _this.isInVRMode) {
  106995. _this.exitVR();
  106996. }
  106997. };
  106998. document.addEventListener("keydown", this._onKeyDown);
  106999. // Exiting VR mode double tapping the touch screen
  107000. this._scene.onPrePointerObservable.add(function (pointerInfo, eventState) {
  107001. if (_this.isInVRMode) {
  107002. _this.exitVR();
  107003. if (_this._fullscreenVRpresenting) {
  107004. _this._scene.getEngine().switchFullscreen(true);
  107005. }
  107006. }
  107007. }, BABYLON.PointerEventTypes.POINTERDOUBLETAP, false);
  107008. // Listen for WebVR display changes
  107009. this._onVRDisplayChanged = function (eventArgs) { return _this.onVRDisplayChanged(eventArgs); };
  107010. this._onVrDisplayPresentChange = function () { return _this.onVrDisplayPresentChange(); };
  107011. this._onVRRequestPresentStart = function () {
  107012. _this._webVRrequesting = true;
  107013. _this.updateButtonVisibility();
  107014. };
  107015. this._onVRRequestPresentComplete = function (success) {
  107016. _this._webVRrequesting = false;
  107017. _this.updateButtonVisibility();
  107018. };
  107019. scene.getEngine().onVRDisplayChangedObservable.add(this._onVRDisplayChanged);
  107020. scene.getEngine().onVRRequestPresentStart.add(this._onVRRequestPresentStart);
  107021. scene.getEngine().onVRRequestPresentComplete.add(this._onVRRequestPresentComplete);
  107022. window.addEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  107023. scene.onDisposeObservable.add(function () {
  107024. _this.dispose();
  107025. });
  107026. // Gamepad connection events
  107027. this._webVRCamera.onControllerMeshLoadedObservable.add(function (webVRController) { return _this._onDefaultMeshLoaded(webVRController); });
  107028. this._scene.gamepadManager.onGamepadConnectedObservable.add(this._onNewGamepadConnected);
  107029. this._scene.gamepadManager.onGamepadDisconnectedObservable.add(this._onNewGamepadDisconnected);
  107030. this.updateButtonVisibility();
  107031. //create easing functions
  107032. this._circleEase = new BABYLON.CircleEase();
  107033. this._circleEase.setEasingMode(BABYLON.EasingFunction.EASINGMODE_EASEINOUT);
  107034. if (this.webVROptions.floorMeshes) {
  107035. this.enableTeleportation({ floorMeshes: this.webVROptions.floorMeshes });
  107036. }
  107037. }
  107038. Object.defineProperty(VRExperienceHelper.prototype, "onEnteringVR", {
  107039. /** Return this.onEnteringVRObservable
  107040. * Note: This one is for backward compatibility. Please use onEnteringVRObservable directly
  107041. */
  107042. get: function () {
  107043. return this.onEnteringVRObservable;
  107044. },
  107045. enumerable: true,
  107046. configurable: true
  107047. });
  107048. Object.defineProperty(VRExperienceHelper.prototype, "onExitingVR", {
  107049. /** Return this.onExitingVRObservable
  107050. * Note: This one is for backward compatibility. Please use onExitingVRObservable directly
  107051. */
  107052. get: function () {
  107053. return this.onExitingVRObservable;
  107054. },
  107055. enumerable: true,
  107056. configurable: true
  107057. });
  107058. Object.defineProperty(VRExperienceHelper.prototype, "onControllerMeshLoaded", {
  107059. /** Return this.onControllerMeshLoadedObservable
  107060. * Note: This one is for backward compatibility. Please use onControllerMeshLoadedObservable directly
  107061. */
  107062. get: function () {
  107063. return this.onControllerMeshLoadedObservable;
  107064. },
  107065. enumerable: true,
  107066. configurable: true
  107067. });
  107068. Object.defineProperty(VRExperienceHelper.prototype, "teleportationTarget", {
  107069. /**
  107070. * The mesh used to display where the user is going to teleport.
  107071. */
  107072. get: function () {
  107073. return this._teleportationTarget;
  107074. },
  107075. /**
  107076. * Sets the mesh to be used to display where the user is going to teleport.
  107077. */
  107078. set: function (value) {
  107079. if (value) {
  107080. value.name = "teleportationTarget";
  107081. this._isDefaultTeleportationTarget = false;
  107082. this._teleportationTarget = value;
  107083. }
  107084. },
  107085. enumerable: true,
  107086. configurable: true
  107087. });
  107088. Object.defineProperty(VRExperienceHelper.prototype, "gazeTrackerMesh", {
  107089. /**
  107090. * 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
  107091. * when set bakeCurrentTransformIntoVertices will be called on the mesh.
  107092. * See http://doc.babylonjs.com/resources/baking_transformations
  107093. */
  107094. get: function () {
  107095. return this._cameraGazer._gazeTracker;
  107096. },
  107097. set: function (value) {
  107098. if (value) {
  107099. // Dispose of existing meshes
  107100. if (this._cameraGazer._gazeTracker) {
  107101. this._cameraGazer._gazeTracker.dispose();
  107102. }
  107103. if (this._leftController && this._leftController._gazeTracker) {
  107104. this._leftController._gazeTracker.dispose();
  107105. }
  107106. if (this._rightController && this._rightController._gazeTracker) {
  107107. this._rightController._gazeTracker.dispose();
  107108. }
  107109. // Set and create gaze trackers on head and controllers
  107110. this._cameraGazer._gazeTracker = value;
  107111. this._cameraGazer._gazeTracker.bakeCurrentTransformIntoVertices();
  107112. this._cameraGazer._gazeTracker.isPickable = false;
  107113. this._cameraGazer._gazeTracker.isVisible = false;
  107114. this._cameraGazer._gazeTracker.name = "gazeTracker";
  107115. if (this._leftController) {
  107116. this._leftController._gazeTracker = this._cameraGazer._gazeTracker.clone("gazeTracker");
  107117. }
  107118. if (this._rightController) {
  107119. this._rightController._gazeTracker = this._cameraGazer._gazeTracker.clone("gazeTracker");
  107120. }
  107121. }
  107122. },
  107123. enumerable: true,
  107124. configurable: true
  107125. });
  107126. Object.defineProperty(VRExperienceHelper.prototype, "leftControllerGazeTrackerMesh", {
  107127. /**
  107128. * The gaze tracking mesh corresponding to the left controller
  107129. */
  107130. get: function () {
  107131. if (this._leftController) {
  107132. return this._leftController._gazeTracker;
  107133. }
  107134. return null;
  107135. },
  107136. enumerable: true,
  107137. configurable: true
  107138. });
  107139. Object.defineProperty(VRExperienceHelper.prototype, "rightControllerGazeTrackerMesh", {
  107140. /**
  107141. * The gaze tracking mesh corresponding to the right controller
  107142. */
  107143. get: function () {
  107144. if (this._rightController) {
  107145. return this._rightController._gazeTracker;
  107146. }
  107147. return null;
  107148. },
  107149. enumerable: true,
  107150. configurable: true
  107151. });
  107152. Object.defineProperty(VRExperienceHelper.prototype, "displayGaze", {
  107153. /**
  107154. * If the ray of the gaze should be displayed.
  107155. */
  107156. get: function () {
  107157. return this._displayGaze;
  107158. },
  107159. /**
  107160. * Sets if the ray of the gaze should be displayed.
  107161. */
  107162. set: function (value) {
  107163. this._displayGaze = value;
  107164. if (!value) {
  107165. this._cameraGazer._gazeTracker.isVisible = false;
  107166. if (this._leftController) {
  107167. this._leftController._gazeTracker.isVisible = false;
  107168. }
  107169. if (this._rightController) {
  107170. this._rightController._gazeTracker.isVisible = false;
  107171. }
  107172. }
  107173. },
  107174. enumerable: true,
  107175. configurable: true
  107176. });
  107177. Object.defineProperty(VRExperienceHelper.prototype, "displayLaserPointer", {
  107178. /**
  107179. * If the ray of the LaserPointer should be displayed.
  107180. */
  107181. get: function () {
  107182. return this._displayLaserPointer;
  107183. },
  107184. /**
  107185. * Sets if the ray of the LaserPointer should be displayed.
  107186. */
  107187. set: function (value) {
  107188. this._displayLaserPointer = value;
  107189. if (!value) {
  107190. if (this._rightController) {
  107191. this._rightController._deactivatePointer();
  107192. this._rightController._gazeTracker.isVisible = false;
  107193. }
  107194. if (this._leftController) {
  107195. this._leftController._deactivatePointer();
  107196. this._leftController._gazeTracker.isVisible = false;
  107197. }
  107198. }
  107199. else {
  107200. if (this._rightController) {
  107201. this._rightController._activatePointer();
  107202. }
  107203. if (this._leftController) {
  107204. this._leftController._activatePointer();
  107205. }
  107206. }
  107207. },
  107208. enumerable: true,
  107209. configurable: true
  107210. });
  107211. Object.defineProperty(VRExperienceHelper.prototype, "deviceOrientationCamera", {
  107212. /**
  107213. * The deviceOrientationCamera used as the camera when not in VR.
  107214. */
  107215. get: function () {
  107216. return this._deviceOrientationCamera;
  107217. },
  107218. enumerable: true,
  107219. configurable: true
  107220. });
  107221. Object.defineProperty(VRExperienceHelper.prototype, "currentVRCamera", {
  107222. /**
  107223. * Based on the current WebVR support, returns the current VR camera used.
  107224. */
  107225. get: function () {
  107226. if (this._webVRready) {
  107227. return this._webVRCamera;
  107228. }
  107229. else {
  107230. return this._scene.activeCamera;
  107231. }
  107232. },
  107233. enumerable: true,
  107234. configurable: true
  107235. });
  107236. Object.defineProperty(VRExperienceHelper.prototype, "webVRCamera", {
  107237. /**
  107238. * The webVRCamera which is used when in VR.
  107239. */
  107240. get: function () {
  107241. return this._webVRCamera;
  107242. },
  107243. enumerable: true,
  107244. configurable: true
  107245. });
  107246. Object.defineProperty(VRExperienceHelper.prototype, "vrDeviceOrientationCamera", {
  107247. /**
  107248. * The deviceOrientationCamera that is used as a fallback when vr device is not connected.
  107249. */
  107250. get: function () {
  107251. return this._vrDeviceOrientationCamera;
  107252. },
  107253. enumerable: true,
  107254. configurable: true
  107255. });
  107256. Object.defineProperty(VRExperienceHelper.prototype, "_teleportationRequestInitiated", {
  107257. get: function () {
  107258. var result = this._cameraGazer._teleportationRequestInitiated
  107259. || (this._leftController !== null && this._leftController._teleportationRequestInitiated)
  107260. || (this._rightController !== null && this._rightController._teleportationRequestInitiated);
  107261. return result;
  107262. },
  107263. enumerable: true,
  107264. configurable: true
  107265. });
  107266. // Raised when one of the controller has loaded successfully its associated default mesh
  107267. VRExperienceHelper.prototype._onDefaultMeshLoaded = function (webVRController) {
  107268. if (this._leftController && this._leftController.webVRController == webVRController) {
  107269. if (webVRController.mesh) {
  107270. this._leftController._setLaserPointerParent(webVRController.mesh);
  107271. }
  107272. }
  107273. if (this._rightController && this._rightController.webVRController == webVRController) {
  107274. if (webVRController.mesh) {
  107275. this._rightController._setLaserPointerParent(webVRController.mesh);
  107276. }
  107277. }
  107278. try {
  107279. this.onControllerMeshLoadedObservable.notifyObservers(webVRController);
  107280. }
  107281. catch (err) {
  107282. BABYLON.Tools.Warn("Error in your custom logic onControllerMeshLoaded: " + err);
  107283. }
  107284. };
  107285. Object.defineProperty(VRExperienceHelper.prototype, "isInVRMode", {
  107286. /**
  107287. * Gets a value indicating if we are currently in VR mode.
  107288. */
  107289. get: function () {
  107290. return this._webVRpresenting || this._fullscreenVRpresenting;
  107291. },
  107292. enumerable: true,
  107293. configurable: true
  107294. });
  107295. VRExperienceHelper.prototype.onVrDisplayPresentChange = function () {
  107296. var vrDisplay = this._scene.getEngine().getVRDevice();
  107297. if (vrDisplay) {
  107298. var wasPresenting = this._webVRpresenting;
  107299. this._webVRpresenting = vrDisplay.isPresenting;
  107300. if (wasPresenting && !this._webVRpresenting) {
  107301. this.exitVR();
  107302. }
  107303. }
  107304. else {
  107305. BABYLON.Tools.Warn('Detected VRDisplayPresentChange on an unknown VRDisplay. Did you can enterVR on the vrExperienceHelper?');
  107306. }
  107307. this.updateButtonVisibility();
  107308. };
  107309. VRExperienceHelper.prototype.onVRDisplayChanged = function (eventArgs) {
  107310. this._webVRsupported = eventArgs.vrSupported;
  107311. this._webVRready = !!eventArgs.vrDisplay;
  107312. this._webVRpresenting = eventArgs.vrDisplay && eventArgs.vrDisplay.isPresenting;
  107313. this.updateButtonVisibility();
  107314. };
  107315. VRExperienceHelper.prototype.moveButtonToBottomRight = function () {
  107316. if (this._canvas && !this._useCustomVRButton) {
  107317. this._btnVR.style.top = this._canvas.offsetTop + this._canvas.offsetHeight - 70 + "px";
  107318. this._btnVR.style.left = this._canvas.offsetLeft + this._canvas.offsetWidth - 100 + "px";
  107319. }
  107320. };
  107321. VRExperienceHelper.prototype.displayVRButton = function () {
  107322. if (!this._useCustomVRButton && !this._btnVRDisplayed) {
  107323. document.body.appendChild(this._btnVR);
  107324. this._btnVRDisplayed = true;
  107325. }
  107326. };
  107327. VRExperienceHelper.prototype.updateButtonVisibility = function () {
  107328. if (!this._btnVR || this._useCustomVRButton) {
  107329. return;
  107330. }
  107331. this._btnVR.className = "babylonVRicon";
  107332. if (this.isInVRMode) {
  107333. this._btnVR.className += " vrdisplaypresenting";
  107334. }
  107335. else {
  107336. if (this._webVRready) {
  107337. this._btnVR.className += " vrdisplayready";
  107338. }
  107339. if (this._webVRsupported) {
  107340. this._btnVR.className += " vrdisplaysupported";
  107341. }
  107342. if (this._webVRrequesting) {
  107343. this._btnVR.className += " vrdisplayrequesting";
  107344. }
  107345. }
  107346. };
  107347. /**
  107348. * Attempt to enter VR. If a headset is connected and ready, will request present on that.
  107349. * Otherwise, will use the fullscreen API.
  107350. */
  107351. VRExperienceHelper.prototype.enterVR = function () {
  107352. if (this.onEnteringVRObservable) {
  107353. try {
  107354. this.onEnteringVRObservable.notifyObservers(this);
  107355. }
  107356. catch (err) {
  107357. BABYLON.Tools.Warn("Error in your custom logic onEnteringVR: " + err);
  107358. }
  107359. }
  107360. if (this._scene.activeCamera) {
  107361. this._position = this._scene.activeCamera.position.clone();
  107362. if (this.vrDeviceOrientationCamera) {
  107363. this.vrDeviceOrientationCamera.rotation = BABYLON.Quaternion.FromRotationMatrix(this._scene.activeCamera.getWorldMatrix().getRotationMatrix()).toEulerAngles();
  107364. this.vrDeviceOrientationCamera.angularSensibility = 2000;
  107365. }
  107366. if (this.webVRCamera) {
  107367. var currentYRotation = this.webVRCamera.deviceRotationQuaternion.toEulerAngles().y;
  107368. var desiredYRotation = BABYLON.Quaternion.FromRotationMatrix(this._scene.activeCamera.getWorldMatrix().getRotationMatrix()).toEulerAngles().y;
  107369. var delta = desiredYRotation - currentYRotation;
  107370. var currentGlobalRotation = this.webVRCamera.rotationQuaternion.toEulerAngles().y;
  107371. this.webVRCamera.rotationQuaternion = BABYLON.Quaternion.FromEulerAngles(0, currentGlobalRotation + delta, 0);
  107372. }
  107373. // make sure that we return to the last active camera
  107374. this._existingCamera = this._scene.activeCamera;
  107375. // Remove and cache angular sensability to avoid camera rotation when in VR
  107376. if (this._existingCamera.angularSensibilityX) {
  107377. this._cachedAngularSensibility.angularSensibilityX = this._existingCamera.angularSensibilityX;
  107378. this._existingCamera.angularSensibilityX = Number.MAX_VALUE;
  107379. }
  107380. if (this._existingCamera.angularSensibilityY) {
  107381. this._cachedAngularSensibility.angularSensibilityY = this._existingCamera.angularSensibilityY;
  107382. this._existingCamera.angularSensibilityY = Number.MAX_VALUE;
  107383. }
  107384. if (this._existingCamera.angularSensibility) {
  107385. this._cachedAngularSensibility.angularSensibility = this._existingCamera.angularSensibility;
  107386. this._existingCamera.angularSensibility = Number.MAX_VALUE;
  107387. }
  107388. }
  107389. if (this._webVRrequesting) {
  107390. return;
  107391. }
  107392. // If WebVR is supported and a headset is connected
  107393. if (this._webVRready) {
  107394. if (!this._webVRpresenting) {
  107395. this._webVRCamera.position = this._position;
  107396. this._scene.activeCamera = this._webVRCamera;
  107397. }
  107398. }
  107399. else if (this._vrDeviceOrientationCamera) {
  107400. this._vrDeviceOrientationCamera.position = this._position;
  107401. if (this._scene.activeCamera) {
  107402. this._vrDeviceOrientationCamera.minZ = this._scene.activeCamera.minZ;
  107403. }
  107404. this._scene.activeCamera = this._vrDeviceOrientationCamera;
  107405. this._scene.getEngine().switchFullscreen(true);
  107406. this.updateButtonVisibility();
  107407. }
  107408. if (this._scene.activeCamera && this._canvas) {
  107409. this._scene.activeCamera.attachControl(this._canvas);
  107410. }
  107411. if (this._interactionsEnabled) {
  107412. this._scene.registerBeforeRender(this.beforeRender);
  107413. }
  107414. this._hasEnteredVR = true;
  107415. };
  107416. /**
  107417. * Attempt to exit VR, or fullscreen.
  107418. */
  107419. VRExperienceHelper.prototype.exitVR = function () {
  107420. if (this._hasEnteredVR) {
  107421. if (this.onExitingVRObservable) {
  107422. try {
  107423. this.onExitingVRObservable.notifyObservers(this);
  107424. }
  107425. catch (err) {
  107426. BABYLON.Tools.Warn("Error in your custom logic onExitingVR: " + err);
  107427. }
  107428. }
  107429. if (this._webVRpresenting) {
  107430. this._scene.getEngine().disableVR();
  107431. }
  107432. if (this._scene.activeCamera) {
  107433. this._position = this._scene.activeCamera.position.clone();
  107434. }
  107435. if (this.vrDeviceOrientationCamera) {
  107436. this.vrDeviceOrientationCamera.angularSensibility = Number.MAX_VALUE;
  107437. }
  107438. if (this._deviceOrientationCamera) {
  107439. this._deviceOrientationCamera.position = this._position;
  107440. this._scene.activeCamera = this._deviceOrientationCamera;
  107441. if (this._canvas) {
  107442. this._scene.activeCamera.attachControl(this._canvas);
  107443. }
  107444. // Restore angular sensibility
  107445. if (this._cachedAngularSensibility.angularSensibilityX) {
  107446. this._deviceOrientationCamera.angularSensibilityX = this._cachedAngularSensibility.angularSensibilityX;
  107447. this._cachedAngularSensibility.angularSensibilityX = null;
  107448. }
  107449. if (this._cachedAngularSensibility.angularSensibilityY) {
  107450. this._deviceOrientationCamera.angularSensibilityY = this._cachedAngularSensibility.angularSensibilityY;
  107451. this._cachedAngularSensibility.angularSensibilityY = null;
  107452. }
  107453. if (this._cachedAngularSensibility.angularSensibility) {
  107454. this._deviceOrientationCamera.angularSensibility = this._cachedAngularSensibility.angularSensibility;
  107455. this._cachedAngularSensibility.angularSensibility = null;
  107456. }
  107457. }
  107458. else if (this._existingCamera) {
  107459. this._existingCamera.position = this._position;
  107460. this._scene.activeCamera = this._existingCamera;
  107461. // Restore angular sensibility
  107462. if (this._cachedAngularSensibility.angularSensibilityX) {
  107463. this._existingCamera.angularSensibilityX = this._cachedAngularSensibility.angularSensibilityX;
  107464. this._cachedAngularSensibility.angularSensibilityX = null;
  107465. }
  107466. if (this._cachedAngularSensibility.angularSensibilityY) {
  107467. this._existingCamera.angularSensibilityY = this._cachedAngularSensibility.angularSensibilityY;
  107468. this._cachedAngularSensibility.angularSensibilityY = null;
  107469. }
  107470. if (this._cachedAngularSensibility.angularSensibility) {
  107471. this._existingCamera.angularSensibility = this._cachedAngularSensibility.angularSensibility;
  107472. this._cachedAngularSensibility.angularSensibility = null;
  107473. }
  107474. }
  107475. this.updateButtonVisibility();
  107476. if (this._interactionsEnabled) {
  107477. this._scene.unregisterBeforeRender(this.beforeRender);
  107478. this._cameraGazer._gazeTracker.isVisible = false;
  107479. if (this._leftController) {
  107480. this._leftController._gazeTracker.isVisible = false;
  107481. }
  107482. if (this._rightController) {
  107483. this._rightController._gazeTracker.isVisible = false;
  107484. }
  107485. }
  107486. // resize to update width and height when exiting vr exits fullscreen
  107487. this._scene.getEngine().resize();
  107488. this._hasEnteredVR = false;
  107489. }
  107490. };
  107491. Object.defineProperty(VRExperienceHelper.prototype, "position", {
  107492. /**
  107493. * The position of the vr experience helper.
  107494. */
  107495. get: function () {
  107496. return this._position;
  107497. },
  107498. /**
  107499. * Sets the position of the vr experience helper.
  107500. */
  107501. set: function (value) {
  107502. this._position = value;
  107503. if (this._scene.activeCamera) {
  107504. this._scene.activeCamera.position = value;
  107505. }
  107506. },
  107507. enumerable: true,
  107508. configurable: true
  107509. });
  107510. /**
  107511. * Enables controllers and user interactions such as selecting and object or clicking on an object.
  107512. */
  107513. VRExperienceHelper.prototype.enableInteractions = function () {
  107514. var _this = this;
  107515. if (!this._interactionsEnabled) {
  107516. this._interactionsRequested = true;
  107517. if (this._leftController) {
  107518. this._enableInteractionOnController(this._leftController);
  107519. }
  107520. if (this._rightController) {
  107521. this._enableInteractionOnController(this._rightController);
  107522. }
  107523. this.raySelectionPredicate = function (mesh) {
  107524. return mesh.isVisible && (mesh.isPickable || mesh.name === _this._floorMeshName);
  107525. };
  107526. this.meshSelectionPredicate = function (mesh) {
  107527. return true;
  107528. };
  107529. this._raySelectionPredicate = function (mesh) {
  107530. if (_this._isTeleportationFloor(mesh) || (mesh.name.indexOf("gazeTracker") === -1
  107531. && mesh.name.indexOf("teleportationTarget") === -1
  107532. && mesh.name.indexOf("torusTeleportation") === -1)) {
  107533. return _this.raySelectionPredicate(mesh);
  107534. }
  107535. return false;
  107536. };
  107537. this._interactionsEnabled = true;
  107538. }
  107539. };
  107540. Object.defineProperty(VRExperienceHelper.prototype, "_noControllerIsActive", {
  107541. get: function () {
  107542. return !(this._leftController && this._leftController._activePointer) && !(this._rightController && this._rightController._activePointer);
  107543. },
  107544. enumerable: true,
  107545. configurable: true
  107546. });
  107547. VRExperienceHelper.prototype._isTeleportationFloor = function (mesh) {
  107548. for (var i = 0; i < this._floorMeshesCollection.length; i++) {
  107549. if (this._floorMeshesCollection[i].id === mesh.id) {
  107550. return true;
  107551. }
  107552. }
  107553. if (this._floorMeshName && mesh.name === this._floorMeshName) {
  107554. return true;
  107555. }
  107556. return false;
  107557. };
  107558. /**
  107559. * Adds a floor mesh to be used for teleportation.
  107560. * @param floorMesh the mesh to be used for teleportation.
  107561. */
  107562. VRExperienceHelper.prototype.addFloorMesh = function (floorMesh) {
  107563. if (!this._floorMeshesCollection) {
  107564. return;
  107565. }
  107566. if (this._floorMeshesCollection.indexOf(floorMesh) > -1) {
  107567. return;
  107568. }
  107569. this._floorMeshesCollection.push(floorMesh);
  107570. };
  107571. /**
  107572. * Removes a floor mesh from being used for teleportation.
  107573. * @param floorMesh the mesh to be removed.
  107574. */
  107575. VRExperienceHelper.prototype.removeFloorMesh = function (floorMesh) {
  107576. if (!this._floorMeshesCollection) {
  107577. return;
  107578. }
  107579. var meshIndex = this._floorMeshesCollection.indexOf(floorMesh);
  107580. if (meshIndex !== -1) {
  107581. this._floorMeshesCollection.splice(meshIndex, 1);
  107582. }
  107583. };
  107584. /**
  107585. * Enables interactions and teleportation using the VR controllers and gaze.
  107586. * @param vrTeleportationOptions options to modify teleportation behavior.
  107587. */
  107588. VRExperienceHelper.prototype.enableTeleportation = function (vrTeleportationOptions) {
  107589. if (vrTeleportationOptions === void 0) { vrTeleportationOptions = {}; }
  107590. if (!this._teleportationInitialized) {
  107591. this._teleportationRequested = true;
  107592. this.enableInteractions();
  107593. if (vrTeleportationOptions.floorMeshName) {
  107594. this._floorMeshName = vrTeleportationOptions.floorMeshName;
  107595. }
  107596. if (vrTeleportationOptions.floorMeshes) {
  107597. this._floorMeshesCollection = vrTeleportationOptions.floorMeshes;
  107598. }
  107599. if (this._leftController != null) {
  107600. this._enableTeleportationOnController(this._leftController);
  107601. }
  107602. if (this._rightController != null) {
  107603. this._enableTeleportationOnController(this._rightController);
  107604. }
  107605. // Creates an image processing post process for the vignette not relying
  107606. // on the main scene configuration for image processing to reduce setup and spaces
  107607. // (gamma/linear) conflicts.
  107608. var imageProcessingConfiguration = new BABYLON.ImageProcessingConfiguration();
  107609. imageProcessingConfiguration.vignetteColor = new BABYLON.Color4(0, 0, 0, 0);
  107610. imageProcessingConfiguration.vignetteEnabled = true;
  107611. this._postProcessMove = new BABYLON.ImageProcessingPostProcess("postProcessMove", 1.0, this._webVRCamera, undefined, undefined, undefined, undefined, imageProcessingConfiguration);
  107612. this._webVRCamera.detachPostProcess(this._postProcessMove);
  107613. this._teleportationInitialized = true;
  107614. if (this._isDefaultTeleportationTarget) {
  107615. this._createTeleportationCircles();
  107616. this._teleportationTarget.scaling.scaleInPlace(this._webVRCamera.deviceScaleFactor);
  107617. }
  107618. }
  107619. };
  107620. VRExperienceHelper.prototype._enableInteractionOnController = function (controller) {
  107621. var _this = this;
  107622. var controllerMesh = controller.webVRController.mesh;
  107623. if (controllerMesh) {
  107624. controller._interactionsEnabled = true;
  107625. controller._activatePointer();
  107626. if (this.webVROptions.laserToggle) {
  107627. controller.webVRController.onMainButtonStateChangedObservable.add(function (stateObject) {
  107628. // Enabling / disabling laserPointer
  107629. if (_this._displayLaserPointer && stateObject.value === 1) {
  107630. if (controller._activePointer) {
  107631. controller._deactivatePointer();
  107632. }
  107633. else {
  107634. controller._activatePointer();
  107635. }
  107636. if (_this.displayGaze) {
  107637. controller._gazeTracker.isVisible = controller._activePointer;
  107638. }
  107639. }
  107640. });
  107641. }
  107642. controller.webVRController.onTriggerStateChangedObservable.add(function (stateObject) {
  107643. var gazer = controller;
  107644. if (_this._noControllerIsActive) {
  107645. gazer = _this._cameraGazer;
  107646. }
  107647. if (!gazer._pointerDownOnMeshAsked) {
  107648. if (stateObject.value > _this._padSensibilityUp) {
  107649. gazer._selectionPointerDown();
  107650. }
  107651. }
  107652. else if (stateObject.value < _this._padSensibilityDown) {
  107653. gazer._selectionPointerUp();
  107654. }
  107655. });
  107656. }
  107657. };
  107658. VRExperienceHelper.prototype._checkTeleportWithRay = function (stateObject, gazer) {
  107659. // Dont teleport if another gaze already requested teleportation
  107660. if (this._teleportationRequestInitiated && !gazer._teleportationRequestInitiated) {
  107661. return;
  107662. }
  107663. if (!gazer._teleportationRequestInitiated) {
  107664. if (stateObject.y < -this._padSensibilityUp && gazer._dpadPressed) {
  107665. gazer._activatePointer();
  107666. gazer._teleportationRequestInitiated = true;
  107667. }
  107668. }
  107669. else {
  107670. // Listening to the proper controller values changes to confirm teleportation
  107671. if (Math.sqrt(stateObject.y * stateObject.y + stateObject.x * stateObject.x) < this._padSensibilityDown) {
  107672. if (this._teleportActive) {
  107673. this.teleportCamera(this._haloCenter);
  107674. }
  107675. gazer._teleportationRequestInitiated = false;
  107676. }
  107677. }
  107678. };
  107679. VRExperienceHelper.prototype._checkRotate = function (stateObject, gazer) {
  107680. // Only rotate when user is not currently selecting a teleportation location
  107681. if (gazer._teleportationRequestInitiated) {
  107682. return;
  107683. }
  107684. if (!gazer._rotationLeftAsked) {
  107685. if (stateObject.x < -this._padSensibilityUp && gazer._dpadPressed) {
  107686. gazer._rotationLeftAsked = true;
  107687. if (this._rotationAllowed) {
  107688. this._rotateCamera(false);
  107689. }
  107690. }
  107691. }
  107692. else {
  107693. if (stateObject.x > -this._padSensibilityDown) {
  107694. gazer._rotationLeftAsked = false;
  107695. }
  107696. }
  107697. if (!gazer._rotationRightAsked) {
  107698. if (stateObject.x > this._padSensibilityUp && gazer._dpadPressed) {
  107699. gazer._rotationRightAsked = true;
  107700. if (this._rotationAllowed) {
  107701. this._rotateCamera(true);
  107702. }
  107703. }
  107704. }
  107705. else {
  107706. if (stateObject.x < this._padSensibilityDown) {
  107707. gazer._rotationRightAsked = false;
  107708. }
  107709. }
  107710. };
  107711. VRExperienceHelper.prototype._checkTeleportBackwards = function (stateObject, gazer) {
  107712. // Only teleport backwards when user is not currently selecting a teleportation location
  107713. if (gazer._teleportationRequestInitiated) {
  107714. return;
  107715. }
  107716. // Teleport backwards
  107717. if (stateObject.y > this._padSensibilityUp && gazer._dpadPressed) {
  107718. if (!gazer._teleportationBackRequestInitiated) {
  107719. if (!this.currentVRCamera) {
  107720. return;
  107721. }
  107722. // Get rotation and position of the current camera
  107723. var rotation = BABYLON.Quaternion.FromRotationMatrix(this.currentVRCamera.getWorldMatrix().getRotationMatrix());
  107724. var position = this.currentVRCamera.position;
  107725. // If the camera has device position, use that instead
  107726. if (this.currentVRCamera.devicePosition && this.currentVRCamera.deviceRotationQuaternion) {
  107727. rotation = this.currentVRCamera.deviceRotationQuaternion;
  107728. position = this.currentVRCamera.devicePosition;
  107729. }
  107730. // Get matrix with only the y rotation of the device rotation
  107731. rotation.toEulerAnglesToRef(this._workingVector);
  107732. this._workingVector.z = 0;
  107733. this._workingVector.x = 0;
  107734. BABYLON.Quaternion.RotationYawPitchRollToRef(this._workingVector.y, this._workingVector.x, this._workingVector.z, this._workingQuaternion);
  107735. this._workingQuaternion.toRotationMatrix(this._workingMatrix);
  107736. // Rotate backwards ray by device rotation to cast at the ground behind the user
  107737. BABYLON.Vector3.TransformCoordinatesToRef(this._teleportBackwardsVector, this._workingMatrix, this._workingVector);
  107738. // Teleport if ray hit the ground and is not to far away eg. backwards off a cliff
  107739. var ray = new BABYLON.Ray(position, this._workingVector);
  107740. var hit = this._scene.pickWithRay(ray, this._raySelectionPredicate);
  107741. if (hit && hit.pickedPoint && hit.pickedMesh && this._isTeleportationFloor(hit.pickedMesh) && hit.distance < 5) {
  107742. this.teleportCamera(hit.pickedPoint);
  107743. }
  107744. gazer._teleportationBackRequestInitiated = true;
  107745. }
  107746. }
  107747. else {
  107748. gazer._teleportationBackRequestInitiated = false;
  107749. }
  107750. };
  107751. VRExperienceHelper.prototype._enableTeleportationOnController = function (controller) {
  107752. var _this = this;
  107753. var controllerMesh = controller.webVRController.mesh;
  107754. if (controllerMesh) {
  107755. if (!controller._interactionsEnabled) {
  107756. this._enableInteractionOnController(controller);
  107757. }
  107758. controller._interactionsEnabled = true;
  107759. controller._teleportationEnabled = true;
  107760. if (controller.webVRController.controllerType === BABYLON.PoseEnabledControllerType.VIVE) {
  107761. controller._dpadPressed = false;
  107762. controller.webVRController.onPadStateChangedObservable.add(function (stateObject) {
  107763. controller._dpadPressed = stateObject.pressed;
  107764. if (!controller._dpadPressed) {
  107765. controller._rotationLeftAsked = false;
  107766. controller._rotationRightAsked = false;
  107767. controller._teleportationBackRequestInitiated = false;
  107768. }
  107769. });
  107770. }
  107771. controller.webVRController.onPadValuesChangedObservable.add(function (stateObject) {
  107772. if (_this.teleportationEnabled) {
  107773. _this._checkTeleportBackwards(stateObject, controller);
  107774. _this._checkTeleportWithRay(stateObject, controller);
  107775. }
  107776. _this._checkRotate(stateObject, controller);
  107777. });
  107778. }
  107779. };
  107780. VRExperienceHelper.prototype._createTeleportationCircles = function () {
  107781. this._teleportationTarget = BABYLON.Mesh.CreateGround("teleportationTarget", 2, 2, 2, this._scene);
  107782. this._teleportationTarget.isPickable = false;
  107783. var length = 512;
  107784. var dynamicTexture = new BABYLON.DynamicTexture("DynamicTexture", length, this._scene, true);
  107785. dynamicTexture.hasAlpha = true;
  107786. var context = dynamicTexture.getContext();
  107787. var centerX = length / 2;
  107788. var centerY = length / 2;
  107789. var radius = 200;
  107790. context.beginPath();
  107791. context.arc(centerX, centerY, radius, 0, 2 * Math.PI, false);
  107792. context.fillStyle = this._teleportationFillColor;
  107793. context.fill();
  107794. context.lineWidth = 10;
  107795. context.strokeStyle = this._teleportationBorderColor;
  107796. context.stroke();
  107797. context.closePath();
  107798. dynamicTexture.update();
  107799. var teleportationCircleMaterial = new BABYLON.StandardMaterial("TextPlaneMaterial", this._scene);
  107800. teleportationCircleMaterial.diffuseTexture = dynamicTexture;
  107801. this._teleportationTarget.material = teleportationCircleMaterial;
  107802. var torus = BABYLON.Mesh.CreateTorus("torusTeleportation", 0.75, 0.1, 25, this._scene, false);
  107803. torus.isPickable = false;
  107804. torus.parent = this._teleportationTarget;
  107805. var animationInnerCircle = new BABYLON.Animation("animationInnerCircle", "position.y", 30, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE);
  107806. var keys = [];
  107807. keys.push({
  107808. frame: 0,
  107809. value: 0
  107810. });
  107811. keys.push({
  107812. frame: 30,
  107813. value: 0.4
  107814. });
  107815. keys.push({
  107816. frame: 60,
  107817. value: 0
  107818. });
  107819. animationInnerCircle.setKeys(keys);
  107820. var easingFunction = new BABYLON.SineEase();
  107821. easingFunction.setEasingMode(BABYLON.EasingFunction.EASINGMODE_EASEINOUT);
  107822. animationInnerCircle.setEasingFunction(easingFunction);
  107823. torus.animations = [];
  107824. torus.animations.push(animationInnerCircle);
  107825. this._scene.beginAnimation(torus, 0, 60, true);
  107826. this._hideTeleportationTarget();
  107827. };
  107828. VRExperienceHelper.prototype._displayTeleportationTarget = function () {
  107829. this._teleportActive = true;
  107830. if (this._teleportationInitialized) {
  107831. this._teleportationTarget.isVisible = true;
  107832. if (this._isDefaultTeleportationTarget) {
  107833. this._teleportationTarget.getChildren()[0].isVisible = true;
  107834. }
  107835. }
  107836. };
  107837. VRExperienceHelper.prototype._hideTeleportationTarget = function () {
  107838. this._teleportActive = false;
  107839. if (this._teleportationInitialized) {
  107840. this._teleportationTarget.isVisible = false;
  107841. if (this._isDefaultTeleportationTarget) {
  107842. this._teleportationTarget.getChildren()[0].isVisible = false;
  107843. }
  107844. }
  107845. };
  107846. VRExperienceHelper.prototype._rotateCamera = function (right) {
  107847. var _this = this;
  107848. if (!(this.currentVRCamera instanceof BABYLON.FreeCamera)) {
  107849. return;
  107850. }
  107851. if (right) {
  107852. this._rotationAngle++;
  107853. }
  107854. else {
  107855. this._rotationAngle--;
  107856. }
  107857. this.currentVRCamera.animations = [];
  107858. var target = BABYLON.Quaternion.FromRotationMatrix(BABYLON.Matrix.RotationY(Math.PI / 4 * this._rotationAngle));
  107859. var animationRotation = new BABYLON.Animation("animationRotation", "rotationQuaternion", 90, BABYLON.Animation.ANIMATIONTYPE_QUATERNION, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  107860. var animationRotationKeys = [];
  107861. animationRotationKeys.push({
  107862. frame: 0,
  107863. value: this.currentVRCamera.rotationQuaternion
  107864. });
  107865. animationRotationKeys.push({
  107866. frame: 6,
  107867. value: target
  107868. });
  107869. animationRotation.setKeys(animationRotationKeys);
  107870. animationRotation.setEasingFunction(this._circleEase);
  107871. this.currentVRCamera.animations.push(animationRotation);
  107872. this._postProcessMove.animations = [];
  107873. var animationPP = new BABYLON.Animation("animationPP", "vignetteWeight", 90, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  107874. var vignetteWeightKeys = [];
  107875. vignetteWeightKeys.push({
  107876. frame: 0,
  107877. value: 0
  107878. });
  107879. vignetteWeightKeys.push({
  107880. frame: 3,
  107881. value: 4
  107882. });
  107883. vignetteWeightKeys.push({
  107884. frame: 6,
  107885. value: 0
  107886. });
  107887. animationPP.setKeys(vignetteWeightKeys);
  107888. animationPP.setEasingFunction(this._circleEase);
  107889. this._postProcessMove.animations.push(animationPP);
  107890. var animationPP2 = new BABYLON.Animation("animationPP2", "vignetteStretch", 90, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  107891. var vignetteStretchKeys = [];
  107892. vignetteStretchKeys.push({
  107893. frame: 0,
  107894. value: 0
  107895. });
  107896. vignetteStretchKeys.push({
  107897. frame: 3,
  107898. value: 10
  107899. });
  107900. vignetteStretchKeys.push({
  107901. frame: 6,
  107902. value: 0
  107903. });
  107904. animationPP2.setKeys(vignetteStretchKeys);
  107905. animationPP2.setEasingFunction(this._circleEase);
  107906. this._postProcessMove.animations.push(animationPP2);
  107907. this._postProcessMove.imageProcessingConfiguration.vignetteWeight = 0;
  107908. this._postProcessMove.imageProcessingConfiguration.vignetteStretch = 0;
  107909. this._postProcessMove.samples = 4;
  107910. this._webVRCamera.attachPostProcess(this._postProcessMove);
  107911. this._scene.beginAnimation(this._postProcessMove, 0, 6, false, 1, function () {
  107912. _this._webVRCamera.detachPostProcess(_this._postProcessMove);
  107913. });
  107914. this._scene.beginAnimation(this.currentVRCamera, 0, 6, false, 1);
  107915. };
  107916. VRExperienceHelper.prototype._moveTeleportationSelectorTo = function (hit, gazer, ray) {
  107917. if (hit.pickedPoint) {
  107918. if (gazer._teleportationRequestInitiated) {
  107919. this._displayTeleportationTarget();
  107920. this._haloCenter.copyFrom(hit.pickedPoint);
  107921. this._teleportationTarget.position.copyFrom(hit.pickedPoint);
  107922. }
  107923. var pickNormal = this._convertNormalToDirectionOfRay(hit.getNormal(true, false), ray);
  107924. if (pickNormal) {
  107925. var axis1 = BABYLON.Vector3.Cross(BABYLON.Axis.Y, pickNormal);
  107926. var axis2 = BABYLON.Vector3.Cross(pickNormal, axis1);
  107927. BABYLON.Vector3.RotationFromAxisToRef(axis2, pickNormal, axis1, this._teleportationTarget.rotation);
  107928. }
  107929. this._teleportationTarget.position.y += 0.1;
  107930. }
  107931. };
  107932. /**
  107933. * Teleports the users feet to the desired location
  107934. * @param location The location where the user's feet should be placed
  107935. */
  107936. VRExperienceHelper.prototype.teleportCamera = function (location) {
  107937. var _this = this;
  107938. if (!(this.currentVRCamera instanceof BABYLON.FreeCamera)) {
  107939. return;
  107940. }
  107941. // Teleport the hmd to where the user is looking by moving the anchor to where they are looking minus the
  107942. // offset of the headset from the anchor.
  107943. if (this.webVRCamera.leftCamera) {
  107944. this._workingVector.copyFrom(this.webVRCamera.leftCamera.globalPosition);
  107945. this._workingVector.subtractInPlace(this.webVRCamera.position);
  107946. location.subtractToRef(this._workingVector, this._workingVector);
  107947. }
  107948. else {
  107949. this._workingVector.copyFrom(location);
  107950. }
  107951. // Add height to account for user's height offset
  107952. if (this.isInVRMode) {
  107953. this._workingVector.y += this.webVRCamera.deviceDistanceToRoomGround() * this._webVRCamera.deviceScaleFactor;
  107954. }
  107955. else {
  107956. this._workingVector.y += this._defaultHeight;
  107957. }
  107958. this.onBeforeCameraTeleport.notifyObservers(this._workingVector);
  107959. // Create animation from the camera's position to the new location
  107960. this.currentVRCamera.animations = [];
  107961. var animationCameraTeleportation = new BABYLON.Animation("animationCameraTeleportation", "position", 90, BABYLON.Animation.ANIMATIONTYPE_VECTOR3, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  107962. var animationCameraTeleportationKeys = [{
  107963. frame: 0,
  107964. value: this.currentVRCamera.position
  107965. },
  107966. {
  107967. frame: 11,
  107968. value: this._workingVector
  107969. }
  107970. ];
  107971. animationCameraTeleportation.setKeys(animationCameraTeleportationKeys);
  107972. animationCameraTeleportation.setEasingFunction(this._circleEase);
  107973. this.currentVRCamera.animations.push(animationCameraTeleportation);
  107974. this._postProcessMove.animations = [];
  107975. var animationPP = new BABYLON.Animation("animationPP", "vignetteWeight", 90, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  107976. var vignetteWeightKeys = [];
  107977. vignetteWeightKeys.push({
  107978. frame: 0,
  107979. value: 0
  107980. });
  107981. vignetteWeightKeys.push({
  107982. frame: 5,
  107983. value: 8
  107984. });
  107985. vignetteWeightKeys.push({
  107986. frame: 11,
  107987. value: 0
  107988. });
  107989. animationPP.setKeys(vignetteWeightKeys);
  107990. this._postProcessMove.animations.push(animationPP);
  107991. var animationPP2 = new BABYLON.Animation("animationPP2", "vignetteStretch", 90, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  107992. var vignetteStretchKeys = [];
  107993. vignetteStretchKeys.push({
  107994. frame: 0,
  107995. value: 0
  107996. });
  107997. vignetteStretchKeys.push({
  107998. frame: 5,
  107999. value: 10
  108000. });
  108001. vignetteStretchKeys.push({
  108002. frame: 11,
  108003. value: 0
  108004. });
  108005. animationPP2.setKeys(vignetteStretchKeys);
  108006. this._postProcessMove.animations.push(animationPP2);
  108007. this._postProcessMove.imageProcessingConfiguration.vignetteWeight = 0;
  108008. this._postProcessMove.imageProcessingConfiguration.vignetteStretch = 0;
  108009. this._webVRCamera.attachPostProcess(this._postProcessMove);
  108010. this._scene.beginAnimation(this._postProcessMove, 0, 11, false, 1, function () {
  108011. _this._webVRCamera.detachPostProcess(_this._postProcessMove);
  108012. });
  108013. this._scene.beginAnimation(this.currentVRCamera, 0, 11, false, 1, function () {
  108014. _this.onAfterCameraTeleport.notifyObservers(_this._workingVector);
  108015. });
  108016. this._hideTeleportationTarget();
  108017. };
  108018. VRExperienceHelper.prototype._convertNormalToDirectionOfRay = function (normal, ray) {
  108019. if (normal) {
  108020. var angle = Math.acos(BABYLON.Vector3.Dot(normal, ray.direction));
  108021. if (angle < Math.PI / 2) {
  108022. normal.scaleInPlace(-1);
  108023. }
  108024. }
  108025. return normal;
  108026. };
  108027. VRExperienceHelper.prototype._castRayAndSelectObject = function (gazer) {
  108028. if (!(this.currentVRCamera instanceof BABYLON.FreeCamera)) {
  108029. return;
  108030. }
  108031. var ray = gazer._getForwardRay(this._rayLength);
  108032. var hit = this._scene.pickWithRay(ray, this._raySelectionPredicate);
  108033. if (hit) {
  108034. // Populate the contrllers mesh that can be used for drag/drop
  108035. if (gazer._laserPointer) {
  108036. hit.originMesh = gazer._laserPointer.parent;
  108037. }
  108038. this._scene.simulatePointerMove(hit, { pointerId: gazer._id });
  108039. }
  108040. gazer._currentHit = hit;
  108041. // Moving the gazeTracker on the mesh face targetted
  108042. if (hit && hit.pickedPoint) {
  108043. if (this._displayGaze) {
  108044. var multiplier = 1;
  108045. gazer._gazeTracker.isVisible = true;
  108046. if (gazer._isActionableMesh) {
  108047. multiplier = 3;
  108048. }
  108049. if (this.updateGazeTrackerScale) {
  108050. gazer._gazeTracker.scaling.x = hit.distance * multiplier;
  108051. gazer._gazeTracker.scaling.y = hit.distance * multiplier;
  108052. gazer._gazeTracker.scaling.z = hit.distance * multiplier;
  108053. }
  108054. var pickNormal = this._convertNormalToDirectionOfRay(hit.getNormal(), ray);
  108055. // To avoid z-fighting
  108056. var deltaFighting = 0.002;
  108057. if (pickNormal) {
  108058. var axis1 = BABYLON.Vector3.Cross(BABYLON.Axis.Y, pickNormal);
  108059. var axis2 = BABYLON.Vector3.Cross(pickNormal, axis1);
  108060. BABYLON.Vector3.RotationFromAxisToRef(axis2, pickNormal, axis1, gazer._gazeTracker.rotation);
  108061. }
  108062. gazer._gazeTracker.position.copyFrom(hit.pickedPoint);
  108063. if (gazer._gazeTracker.position.x < 0) {
  108064. gazer._gazeTracker.position.x += deltaFighting;
  108065. }
  108066. else {
  108067. gazer._gazeTracker.position.x -= deltaFighting;
  108068. }
  108069. if (gazer._gazeTracker.position.y < 0) {
  108070. gazer._gazeTracker.position.y += deltaFighting;
  108071. }
  108072. else {
  108073. gazer._gazeTracker.position.y -= deltaFighting;
  108074. }
  108075. if (gazer._gazeTracker.position.z < 0) {
  108076. gazer._gazeTracker.position.z += deltaFighting;
  108077. }
  108078. else {
  108079. gazer._gazeTracker.position.z -= deltaFighting;
  108080. }
  108081. }
  108082. // Changing the size of the laser pointer based on the distance from the targetted point
  108083. gazer._updatePointerDistance(hit.distance);
  108084. }
  108085. else {
  108086. gazer._updatePointerDistance();
  108087. gazer._gazeTracker.isVisible = false;
  108088. }
  108089. if (hit && hit.pickedMesh) {
  108090. // The object selected is the floor, we're in a teleportation scenario
  108091. if (this._teleportationInitialized && this._isTeleportationFloor(hit.pickedMesh) && hit.pickedPoint) {
  108092. // Moving the teleportation area to this targetted point
  108093. //Raise onSelectedMeshUnselected observable if ray collided floor mesh/meshes and a non floor mesh was previously selected
  108094. if (gazer._currentMeshSelected && !this._isTeleportationFloor(gazer._currentMeshSelected)) {
  108095. this._notifySelectedMeshUnselected(gazer._currentMeshSelected);
  108096. }
  108097. gazer._currentMeshSelected = null;
  108098. if (gazer._teleportationRequestInitiated) {
  108099. this._moveTeleportationSelectorTo(hit, gazer, ray);
  108100. }
  108101. return;
  108102. }
  108103. // If not, we're in a selection scenario
  108104. //this._teleportationAllowed = false;
  108105. if (hit.pickedMesh !== gazer._currentMeshSelected) {
  108106. if (this.meshSelectionPredicate(hit.pickedMesh)) {
  108107. this.onNewMeshPicked.notifyObservers(hit);
  108108. gazer._currentMeshSelected = hit.pickedMesh;
  108109. if (hit.pickedMesh.isPickable && hit.pickedMesh.actionManager) {
  108110. this.changeGazeColor(new BABYLON.Color3(0, 0, 1));
  108111. this.changeLaserColor(new BABYLON.Color3(0.2, 0.2, 1));
  108112. gazer._isActionableMesh = true;
  108113. }
  108114. else {
  108115. this.changeGazeColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  108116. this.changeLaserColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  108117. gazer._isActionableMesh = false;
  108118. }
  108119. try {
  108120. this.onNewMeshSelected.notifyObservers(hit.pickedMesh);
  108121. }
  108122. catch (err) {
  108123. BABYLON.Tools.Warn("Error in your custom logic onNewMeshSelected: " + err);
  108124. }
  108125. }
  108126. else {
  108127. this._notifySelectedMeshUnselected(gazer._currentMeshSelected);
  108128. gazer._currentMeshSelected = null;
  108129. this.changeGazeColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  108130. this.changeLaserColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  108131. }
  108132. }
  108133. }
  108134. else {
  108135. this._notifySelectedMeshUnselected(gazer._currentMeshSelected);
  108136. gazer._currentMeshSelected = null;
  108137. //this._teleportationAllowed = false;
  108138. this.changeGazeColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  108139. this.changeLaserColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  108140. }
  108141. };
  108142. VRExperienceHelper.prototype._notifySelectedMeshUnselected = function (mesh) {
  108143. if (mesh) {
  108144. this.onSelectedMeshUnselected.notifyObservers(mesh);
  108145. }
  108146. };
  108147. /**
  108148. * Sets the color of the laser ray from the vr controllers.
  108149. * @param color new color for the ray.
  108150. */
  108151. VRExperienceHelper.prototype.changeLaserColor = function (color) {
  108152. if (this._leftController) {
  108153. this._leftController._setLaserPointerColor(color);
  108154. }
  108155. if (this._rightController) {
  108156. this._rightController._setLaserPointerColor(color);
  108157. }
  108158. };
  108159. /**
  108160. * Sets the color of the ray from the vr headsets gaze.
  108161. * @param color new color for the ray.
  108162. */
  108163. VRExperienceHelper.prototype.changeGazeColor = function (color) {
  108164. if (!this._cameraGazer._gazeTracker.material) {
  108165. return;
  108166. }
  108167. this._cameraGazer._gazeTracker.material.emissiveColor = color;
  108168. if (this._leftController) {
  108169. this._leftController._gazeTracker.material.emissiveColor = color;
  108170. }
  108171. if (this._rightController) {
  108172. this._rightController._gazeTracker.material.emissiveColor = color;
  108173. }
  108174. };
  108175. /**
  108176. * Exits VR and disposes of the vr experience helper
  108177. */
  108178. VRExperienceHelper.prototype.dispose = function () {
  108179. if (this.isInVRMode) {
  108180. this.exitVR();
  108181. }
  108182. if (this._postProcessMove) {
  108183. this._postProcessMove.dispose();
  108184. }
  108185. if (this._webVRCamera) {
  108186. this._webVRCamera.dispose();
  108187. }
  108188. if (this._vrDeviceOrientationCamera) {
  108189. this._vrDeviceOrientationCamera.dispose();
  108190. }
  108191. if (!this._useCustomVRButton && this._btnVR.parentNode) {
  108192. document.body.removeChild(this._btnVR);
  108193. }
  108194. if (this._deviceOrientationCamera && (this._scene.activeCamera != this._deviceOrientationCamera)) {
  108195. this._deviceOrientationCamera.dispose();
  108196. }
  108197. if (this._cameraGazer) {
  108198. this._cameraGazer.dispose();
  108199. }
  108200. if (this._leftController) {
  108201. this._leftController.dispose();
  108202. }
  108203. if (this._rightController) {
  108204. this._rightController.dispose();
  108205. }
  108206. if (this._teleportationTarget) {
  108207. this._teleportationTarget.dispose();
  108208. }
  108209. this._floorMeshesCollection = [];
  108210. document.removeEventListener("keydown", this._onKeyDown);
  108211. window.removeEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  108212. window.removeEventListener("resize", this._onResize);
  108213. document.removeEventListener("fullscreenchange", this._onFullscreenChange);
  108214. document.removeEventListener("mozfullscreenchange", this._onFullscreenChange);
  108215. document.removeEventListener("webkitfullscreenchange", this._onFullscreenChange);
  108216. document.removeEventListener("msfullscreenchange", this._onFullscreenChange);
  108217. document.onmsfullscreenchange = null;
  108218. this._scene.getEngine().onVRDisplayChangedObservable.removeCallback(this._onVRDisplayChanged);
  108219. this._scene.getEngine().onVRRequestPresentStart.removeCallback(this._onVRRequestPresentStart);
  108220. this._scene.getEngine().onVRRequestPresentComplete.removeCallback(this._onVRRequestPresentComplete);
  108221. window.removeEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  108222. this._scene.gamepadManager.onGamepadConnectedObservable.removeCallback(this._onNewGamepadConnected);
  108223. this._scene.gamepadManager.onGamepadDisconnectedObservable.removeCallback(this._onNewGamepadDisconnected);
  108224. this._scene.unregisterBeforeRender(this.beforeRender);
  108225. };
  108226. /**
  108227. * Gets the name of the VRExperienceHelper class
  108228. * @returns "VRExperienceHelper"
  108229. */
  108230. VRExperienceHelper.prototype.getClassName = function () {
  108231. return "VRExperienceHelper";
  108232. };
  108233. return VRExperienceHelper;
  108234. }());
  108235. BABYLON.VRExperienceHelper = VRExperienceHelper;
  108236. })(BABYLON || (BABYLON = {}));
  108237. //# sourceMappingURL=babylon.vrExperienceHelper.js.map
  108238. var BABYLON;
  108239. (function (BABYLON) {
  108240. /**
  108241. * WebXR Camera which holds the views for the xrSession
  108242. * @see https://doc.babylonjs.com/how_to/webxr
  108243. */
  108244. var WebXRCamera = /** @class */ (function (_super) {
  108245. __extends(WebXRCamera, _super);
  108246. /**
  108247. * Creates a new webXRCamera, this should only be set at the camera after it has been updated by the xrSessionManager
  108248. * @param name the name of the camera
  108249. * @param scene the scene to add the camera to
  108250. */
  108251. function WebXRCamera(name, scene) {
  108252. var _this = _super.call(this, name, BABYLON.Vector3.Zero(), scene) || this;
  108253. // Initial camera configuration
  108254. _this.minZ = 0;
  108255. _this.rotationQuaternion = new BABYLON.Quaternion();
  108256. _this.cameraRigMode = BABYLON.Camera.RIG_MODE_CUSTOM;
  108257. _this.updateUpVectorFromRotation = true;
  108258. _this._updateNumberOfRigCameras(1);
  108259. return _this;
  108260. }
  108261. WebXRCamera.prototype._updateNumberOfRigCameras = function (viewCount) {
  108262. if (viewCount === void 0) { viewCount = 1; }
  108263. while (this.rigCameras.length < viewCount) {
  108264. var newCamera = new BABYLON.TargetCamera("view: " + this.rigCameras.length, BABYLON.Vector3.Zero(), this.getScene());
  108265. newCamera.minZ = 0;
  108266. newCamera.parent = this;
  108267. newCamera.rotationQuaternion = new BABYLON.Quaternion();
  108268. this.rigCameras.push(newCamera);
  108269. }
  108270. while (this.rigCameras.length > viewCount) {
  108271. var removedCamera = this.rigCameras.pop();
  108272. if (removedCamera) {
  108273. removedCamera.dispose();
  108274. }
  108275. }
  108276. };
  108277. /** @hidden */
  108278. WebXRCamera.prototype._updateForDualEyeDebugging = function (pupilDistance) {
  108279. if (pupilDistance === void 0) { pupilDistance = 0.01; }
  108280. // Create initial camera rigs
  108281. this._updateNumberOfRigCameras(2);
  108282. this.rigCameras[0].viewport = new BABYLON.Viewport(0, 0, 0.5, 1.0);
  108283. this.rigCameras[0].position.x = -pupilDistance / 2;
  108284. this.rigCameras[0].outputRenderTarget = null;
  108285. this.rigCameras[1].viewport = new BABYLON.Viewport(0.5, 0, 0.5, 1.0);
  108286. this.rigCameras[1].position.x = pupilDistance / 2;
  108287. this.rigCameras[1].outputRenderTarget = null;
  108288. };
  108289. /**
  108290. * Updates the cameras position from the current pose information of the XR session
  108291. * @param xrSessionManager the session containing pose information
  108292. * @returns true if the camera has been updated, false if the session did not contain pose or frame data
  108293. */
  108294. WebXRCamera.prototype.updateFromXRSessionManager = function (xrSessionManager) {
  108295. var _this = this;
  108296. // Ensure all frame data is available
  108297. if (!xrSessionManager._currentXRFrame || !xrSessionManager._currentXRFrame.getDevicePose) {
  108298. return false;
  108299. }
  108300. var pose = xrSessionManager._currentXRFrame.getDevicePose(xrSessionManager._frameOfReference);
  108301. if (!pose || !pose.poseModelMatrix) {
  108302. return false;
  108303. }
  108304. // Update the parent cameras matrix
  108305. BABYLON.Matrix.FromFloat32ArrayToRefScaled(pose.poseModelMatrix, 0, 1, WebXRCamera._TmpMatrix);
  108306. if (!this._scene.useRightHandedSystem) {
  108307. WebXRCamera._TmpMatrix.toggleModelMatrixHandInPlace();
  108308. }
  108309. WebXRCamera._TmpMatrix.getTranslationToRef(this.position);
  108310. WebXRCamera._TmpMatrix.getRotationMatrixToRef(WebXRCamera._TmpMatrix);
  108311. BABYLON.Quaternion.FromRotationMatrixToRef(WebXRCamera._TmpMatrix, this.rotationQuaternion);
  108312. this.computeWorldMatrix();
  108313. // Update camera rigs
  108314. this._updateNumberOfRigCameras(xrSessionManager._currentXRFrame.views.length);
  108315. xrSessionManager._currentXRFrame.views.forEach(function (view, i) {
  108316. // Update view/projection matrix
  108317. BABYLON.Matrix.FromFloat32ArrayToRefScaled(pose.getViewMatrix(view), 0, 1, _this.rigCameras[i]._computedViewMatrix);
  108318. BABYLON.Matrix.FromFloat32ArrayToRefScaled(view.projectionMatrix, 0, 1, _this.rigCameras[i]._projectionMatrix);
  108319. if (!_this._scene.useRightHandedSystem) {
  108320. _this.rigCameras[i]._computedViewMatrix.toggleModelMatrixHandInPlace();
  108321. _this.rigCameras[i]._projectionMatrix.toggleProjectionMatrixHandInPlace();
  108322. }
  108323. // Update viewport
  108324. var viewport = xrSessionManager._xrSession.baseLayer.getViewport(view);
  108325. var width = xrSessionManager._xrSession.baseLayer.framebufferWidth;
  108326. var height = xrSessionManager._xrSession.baseLayer.framebufferHeight;
  108327. _this.rigCameras[i].viewport.width = viewport.width / width;
  108328. _this.rigCameras[i].viewport.height = viewport.height / height;
  108329. _this.rigCameras[i].viewport.x = viewport.x / width;
  108330. _this.rigCameras[i].viewport.y = viewport.y / height;
  108331. // Set cameras to render to the session's render target
  108332. _this.rigCameras[i].outputRenderTarget = xrSessionManager._sessionRenderTargetTexture;
  108333. });
  108334. return true;
  108335. };
  108336. WebXRCamera._TmpMatrix = new BABYLON.Matrix();
  108337. return WebXRCamera;
  108338. }(BABYLON.FreeCamera));
  108339. BABYLON.WebXRCamera = WebXRCamera;
  108340. })(BABYLON || (BABYLON = {}));
  108341. //# sourceMappingURL=babylon.webXRCamera.js.map
  108342. var BABYLON;
  108343. (function (BABYLON) {
  108344. /**
  108345. * Manages an XRSession
  108346. * @see https://doc.babylonjs.com/how_to/webxr
  108347. */
  108348. var WebXRSessionManager = /** @class */ (function () {
  108349. /**
  108350. * Constructs a WebXRSessionManager, this must be initialized within a user action before usage
  108351. * @param scene The scene which the session should be created for
  108352. */
  108353. function WebXRSessionManager(scene) {
  108354. this.scene = scene;
  108355. /**
  108356. * Fires every time a new xrFrame arrives which can be used to update the camera
  108357. */
  108358. this.onXRFrameObservable = new BABYLON.Observable();
  108359. /**
  108360. * Fires when the xr session is ended either by the device or manually done
  108361. */
  108362. this.onXRSessionEnded = new BABYLON.Observable();
  108363. /** @hidden */
  108364. this._sessionRenderTargetTexture = null;
  108365. this._tmpMatrix = new BABYLON.Matrix();
  108366. }
  108367. /**
  108368. * Initializes the manager
  108369. * After initialization enterXR can be called to start an XR session
  108370. * @returns Promise which resolves after it is initialized
  108371. */
  108372. WebXRSessionManager.prototype.initializeAsync = function () {
  108373. var _this = this;
  108374. BABYLON.Tools.Warn("The WebXR APIs are still under development and are subject to change in the future.");
  108375. // Check if the browser supports webXR
  108376. this._xrNavigator = navigator;
  108377. if (!this._xrNavigator.xr) {
  108378. return Promise.reject("webXR not supported by this browser");
  108379. }
  108380. // Request the webXR device
  108381. return this._xrNavigator.xr.requestDevice().then(function (device) {
  108382. _this._xrDevice = device;
  108383. return _this.scene.getEngine()._gl.setCompatibleXRDevice(_this._xrDevice);
  108384. });
  108385. };
  108386. /**
  108387. * Enters XR with the desired XR session options, this must be done with a user action (eg. button click event)
  108388. * @param sessionCreationOptions xr options to create the session with
  108389. * @param frameOfReferenceType option to configure how the xr pose is expressed
  108390. * @returns Promise which resolves after it enters XR
  108391. */
  108392. WebXRSessionManager.prototype.enterXRAsync = function (sessionCreationOptions, frameOfReferenceType) {
  108393. var _this = this;
  108394. // initialize session
  108395. return this._xrDevice.requestSession(sessionCreationOptions).then(function (session) {
  108396. _this._xrSession = session;
  108397. // handle when the session is ended (By calling session.end or device ends its own session eg. pressing home button on phone)
  108398. _this._xrSession.addEventListener("end", function () {
  108399. // Remove render target texture and notify frame obervers
  108400. _this._sessionRenderTargetTexture = null;
  108401. // Restore frame buffer to avoid clear on xr framebuffer after session end
  108402. _this.scene.getEngine().restoreDefaultFramebuffer();
  108403. // Need to restart render loop as after the session is ended the last request for new frame will never call callback
  108404. _this.scene.getEngine().customAnimationFrameRequester = null;
  108405. _this.onXRSessionEnded.notifyObservers(null);
  108406. _this.scene.getEngine()._renderLoop();
  108407. }, { once: true });
  108408. _this._xrSession.baseLayer = new XRWebGLLayer(_this._xrSession, _this.scene.getEngine()._gl);
  108409. return _this._xrSession.requestFrameOfReference(frameOfReferenceType);
  108410. }).then(function (frameOfRef) {
  108411. _this._frameOfReference = frameOfRef;
  108412. // Tell the engine's render loop to be driven by the xr session's refresh rate and provide xr pose information
  108413. _this.scene.getEngine().customAnimationFrameRequester = {
  108414. requestAnimationFrame: _this._xrSession.requestAnimationFrame.bind(_this._xrSession),
  108415. renderFunction: function (timestamp, xrFrame) {
  108416. // Store the XR frame in the manager to be consumed by the XR camera to update pose
  108417. _this._currentXRFrame = xrFrame;
  108418. _this.onXRFrameObservable.notifyObservers(null);
  108419. _this.scene.getEngine()._renderLoop();
  108420. }
  108421. };
  108422. // Create render target texture from xr's webgl render target
  108423. _this._sessionRenderTargetTexture = WebXRSessionManager._CreateRenderTargetTextureFromSession(_this._xrSession, _this.scene);
  108424. // Stop window's animation frame and trigger sessions animation frame
  108425. window.cancelAnimationFrame(_this.scene.getEngine()._frameHandler);
  108426. _this.scene.getEngine()._renderLoop();
  108427. });
  108428. };
  108429. /**
  108430. * Stops the xrSession and restores the renderloop
  108431. * @returns Promise which resolves after it exits XR
  108432. */
  108433. WebXRSessionManager.prototype.exitXRAsync = function () {
  108434. return this._xrSession.end();
  108435. };
  108436. /**
  108437. * Fires a ray and returns the closest hit in the xr sessions enviornment, useful to place objects in AR
  108438. * @param ray ray to cast into the environment
  108439. * @returns Promise which resolves with a collision point in the environment if it exists
  108440. */
  108441. WebXRSessionManager.prototype.environmentPointHitTestAsync = function (ray) {
  108442. var _this = this;
  108443. return new Promise(function (res, rej) {
  108444. // Compute left handed inputs to request hit test
  108445. var origin = new Float32Array([ray.origin.x, ray.origin.y, ray.origin.z]);
  108446. var direction = new Float32Array([ray.direction.x, ray.direction.y, ray.direction.z]);
  108447. if (!_this.scene.useRightHandedSystem) {
  108448. origin[2] *= -1;
  108449. direction[2] *= -1;
  108450. }
  108451. // Fire hittest
  108452. _this._xrSession.requestHitTest(origin, direction, _this._frameOfReference)
  108453. .then(function (hits) {
  108454. if (hits.length > 0) {
  108455. BABYLON.Matrix.FromFloat32ArrayToRefScaled(hits[0].hitMatrix, 0, 1.0, _this._tmpMatrix);
  108456. var hitPoint = _this._tmpMatrix.getTranslation();
  108457. if (!_this.scene.useRightHandedSystem) {
  108458. hitPoint.z *= -1;
  108459. }
  108460. res(hitPoint);
  108461. }
  108462. else {
  108463. res(null);
  108464. }
  108465. }).catch(function (e) {
  108466. res(null);
  108467. });
  108468. });
  108469. };
  108470. /**
  108471. * Checks if a session would be supported for the creation options specified
  108472. * @param options creation options to check if they are supported
  108473. * @returns true if supported
  108474. */
  108475. WebXRSessionManager.prototype.supportsSessionAsync = function (options) {
  108476. return this._xrDevice.supportsSession(options).then(function () {
  108477. return true;
  108478. }).catch(function (e) {
  108479. return false;
  108480. });
  108481. };
  108482. /**
  108483. * @hidden
  108484. * Converts the render layer of xrSession to a render target
  108485. * @param session session to create render target for
  108486. * @param scene scene the new render target should be created for
  108487. */
  108488. WebXRSessionManager._CreateRenderTargetTextureFromSession = function (session, scene) {
  108489. // Create internal texture
  108490. var internalTexture = new BABYLON.InternalTexture(scene.getEngine(), BABYLON.InternalTexture.DATASOURCE_UNKNOWN, true);
  108491. internalTexture.width = session.baseLayer.framebufferWidth;
  108492. internalTexture.height = session.baseLayer.framebufferHeight;
  108493. internalTexture._framebuffer = session.baseLayer.framebuffer;
  108494. // Create render target texture from the internal texture
  108495. var renderTargetTexture = new BABYLON.RenderTargetTexture("XR renderTargetTexture", { width: internalTexture.width, height: internalTexture.height }, scene, undefined, undefined, undefined, undefined, undefined, undefined, undefined, undefined, undefined, true);
  108496. renderTargetTexture._texture = internalTexture;
  108497. return renderTargetTexture;
  108498. };
  108499. /**
  108500. * Disposes of the session manager
  108501. */
  108502. WebXRSessionManager.prototype.dispose = function () {
  108503. this.onXRFrameObservable.clear();
  108504. this.onXRSessionEnded.clear();
  108505. };
  108506. return WebXRSessionManager;
  108507. }());
  108508. BABYLON.WebXRSessionManager = WebXRSessionManager;
  108509. })(BABYLON || (BABYLON = {}));
  108510. //# sourceMappingURL=babylon.webXRSessionManager.js.map
  108511. var BABYLON;
  108512. (function (BABYLON) {
  108513. /**
  108514. * States of the webXR experience
  108515. */
  108516. var WebXRState;
  108517. (function (WebXRState) {
  108518. /**
  108519. * Transitioning to being in XR mode
  108520. */
  108521. WebXRState[WebXRState["ENTERING_XR"] = 0] = "ENTERING_XR";
  108522. /**
  108523. * Transitioning to non XR mode
  108524. */
  108525. WebXRState[WebXRState["EXITING_XR"] = 1] = "EXITING_XR";
  108526. /**
  108527. * In XR mode and presenting
  108528. */
  108529. WebXRState[WebXRState["IN_XR"] = 2] = "IN_XR";
  108530. /**
  108531. * Not entered XR mode
  108532. */
  108533. WebXRState[WebXRState["NOT_IN_XR"] = 3] = "NOT_IN_XR";
  108534. })(WebXRState = BABYLON.WebXRState || (BABYLON.WebXRState = {}));
  108535. /**
  108536. * Helper class used to enable XR
  108537. * @see https://doc.babylonjs.com/how_to/webxr
  108538. */
  108539. var WebXRExperienceHelper = /** @class */ (function () {
  108540. /**
  108541. * Creates a WebXRExperienceHelper
  108542. * @param scene The scene the helper should be created in
  108543. */
  108544. function WebXRExperienceHelper(scene) {
  108545. this.scene = scene;
  108546. /**
  108547. * The current state of the XR experience (eg. transitioning, in XR or not in XR)
  108548. */
  108549. this.state = WebXRState.NOT_IN_XR;
  108550. /**
  108551. * Fires when the state of the experience helper has changed
  108552. */
  108553. this.onStateChangedObservable = new BABYLON.Observable();
  108554. this._nonVRCamera = null;
  108555. this._originalSceneAutoClear = true;
  108556. this._supported = false;
  108557. this.camera = new BABYLON.WebXRCamera("", scene);
  108558. this._sessionManager = new BABYLON.WebXRSessionManager(scene);
  108559. this.container = new BABYLON.AbstractMesh("", scene);
  108560. this.camera.parent = this.container;
  108561. }
  108562. WebXRExperienceHelper.prototype._setState = function (val) {
  108563. this.state = val;
  108564. this.onStateChangedObservable.notifyObservers(this.state);
  108565. };
  108566. /**
  108567. * Creates the experience helper
  108568. * @param scene the scene to attach the experience helper to
  108569. * @returns a promise for the experience helper
  108570. */
  108571. WebXRExperienceHelper.CreateAsync = function (scene) {
  108572. var helper = new WebXRExperienceHelper(scene);
  108573. return helper._sessionManager.initializeAsync().then(function () {
  108574. helper._supported = true;
  108575. return helper;
  108576. }).catch(function () {
  108577. return helper;
  108578. });
  108579. };
  108580. /**
  108581. * Exits XR mode and returns the scene to its original state
  108582. * @returns promise that resolves after xr mode has exited
  108583. */
  108584. WebXRExperienceHelper.prototype.exitXRAsync = function () {
  108585. this._setState(WebXRState.EXITING_XR);
  108586. return this._sessionManager.exitXRAsync();
  108587. };
  108588. /**
  108589. * Enters XR mode (This must be done within a user interaction in most browsers eg. button click)
  108590. * @param sessionCreationOptions options for the XR session
  108591. * @param frameOfReference frame of reference of the XR session
  108592. * @returns promise that resolves after xr mode has entered
  108593. */
  108594. WebXRExperienceHelper.prototype.enterXRAsync = function (sessionCreationOptions, frameOfReference) {
  108595. var _this = this;
  108596. if (!this._supported) {
  108597. throw "XR session not supported by this browser";
  108598. }
  108599. this._setState(WebXRState.ENTERING_XR);
  108600. return this._sessionManager.enterXRAsync(sessionCreationOptions, frameOfReference).then(function () {
  108601. // Cache pre xr scene settings
  108602. _this._originalSceneAutoClear = _this.scene.autoClear;
  108603. _this._nonVRCamera = _this.scene.activeCamera;
  108604. // Overwrite current scene settings
  108605. _this.scene.autoClear = false;
  108606. _this.scene.activeCamera = _this.camera;
  108607. _this._sessionManager.onXRFrameObservable.add(function () {
  108608. _this.camera.updateFromXRSessionManager(_this._sessionManager);
  108609. });
  108610. _this._sessionManager.onXRSessionEnded.addOnce(function () {
  108611. // Reset camera rigs output render target to ensure sessions render target is not drawn after it ends
  108612. _this.camera.rigCameras.forEach(function (c) {
  108613. c.outputRenderTarget = null;
  108614. });
  108615. // Restore scene settings
  108616. _this.scene.autoClear = _this._originalSceneAutoClear;
  108617. _this.scene.activeCamera = _this._nonVRCamera;
  108618. _this._sessionManager.onXRFrameObservable.clear();
  108619. _this._setState(WebXRState.NOT_IN_XR);
  108620. });
  108621. _this._setState(WebXRState.IN_XR);
  108622. });
  108623. };
  108624. /**
  108625. * Fires a ray and returns the closest hit in the xr sessions enviornment, useful to place objects in AR
  108626. * @param ray ray to cast into the environment
  108627. * @returns Promise which resolves with a collision point in the environment if it exists
  108628. */
  108629. WebXRExperienceHelper.prototype.environmentPointHitTestAsync = function (ray) {
  108630. return this._sessionManager.environmentPointHitTestAsync(ray);
  108631. };
  108632. /**
  108633. * Updates the global position of the camera by moving the camera's container
  108634. * This should be used instead of modifying the camera's position as it will be overwritten by an xrSessions's update frame
  108635. * @param position The desired global position of the camera
  108636. */
  108637. WebXRExperienceHelper.prototype.setPositionOfCameraUsingContainer = function (position) {
  108638. this.camera.globalPosition.subtractToRef(position, WebXRExperienceHelper._TmpVector);
  108639. this.container.position.subtractInPlace(WebXRExperienceHelper._TmpVector);
  108640. };
  108641. /**
  108642. * Rotates the xr camera by rotating the camera's container around the camera's position
  108643. * This should be used instead of modifying the camera's rotation as it will be overwritten by an xrSessions's update frame
  108644. * @param rotation the desired quaternion rotation to apply to the camera
  108645. */
  108646. WebXRExperienceHelper.prototype.rotateCameraByQuaternionUsingContainer = function (rotation) {
  108647. if (!this.container.rotationQuaternion) {
  108648. this.container.rotationQuaternion = BABYLON.Quaternion.FromEulerVector(this.container.rotation);
  108649. }
  108650. this.container.rotationQuaternion.multiplyInPlace(rotation);
  108651. this.container.position.rotateByQuaternionAroundPointToRef(rotation, this.camera.globalPosition, this.container.position);
  108652. };
  108653. /**
  108654. * Checks if the creation options are supported by the xr session
  108655. * @param options creation options
  108656. * @returns true if supported
  108657. */
  108658. WebXRExperienceHelper.prototype.supportsSessionAsync = function (options) {
  108659. if (!this._supported) {
  108660. return Promise.resolve(false);
  108661. }
  108662. return this._sessionManager.supportsSessionAsync(options);
  108663. };
  108664. /**
  108665. * Disposes of the experience helper
  108666. */
  108667. WebXRExperienceHelper.prototype.dispose = function () {
  108668. this.camera.dispose();
  108669. this.container.dispose();
  108670. this.onStateChangedObservable.clear();
  108671. this._sessionManager.dispose();
  108672. };
  108673. WebXRExperienceHelper._TmpVector = new BABYLON.Vector3();
  108674. return WebXRExperienceHelper;
  108675. }());
  108676. BABYLON.WebXRExperienceHelper = WebXRExperienceHelper;
  108677. })(BABYLON || (BABYLON = {}));
  108678. //# sourceMappingURL=babylon.webXRExperienceHelper.js.map
  108679. var __awaiter = (this && this.__awaiter) || function (thisArg, _arguments, P, generator) {
  108680. return new (P || (P = Promise))(function (resolve, reject) {
  108681. function fulfilled(value) { try { step(generator.next(value)); } catch (e) { reject(e); } }
  108682. function rejected(value) { try { step(generator["throw"](value)); } catch (e) { reject(e); } }
  108683. function step(result) { result.done ? resolve(result.value) : new P(function (resolve) { resolve(result.value); }).then(fulfilled, rejected); }
  108684. step((generator = generator.apply(thisArg, _arguments || [])).next());
  108685. });
  108686. };
  108687. var __generator = (this && this.__generator) || function (thisArg, body) {
  108688. var _ = { label: 0, sent: function() { if (t[0] & 1) throw t[1]; return t[1]; }, trys: [], ops: [] }, f, y, t, g;
  108689. return g = { next: verb(0), "throw": verb(1), "return": verb(2) }, typeof Symbol === "function" && (g[Symbol.iterator] = function() { return this; }), g;
  108690. function verb(n) { return function (v) { return step([n, v]); }; }
  108691. function step(op) {
  108692. if (f) throw new TypeError("Generator is already executing.");
  108693. while (_) try {
  108694. if (f = 1, y && (t = op[0] & 2 ? y["return"] : op[0] ? y["throw"] || ((t = y["return"]) && t.call(y), 0) : y.next) && !(t = t.call(y, op[1])).done) return t;
  108695. if (y = 0, t) op = [op[0] & 2, t.value];
  108696. switch (op[0]) {
  108697. case 0: case 1: t = op; break;
  108698. case 4: _.label++; return { value: op[1], done: false };
  108699. case 5: _.label++; y = op[1]; op = [0]; continue;
  108700. case 7: op = _.ops.pop(); _.trys.pop(); continue;
  108701. default:
  108702. if (!(t = _.trys, t = t.length > 0 && t[t.length - 1]) && (op[0] === 6 || op[0] === 2)) { _ = 0; continue; }
  108703. if (op[0] === 3 && (!t || (op[1] > t[0] && op[1] < t[3]))) { _.label = op[1]; break; }
  108704. if (op[0] === 6 && _.label < t[1]) { _.label = t[1]; t = op; break; }
  108705. if (t && _.label < t[2]) { _.label = t[2]; _.ops.push(op); break; }
  108706. if (t[2]) _.ops.pop();
  108707. _.trys.pop(); continue;
  108708. }
  108709. op = body.call(thisArg, _);
  108710. } catch (e) { op = [6, e]; y = 0; } finally { f = t = 0; }
  108711. if (op[0] & 5) throw op[1]; return { value: op[0] ? op[1] : void 0, done: true };
  108712. }
  108713. };
  108714. var BABYLON;
  108715. (function (BABYLON) {
  108716. /**
  108717. * Button which can be used to enter a different mode of XR
  108718. */
  108719. var WebXREnterExitUIButton = /** @class */ (function () {
  108720. /**
  108721. * Creates a WebXREnterExitUIButton
  108722. * @param element button element
  108723. * @param initializationOptions XR initialization options for the button
  108724. */
  108725. function WebXREnterExitUIButton(
  108726. /** button element */
  108727. element,
  108728. /** XR initialization options for the button */
  108729. initializationOptions) {
  108730. this.element = element;
  108731. this.initializationOptions = initializationOptions;
  108732. }
  108733. /**
  108734. * Overwritable function which can be used to update the button's visuals when the state changes
  108735. * @param activeButton the current active button in the UI
  108736. */
  108737. WebXREnterExitUIButton.prototype.update = function (activeButton) {
  108738. };
  108739. return WebXREnterExitUIButton;
  108740. }());
  108741. BABYLON.WebXREnterExitUIButton = WebXREnterExitUIButton;
  108742. /**
  108743. * Options to create the webXR UI
  108744. */
  108745. var WebXREnterExitUIOptions = /** @class */ (function () {
  108746. function WebXREnterExitUIOptions() {
  108747. }
  108748. return WebXREnterExitUIOptions;
  108749. }());
  108750. BABYLON.WebXREnterExitUIOptions = WebXREnterExitUIOptions;
  108751. /**
  108752. * UI to allow the user to enter/exit XR mode
  108753. */
  108754. var WebXREnterExitUI = /** @class */ (function () {
  108755. function WebXREnterExitUI(scene, options) {
  108756. var _this = this;
  108757. this.scene = scene;
  108758. this._buttons = [];
  108759. this._activeButton = null;
  108760. /**
  108761. * Fired every time the active button is changed.
  108762. *
  108763. * When xr is entered via a button that launches xr that button will be the callback parameter
  108764. *
  108765. * When exiting xr the callback parameter will be null)
  108766. */
  108767. this.activeButtonChangedObservable = new BABYLON.Observable();
  108768. this._overlay = document.createElement("div");
  108769. this._overlay.style.cssText = "z-index:11;position: absolute; right: 20px;bottom: 50px;";
  108770. if (options.customButtons) {
  108771. this._buttons = options.customButtons;
  108772. }
  108773. else {
  108774. var hmdBtn = document.createElement("button");
  108775. hmdBtn.style.cssText = "color: #868686; border-color: #868686; border-style: solid; margin-left: 10px; height: 50px; width: 80px; background-color: rgba(51,51,51,0.7); background-repeat:no-repeat; background-position: center; outline: none;";
  108776. hmdBtn.innerText = "HMD";
  108777. this._buttons.push(new WebXREnterExitUIButton(hmdBtn, { immersive: true, outputContext: options.outputCanvasContext }));
  108778. this._buttons[this._buttons.length - 1].update = function (activeButton) {
  108779. this.element.style.display = (activeButton === null || activeButton === this) ? "" : "none";
  108780. this.element.innerText = activeButton === this ? "EXIT" : "HMD";
  108781. };
  108782. var windowBtn = document.createElement("button");
  108783. windowBtn.style.cssText = hmdBtn.style.cssText;
  108784. windowBtn.innerText = "Window";
  108785. this._buttons.push(new WebXREnterExitUIButton(windowBtn, { immersive: false, environmentIntegration: true, outputContext: options.outputCanvasContext }));
  108786. this._buttons[this._buttons.length - 1].update = function (activeButton) {
  108787. this.element.style.display = (activeButton === null || activeButton === this) ? "" : "none";
  108788. this.element.innerText = activeButton === this ? "EXIT" : "Window";
  108789. };
  108790. this._updateButtons(null);
  108791. }
  108792. var renderCanvas = scene.getEngine().getRenderingCanvas();
  108793. if (renderCanvas && renderCanvas.parentNode) {
  108794. renderCanvas.parentNode.appendChild(this._overlay);
  108795. scene.onDisposeObservable.addOnce(function () {
  108796. _this.dispose();
  108797. });
  108798. }
  108799. }
  108800. /**
  108801. * Creates UI to allow the user to enter/exit XR mode
  108802. * @param scene the scene to add the ui to
  108803. * @param helper the xr experience helper to enter/exit xr with
  108804. * @param options options to configure the UI
  108805. * @returns the created ui
  108806. */
  108807. WebXREnterExitUI.CreateAsync = function (scene, helper, options) {
  108808. var _this = this;
  108809. var ui = new WebXREnterExitUI(scene, options);
  108810. var supportedPromises = ui._buttons.map(function (btn) {
  108811. return helper.supportsSessionAsync(btn.initializationOptions);
  108812. });
  108813. helper.onStateChangedObservable.add(function (state) {
  108814. if (state == BABYLON.WebXRState.NOT_IN_XR) {
  108815. ui._updateButtons(null);
  108816. }
  108817. });
  108818. return Promise.all(supportedPromises).then(function (results) {
  108819. results.forEach(function (supported, i) {
  108820. if (supported) {
  108821. ui._overlay.appendChild(ui._buttons[i].element);
  108822. ui._buttons[i].element.onclick = function () { return __awaiter(_this, void 0, void 0, function () {
  108823. return __generator(this, function (_a) {
  108824. switch (_a.label) {
  108825. case 0:
  108826. if (!(helper.state == BABYLON.WebXRState.IN_XR)) return [3 /*break*/, 2];
  108827. ui._updateButtons(null);
  108828. return [4 /*yield*/, helper.exitXRAsync()];
  108829. case 1:
  108830. _a.sent();
  108831. return [2 /*return*/];
  108832. case 2:
  108833. if (!(helper.state == BABYLON.WebXRState.NOT_IN_XR)) return [3 /*break*/, 4];
  108834. ui._updateButtons(ui._buttons[i]);
  108835. return [4 /*yield*/, helper.enterXRAsync(ui._buttons[i].initializationOptions, "eye-level")];
  108836. case 3:
  108837. _a.sent();
  108838. _a.label = 4;
  108839. case 4: return [2 /*return*/];
  108840. }
  108841. });
  108842. }); };
  108843. }
  108844. });
  108845. return ui;
  108846. });
  108847. };
  108848. WebXREnterExitUI.prototype._updateButtons = function (activeButton) {
  108849. var _this = this;
  108850. this._activeButton = activeButton;
  108851. this._buttons.forEach(function (b) {
  108852. b.update(_this._activeButton);
  108853. });
  108854. this.activeButtonChangedObservable.notifyObservers(this._activeButton);
  108855. };
  108856. /**
  108857. * Disposes of the object
  108858. */
  108859. WebXREnterExitUI.prototype.dispose = function () {
  108860. var renderCanvas = this.scene.getEngine().getRenderingCanvas();
  108861. if (renderCanvas && renderCanvas.parentNode && renderCanvas.parentNode.contains(this._overlay)) {
  108862. renderCanvas.parentNode.removeChild(this._overlay);
  108863. }
  108864. this.activeButtonChangedObservable.clear();
  108865. };
  108866. return WebXREnterExitUI;
  108867. }());
  108868. BABYLON.WebXREnterExitUI = WebXREnterExitUI;
  108869. })(BABYLON || (BABYLON = {}));
  108870. //# sourceMappingURL=babylon.webXREnterExitUI.js.map
  108871. var BABYLON;
  108872. (function (BABYLON) {
  108873. /**
  108874. * Creates a canvas that is added/removed from the webpage when entering/exiting XR
  108875. */
  108876. var WebXRManagedOutputCanvas = /** @class */ (function () {
  108877. /**
  108878. * Initializes the canvas to be added/removed upon entering/exiting xr
  108879. * @param helper the xr experience helper used to trigger adding/removing of the canvas
  108880. * @param canvas The canvas to be added/removed (If not specified a full screen canvas will be created)
  108881. */
  108882. function WebXRManagedOutputCanvas(helper, canvas) {
  108883. var _this = this;
  108884. this._canvas = null;
  108885. /**
  108886. * xrpresent context of the canvas which can be used to display/mirror xr content
  108887. */
  108888. this.canvasContext = null;
  108889. if (!canvas) {
  108890. canvas = document.createElement('canvas');
  108891. canvas.style.cssText = "position:absolute; bottom:0px;right:0px;z-index:10;width:100%;height:100%;background-color: #000000;";
  108892. }
  108893. this._setManagedOutputCanvas(canvas);
  108894. helper.onStateChangedObservable.add(function (stateInfo) {
  108895. if (stateInfo == BABYLON.WebXRState.ENTERING_XR) {
  108896. // The canvas is added to the screen before entering XR because currently the xr session must be initialized while the canvas is added render properly
  108897. _this._addCanvas();
  108898. }
  108899. else if (helper.state == BABYLON.WebXRState.NOT_IN_XR) {
  108900. _this._removeCanvas();
  108901. }
  108902. });
  108903. }
  108904. /**
  108905. * Disposes of the object
  108906. */
  108907. WebXRManagedOutputCanvas.prototype.dispose = function () {
  108908. this._removeCanvas();
  108909. this._setManagedOutputCanvas(null);
  108910. };
  108911. WebXRManagedOutputCanvas.prototype._setManagedOutputCanvas = function (canvas) {
  108912. this._removeCanvas();
  108913. if (!canvas) {
  108914. this._canvas = null;
  108915. this.canvasContext = null;
  108916. }
  108917. else {
  108918. this._canvas = canvas;
  108919. this.canvasContext = this._canvas.getContext('xrpresent');
  108920. }
  108921. };
  108922. WebXRManagedOutputCanvas.prototype._addCanvas = function () {
  108923. if (this._canvas) {
  108924. document.body.appendChild(this._canvas);
  108925. }
  108926. };
  108927. WebXRManagedOutputCanvas.prototype._removeCanvas = function () {
  108928. if (this._canvas && document.body.contains(this._canvas)) {
  108929. document.body.removeChild(this._canvas);
  108930. }
  108931. };
  108932. return WebXRManagedOutputCanvas;
  108933. }());
  108934. BABYLON.WebXRManagedOutputCanvas = WebXRManagedOutputCanvas;
  108935. })(BABYLON || (BABYLON = {}));
  108936. //# sourceMappingURL=babylon.webXRManagedOutputCanvas.js.map
  108937. var BABYLON;
  108938. (function (BABYLON) {
  108939. /**
  108940. * Represents an XR input
  108941. */
  108942. var WebXRController = /** @class */ (function () {
  108943. /**
  108944. * Creates the controller
  108945. * @see https://doc.babylonjs.com/how_to/webxr
  108946. * @param scene the scene which the controller should be associated to
  108947. */
  108948. function WebXRController(scene) {
  108949. this.pointer = new BABYLON.AbstractMesh("controllerPointer", scene);
  108950. }
  108951. /**
  108952. * Disposes of the object
  108953. */
  108954. WebXRController.prototype.dispose = function () {
  108955. if (this.grip) {
  108956. this.grip.dispose();
  108957. }
  108958. this.pointer.dispose();
  108959. };
  108960. return WebXRController;
  108961. }());
  108962. BABYLON.WebXRController = WebXRController;
  108963. /**
  108964. * XR input used to track XR inputs such as controllers/rays
  108965. */
  108966. var WebXRInput = /** @class */ (function () {
  108967. /**
  108968. * Initializes the WebXRInput
  108969. * @param helper experience helper which the input should be created for
  108970. */
  108971. function WebXRInput(helper) {
  108972. var _this = this;
  108973. this.helper = helper;
  108974. /**
  108975. * XR controllers being tracked
  108976. */
  108977. this.controllers = [];
  108978. this._tmpMatrix = new BABYLON.Matrix();
  108979. this._frameObserver = helper._sessionManager.onXRFrameObservable.add(function () {
  108980. if (!helper._sessionManager._currentXRFrame || !helper._sessionManager._currentXRFrame.getDevicePose) {
  108981. return;
  108982. }
  108983. var xrFrame = helper._sessionManager._currentXRFrame;
  108984. var inputSources = helper._sessionManager._xrSession.getInputSources();
  108985. inputSources.forEach(function (input, i) {
  108986. var inputPose = xrFrame.getInputPose(input, helper._sessionManager._frameOfReference);
  108987. if (inputPose) {
  108988. if (_this.controllers.length <= i) {
  108989. _this.controllers.push(new WebXRController(helper.container.getScene()));
  108990. }
  108991. var controller = _this.controllers[i];
  108992. // Manage the grip if it exists
  108993. if (inputPose.gripMatrix) {
  108994. if (!controller.grip) {
  108995. controller.grip = new BABYLON.AbstractMesh("controllerGrip", helper.container.getScene());
  108996. }
  108997. BABYLON.Matrix.FromFloat32ArrayToRefScaled(inputPose.gripMatrix, 0, 1, _this._tmpMatrix);
  108998. if (!controller.grip.getScene().useRightHandedSystem) {
  108999. _this._tmpMatrix.toggleModelMatrixHandInPlace();
  109000. }
  109001. if (!controller.grip.rotationQuaternion) {
  109002. controller.grip.rotationQuaternion = new BABYLON.Quaternion();
  109003. }
  109004. _this._tmpMatrix.decompose(controller.grip.scaling, controller.grip.rotationQuaternion, controller.grip.position);
  109005. }
  109006. // Manager pointer of controller
  109007. BABYLON.Matrix.FromFloat32ArrayToRefScaled(inputPose.targetRay.transformMatrix, 0, 1, _this._tmpMatrix);
  109008. if (!controller.pointer.getScene().useRightHandedSystem) {
  109009. _this._tmpMatrix.toggleModelMatrixHandInPlace();
  109010. }
  109011. if (!controller.pointer.rotationQuaternion) {
  109012. controller.pointer.rotationQuaternion = new BABYLON.Quaternion();
  109013. }
  109014. _this._tmpMatrix.decompose(controller.pointer.scaling, controller.pointer.rotationQuaternion, controller.pointer.position);
  109015. }
  109016. });
  109017. });
  109018. }
  109019. /**
  109020. * Disposes of the object
  109021. */
  109022. WebXRInput.prototype.dispose = function () {
  109023. this.controllers.forEach(function (c) {
  109024. c.dispose();
  109025. });
  109026. this.helper._sessionManager.onXRFrameObservable.remove(this._frameObserver);
  109027. };
  109028. return WebXRInput;
  109029. }());
  109030. BABYLON.WebXRInput = WebXRInput;
  109031. })(BABYLON || (BABYLON = {}));
  109032. //# sourceMappingURL=babylon.webXRInput.js.map
  109033. // Mainly based on these 2 articles :
  109034. // 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
  109035. // & on Seb Lee-Delisle original work: http://seb.ly/2011/04/multi-touch-game-controller-in-javascripthtml5-for-ipad/
  109036. var BABYLON;
  109037. (function (BABYLON) {
  109038. /**
  109039. * Defines the potential axis of a Joystick
  109040. */
  109041. var JoystickAxis;
  109042. (function (JoystickAxis) {
  109043. /** X axis */
  109044. JoystickAxis[JoystickAxis["X"] = 0] = "X";
  109045. /** Y axis */
  109046. JoystickAxis[JoystickAxis["Y"] = 1] = "Y";
  109047. /** Z axis */
  109048. JoystickAxis[JoystickAxis["Z"] = 2] = "Z";
  109049. })(JoystickAxis = BABYLON.JoystickAxis || (BABYLON.JoystickAxis = {}));
  109050. /**
  109051. * Class used to define virtual joystick (used in touch mode)
  109052. */
  109053. var VirtualJoystick = /** @class */ (function () {
  109054. /**
  109055. * Creates a new virtual joystick
  109056. * @param leftJoystick defines that the joystick is for left hand (false by default)
  109057. */
  109058. function VirtualJoystick(leftJoystick) {
  109059. var _this = this;
  109060. if (leftJoystick) {
  109061. this._leftJoystick = true;
  109062. }
  109063. else {
  109064. this._leftJoystick = false;
  109065. }
  109066. VirtualJoystick._globalJoystickIndex++;
  109067. // By default left & right arrow keys are moving the X
  109068. // and up & down keys are moving the Y
  109069. this._axisTargetedByLeftAndRight = JoystickAxis.X;
  109070. this._axisTargetedByUpAndDown = JoystickAxis.Y;
  109071. this.reverseLeftRight = false;
  109072. this.reverseUpDown = false;
  109073. // collections of pointers
  109074. this._touches = new BABYLON.StringDictionary();
  109075. this.deltaPosition = BABYLON.Vector3.Zero();
  109076. this._joystickSensibility = 25;
  109077. this._inversedSensibility = 1 / (this._joystickSensibility / 1000);
  109078. this._onResize = function (evt) {
  109079. VirtualJoystick.vjCanvasWidth = window.innerWidth;
  109080. VirtualJoystick.vjCanvasHeight = window.innerHeight;
  109081. if (VirtualJoystick.Canvas) {
  109082. VirtualJoystick.Canvas.width = VirtualJoystick.vjCanvasWidth;
  109083. VirtualJoystick.Canvas.height = VirtualJoystick.vjCanvasHeight;
  109084. }
  109085. VirtualJoystick.halfWidth = VirtualJoystick.vjCanvasWidth / 2;
  109086. };
  109087. // injecting a canvas element on top of the canvas 3D game
  109088. if (!VirtualJoystick.Canvas) {
  109089. window.addEventListener("resize", this._onResize, false);
  109090. VirtualJoystick.Canvas = document.createElement("canvas");
  109091. VirtualJoystick.vjCanvasWidth = window.innerWidth;
  109092. VirtualJoystick.vjCanvasHeight = window.innerHeight;
  109093. VirtualJoystick.Canvas.width = window.innerWidth;
  109094. VirtualJoystick.Canvas.height = window.innerHeight;
  109095. VirtualJoystick.Canvas.style.width = "100%";
  109096. VirtualJoystick.Canvas.style.height = "100%";
  109097. VirtualJoystick.Canvas.style.position = "absolute";
  109098. VirtualJoystick.Canvas.style.backgroundColor = "transparent";
  109099. VirtualJoystick.Canvas.style.top = "0px";
  109100. VirtualJoystick.Canvas.style.left = "0px";
  109101. VirtualJoystick.Canvas.style.zIndex = "5";
  109102. VirtualJoystick.Canvas.style.msTouchAction = "none";
  109103. // Support for jQuery PEP polyfill
  109104. VirtualJoystick.Canvas.setAttribute("touch-action", "none");
  109105. var context = VirtualJoystick.Canvas.getContext('2d');
  109106. if (!context) {
  109107. throw new Error("Unable to create canvas for virtual joystick");
  109108. }
  109109. VirtualJoystick.vjCanvasContext = context;
  109110. VirtualJoystick.vjCanvasContext.strokeStyle = "#ffffff";
  109111. VirtualJoystick.vjCanvasContext.lineWidth = 2;
  109112. document.body.appendChild(VirtualJoystick.Canvas);
  109113. }
  109114. VirtualJoystick.halfWidth = VirtualJoystick.Canvas.width / 2;
  109115. this.pressed = false;
  109116. // default joystick color
  109117. this._joystickColor = "cyan";
  109118. this._joystickPointerID = -1;
  109119. // current joystick position
  109120. this._joystickPointerPos = new BABYLON.Vector2(0, 0);
  109121. this._joystickPreviousPointerPos = new BABYLON.Vector2(0, 0);
  109122. // origin joystick position
  109123. this._joystickPointerStartPos = new BABYLON.Vector2(0, 0);
  109124. this._deltaJoystickVector = new BABYLON.Vector2(0, 0);
  109125. this._onPointerDownHandlerRef = function (evt) {
  109126. _this._onPointerDown(evt);
  109127. };
  109128. this._onPointerMoveHandlerRef = function (evt) {
  109129. _this._onPointerMove(evt);
  109130. };
  109131. this._onPointerUpHandlerRef = function (evt) {
  109132. _this._onPointerUp(evt);
  109133. };
  109134. VirtualJoystick.Canvas.addEventListener('pointerdown', this._onPointerDownHandlerRef, false);
  109135. VirtualJoystick.Canvas.addEventListener('pointermove', this._onPointerMoveHandlerRef, false);
  109136. VirtualJoystick.Canvas.addEventListener('pointerup', this._onPointerUpHandlerRef, false);
  109137. VirtualJoystick.Canvas.addEventListener('pointerout', this._onPointerUpHandlerRef, false);
  109138. VirtualJoystick.Canvas.addEventListener("contextmenu", function (evt) {
  109139. evt.preventDefault(); // Disables system menu
  109140. }, false);
  109141. requestAnimationFrame(function () { _this._drawVirtualJoystick(); });
  109142. }
  109143. /**
  109144. * Defines joystick sensibility (ie. the ratio beteen a physical move and virtual joystick position change)
  109145. * @param newJoystickSensibility defines the new sensibility
  109146. */
  109147. VirtualJoystick.prototype.setJoystickSensibility = function (newJoystickSensibility) {
  109148. this._joystickSensibility = newJoystickSensibility;
  109149. this._inversedSensibility = 1 / (this._joystickSensibility / 1000);
  109150. };
  109151. VirtualJoystick.prototype._onPointerDown = function (e) {
  109152. var positionOnScreenCondition;
  109153. e.preventDefault();
  109154. if (this._leftJoystick === true) {
  109155. positionOnScreenCondition = (e.clientX < VirtualJoystick.halfWidth);
  109156. }
  109157. else {
  109158. positionOnScreenCondition = (e.clientX > VirtualJoystick.halfWidth);
  109159. }
  109160. if (positionOnScreenCondition && this._joystickPointerID < 0) {
  109161. // First contact will be dedicated to the virtual joystick
  109162. this._joystickPointerID = e.pointerId;
  109163. this._joystickPointerStartPos.x = e.clientX;
  109164. this._joystickPointerStartPos.y = e.clientY;
  109165. this._joystickPointerPos = this._joystickPointerStartPos.clone();
  109166. this._joystickPreviousPointerPos = this._joystickPointerStartPos.clone();
  109167. this._deltaJoystickVector.x = 0;
  109168. this._deltaJoystickVector.y = 0;
  109169. this.pressed = true;
  109170. this._touches.add(e.pointerId.toString(), e);
  109171. }
  109172. else {
  109173. // You can only trigger the action buttons with a joystick declared
  109174. if (VirtualJoystick._globalJoystickIndex < 2 && this._action) {
  109175. this._action();
  109176. this._touches.add(e.pointerId.toString(), { x: e.clientX, y: e.clientY, prevX: e.clientX, prevY: e.clientY });
  109177. }
  109178. }
  109179. };
  109180. VirtualJoystick.prototype._onPointerMove = function (e) {
  109181. // If the current pointer is the one associated to the joystick (first touch contact)
  109182. if (this._joystickPointerID == e.pointerId) {
  109183. this._joystickPointerPos.x = e.clientX;
  109184. this._joystickPointerPos.y = e.clientY;
  109185. this._deltaJoystickVector = this._joystickPointerPos.clone();
  109186. this._deltaJoystickVector = this._deltaJoystickVector.subtract(this._joystickPointerStartPos);
  109187. var directionLeftRight = this.reverseLeftRight ? -1 : 1;
  109188. var deltaJoystickX = directionLeftRight * this._deltaJoystickVector.x / this._inversedSensibility;
  109189. switch (this._axisTargetedByLeftAndRight) {
  109190. case JoystickAxis.X:
  109191. this.deltaPosition.x = Math.min(1, Math.max(-1, deltaJoystickX));
  109192. break;
  109193. case JoystickAxis.Y:
  109194. this.deltaPosition.y = Math.min(1, Math.max(-1, deltaJoystickX));
  109195. break;
  109196. case JoystickAxis.Z:
  109197. this.deltaPosition.z = Math.min(1, Math.max(-1, deltaJoystickX));
  109198. break;
  109199. }
  109200. var directionUpDown = this.reverseUpDown ? 1 : -1;
  109201. var deltaJoystickY = directionUpDown * this._deltaJoystickVector.y / this._inversedSensibility;
  109202. switch (this._axisTargetedByUpAndDown) {
  109203. case JoystickAxis.X:
  109204. this.deltaPosition.x = Math.min(1, Math.max(-1, deltaJoystickY));
  109205. break;
  109206. case JoystickAxis.Y:
  109207. this.deltaPosition.y = Math.min(1, Math.max(-1, deltaJoystickY));
  109208. break;
  109209. case JoystickAxis.Z:
  109210. this.deltaPosition.z = Math.min(1, Math.max(-1, deltaJoystickY));
  109211. break;
  109212. }
  109213. }
  109214. else {
  109215. var data = this._touches.get(e.pointerId.toString());
  109216. if (data) {
  109217. data.x = e.clientX;
  109218. data.y = e.clientY;
  109219. }
  109220. }
  109221. };
  109222. VirtualJoystick.prototype._onPointerUp = function (e) {
  109223. if (this._joystickPointerID == e.pointerId) {
  109224. VirtualJoystick.vjCanvasContext.clearRect(this._joystickPointerStartPos.x - 64, this._joystickPointerStartPos.y - 64, 128, 128);
  109225. VirtualJoystick.vjCanvasContext.clearRect(this._joystickPreviousPointerPos.x - 42, this._joystickPreviousPointerPos.y - 42, 84, 84);
  109226. this._joystickPointerID = -1;
  109227. this.pressed = false;
  109228. }
  109229. else {
  109230. var touch = this._touches.get(e.pointerId.toString());
  109231. if (touch) {
  109232. VirtualJoystick.vjCanvasContext.clearRect(touch.prevX - 44, touch.prevY - 44, 88, 88);
  109233. }
  109234. }
  109235. this._deltaJoystickVector.x = 0;
  109236. this._deltaJoystickVector.y = 0;
  109237. this._touches.remove(e.pointerId.toString());
  109238. };
  109239. /**
  109240. * Change the color of the virtual joystick
  109241. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  109242. */
  109243. VirtualJoystick.prototype.setJoystickColor = function (newColor) {
  109244. this._joystickColor = newColor;
  109245. };
  109246. /**
  109247. * Defines a callback to call when the joystick is touched
  109248. * @param action defines the callback
  109249. */
  109250. VirtualJoystick.prototype.setActionOnTouch = function (action) {
  109251. this._action = action;
  109252. };
  109253. /**
  109254. * Defines which axis you'd like to control for left & right
  109255. * @param axis defines the axis to use
  109256. */
  109257. VirtualJoystick.prototype.setAxisForLeftRight = function (axis) {
  109258. switch (axis) {
  109259. case JoystickAxis.X:
  109260. case JoystickAxis.Y:
  109261. case JoystickAxis.Z:
  109262. this._axisTargetedByLeftAndRight = axis;
  109263. break;
  109264. default:
  109265. this._axisTargetedByLeftAndRight = JoystickAxis.X;
  109266. break;
  109267. }
  109268. };
  109269. /**
  109270. * Defines which axis you'd like to control for up & down
  109271. * @param axis defines the axis to use
  109272. */
  109273. VirtualJoystick.prototype.setAxisForUpDown = function (axis) {
  109274. switch (axis) {
  109275. case JoystickAxis.X:
  109276. case JoystickAxis.Y:
  109277. case JoystickAxis.Z:
  109278. this._axisTargetedByUpAndDown = axis;
  109279. break;
  109280. default:
  109281. this._axisTargetedByUpAndDown = JoystickAxis.Y;
  109282. break;
  109283. }
  109284. };
  109285. VirtualJoystick.prototype._drawVirtualJoystick = function () {
  109286. var _this = this;
  109287. if (this.pressed) {
  109288. this._touches.forEach(function (key, touch) {
  109289. if (touch.pointerId === _this._joystickPointerID) {
  109290. VirtualJoystick.vjCanvasContext.clearRect(_this._joystickPointerStartPos.x - 64, _this._joystickPointerStartPos.y - 64, 128, 128);
  109291. VirtualJoystick.vjCanvasContext.clearRect(_this._joystickPreviousPointerPos.x - 42, _this._joystickPreviousPointerPos.y - 42, 84, 84);
  109292. VirtualJoystick.vjCanvasContext.beginPath();
  109293. VirtualJoystick.vjCanvasContext.lineWidth = 6;
  109294. VirtualJoystick.vjCanvasContext.strokeStyle = _this._joystickColor;
  109295. VirtualJoystick.vjCanvasContext.arc(_this._joystickPointerStartPos.x, _this._joystickPointerStartPos.y, 40, 0, Math.PI * 2, true);
  109296. VirtualJoystick.vjCanvasContext.stroke();
  109297. VirtualJoystick.vjCanvasContext.closePath();
  109298. VirtualJoystick.vjCanvasContext.beginPath();
  109299. VirtualJoystick.vjCanvasContext.strokeStyle = _this._joystickColor;
  109300. VirtualJoystick.vjCanvasContext.lineWidth = 2;
  109301. VirtualJoystick.vjCanvasContext.arc(_this._joystickPointerStartPos.x, _this._joystickPointerStartPos.y, 60, 0, Math.PI * 2, true);
  109302. VirtualJoystick.vjCanvasContext.stroke();
  109303. VirtualJoystick.vjCanvasContext.closePath();
  109304. VirtualJoystick.vjCanvasContext.beginPath();
  109305. VirtualJoystick.vjCanvasContext.strokeStyle = _this._joystickColor;
  109306. VirtualJoystick.vjCanvasContext.arc(_this._joystickPointerPos.x, _this._joystickPointerPos.y, 40, 0, Math.PI * 2, true);
  109307. VirtualJoystick.vjCanvasContext.stroke();
  109308. VirtualJoystick.vjCanvasContext.closePath();
  109309. _this._joystickPreviousPointerPos = _this._joystickPointerPos.clone();
  109310. }
  109311. else {
  109312. VirtualJoystick.vjCanvasContext.clearRect(touch.prevX - 44, touch.prevY - 44, 88, 88);
  109313. VirtualJoystick.vjCanvasContext.beginPath();
  109314. VirtualJoystick.vjCanvasContext.fillStyle = "white";
  109315. VirtualJoystick.vjCanvasContext.beginPath();
  109316. VirtualJoystick.vjCanvasContext.strokeStyle = "red";
  109317. VirtualJoystick.vjCanvasContext.lineWidth = 6;
  109318. VirtualJoystick.vjCanvasContext.arc(touch.x, touch.y, 40, 0, Math.PI * 2, true);
  109319. VirtualJoystick.vjCanvasContext.stroke();
  109320. VirtualJoystick.vjCanvasContext.closePath();
  109321. touch.prevX = touch.x;
  109322. touch.prevY = touch.y;
  109323. }
  109324. });
  109325. }
  109326. requestAnimationFrame(function () { _this._drawVirtualJoystick(); });
  109327. };
  109328. /**
  109329. * Release internal HTML canvas
  109330. */
  109331. VirtualJoystick.prototype.releaseCanvas = function () {
  109332. if (VirtualJoystick.Canvas) {
  109333. VirtualJoystick.Canvas.removeEventListener('pointerdown', this._onPointerDownHandlerRef);
  109334. VirtualJoystick.Canvas.removeEventListener('pointermove', this._onPointerMoveHandlerRef);
  109335. VirtualJoystick.Canvas.removeEventListener('pointerup', this._onPointerUpHandlerRef);
  109336. VirtualJoystick.Canvas.removeEventListener('pointerout', this._onPointerUpHandlerRef);
  109337. window.removeEventListener("resize", this._onResize);
  109338. document.body.removeChild(VirtualJoystick.Canvas);
  109339. VirtualJoystick.Canvas = null;
  109340. }
  109341. };
  109342. // Used to draw the virtual joystick inside a 2D canvas on top of the WebGL rendering canvas
  109343. VirtualJoystick._globalJoystickIndex = 0;
  109344. return VirtualJoystick;
  109345. }());
  109346. BABYLON.VirtualJoystick = VirtualJoystick;
  109347. })(BABYLON || (BABYLON = {}));
  109348. //# sourceMappingURL=babylon.virtualJoystick.js.map
  109349. var BABYLON;
  109350. (function (BABYLON) {
  109351. BABYLON.Node.AddNodeConstructor("VirtualJoysticksCamera", function (name, scene) {
  109352. return function () { return new VirtualJoysticksCamera(name, BABYLON.Vector3.Zero(), scene); };
  109353. });
  109354. /**
  109355. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  109356. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  109357. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  109358. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  109359. */
  109360. var VirtualJoysticksCamera = /** @class */ (function (_super) {
  109361. __extends(VirtualJoysticksCamera, _super);
  109362. /**
  109363. * Intantiates a VirtualJoysticksCamera. It can be useful in First Person Shooter game for instance.
  109364. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  109365. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  109366. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  109367. * @param name Define the name of the camera in the scene
  109368. * @param position Define the start position of the camera in the scene
  109369. * @param scene Define the scene the camera belongs to
  109370. */
  109371. function VirtualJoysticksCamera(name, position, scene) {
  109372. var _this = _super.call(this, name, position, scene) || this;
  109373. _this.inputs.addVirtualJoystick();
  109374. return _this;
  109375. }
  109376. /**
  109377. * Gets the current object class name.
  109378. * @return the class name
  109379. */
  109380. VirtualJoysticksCamera.prototype.getClassName = function () {
  109381. return "VirtualJoysticksCamera";
  109382. };
  109383. return VirtualJoysticksCamera;
  109384. }(BABYLON.FreeCamera));
  109385. BABYLON.VirtualJoysticksCamera = VirtualJoysticksCamera;
  109386. })(BABYLON || (BABYLON = {}));
  109387. //# sourceMappingURL=babylon.virtualJoysticksCamera.js.map
  109388. var BABYLON;
  109389. (function (BABYLON) {
  109390. /**
  109391. * Manage the Virtual Joystick inputs to control the movement of a free camera.
  109392. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  109393. */
  109394. var FreeCameraVirtualJoystickInput = /** @class */ (function () {
  109395. function FreeCameraVirtualJoystickInput() {
  109396. }
  109397. /**
  109398. * Gets the left stick of the virtual joystick.
  109399. * @returns The virtual Joystick
  109400. */
  109401. FreeCameraVirtualJoystickInput.prototype.getLeftJoystick = function () {
  109402. return this._leftjoystick;
  109403. };
  109404. /**
  109405. * Gets the right stick of the virtual joystick.
  109406. * @returns The virtual Joystick
  109407. */
  109408. FreeCameraVirtualJoystickInput.prototype.getRightJoystick = function () {
  109409. return this._rightjoystick;
  109410. };
  109411. /**
  109412. * Update the current camera state depending on the inputs that have been used this frame.
  109413. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  109414. */
  109415. FreeCameraVirtualJoystickInput.prototype.checkInputs = function () {
  109416. if (this._leftjoystick) {
  109417. var camera = this.camera;
  109418. var speed = camera._computeLocalCameraSpeed() * 50;
  109419. var cameraTransform = BABYLON.Matrix.RotationYawPitchRoll(camera.rotation.y, camera.rotation.x, 0);
  109420. var deltaTransform = BABYLON.Vector3.TransformCoordinates(new BABYLON.Vector3(this._leftjoystick.deltaPosition.x * speed, this._leftjoystick.deltaPosition.y * speed, this._leftjoystick.deltaPosition.z * speed), cameraTransform);
  109421. camera.cameraDirection = camera.cameraDirection.add(deltaTransform);
  109422. camera.cameraRotation = camera.cameraRotation.addVector3(this._rightjoystick.deltaPosition);
  109423. if (!this._leftjoystick.pressed) {
  109424. this._leftjoystick.deltaPosition = this._leftjoystick.deltaPosition.scale(0.9);
  109425. }
  109426. if (!this._rightjoystick.pressed) {
  109427. this._rightjoystick.deltaPosition = this._rightjoystick.deltaPosition.scale(0.9);
  109428. }
  109429. }
  109430. };
  109431. /**
  109432. * Attach the input controls to a specific dom element to get the input from.
  109433. * @param element Defines the element the controls should be listened from
  109434. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  109435. */
  109436. FreeCameraVirtualJoystickInput.prototype.attachControl = function (element, noPreventDefault) {
  109437. this._leftjoystick = new BABYLON.VirtualJoystick(true);
  109438. this._leftjoystick.setAxisForUpDown(BABYLON.JoystickAxis.Z);
  109439. this._leftjoystick.setAxisForLeftRight(BABYLON.JoystickAxis.X);
  109440. this._leftjoystick.setJoystickSensibility(0.15);
  109441. this._rightjoystick = new BABYLON.VirtualJoystick(false);
  109442. this._rightjoystick.setAxisForUpDown(BABYLON.JoystickAxis.X);
  109443. this._rightjoystick.setAxisForLeftRight(BABYLON.JoystickAxis.Y);
  109444. this._rightjoystick.reverseUpDown = true;
  109445. this._rightjoystick.setJoystickSensibility(0.05);
  109446. this._rightjoystick.setJoystickColor("yellow");
  109447. };
  109448. /**
  109449. * Detach the current controls from the specified dom element.
  109450. * @param element Defines the element to stop listening the inputs from
  109451. */
  109452. FreeCameraVirtualJoystickInput.prototype.detachControl = function (element) {
  109453. this._leftjoystick.releaseCanvas();
  109454. this._rightjoystick.releaseCanvas();
  109455. };
  109456. /**
  109457. * Gets the class name of the current intput.
  109458. * @returns the class name
  109459. */
  109460. FreeCameraVirtualJoystickInput.prototype.getClassName = function () {
  109461. return "FreeCameraVirtualJoystickInput";
  109462. };
  109463. /**
  109464. * Get the friendly name associated with the input class.
  109465. * @returns the input friendly name
  109466. */
  109467. FreeCameraVirtualJoystickInput.prototype.getSimpleName = function () {
  109468. return "virtualJoystick";
  109469. };
  109470. return FreeCameraVirtualJoystickInput;
  109471. }());
  109472. BABYLON.FreeCameraVirtualJoystickInput = FreeCameraVirtualJoystickInput;
  109473. BABYLON.CameraInputTypes["FreeCameraVirtualJoystickInput"] = FreeCameraVirtualJoystickInput;
  109474. })(BABYLON || (BABYLON = {}));
  109475. //# sourceMappingURL=babylon.freeCameraVirtualJoystickInput.js.map
  109476. var BABYLON;
  109477. (function (BABYLON) {
  109478. /**
  109479. * Class used to specify simplification options
  109480. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  109481. */
  109482. var SimplificationSettings = /** @class */ (function () {
  109483. /**
  109484. * Creates a SimplificationSettings
  109485. * @param quality expected quality
  109486. * @param distance distance when this optimized version should be used
  109487. * @param optimizeMesh already optimized mesh
  109488. */
  109489. function SimplificationSettings(
  109490. /** expected quality */
  109491. quality,
  109492. /** distance when this optimized version should be used */
  109493. distance,
  109494. /** already optimized mesh */
  109495. optimizeMesh) {
  109496. this.quality = quality;
  109497. this.distance = distance;
  109498. this.optimizeMesh = optimizeMesh;
  109499. }
  109500. return SimplificationSettings;
  109501. }());
  109502. BABYLON.SimplificationSettings = SimplificationSettings;
  109503. /**
  109504. * Queue used to order the simplification tasks
  109505. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  109506. */
  109507. var SimplificationQueue = /** @class */ (function () {
  109508. /**
  109509. * Creates a new queue
  109510. */
  109511. function SimplificationQueue() {
  109512. this.running = false;
  109513. this._simplificationArray = [];
  109514. }
  109515. /**
  109516. * Adds a new simplification task
  109517. * @param task defines a task to add
  109518. */
  109519. SimplificationQueue.prototype.addTask = function (task) {
  109520. this._simplificationArray.push(task);
  109521. };
  109522. /**
  109523. * Execute next task
  109524. */
  109525. SimplificationQueue.prototype.executeNext = function () {
  109526. var task = this._simplificationArray.pop();
  109527. if (task) {
  109528. this.running = true;
  109529. this.runSimplification(task);
  109530. }
  109531. else {
  109532. this.running = false;
  109533. }
  109534. };
  109535. /**
  109536. * Execute a simplification task
  109537. * @param task defines the task to run
  109538. */
  109539. SimplificationQueue.prototype.runSimplification = function (task) {
  109540. var _this = this;
  109541. if (task.parallelProcessing) {
  109542. //parallel simplifier
  109543. task.settings.forEach(function (setting) {
  109544. var simplifier = _this.getSimplifier(task);
  109545. simplifier.simplify(setting, function (newMesh) {
  109546. task.mesh.addLODLevel(setting.distance, newMesh);
  109547. newMesh.isVisible = true;
  109548. //check if it is the last
  109549. if (setting.quality === task.settings[task.settings.length - 1].quality && task.successCallback) {
  109550. //all done, run the success callback.
  109551. task.successCallback();
  109552. }
  109553. _this.executeNext();
  109554. });
  109555. });
  109556. }
  109557. else {
  109558. //single simplifier.
  109559. var simplifier = this.getSimplifier(task);
  109560. var runDecimation = function (setting, callback) {
  109561. simplifier.simplify(setting, function (newMesh) {
  109562. task.mesh.addLODLevel(setting.distance, newMesh);
  109563. newMesh.isVisible = true;
  109564. //run the next quality level
  109565. callback();
  109566. });
  109567. };
  109568. BABYLON.AsyncLoop.Run(task.settings.length, function (loop) {
  109569. runDecimation(task.settings[loop.index], function () {
  109570. loop.executeNext();
  109571. });
  109572. }, function () {
  109573. //execution ended, run the success callback.
  109574. if (task.successCallback) {
  109575. task.successCallback();
  109576. }
  109577. _this.executeNext();
  109578. });
  109579. }
  109580. };
  109581. SimplificationQueue.prototype.getSimplifier = function (task) {
  109582. switch (task.simplificationType) {
  109583. case SimplificationType.QUADRATIC:
  109584. default:
  109585. return new QuadraticErrorSimplification(task.mesh);
  109586. }
  109587. };
  109588. return SimplificationQueue;
  109589. }());
  109590. BABYLON.SimplificationQueue = SimplificationQueue;
  109591. /**
  109592. * The implemented types of simplification
  109593. * At the moment only Quadratic Error Decimation is implemented
  109594. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  109595. */
  109596. var SimplificationType;
  109597. (function (SimplificationType) {
  109598. /** Quadratic error decimation */
  109599. SimplificationType[SimplificationType["QUADRATIC"] = 0] = "QUADRATIC";
  109600. })(SimplificationType = BABYLON.SimplificationType || (BABYLON.SimplificationType = {}));
  109601. var DecimationTriangle = /** @class */ (function () {
  109602. function DecimationTriangle(vertices) {
  109603. this.vertices = vertices;
  109604. this.error = new Array(4);
  109605. this.deleted = false;
  109606. this.isDirty = false;
  109607. this.deletePending = false;
  109608. this.borderFactor = 0;
  109609. }
  109610. return DecimationTriangle;
  109611. }());
  109612. var DecimationVertex = /** @class */ (function () {
  109613. function DecimationVertex(position, id) {
  109614. this.position = position;
  109615. this.id = id;
  109616. this.isBorder = true;
  109617. this.q = new QuadraticMatrix();
  109618. this.triangleCount = 0;
  109619. this.triangleStart = 0;
  109620. this.originalOffsets = [];
  109621. }
  109622. DecimationVertex.prototype.updatePosition = function (newPosition) {
  109623. this.position.copyFrom(newPosition);
  109624. };
  109625. return DecimationVertex;
  109626. }());
  109627. var QuadraticMatrix = /** @class */ (function () {
  109628. function QuadraticMatrix(data) {
  109629. this.data = new Array(10);
  109630. for (var i = 0; i < 10; ++i) {
  109631. if (data && data[i]) {
  109632. this.data[i] = data[i];
  109633. }
  109634. else {
  109635. this.data[i] = 0;
  109636. }
  109637. }
  109638. }
  109639. QuadraticMatrix.prototype.det = function (a11, a12, a13, a21, a22, a23, a31, a32, a33) {
  109640. var det = this.data[a11] * this.data[a22] * this.data[a33] + this.data[a13] * this.data[a21] * this.data[a32] +
  109641. this.data[a12] * this.data[a23] * this.data[a31] - this.data[a13] * this.data[a22] * this.data[a31] -
  109642. this.data[a11] * this.data[a23] * this.data[a32] - this.data[a12] * this.data[a21] * this.data[a33];
  109643. return det;
  109644. };
  109645. QuadraticMatrix.prototype.addInPlace = function (matrix) {
  109646. for (var i = 0; i < 10; ++i) {
  109647. this.data[i] += matrix.data[i];
  109648. }
  109649. };
  109650. QuadraticMatrix.prototype.addArrayInPlace = function (data) {
  109651. for (var i = 0; i < 10; ++i) {
  109652. this.data[i] += data[i];
  109653. }
  109654. };
  109655. QuadraticMatrix.prototype.add = function (matrix) {
  109656. var m = new QuadraticMatrix();
  109657. for (var i = 0; i < 10; ++i) {
  109658. m.data[i] = this.data[i] + matrix.data[i];
  109659. }
  109660. return m;
  109661. };
  109662. QuadraticMatrix.FromData = function (a, b, c, d) {
  109663. return new QuadraticMatrix(QuadraticMatrix.DataFromNumbers(a, b, c, d));
  109664. };
  109665. //returning an array to avoid garbage collection
  109666. QuadraticMatrix.DataFromNumbers = function (a, b, c, d) {
  109667. return [a * a, a * b, a * c, a * d, b * b, b * c, b * d, c * c, c * d, d * d];
  109668. };
  109669. return QuadraticMatrix;
  109670. }());
  109671. var Reference = /** @class */ (function () {
  109672. function Reference(vertexId, triangleId) {
  109673. this.vertexId = vertexId;
  109674. this.triangleId = triangleId;
  109675. }
  109676. return Reference;
  109677. }());
  109678. /**
  109679. * An implementation of the Quadratic Error simplification algorithm.
  109680. * Original paper : http://www1.cs.columbia.edu/~cs4162/html05s/garland97.pdf
  109681. * Ported mostly from QSlim and http://voxels.blogspot.de/2014/05/quadric-mesh-simplification-with-source.html to babylon JS
  109682. * @author RaananW
  109683. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  109684. */
  109685. var QuadraticErrorSimplification = /** @class */ (function () {
  109686. function QuadraticErrorSimplification(_mesh) {
  109687. this._mesh = _mesh;
  109688. this.syncIterations = 5000;
  109689. this.aggressiveness = 7;
  109690. this.decimationIterations = 100;
  109691. this.boundingBoxEpsilon = BABYLON.Epsilon;
  109692. }
  109693. QuadraticErrorSimplification.prototype.simplify = function (settings, successCallback) {
  109694. var _this = this;
  109695. this.initDecimatedMesh();
  109696. //iterating through the submeshes array, one after the other.
  109697. BABYLON.AsyncLoop.Run(this._mesh.subMeshes.length, function (loop) {
  109698. _this.initWithMesh(loop.index, function () {
  109699. _this.runDecimation(settings, loop.index, function () {
  109700. loop.executeNext();
  109701. });
  109702. }, settings.optimizeMesh);
  109703. }, function () {
  109704. setTimeout(function () {
  109705. successCallback(_this._reconstructedMesh);
  109706. }, 0);
  109707. });
  109708. };
  109709. QuadraticErrorSimplification.prototype.runDecimation = function (settings, submeshIndex, successCallback) {
  109710. var _this = this;
  109711. var targetCount = ~~(this.triangles.length * settings.quality);
  109712. var deletedTriangles = 0;
  109713. var triangleCount = this.triangles.length;
  109714. var iterationFunction = function (iteration, callback) {
  109715. setTimeout(function () {
  109716. if (iteration % 5 === 0) {
  109717. _this.updateMesh(iteration === 0);
  109718. }
  109719. for (var i = 0; i < _this.triangles.length; ++i) {
  109720. _this.triangles[i].isDirty = false;
  109721. }
  109722. var threshold = 0.000000001 * Math.pow((iteration + 3), _this.aggressiveness);
  109723. var trianglesIterator = function (i) {
  109724. var tIdx = ~~(((_this.triangles.length / 2) + i) % _this.triangles.length);
  109725. var t = _this.triangles[tIdx];
  109726. if (!t) {
  109727. return;
  109728. }
  109729. if (t.error[3] > threshold || t.deleted || t.isDirty) {
  109730. return;
  109731. }
  109732. for (var j = 0; j < 3; ++j) {
  109733. if (t.error[j] < threshold) {
  109734. var deleted0 = [];
  109735. var deleted1 = [];
  109736. var v0 = t.vertices[j];
  109737. var v1 = t.vertices[(j + 1) % 3];
  109738. if (v0.isBorder || v1.isBorder) {
  109739. continue;
  109740. }
  109741. var p = BABYLON.Vector3.Zero();
  109742. var n = BABYLON.Vector3.Zero();
  109743. var uv = BABYLON.Vector2.Zero();
  109744. var color = new BABYLON.Color4(0, 0, 0, 1);
  109745. _this.calculateError(v0, v1, p, n, uv, color);
  109746. var delTr = new Array();
  109747. if (_this.isFlipped(v0, v1, p, deleted0, t.borderFactor, delTr)) {
  109748. continue;
  109749. }
  109750. if (_this.isFlipped(v1, v0, p, deleted1, t.borderFactor, delTr)) {
  109751. continue;
  109752. }
  109753. if (deleted0.indexOf(true) < 0 || deleted1.indexOf(true) < 0) {
  109754. continue;
  109755. }
  109756. var uniqueArray = new Array();
  109757. delTr.forEach(function (deletedT) {
  109758. if (uniqueArray.indexOf(deletedT) === -1) {
  109759. deletedT.deletePending = true;
  109760. uniqueArray.push(deletedT);
  109761. }
  109762. });
  109763. if (uniqueArray.length % 2 !== 0) {
  109764. continue;
  109765. }
  109766. v0.q = v1.q.add(v0.q);
  109767. v0.updatePosition(p);
  109768. var tStart = _this.references.length;
  109769. deletedTriangles = _this.updateTriangles(v0, v0, deleted0, deletedTriangles);
  109770. deletedTriangles = _this.updateTriangles(v0, v1, deleted1, deletedTriangles);
  109771. var tCount = _this.references.length - tStart;
  109772. if (tCount <= v0.triangleCount) {
  109773. if (tCount) {
  109774. for (var c = 0; c < tCount; c++) {
  109775. _this.references[v0.triangleStart + c] = _this.references[tStart + c];
  109776. }
  109777. }
  109778. }
  109779. else {
  109780. v0.triangleStart = tStart;
  109781. }
  109782. v0.triangleCount = tCount;
  109783. break;
  109784. }
  109785. }
  109786. };
  109787. BABYLON.AsyncLoop.SyncAsyncForLoop(_this.triangles.length, _this.syncIterations, trianglesIterator, callback, function () { return (triangleCount - deletedTriangles <= targetCount); });
  109788. }, 0);
  109789. };
  109790. BABYLON.AsyncLoop.Run(this.decimationIterations, function (loop) {
  109791. if (triangleCount - deletedTriangles <= targetCount) {
  109792. loop.breakLoop();
  109793. }
  109794. else {
  109795. iterationFunction(loop.index, function () {
  109796. loop.executeNext();
  109797. });
  109798. }
  109799. }, function () {
  109800. setTimeout(function () {
  109801. //reconstruct this part of the mesh
  109802. _this.reconstructMesh(submeshIndex);
  109803. successCallback();
  109804. }, 0);
  109805. });
  109806. };
  109807. QuadraticErrorSimplification.prototype.initWithMesh = function (submeshIndex, callback, optimizeMesh) {
  109808. var _this = this;
  109809. this.vertices = [];
  109810. this.triangles = [];
  109811. var positionData = this._mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  109812. var indices = this._mesh.getIndices();
  109813. var submesh = this._mesh.subMeshes[submeshIndex];
  109814. var findInVertices = function (positionToSearch) {
  109815. if (optimizeMesh) {
  109816. for (var ii = 0; ii < _this.vertices.length; ++ii) {
  109817. if (_this.vertices[ii].position.equals(positionToSearch)) {
  109818. return _this.vertices[ii];
  109819. }
  109820. }
  109821. }
  109822. return null;
  109823. };
  109824. var vertexReferences = [];
  109825. var vertexInit = function (i) {
  109826. if (!positionData) {
  109827. return;
  109828. }
  109829. var offset = i + submesh.verticesStart;
  109830. var position = BABYLON.Vector3.FromArray(positionData, offset * 3);
  109831. var vertex = findInVertices(position) || new DecimationVertex(position, _this.vertices.length);
  109832. vertex.originalOffsets.push(offset);
  109833. if (vertex.id === _this.vertices.length) {
  109834. _this.vertices.push(vertex);
  109835. }
  109836. vertexReferences.push(vertex.id);
  109837. };
  109838. //var totalVertices = mesh.getTotalVertices();
  109839. var totalVertices = submesh.verticesCount;
  109840. BABYLON.AsyncLoop.SyncAsyncForLoop(totalVertices, (this.syncIterations / 4) >> 0, vertexInit, function () {
  109841. var indicesInit = function (i) {
  109842. if (!indices) {
  109843. return;
  109844. }
  109845. var offset = (submesh.indexStart / 3) + i;
  109846. var pos = (offset * 3);
  109847. var i0 = indices[pos + 0];
  109848. var i1 = indices[pos + 1];
  109849. var i2 = indices[pos + 2];
  109850. var v0 = _this.vertices[vertexReferences[i0 - submesh.verticesStart]];
  109851. var v1 = _this.vertices[vertexReferences[i1 - submesh.verticesStart]];
  109852. var v2 = _this.vertices[vertexReferences[i2 - submesh.verticesStart]];
  109853. var triangle = new DecimationTriangle([v0, v1, v2]);
  109854. triangle.originalOffset = pos;
  109855. _this.triangles.push(triangle);
  109856. };
  109857. BABYLON.AsyncLoop.SyncAsyncForLoop(submesh.indexCount / 3, _this.syncIterations, indicesInit, function () {
  109858. _this.init(callback);
  109859. });
  109860. });
  109861. };
  109862. QuadraticErrorSimplification.prototype.init = function (callback) {
  109863. var _this = this;
  109864. var triangleInit1 = function (i) {
  109865. var t = _this.triangles[i];
  109866. t.normal = BABYLON.Vector3.Cross(t.vertices[1].position.subtract(t.vertices[0].position), t.vertices[2].position.subtract(t.vertices[0].position)).normalize();
  109867. for (var j = 0; j < 3; j++) {
  109868. 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))));
  109869. }
  109870. };
  109871. BABYLON.AsyncLoop.SyncAsyncForLoop(this.triangles.length, this.syncIterations, triangleInit1, function () {
  109872. var triangleInit2 = function (i) {
  109873. var t = _this.triangles[i];
  109874. for (var j = 0; j < 3; ++j) {
  109875. t.error[j] = _this.calculateError(t.vertices[j], t.vertices[(j + 1) % 3]);
  109876. }
  109877. t.error[3] = Math.min(t.error[0], t.error[1], t.error[2]);
  109878. };
  109879. BABYLON.AsyncLoop.SyncAsyncForLoop(_this.triangles.length, _this.syncIterations, triangleInit2, function () {
  109880. callback();
  109881. });
  109882. });
  109883. };
  109884. QuadraticErrorSimplification.prototype.reconstructMesh = function (submeshIndex) {
  109885. var newTriangles = [];
  109886. var i;
  109887. for (i = 0; i < this.vertices.length; ++i) {
  109888. this.vertices[i].triangleCount = 0;
  109889. }
  109890. var t;
  109891. var j;
  109892. for (i = 0; i < this.triangles.length; ++i) {
  109893. if (!this.triangles[i].deleted) {
  109894. t = this.triangles[i];
  109895. for (j = 0; j < 3; ++j) {
  109896. t.vertices[j].triangleCount = 1;
  109897. }
  109898. newTriangles.push(t);
  109899. }
  109900. }
  109901. var newPositionData = (this._reconstructedMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind) || []);
  109902. var newNormalData = (this._reconstructedMesh.getVerticesData(BABYLON.VertexBuffer.NormalKind) || []);
  109903. var newUVsData = (this._reconstructedMesh.getVerticesData(BABYLON.VertexBuffer.UVKind) || []);
  109904. var newColorsData = (this._reconstructedMesh.getVerticesData(BABYLON.VertexBuffer.ColorKind) || []);
  109905. var normalData = this._mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  109906. var uvs = this._mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  109907. var colorsData = this._mesh.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  109908. var vertexCount = 0;
  109909. for (i = 0; i < this.vertices.length; ++i) {
  109910. var vertex = this.vertices[i];
  109911. vertex.id = vertexCount;
  109912. if (vertex.triangleCount) {
  109913. vertex.originalOffsets.forEach(function (originalOffset) {
  109914. if (!normalData) {
  109915. return;
  109916. }
  109917. newPositionData.push(vertex.position.x);
  109918. newPositionData.push(vertex.position.y);
  109919. newPositionData.push(vertex.position.z);
  109920. newNormalData.push(normalData[originalOffset * 3]);
  109921. newNormalData.push(normalData[(originalOffset * 3) + 1]);
  109922. newNormalData.push(normalData[(originalOffset * 3) + 2]);
  109923. if (uvs && uvs.length) {
  109924. newUVsData.push(uvs[(originalOffset * 2)]);
  109925. newUVsData.push(uvs[(originalOffset * 2) + 1]);
  109926. }
  109927. else if (colorsData && colorsData.length) {
  109928. newColorsData.push(colorsData[(originalOffset * 4)]);
  109929. newColorsData.push(colorsData[(originalOffset * 4) + 1]);
  109930. newColorsData.push(colorsData[(originalOffset * 4) + 2]);
  109931. newColorsData.push(colorsData[(originalOffset * 4) + 3]);
  109932. }
  109933. ++vertexCount;
  109934. });
  109935. }
  109936. }
  109937. var startingIndex = this._reconstructedMesh.getTotalIndices();
  109938. var startingVertex = this._reconstructedMesh.getTotalVertices();
  109939. var submeshesArray = this._reconstructedMesh.subMeshes;
  109940. this._reconstructedMesh.subMeshes = [];
  109941. var newIndicesArray = this._reconstructedMesh.getIndices(); //[];
  109942. var originalIndices = this._mesh.getIndices();
  109943. for (i = 0; i < newTriangles.length; ++i) {
  109944. t = newTriangles[i]; //now get the new referencing point for each vertex
  109945. [0, 1, 2].forEach(function (idx) {
  109946. var id = originalIndices[t.originalOffset + idx];
  109947. var offset = t.vertices[idx].originalOffsets.indexOf(id);
  109948. if (offset < 0) {
  109949. offset = 0;
  109950. }
  109951. newIndicesArray.push(t.vertices[idx].id + offset + startingVertex);
  109952. });
  109953. }
  109954. //overwriting the old vertex buffers and indices.
  109955. this._reconstructedMesh.setIndices(newIndicesArray);
  109956. this._reconstructedMesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, newPositionData);
  109957. this._reconstructedMesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, newNormalData);
  109958. if (newUVsData.length > 0) {
  109959. this._reconstructedMesh.setVerticesData(BABYLON.VertexBuffer.UVKind, newUVsData);
  109960. }
  109961. if (newColorsData.length > 0) {
  109962. this._reconstructedMesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, newColorsData);
  109963. }
  109964. //create submesh
  109965. var originalSubmesh = this._mesh.subMeshes[submeshIndex];
  109966. if (submeshIndex > 0) {
  109967. this._reconstructedMesh.subMeshes = [];
  109968. submeshesArray.forEach(function (submesh) {
  109969. BABYLON.SubMesh.AddToMesh(submesh.materialIndex, submesh.verticesStart, submesh.verticesCount, /* 0, newPositionData.length/3, */ submesh.indexStart, submesh.indexCount, submesh.getMesh());
  109970. });
  109971. BABYLON.SubMesh.AddToMesh(originalSubmesh.materialIndex, startingVertex, vertexCount, /* 0, newPositionData.length / 3, */ startingIndex, newTriangles.length * 3, this._reconstructedMesh);
  109972. }
  109973. };
  109974. QuadraticErrorSimplification.prototype.initDecimatedMesh = function () {
  109975. this._reconstructedMesh = new BABYLON.Mesh(this._mesh.name + "Decimated", this._mesh.getScene());
  109976. this._reconstructedMesh.material = this._mesh.material;
  109977. this._reconstructedMesh.parent = this._mesh.parent;
  109978. this._reconstructedMesh.isVisible = false;
  109979. this._reconstructedMesh.renderingGroupId = this._mesh.renderingGroupId;
  109980. };
  109981. QuadraticErrorSimplification.prototype.isFlipped = function (vertex1, vertex2, point, deletedArray, borderFactor, delTr) {
  109982. for (var i = 0; i < vertex1.triangleCount; ++i) {
  109983. var t = this.triangles[this.references[vertex1.triangleStart + i].triangleId];
  109984. if (t.deleted) {
  109985. continue;
  109986. }
  109987. var s = this.references[vertex1.triangleStart + i].vertexId;
  109988. var v1 = t.vertices[(s + 1) % 3];
  109989. var v2 = t.vertices[(s + 2) % 3];
  109990. if ((v1 === vertex2 || v2 === vertex2)) {
  109991. deletedArray[i] = true;
  109992. delTr.push(t);
  109993. continue;
  109994. }
  109995. var d1 = v1.position.subtract(point);
  109996. d1 = d1.normalize();
  109997. var d2 = v2.position.subtract(point);
  109998. d2 = d2.normalize();
  109999. if (Math.abs(BABYLON.Vector3.Dot(d1, d2)) > 0.999) {
  110000. return true;
  110001. }
  110002. var normal = BABYLON.Vector3.Cross(d1, d2).normalize();
  110003. deletedArray[i] = false;
  110004. if (BABYLON.Vector3.Dot(normal, t.normal) < 0.2) {
  110005. return true;
  110006. }
  110007. }
  110008. return false;
  110009. };
  110010. QuadraticErrorSimplification.prototype.updateTriangles = function (origVertex, vertex, deletedArray, deletedTriangles) {
  110011. var newDeleted = deletedTriangles;
  110012. for (var i = 0; i < vertex.triangleCount; ++i) {
  110013. var ref = this.references[vertex.triangleStart + i];
  110014. var t = this.triangles[ref.triangleId];
  110015. if (t.deleted) {
  110016. continue;
  110017. }
  110018. if (deletedArray[i] && t.deletePending) {
  110019. t.deleted = true;
  110020. newDeleted++;
  110021. continue;
  110022. }
  110023. t.vertices[ref.vertexId] = origVertex;
  110024. t.isDirty = true;
  110025. t.error[0] = this.calculateError(t.vertices[0], t.vertices[1]) + (t.borderFactor / 2);
  110026. t.error[1] = this.calculateError(t.vertices[1], t.vertices[2]) + (t.borderFactor / 2);
  110027. t.error[2] = this.calculateError(t.vertices[2], t.vertices[0]) + (t.borderFactor / 2);
  110028. t.error[3] = Math.min(t.error[0], t.error[1], t.error[2]);
  110029. this.references.push(ref);
  110030. }
  110031. return newDeleted;
  110032. };
  110033. QuadraticErrorSimplification.prototype.identifyBorder = function () {
  110034. for (var i = 0; i < this.vertices.length; ++i) {
  110035. var vCount = [];
  110036. var vId = [];
  110037. var v = this.vertices[i];
  110038. var j;
  110039. for (j = 0; j < v.triangleCount; ++j) {
  110040. var triangle = this.triangles[this.references[v.triangleStart + j].triangleId];
  110041. for (var ii = 0; ii < 3; ii++) {
  110042. var ofs = 0;
  110043. var vv = triangle.vertices[ii];
  110044. while (ofs < vCount.length) {
  110045. if (vId[ofs] === vv.id) {
  110046. break;
  110047. }
  110048. ++ofs;
  110049. }
  110050. if (ofs === vCount.length) {
  110051. vCount.push(1);
  110052. vId.push(vv.id);
  110053. }
  110054. else {
  110055. vCount[ofs]++;
  110056. }
  110057. }
  110058. }
  110059. for (j = 0; j < vCount.length; ++j) {
  110060. if (vCount[j] === 1) {
  110061. this.vertices[vId[j]].isBorder = true;
  110062. }
  110063. else {
  110064. this.vertices[vId[j]].isBorder = false;
  110065. }
  110066. }
  110067. }
  110068. };
  110069. QuadraticErrorSimplification.prototype.updateMesh = function (identifyBorders) {
  110070. if (identifyBorders === void 0) { identifyBorders = false; }
  110071. var i;
  110072. if (!identifyBorders) {
  110073. var newTrianglesVector = [];
  110074. for (i = 0; i < this.triangles.length; ++i) {
  110075. if (!this.triangles[i].deleted) {
  110076. newTrianglesVector.push(this.triangles[i]);
  110077. }
  110078. }
  110079. this.triangles = newTrianglesVector;
  110080. }
  110081. for (i = 0; i < this.vertices.length; ++i) {
  110082. this.vertices[i].triangleCount = 0;
  110083. this.vertices[i].triangleStart = 0;
  110084. }
  110085. var t;
  110086. var j;
  110087. var v;
  110088. for (i = 0; i < this.triangles.length; ++i) {
  110089. t = this.triangles[i];
  110090. for (j = 0; j < 3; ++j) {
  110091. v = t.vertices[j];
  110092. v.triangleCount++;
  110093. }
  110094. }
  110095. var tStart = 0;
  110096. for (i = 0; i < this.vertices.length; ++i) {
  110097. this.vertices[i].triangleStart = tStart;
  110098. tStart += this.vertices[i].triangleCount;
  110099. this.vertices[i].triangleCount = 0;
  110100. }
  110101. var newReferences = new Array(this.triangles.length * 3);
  110102. for (i = 0; i < this.triangles.length; ++i) {
  110103. t = this.triangles[i];
  110104. for (j = 0; j < 3; ++j) {
  110105. v = t.vertices[j];
  110106. newReferences[v.triangleStart + v.triangleCount] = new Reference(j, i);
  110107. v.triangleCount++;
  110108. }
  110109. }
  110110. this.references = newReferences;
  110111. if (identifyBorders) {
  110112. this.identifyBorder();
  110113. }
  110114. };
  110115. QuadraticErrorSimplification.prototype.vertexError = function (q, point) {
  110116. var x = point.x;
  110117. var y = point.y;
  110118. var z = point.z;
  110119. 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
  110120. + 2 * q.data[5] * y * z + 2 * q.data[6] * y + q.data[7] * z * z + 2 * q.data[8] * z + q.data[9];
  110121. };
  110122. QuadraticErrorSimplification.prototype.calculateError = function (vertex1, vertex2, pointResult, normalResult, uvResult, colorResult) {
  110123. var q = vertex1.q.add(vertex2.q);
  110124. var border = vertex1.isBorder && vertex2.isBorder;
  110125. var error = 0;
  110126. var qDet = q.det(0, 1, 2, 1, 4, 5, 2, 5, 7);
  110127. if (qDet !== 0 && !border) {
  110128. if (!pointResult) {
  110129. pointResult = BABYLON.Vector3.Zero();
  110130. }
  110131. pointResult.x = -1 / qDet * (q.det(1, 2, 3, 4, 5, 6, 5, 7, 8));
  110132. pointResult.y = 1 / qDet * (q.det(0, 2, 3, 1, 5, 6, 2, 7, 8));
  110133. pointResult.z = -1 / qDet * (q.det(0, 1, 3, 1, 4, 6, 2, 5, 8));
  110134. error = this.vertexError(q, pointResult);
  110135. }
  110136. else {
  110137. var p3 = (vertex1.position.add(vertex2.position)).divide(new BABYLON.Vector3(2, 2, 2));
  110138. //var norm3 = (vertex1.normal.add(vertex2.normal)).divide(new Vector3(2, 2, 2)).normalize();
  110139. var error1 = this.vertexError(q, vertex1.position);
  110140. var error2 = this.vertexError(q, vertex2.position);
  110141. var error3 = this.vertexError(q, p3);
  110142. error = Math.min(error1, error2, error3);
  110143. if (error === error1) {
  110144. if (pointResult) {
  110145. pointResult.copyFrom(vertex1.position);
  110146. }
  110147. }
  110148. else if (error === error2) {
  110149. if (pointResult) {
  110150. pointResult.copyFrom(vertex2.position);
  110151. }
  110152. }
  110153. else {
  110154. if (pointResult) {
  110155. pointResult.copyFrom(p3);
  110156. }
  110157. }
  110158. }
  110159. return error;
  110160. };
  110161. return QuadraticErrorSimplification;
  110162. }());
  110163. })(BABYLON || (BABYLON = {}));
  110164. //# sourceMappingURL=babylon.meshSimplification.js.map
  110165. var BABYLON;
  110166. (function (BABYLON) {
  110167. Object.defineProperty(BABYLON.Scene.prototype, "simplificationQueue", {
  110168. get: function () {
  110169. if (!this._simplificationQueue) {
  110170. this._simplificationQueue = new BABYLON.SimplificationQueue();
  110171. var component = this._getComponent(BABYLON.SceneComponentConstants.NAME_SIMPLIFICATIONQUEUE);
  110172. if (!component) {
  110173. component = new SimplicationQueueSceneComponent(this);
  110174. this._addComponent(component);
  110175. }
  110176. }
  110177. return this._simplificationQueue;
  110178. },
  110179. set: function (value) {
  110180. this._simplificationQueue = value;
  110181. },
  110182. enumerable: true,
  110183. configurable: true
  110184. });
  110185. BABYLON.Mesh.prototype.simplify = function (settings, parallelProcessing, simplificationType, successCallback) {
  110186. if (parallelProcessing === void 0) { parallelProcessing = true; }
  110187. if (simplificationType === void 0) { simplificationType = BABYLON.SimplificationType.QUADRATIC; }
  110188. this.getScene().simplificationQueue.addTask({
  110189. settings: settings,
  110190. parallelProcessing: parallelProcessing,
  110191. mesh: this,
  110192. simplificationType: simplificationType,
  110193. successCallback: successCallback
  110194. });
  110195. return this;
  110196. };
  110197. /**
  110198. * Defines the simplification queue scene component responsible to help scheduling the various simplification task
  110199. * created in a scene
  110200. */
  110201. var SimplicationQueueSceneComponent = /** @class */ (function () {
  110202. /**
  110203. * Creates a new instance of the component for the given scene
  110204. * @param scene Defines the scene to register the component in
  110205. */
  110206. function SimplicationQueueSceneComponent(scene) {
  110207. /**
  110208. * The component name helpfull to identify the component in the list of scene components.
  110209. */
  110210. this.name = BABYLON.SceneComponentConstants.NAME_SIMPLIFICATIONQUEUE;
  110211. this.scene = scene;
  110212. }
  110213. /**
  110214. * Registers the component in a given scene
  110215. */
  110216. SimplicationQueueSceneComponent.prototype.register = function () {
  110217. this.scene._beforeCameraUpdateStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE, this, this._beforeCameraUpdate);
  110218. };
  110219. /**
  110220. * Rebuilds the elements related to this component in case of
  110221. * context lost for instance.
  110222. */
  110223. SimplicationQueueSceneComponent.prototype.rebuild = function () {
  110224. // Nothing to do for this component
  110225. };
  110226. /**
  110227. * Disposes the component and the associated ressources
  110228. */
  110229. SimplicationQueueSceneComponent.prototype.dispose = function () {
  110230. // Nothing to do for this component
  110231. };
  110232. SimplicationQueueSceneComponent.prototype._beforeCameraUpdate = function () {
  110233. if (this.scene._simplificationQueue && !this.scene._simplificationQueue.running) {
  110234. this.scene._simplificationQueue.executeNext();
  110235. }
  110236. };
  110237. return SimplicationQueueSceneComponent;
  110238. }());
  110239. BABYLON.SimplicationQueueSceneComponent = SimplicationQueueSceneComponent;
  110240. })(BABYLON || (BABYLON = {}));
  110241. //# sourceMappingURL=babylon.meshSimplificationSceneComponent.js.map
  110242. var BABYLON;
  110243. (function (BABYLON) {
  110244. /**
  110245. * Class used to represent a specific level of detail of a mesh
  110246. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  110247. */
  110248. var MeshLODLevel = /** @class */ (function () {
  110249. /**
  110250. * Creates a new LOD level
  110251. * @param distance defines the distance where this level should star being displayed
  110252. * @param mesh defines the mesh to use to render this level
  110253. */
  110254. function MeshLODLevel(
  110255. /** Defines the distance where this level should star being displayed */
  110256. distance,
  110257. /** Defines the mesh to use to render this level */
  110258. mesh) {
  110259. this.distance = distance;
  110260. this.mesh = mesh;
  110261. }
  110262. return MeshLODLevel;
  110263. }());
  110264. BABYLON.MeshLODLevel = MeshLODLevel;
  110265. })(BABYLON || (BABYLON = {}));
  110266. //# sourceMappingURL=babylon.meshLODLevel.js.map
  110267. var BABYLON;
  110268. (function (BABYLON) {
  110269. /**
  110270. * Defines the root class used to create scene optimization to use with SceneOptimizer
  110271. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  110272. */
  110273. var SceneOptimization = /** @class */ (function () {
  110274. /**
  110275. * Creates the SceneOptimization object
  110276. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  110277. * @param desc defines the description associated with the optimization
  110278. */
  110279. function SceneOptimization(
  110280. /**
  110281. * Defines the priority of this optimization (0 by default which means first in the list)
  110282. */
  110283. priority) {
  110284. if (priority === void 0) { priority = 0; }
  110285. this.priority = priority;
  110286. }
  110287. /**
  110288. * Gets a string describing the action executed by the current optimization
  110289. * @returns description string
  110290. */
  110291. SceneOptimization.prototype.getDescription = function () {
  110292. return "";
  110293. };
  110294. /**
  110295. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  110296. * @param scene defines the current scene where to apply this optimization
  110297. * @param optimizer defines the current optimizer
  110298. * @returns true if everything that can be done was applied
  110299. */
  110300. SceneOptimization.prototype.apply = function (scene, optimizer) {
  110301. return true;
  110302. };
  110303. return SceneOptimization;
  110304. }());
  110305. BABYLON.SceneOptimization = SceneOptimization;
  110306. /**
  110307. * Defines an optimization used to reduce the size of render target textures
  110308. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  110309. */
  110310. var TextureOptimization = /** @class */ (function (_super) {
  110311. __extends(TextureOptimization, _super);
  110312. /**
  110313. * Creates the TextureOptimization object
  110314. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  110315. * @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
  110316. * @param step defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  110317. */
  110318. function TextureOptimization(
  110319. /**
  110320. * Defines the priority of this optimization (0 by default which means first in the list)
  110321. */
  110322. priority,
  110323. /**
  110324. * 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
  110325. */
  110326. maximumSize,
  110327. /**
  110328. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  110329. */
  110330. step) {
  110331. if (priority === void 0) { priority = 0; }
  110332. if (maximumSize === void 0) { maximumSize = 1024; }
  110333. if (step === void 0) { step = 0.5; }
  110334. var _this = _super.call(this, priority) || this;
  110335. _this.priority = priority;
  110336. _this.maximumSize = maximumSize;
  110337. _this.step = step;
  110338. return _this;
  110339. }
  110340. /**
  110341. * Gets a string describing the action executed by the current optimization
  110342. * @returns description string
  110343. */
  110344. TextureOptimization.prototype.getDescription = function () {
  110345. return "Reducing render target texture size to " + this.maximumSize;
  110346. };
  110347. /**
  110348. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  110349. * @param scene defines the current scene where to apply this optimization
  110350. * @param optimizer defines the current optimizer
  110351. * @returns true if everything that can be done was applied
  110352. */
  110353. TextureOptimization.prototype.apply = function (scene, optimizer) {
  110354. var allDone = true;
  110355. for (var index = 0; index < scene.textures.length; index++) {
  110356. var texture = scene.textures[index];
  110357. if (!texture.canRescale || texture.getContext) {
  110358. continue;
  110359. }
  110360. var currentSize = texture.getSize();
  110361. var maxDimension = Math.max(currentSize.width, currentSize.height);
  110362. if (maxDimension > this.maximumSize) {
  110363. texture.scale(this.step);
  110364. allDone = false;
  110365. }
  110366. }
  110367. return allDone;
  110368. };
  110369. return TextureOptimization;
  110370. }(SceneOptimization));
  110371. BABYLON.TextureOptimization = TextureOptimization;
  110372. /**
  110373. * Defines an optimization used to increase or decrease the rendering resolution
  110374. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  110375. */
  110376. var HardwareScalingOptimization = /** @class */ (function (_super) {
  110377. __extends(HardwareScalingOptimization, _super);
  110378. /**
  110379. * Creates the HardwareScalingOptimization object
  110380. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  110381. * @param maximumScale defines the maximum scale to use (2 by default)
  110382. * @param step defines the step to use between two passes (0.5 by default)
  110383. */
  110384. function HardwareScalingOptimization(
  110385. /**
  110386. * Defines the priority of this optimization (0 by default which means first in the list)
  110387. */
  110388. priority,
  110389. /**
  110390. * Defines the maximum scale to use (2 by default)
  110391. */
  110392. maximumScale,
  110393. /**
  110394. * Defines the step to use between two passes (0.5 by default)
  110395. */
  110396. step) {
  110397. if (priority === void 0) { priority = 0; }
  110398. if (maximumScale === void 0) { maximumScale = 2; }
  110399. if (step === void 0) { step = 0.25; }
  110400. var _this = _super.call(this, priority) || this;
  110401. _this.priority = priority;
  110402. _this.maximumScale = maximumScale;
  110403. _this.step = step;
  110404. _this._currentScale = -1;
  110405. _this._directionOffset = 1;
  110406. return _this;
  110407. }
  110408. /**
  110409. * Gets a string describing the action executed by the current optimization
  110410. * @return description string
  110411. */
  110412. HardwareScalingOptimization.prototype.getDescription = function () {
  110413. return "Setting hardware scaling level to " + this._currentScale;
  110414. };
  110415. /**
  110416. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  110417. * @param scene defines the current scene where to apply this optimization
  110418. * @param optimizer defines the current optimizer
  110419. * @returns true if everything that can be done was applied
  110420. */
  110421. HardwareScalingOptimization.prototype.apply = function (scene, optimizer) {
  110422. if (this._currentScale === -1) {
  110423. this._currentScale = scene.getEngine().getHardwareScalingLevel();
  110424. if (this._currentScale > this.maximumScale) {
  110425. this._directionOffset = -1;
  110426. }
  110427. }
  110428. this._currentScale += this._directionOffset * this.step;
  110429. scene.getEngine().setHardwareScalingLevel(this._currentScale);
  110430. return this._directionOffset === 1 ? this._currentScale >= this.maximumScale : this._currentScale <= this.maximumScale;
  110431. };
  110432. return HardwareScalingOptimization;
  110433. }(SceneOptimization));
  110434. BABYLON.HardwareScalingOptimization = HardwareScalingOptimization;
  110435. /**
  110436. * Defines an optimization used to remove shadows
  110437. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  110438. */
  110439. var ShadowsOptimization = /** @class */ (function (_super) {
  110440. __extends(ShadowsOptimization, _super);
  110441. function ShadowsOptimization() {
  110442. return _super !== null && _super.apply(this, arguments) || this;
  110443. }
  110444. /**
  110445. * Gets a string describing the action executed by the current optimization
  110446. * @return description string
  110447. */
  110448. ShadowsOptimization.prototype.getDescription = function () {
  110449. return "Turning shadows on/off";
  110450. };
  110451. /**
  110452. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  110453. * @param scene defines the current scene where to apply this optimization
  110454. * @param optimizer defines the current optimizer
  110455. * @returns true if everything that can be done was applied
  110456. */
  110457. ShadowsOptimization.prototype.apply = function (scene, optimizer) {
  110458. scene.shadowsEnabled = optimizer.isInImprovementMode;
  110459. return true;
  110460. };
  110461. return ShadowsOptimization;
  110462. }(SceneOptimization));
  110463. BABYLON.ShadowsOptimization = ShadowsOptimization;
  110464. /**
  110465. * Defines an optimization used to turn post-processes off
  110466. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  110467. */
  110468. var PostProcessesOptimization = /** @class */ (function (_super) {
  110469. __extends(PostProcessesOptimization, _super);
  110470. function PostProcessesOptimization() {
  110471. return _super !== null && _super.apply(this, arguments) || this;
  110472. }
  110473. /**
  110474. * Gets a string describing the action executed by the current optimization
  110475. * @return description string
  110476. */
  110477. PostProcessesOptimization.prototype.getDescription = function () {
  110478. return "Turning post-processes on/off";
  110479. };
  110480. /**
  110481. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  110482. * @param scene defines the current scene where to apply this optimization
  110483. * @param optimizer defines the current optimizer
  110484. * @returns true if everything that can be done was applied
  110485. */
  110486. PostProcessesOptimization.prototype.apply = function (scene, optimizer) {
  110487. scene.postProcessesEnabled = optimizer.isInImprovementMode;
  110488. return true;
  110489. };
  110490. return PostProcessesOptimization;
  110491. }(SceneOptimization));
  110492. BABYLON.PostProcessesOptimization = PostProcessesOptimization;
  110493. /**
  110494. * Defines an optimization used to turn lens flares off
  110495. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  110496. */
  110497. var LensFlaresOptimization = /** @class */ (function (_super) {
  110498. __extends(LensFlaresOptimization, _super);
  110499. function LensFlaresOptimization() {
  110500. return _super !== null && _super.apply(this, arguments) || this;
  110501. }
  110502. /**
  110503. * Gets a string describing the action executed by the current optimization
  110504. * @return description string
  110505. */
  110506. LensFlaresOptimization.prototype.getDescription = function () {
  110507. return "Turning lens flares on/off";
  110508. };
  110509. /**
  110510. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  110511. * @param scene defines the current scene where to apply this optimization
  110512. * @param optimizer defines the current optimizer
  110513. * @returns true if everything that can be done was applied
  110514. */
  110515. LensFlaresOptimization.prototype.apply = function (scene, optimizer) {
  110516. scene.lensFlaresEnabled = optimizer.isInImprovementMode;
  110517. return true;
  110518. };
  110519. return LensFlaresOptimization;
  110520. }(SceneOptimization));
  110521. BABYLON.LensFlaresOptimization = LensFlaresOptimization;
  110522. /**
  110523. * Defines an optimization based on user defined callback.
  110524. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  110525. */
  110526. var CustomOptimization = /** @class */ (function (_super) {
  110527. __extends(CustomOptimization, _super);
  110528. function CustomOptimization() {
  110529. return _super !== null && _super.apply(this, arguments) || this;
  110530. }
  110531. /**
  110532. * Gets a string describing the action executed by the current optimization
  110533. * @returns description string
  110534. */
  110535. CustomOptimization.prototype.getDescription = function () {
  110536. if (this.onGetDescription) {
  110537. return this.onGetDescription();
  110538. }
  110539. return "Running user defined callback";
  110540. };
  110541. /**
  110542. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  110543. * @param scene defines the current scene where to apply this optimization
  110544. * @param optimizer defines the current optimizer
  110545. * @returns true if everything that can be done was applied
  110546. */
  110547. CustomOptimization.prototype.apply = function (scene, optimizer) {
  110548. if (this.onApply) {
  110549. return this.onApply(scene, optimizer);
  110550. }
  110551. return true;
  110552. };
  110553. return CustomOptimization;
  110554. }(SceneOptimization));
  110555. BABYLON.CustomOptimization = CustomOptimization;
  110556. /**
  110557. * Defines an optimization used to turn particles off
  110558. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  110559. */
  110560. var ParticlesOptimization = /** @class */ (function (_super) {
  110561. __extends(ParticlesOptimization, _super);
  110562. function ParticlesOptimization() {
  110563. return _super !== null && _super.apply(this, arguments) || this;
  110564. }
  110565. /**
  110566. * Gets a string describing the action executed by the current optimization
  110567. * @return description string
  110568. */
  110569. ParticlesOptimization.prototype.getDescription = function () {
  110570. return "Turning particles on/off";
  110571. };
  110572. /**
  110573. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  110574. * @param scene defines the current scene where to apply this optimization
  110575. * @param optimizer defines the current optimizer
  110576. * @returns true if everything that can be done was applied
  110577. */
  110578. ParticlesOptimization.prototype.apply = function (scene, optimizer) {
  110579. scene.particlesEnabled = optimizer.isInImprovementMode;
  110580. return true;
  110581. };
  110582. return ParticlesOptimization;
  110583. }(SceneOptimization));
  110584. BABYLON.ParticlesOptimization = ParticlesOptimization;
  110585. /**
  110586. * Defines an optimization used to turn render targets off
  110587. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  110588. */
  110589. var RenderTargetsOptimization = /** @class */ (function (_super) {
  110590. __extends(RenderTargetsOptimization, _super);
  110591. function RenderTargetsOptimization() {
  110592. return _super !== null && _super.apply(this, arguments) || this;
  110593. }
  110594. /**
  110595. * Gets a string describing the action executed by the current optimization
  110596. * @return description string
  110597. */
  110598. RenderTargetsOptimization.prototype.getDescription = function () {
  110599. return "Turning render targets off";
  110600. };
  110601. /**
  110602. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  110603. * @param scene defines the current scene where to apply this optimization
  110604. * @param optimizer defines the current optimizer
  110605. * @returns true if everything that can be done was applied
  110606. */
  110607. RenderTargetsOptimization.prototype.apply = function (scene, optimizer) {
  110608. scene.renderTargetsEnabled = optimizer.isInImprovementMode;
  110609. return true;
  110610. };
  110611. return RenderTargetsOptimization;
  110612. }(SceneOptimization));
  110613. BABYLON.RenderTargetsOptimization = RenderTargetsOptimization;
  110614. /**
  110615. * Defines an optimization used to merge meshes with compatible materials
  110616. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  110617. */
  110618. var MergeMeshesOptimization = /** @class */ (function (_super) {
  110619. __extends(MergeMeshesOptimization, _super);
  110620. function MergeMeshesOptimization() {
  110621. var _this = _super !== null && _super.apply(this, arguments) || this;
  110622. _this._canBeMerged = function (abstractMesh) {
  110623. if (!(abstractMesh instanceof BABYLON.Mesh)) {
  110624. return false;
  110625. }
  110626. var mesh = abstractMesh;
  110627. if (mesh.isDisposed()) {
  110628. return false;
  110629. }
  110630. if (!mesh.isVisible || !mesh.isEnabled()) {
  110631. return false;
  110632. }
  110633. if (mesh.instances.length > 0) {
  110634. return false;
  110635. }
  110636. if (mesh.skeleton || mesh.hasLODLevels) {
  110637. return false;
  110638. }
  110639. return true;
  110640. };
  110641. return _this;
  110642. }
  110643. Object.defineProperty(MergeMeshesOptimization, "UpdateSelectionTree", {
  110644. /**
  110645. * Gets or sets a boolean which defines if optimization octree has to be updated
  110646. */
  110647. get: function () {
  110648. return MergeMeshesOptimization._UpdateSelectionTree;
  110649. },
  110650. /**
  110651. * Gets or sets a boolean which defines if optimization octree has to be updated
  110652. */
  110653. set: function (value) {
  110654. MergeMeshesOptimization._UpdateSelectionTree = value;
  110655. },
  110656. enumerable: true,
  110657. configurable: true
  110658. });
  110659. /**
  110660. * Gets a string describing the action executed by the current optimization
  110661. * @return description string
  110662. */
  110663. MergeMeshesOptimization.prototype.getDescription = function () {
  110664. return "Merging similar meshes together";
  110665. };
  110666. /**
  110667. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  110668. * @param scene defines the current scene where to apply this optimization
  110669. * @param optimizer defines the current optimizer
  110670. * @param updateSelectionTree defines that the selection octree has to be updated (false by default)
  110671. * @returns true if everything that can be done was applied
  110672. */
  110673. MergeMeshesOptimization.prototype.apply = function (scene, optimizer, updateSelectionTree) {
  110674. var globalPool = scene.meshes.slice(0);
  110675. var globalLength = globalPool.length;
  110676. for (var index = 0; index < globalLength; index++) {
  110677. var currentPool = new Array();
  110678. var current = globalPool[index];
  110679. // Checks
  110680. if (!this._canBeMerged(current)) {
  110681. continue;
  110682. }
  110683. currentPool.push(current);
  110684. // Find compatible meshes
  110685. for (var subIndex = index + 1; subIndex < globalLength; subIndex++) {
  110686. var otherMesh = globalPool[subIndex];
  110687. if (!this._canBeMerged(otherMesh)) {
  110688. continue;
  110689. }
  110690. if (otherMesh.material !== current.material) {
  110691. continue;
  110692. }
  110693. if (otherMesh.checkCollisions !== current.checkCollisions) {
  110694. continue;
  110695. }
  110696. currentPool.push(otherMesh);
  110697. globalLength--;
  110698. globalPool.splice(subIndex, 1);
  110699. subIndex--;
  110700. }
  110701. if (currentPool.length < 2) {
  110702. continue;
  110703. }
  110704. // Merge meshes
  110705. BABYLON.Mesh.MergeMeshes(currentPool, undefined, true);
  110706. }
  110707. // Call the octree system optimization if it is defined.
  110708. var sceneAsAny = scene;
  110709. if (sceneAsAny.createOrUpdateSelectionOctree) {
  110710. if (updateSelectionTree != undefined) {
  110711. if (updateSelectionTree) {
  110712. sceneAsAny.createOrUpdateSelectionOctree();
  110713. }
  110714. }
  110715. else if (MergeMeshesOptimization.UpdateSelectionTree) {
  110716. sceneAsAny.createOrUpdateSelectionOctree();
  110717. }
  110718. }
  110719. return true;
  110720. };
  110721. MergeMeshesOptimization._UpdateSelectionTree = false;
  110722. return MergeMeshesOptimization;
  110723. }(SceneOptimization));
  110724. BABYLON.MergeMeshesOptimization = MergeMeshesOptimization;
  110725. /**
  110726. * Defines a list of options used by SceneOptimizer
  110727. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  110728. */
  110729. var SceneOptimizerOptions = /** @class */ (function () {
  110730. /**
  110731. * Creates a new list of options used by SceneOptimizer
  110732. * @param targetFrameRate defines the target frame rate to reach (60 by default)
  110733. * @param trackerDuration defines the interval between two checkes (2000ms by default)
  110734. */
  110735. function SceneOptimizerOptions(
  110736. /**
  110737. * Defines the target frame rate to reach (60 by default)
  110738. */
  110739. targetFrameRate,
  110740. /**
  110741. * Defines the interval between two checkes (2000ms by default)
  110742. */
  110743. trackerDuration) {
  110744. if (targetFrameRate === void 0) { targetFrameRate = 60; }
  110745. if (trackerDuration === void 0) { trackerDuration = 2000; }
  110746. this.targetFrameRate = targetFrameRate;
  110747. this.trackerDuration = trackerDuration;
  110748. /**
  110749. * Gets the list of optimizations to apply
  110750. */
  110751. this.optimizations = new Array();
  110752. }
  110753. /**
  110754. * Add a new optimization
  110755. * @param optimization defines the SceneOptimization to add to the list of active optimizations
  110756. * @returns the current SceneOptimizerOptions
  110757. */
  110758. SceneOptimizerOptions.prototype.addOptimization = function (optimization) {
  110759. this.optimizations.push(optimization);
  110760. return this;
  110761. };
  110762. /**
  110763. * Add a new custom optimization
  110764. * @param onApply defines the callback called to apply the custom optimization (true if everything that can be done was applied)
  110765. * @param onGetDescription defines the callback called to get the description attached with the optimization.
  110766. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  110767. * @returns the current SceneOptimizerOptions
  110768. */
  110769. SceneOptimizerOptions.prototype.addCustomOptimization = function (onApply, onGetDescription, priority) {
  110770. if (priority === void 0) { priority = 0; }
  110771. var optimization = new CustomOptimization(priority);
  110772. optimization.onApply = onApply;
  110773. optimization.onGetDescription = onGetDescription;
  110774. this.optimizations.push(optimization);
  110775. return this;
  110776. };
  110777. /**
  110778. * Creates a list of pre-defined optimizations aimed to reduce the visual impact on the scene
  110779. * @param targetFrameRate defines the target frame rate (60 by default)
  110780. * @returns a SceneOptimizerOptions object
  110781. */
  110782. SceneOptimizerOptions.LowDegradationAllowed = function (targetFrameRate) {
  110783. var result = new SceneOptimizerOptions(targetFrameRate);
  110784. var priority = 0;
  110785. result.addOptimization(new MergeMeshesOptimization(priority));
  110786. result.addOptimization(new ShadowsOptimization(priority));
  110787. result.addOptimization(new LensFlaresOptimization(priority));
  110788. // Next priority
  110789. priority++;
  110790. result.addOptimization(new PostProcessesOptimization(priority));
  110791. result.addOptimization(new ParticlesOptimization(priority));
  110792. // Next priority
  110793. priority++;
  110794. result.addOptimization(new TextureOptimization(priority, 1024));
  110795. return result;
  110796. };
  110797. /**
  110798. * Creates a list of pre-defined optimizations aimed to have a moderate impact on the scene visual
  110799. * @param targetFrameRate defines the target frame rate (60 by default)
  110800. * @returns a SceneOptimizerOptions object
  110801. */
  110802. SceneOptimizerOptions.ModerateDegradationAllowed = function (targetFrameRate) {
  110803. var result = new SceneOptimizerOptions(targetFrameRate);
  110804. var priority = 0;
  110805. result.addOptimization(new MergeMeshesOptimization(priority));
  110806. result.addOptimization(new ShadowsOptimization(priority));
  110807. result.addOptimization(new LensFlaresOptimization(priority));
  110808. // Next priority
  110809. priority++;
  110810. result.addOptimization(new PostProcessesOptimization(priority));
  110811. result.addOptimization(new ParticlesOptimization(priority));
  110812. // Next priority
  110813. priority++;
  110814. result.addOptimization(new TextureOptimization(priority, 512));
  110815. // Next priority
  110816. priority++;
  110817. result.addOptimization(new RenderTargetsOptimization(priority));
  110818. // Next priority
  110819. priority++;
  110820. result.addOptimization(new HardwareScalingOptimization(priority, 2));
  110821. return result;
  110822. };
  110823. /**
  110824. * Creates a list of pre-defined optimizations aimed to have a big impact on the scene visual
  110825. * @param targetFrameRate defines the target frame rate (60 by default)
  110826. * @returns a SceneOptimizerOptions object
  110827. */
  110828. SceneOptimizerOptions.HighDegradationAllowed = function (targetFrameRate) {
  110829. var result = new SceneOptimizerOptions(targetFrameRate);
  110830. var priority = 0;
  110831. result.addOptimization(new MergeMeshesOptimization(priority));
  110832. result.addOptimization(new ShadowsOptimization(priority));
  110833. result.addOptimization(new LensFlaresOptimization(priority));
  110834. // Next priority
  110835. priority++;
  110836. result.addOptimization(new PostProcessesOptimization(priority));
  110837. result.addOptimization(new ParticlesOptimization(priority));
  110838. // Next priority
  110839. priority++;
  110840. result.addOptimization(new TextureOptimization(priority, 256));
  110841. // Next priority
  110842. priority++;
  110843. result.addOptimization(new RenderTargetsOptimization(priority));
  110844. // Next priority
  110845. priority++;
  110846. result.addOptimization(new HardwareScalingOptimization(priority, 4));
  110847. return result;
  110848. };
  110849. return SceneOptimizerOptions;
  110850. }());
  110851. BABYLON.SceneOptimizerOptions = SceneOptimizerOptions;
  110852. /**
  110853. * Class used to run optimizations in order to reach a target frame rate
  110854. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  110855. */
  110856. var SceneOptimizer = /** @class */ (function () {
  110857. /**
  110858. * Creates a new SceneOptimizer
  110859. * @param scene defines the scene to work on
  110860. * @param options defines the options to use with the SceneOptimizer
  110861. * @param autoGeneratePriorities defines if priorities must be generated and not read from SceneOptimization property (true by default)
  110862. * @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)
  110863. */
  110864. function SceneOptimizer(scene, options, autoGeneratePriorities, improvementMode) {
  110865. if (autoGeneratePriorities === void 0) { autoGeneratePriorities = true; }
  110866. if (improvementMode === void 0) { improvementMode = false; }
  110867. var _this = this;
  110868. this._isRunning = false;
  110869. this._currentPriorityLevel = 0;
  110870. this._targetFrameRate = 60;
  110871. this._trackerDuration = 2000;
  110872. this._currentFrameRate = 0;
  110873. this._improvementMode = false;
  110874. /**
  110875. * Defines an observable called when the optimizer reaches the target frame rate
  110876. */
  110877. this.onSuccessObservable = new BABYLON.Observable();
  110878. /**
  110879. * Defines an observable called when the optimizer enables an optimization
  110880. */
  110881. this.onNewOptimizationAppliedObservable = new BABYLON.Observable();
  110882. /**
  110883. * Defines an observable called when the optimizer is not able to reach the target frame rate
  110884. */
  110885. this.onFailureObservable = new BABYLON.Observable();
  110886. if (!options) {
  110887. this._options = new SceneOptimizerOptions();
  110888. }
  110889. else {
  110890. this._options = options;
  110891. }
  110892. if (this._options.targetFrameRate) {
  110893. this._targetFrameRate = this._options.targetFrameRate;
  110894. }
  110895. if (this._options.trackerDuration) {
  110896. this._trackerDuration = this._options.trackerDuration;
  110897. }
  110898. if (autoGeneratePriorities) {
  110899. var priority = 0;
  110900. for (var _i = 0, _a = this._options.optimizations; _i < _a.length; _i++) {
  110901. var optim = _a[_i];
  110902. optim.priority = priority++;
  110903. }
  110904. }
  110905. this._improvementMode = improvementMode;
  110906. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  110907. this._sceneDisposeObserver = this._scene.onDisposeObservable.add(function () {
  110908. _this._sceneDisposeObserver = null;
  110909. _this.dispose();
  110910. });
  110911. }
  110912. Object.defineProperty(SceneOptimizer.prototype, "isInImprovementMode", {
  110913. /**
  110914. * Gets a boolean indicating if the optimizer is in improvement mode
  110915. */
  110916. get: function () {
  110917. return this._improvementMode;
  110918. },
  110919. enumerable: true,
  110920. configurable: true
  110921. });
  110922. Object.defineProperty(SceneOptimizer.prototype, "currentPriorityLevel", {
  110923. /**
  110924. * Gets the current priority level (0 at start)
  110925. */
  110926. get: function () {
  110927. return this._currentPriorityLevel;
  110928. },
  110929. enumerable: true,
  110930. configurable: true
  110931. });
  110932. Object.defineProperty(SceneOptimizer.prototype, "currentFrameRate", {
  110933. /**
  110934. * Gets the current frame rate checked by the SceneOptimizer
  110935. */
  110936. get: function () {
  110937. return this._currentFrameRate;
  110938. },
  110939. enumerable: true,
  110940. configurable: true
  110941. });
  110942. Object.defineProperty(SceneOptimizer.prototype, "targetFrameRate", {
  110943. /**
  110944. * Gets or sets the current target frame rate (60 by default)
  110945. */
  110946. get: function () {
  110947. return this._targetFrameRate;
  110948. },
  110949. /**
  110950. * Gets or sets the current target frame rate (60 by default)
  110951. */
  110952. set: function (value) {
  110953. this._targetFrameRate = value;
  110954. },
  110955. enumerable: true,
  110956. configurable: true
  110957. });
  110958. Object.defineProperty(SceneOptimizer.prototype, "trackerDuration", {
  110959. /**
  110960. * Gets or sets the current interval between two checks (every 2000ms by default)
  110961. */
  110962. get: function () {
  110963. return this._trackerDuration;
  110964. },
  110965. /**
  110966. * Gets or sets the current interval between two checks (every 2000ms by default)
  110967. */
  110968. set: function (value) {
  110969. this._trackerDuration = value;
  110970. },
  110971. enumerable: true,
  110972. configurable: true
  110973. });
  110974. Object.defineProperty(SceneOptimizer.prototype, "optimizations", {
  110975. /**
  110976. * Gets the list of active optimizations
  110977. */
  110978. get: function () {
  110979. return this._options.optimizations;
  110980. },
  110981. enumerable: true,
  110982. configurable: true
  110983. });
  110984. /**
  110985. * Stops the current optimizer
  110986. */
  110987. SceneOptimizer.prototype.stop = function () {
  110988. this._isRunning = false;
  110989. };
  110990. /**
  110991. * Reset the optimizer to initial step (current priority level = 0)
  110992. */
  110993. SceneOptimizer.prototype.reset = function () {
  110994. this._currentPriorityLevel = 0;
  110995. };
  110996. /**
  110997. * Start the optimizer. By default it will try to reach a specific framerate
  110998. * but if the optimizer is set with improvementMode === true then it will run all optimiatiation while frame rate is above the target frame rate
  110999. */
  111000. SceneOptimizer.prototype.start = function () {
  111001. var _this = this;
  111002. if (this._isRunning) {
  111003. return;
  111004. }
  111005. this._isRunning = true;
  111006. // Let's wait for the scene to be ready before running our check
  111007. this._scene.executeWhenReady(function () {
  111008. setTimeout(function () {
  111009. _this._checkCurrentState();
  111010. }, _this._trackerDuration);
  111011. });
  111012. };
  111013. SceneOptimizer.prototype._checkCurrentState = function () {
  111014. var _this = this;
  111015. if (!this._isRunning) {
  111016. return;
  111017. }
  111018. var scene = this._scene;
  111019. var options = this._options;
  111020. this._currentFrameRate = Math.round(scene.getEngine().getFps());
  111021. if (this._improvementMode && this._currentFrameRate <= this._targetFrameRate ||
  111022. !this._improvementMode && this._currentFrameRate >= this._targetFrameRate) {
  111023. this._isRunning = false;
  111024. this.onSuccessObservable.notifyObservers(this);
  111025. return;
  111026. }
  111027. // Apply current level of optimizations
  111028. var allDone = true;
  111029. var noOptimizationApplied = true;
  111030. for (var index = 0; index < options.optimizations.length; index++) {
  111031. var optimization = options.optimizations[index];
  111032. if (optimization.priority === this._currentPriorityLevel) {
  111033. noOptimizationApplied = false;
  111034. allDone = allDone && optimization.apply(scene, this);
  111035. this.onNewOptimizationAppliedObservable.notifyObservers(optimization);
  111036. }
  111037. }
  111038. // If no optimization was applied, this is a failure :(
  111039. if (noOptimizationApplied) {
  111040. this._isRunning = false;
  111041. this.onFailureObservable.notifyObservers(this);
  111042. return;
  111043. }
  111044. // If all optimizations were done, move to next level
  111045. if (allDone) {
  111046. this._currentPriorityLevel++;
  111047. }
  111048. // Let's the system running for a specific amount of time before checking FPS
  111049. scene.executeWhenReady(function () {
  111050. setTimeout(function () {
  111051. _this._checkCurrentState();
  111052. }, _this._trackerDuration);
  111053. });
  111054. };
  111055. /**
  111056. * Release all resources
  111057. */
  111058. SceneOptimizer.prototype.dispose = function () {
  111059. this.stop();
  111060. this.onSuccessObservable.clear();
  111061. this.onFailureObservable.clear();
  111062. this.onNewOptimizationAppliedObservable.clear();
  111063. if (this._sceneDisposeObserver) {
  111064. this._scene.onDisposeObservable.remove(this._sceneDisposeObserver);
  111065. }
  111066. };
  111067. /**
  111068. * Helper function to create a SceneOptimizer with one single line of code
  111069. * @param scene defines the scene to work on
  111070. * @param options defines the options to use with the SceneOptimizer
  111071. * @param onSuccess defines a callback to call on success
  111072. * @param onFailure defines a callback to call on failure
  111073. * @returns the new SceneOptimizer object
  111074. */
  111075. SceneOptimizer.OptimizeAsync = function (scene, options, onSuccess, onFailure) {
  111076. var optimizer = new SceneOptimizer(scene, options || SceneOptimizerOptions.ModerateDegradationAllowed(), false);
  111077. if (onSuccess) {
  111078. optimizer.onSuccessObservable.add(function () {
  111079. onSuccess();
  111080. });
  111081. }
  111082. if (onFailure) {
  111083. optimizer.onFailureObservable.add(function () {
  111084. onFailure();
  111085. });
  111086. }
  111087. optimizer.start();
  111088. return optimizer;
  111089. };
  111090. return SceneOptimizer;
  111091. }());
  111092. BABYLON.SceneOptimizer = SceneOptimizer;
  111093. })(BABYLON || (BABYLON = {}));
  111094. //# sourceMappingURL=babylon.sceneOptimizer.js.map
  111095. var BABYLON;
  111096. (function (BABYLON) {
  111097. /**
  111098. * Gets the outline renderer associated with the scene
  111099. * @returns a OutlineRenderer
  111100. */
  111101. BABYLON.Scene.prototype.getOutlineRenderer = function () {
  111102. if (!this._outlineRenderer) {
  111103. this._outlineRenderer = new OutlineRenderer(this);
  111104. }
  111105. return this._outlineRenderer;
  111106. };
  111107. Object.defineProperty(BABYLON.AbstractMesh.prototype, "renderOutline", {
  111108. get: function () {
  111109. return this._renderOutline;
  111110. },
  111111. set: function (value) {
  111112. if (value) {
  111113. // Lazy Load the component.
  111114. this.getScene().getOutlineRenderer();
  111115. }
  111116. this._renderOutline = value;
  111117. },
  111118. enumerable: true,
  111119. configurable: true
  111120. });
  111121. Object.defineProperty(BABYLON.AbstractMesh.prototype, "renderOverlay", {
  111122. get: function () {
  111123. return this._renderOverlay;
  111124. },
  111125. set: function (value) {
  111126. if (value) {
  111127. // Lazy Load the component.
  111128. this.getScene().getOutlineRenderer();
  111129. }
  111130. this._renderOverlay = value;
  111131. },
  111132. enumerable: true,
  111133. configurable: true
  111134. });
  111135. /**
  111136. * This class is responsible to draw bothe outline/overlay of meshes.
  111137. * It should not be used directly but through the available method on mesh.
  111138. */
  111139. var OutlineRenderer = /** @class */ (function () {
  111140. /**
  111141. * Instantiates a new outline renderer. (There could be only one per scene).
  111142. * @param scene Defines the scene it belongs to
  111143. */
  111144. function OutlineRenderer(scene) {
  111145. /**
  111146. * The name of the component. Each component must have a unique name.
  111147. */
  111148. this.name = BABYLON.SceneComponentConstants.NAME_OUTLINERENDERER;
  111149. /**
  111150. * Defines a zOffset to prevent zFighting between the overlay and the mesh.
  111151. */
  111152. this.zOffset = 1;
  111153. this.scene = scene;
  111154. this._engine = scene.getEngine();
  111155. this.scene._addComponent(this);
  111156. }
  111157. /**
  111158. * Register the component to one instance of a scene.
  111159. */
  111160. OutlineRenderer.prototype.register = function () {
  111161. this.scene._beforeRenderingMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORERENDERINGMESH_OUTLINE, this, this._beforeRenderingMesh);
  111162. this.scene._afterRenderingMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERRENDERINGMESH_OUTLINE, this, this._afterRenderingMesh);
  111163. };
  111164. /**
  111165. * Rebuilds the elements related to this component in case of
  111166. * context lost for instance.
  111167. */
  111168. OutlineRenderer.prototype.rebuild = function () {
  111169. // Nothing to do here.
  111170. };
  111171. /**
  111172. * Disposes the component and the associated ressources.
  111173. */
  111174. OutlineRenderer.prototype.dispose = function () {
  111175. // Nothing to do here.
  111176. };
  111177. /**
  111178. * Renders the outline in the canvas.
  111179. * @param subMesh Defines the sumesh to render
  111180. * @param batch Defines the batch of meshes in case of instances
  111181. * @param useOverlay Defines if the rendering is for the overlay or the outline
  111182. */
  111183. OutlineRenderer.prototype.render = function (subMesh, batch, useOverlay) {
  111184. var _this = this;
  111185. if (useOverlay === void 0) { useOverlay = false; }
  111186. var scene = this.scene;
  111187. var engine = scene.getEngine();
  111188. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
  111189. if (!this.isReady(subMesh, hardwareInstancedRendering)) {
  111190. return;
  111191. }
  111192. var mesh = subMesh.getRenderingMesh();
  111193. var material = subMesh.getMaterial();
  111194. if (!material || !scene.activeCamera) {
  111195. return;
  111196. }
  111197. engine.enableEffect(this._effect);
  111198. // Logarithmic depth
  111199. if (material.useLogarithmicDepth) {
  111200. this._effect.setFloat("logarithmicDepthConstant", 2.0 / (Math.log(scene.activeCamera.maxZ + 1.0) / Math.LN2));
  111201. }
  111202. this._effect.setFloat("offset", useOverlay ? 0 : mesh.outlineWidth);
  111203. this._effect.setColor4("color", useOverlay ? mesh.overlayColor : mesh.outlineColor, useOverlay ? mesh.overlayAlpha : material.alpha);
  111204. this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
  111205. // Bones
  111206. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  111207. this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  111208. }
  111209. mesh._bind(subMesh, this._effect, BABYLON.Material.TriangleFillMode);
  111210. // Alpha test
  111211. if (material && material.needAlphaTesting()) {
  111212. var alphaTexture = material.getAlphaTestTexture();
  111213. if (alphaTexture) {
  111214. this._effect.setTexture("diffuseSampler", alphaTexture);
  111215. this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
  111216. }
  111217. }
  111218. engine.setZOffset(-this.zOffset);
  111219. mesh._processRendering(subMesh, this._effect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { _this._effect.setMatrix("world", world); });
  111220. engine.setZOffset(0);
  111221. };
  111222. /**
  111223. * Returns whether or not the outline renderer is ready for a given submesh.
  111224. * All the dependencies e.g. submeshes, texture, effect... mus be ready
  111225. * @param subMesh Defines the submesh to check readyness for
  111226. * @param useInstances Defines wheter wee are trying to render instances or not
  111227. * @returns true if ready otherwise false
  111228. */
  111229. OutlineRenderer.prototype.isReady = function (subMesh, useInstances) {
  111230. var defines = [];
  111231. var attribs = [BABYLON.VertexBuffer.PositionKind, BABYLON.VertexBuffer.NormalKind];
  111232. var mesh = subMesh.getMesh();
  111233. var material = subMesh.getMaterial();
  111234. if (material) {
  111235. // Alpha test
  111236. if (material.needAlphaTesting()) {
  111237. defines.push("#define ALPHATEST");
  111238. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  111239. attribs.push(BABYLON.VertexBuffer.UVKind);
  111240. defines.push("#define UV1");
  111241. }
  111242. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  111243. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  111244. defines.push("#define UV2");
  111245. }
  111246. }
  111247. //Logarithmic depth
  111248. if (material.useLogarithmicDepth) {
  111249. defines.push("#define LOGARITHMICDEPTH");
  111250. }
  111251. }
  111252. // Bones
  111253. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  111254. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  111255. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  111256. if (mesh.numBoneInfluencers > 4) {
  111257. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  111258. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  111259. }
  111260. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  111261. defines.push("#define BonesPerMesh " + (mesh.skeleton ? mesh.skeleton.bones.length + 1 : 0));
  111262. }
  111263. else {
  111264. defines.push("#define NUM_BONE_INFLUENCERS 0");
  111265. }
  111266. // Instances
  111267. if (useInstances) {
  111268. defines.push("#define INSTANCES");
  111269. attribs.push("world0");
  111270. attribs.push("world1");
  111271. attribs.push("world2");
  111272. attribs.push("world3");
  111273. }
  111274. // Get correct effect
  111275. var join = defines.join("\n");
  111276. if (this._cachedDefines !== join) {
  111277. this._cachedDefines = join;
  111278. this._effect = this.scene.getEngine().createEffect("outline", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "offset", "color", "logarithmicDepthConstant"], ["diffuseSampler"], join);
  111279. }
  111280. return this._effect.isReady();
  111281. };
  111282. OutlineRenderer.prototype._beforeRenderingMesh = function (mesh, subMesh, batch) {
  111283. // Outline - step 1
  111284. this._savedDepthWrite = this._engine.getDepthWrite();
  111285. if (mesh.renderOutline) {
  111286. this._engine.setDepthWrite(false);
  111287. this.render(subMesh, batch);
  111288. this._engine.setDepthWrite(this._savedDepthWrite);
  111289. }
  111290. };
  111291. OutlineRenderer.prototype._afterRenderingMesh = function (mesh, subMesh, batch) {
  111292. // Outline - step 2
  111293. if (mesh.renderOutline && this._savedDepthWrite) {
  111294. this._engine.setDepthWrite(true);
  111295. this._engine.setColorWrite(false);
  111296. this.render(subMesh, batch);
  111297. this._engine.setColorWrite(true);
  111298. }
  111299. // Overlay
  111300. if (mesh.renderOverlay) {
  111301. var currentMode = this._engine.getAlphaMode();
  111302. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  111303. this.render(subMesh, batch, true);
  111304. this._engine.setAlphaMode(currentMode);
  111305. }
  111306. };
  111307. return OutlineRenderer;
  111308. }());
  111309. BABYLON.OutlineRenderer = OutlineRenderer;
  111310. })(BABYLON || (BABYLON = {}));
  111311. //# sourceMappingURL=babylon.outlineRenderer.js.map
  111312. var BABYLON;
  111313. (function (BABYLON) {
  111314. BABYLON.AbstractMesh.prototype.disableEdgesRendering = function () {
  111315. if (this._edgesRenderer) {
  111316. this._edgesRenderer.dispose();
  111317. this._edgesRenderer = null;
  111318. }
  111319. return this;
  111320. };
  111321. BABYLON.AbstractMesh.prototype.enableEdgesRendering = function (epsilon, checkVerticesInsteadOfIndices) {
  111322. if (epsilon === void 0) { epsilon = 0.95; }
  111323. if (checkVerticesInsteadOfIndices === void 0) { checkVerticesInsteadOfIndices = false; }
  111324. this.disableEdgesRendering();
  111325. this._edgesRenderer = new EdgesRenderer(this, epsilon, checkVerticesInsteadOfIndices);
  111326. return this;
  111327. };
  111328. Object.defineProperty(BABYLON.AbstractMesh.prototype, "edgesRenderer", {
  111329. get: function () {
  111330. return this._edgesRenderer;
  111331. },
  111332. enumerable: true,
  111333. configurable: true
  111334. });
  111335. BABYLON.LinesMesh.prototype.enableEdgesRendering = function (epsilon, checkVerticesInsteadOfIndices) {
  111336. if (epsilon === void 0) { epsilon = 0.95; }
  111337. if (checkVerticesInsteadOfIndices === void 0) { checkVerticesInsteadOfIndices = false; }
  111338. this.disableEdgesRendering();
  111339. this._edgesRenderer = new BABYLON.LineEdgesRenderer(this, epsilon, checkVerticesInsteadOfIndices);
  111340. return this;
  111341. };
  111342. BABYLON.InstancedLinesMesh.prototype.enableEdgesRendering = function (epsilon, checkVerticesInsteadOfIndices) {
  111343. if (epsilon === void 0) { epsilon = 0.95; }
  111344. if (checkVerticesInsteadOfIndices === void 0) { checkVerticesInsteadOfIndices = false; }
  111345. BABYLON.LinesMesh.prototype.enableEdgesRendering.apply(this, arguments);
  111346. return this;
  111347. };
  111348. /**
  111349. * FaceAdjacencies Helper class to generate edges
  111350. */
  111351. var FaceAdjacencies = /** @class */ (function () {
  111352. function FaceAdjacencies() {
  111353. this.edges = new Array();
  111354. this.edgesConnectedCount = 0;
  111355. }
  111356. return FaceAdjacencies;
  111357. }());
  111358. /**
  111359. * This class is used to generate edges of the mesh that could then easily be rendered in a scene.
  111360. */
  111361. var EdgesRenderer = /** @class */ (function () {
  111362. /**
  111363. * Creates an instance of the EdgesRenderer. It is primarily use to display edges of a mesh.
  111364. * Beware when you use this class with complex objects as the adjacencies computation can be really long
  111365. * @param source Mesh used to create edges
  111366. * @param epsilon sum of angles in adjacency to check for edge
  111367. * @param checkVerticesInsteadOfIndices
  111368. * @param generateEdgesLines - should generate Lines or only prepare resources.
  111369. */
  111370. function EdgesRenderer(source, epsilon, checkVerticesInsteadOfIndices, generateEdgesLines) {
  111371. if (epsilon === void 0) { epsilon = 0.95; }
  111372. if (checkVerticesInsteadOfIndices === void 0) { checkVerticesInsteadOfIndices = false; }
  111373. if (generateEdgesLines === void 0) { generateEdgesLines = true; }
  111374. var _this = this;
  111375. /**
  111376. * Define the size of the edges with an orthographic camera
  111377. */
  111378. this.edgesWidthScalerForOrthographic = 1000.0;
  111379. /**
  111380. * Define the size of the edges with a perspective camera
  111381. */
  111382. this.edgesWidthScalerForPerspective = 50.0;
  111383. this._linesPositions = new Array();
  111384. this._linesNormals = new Array();
  111385. this._linesIndices = new Array();
  111386. this._buffers = {};
  111387. this._checkVerticesInsteadOfIndices = false;
  111388. /** Gets or sets a boolean indicating if the edgesRenderer is active */
  111389. this.isEnabled = true;
  111390. this._source = source;
  111391. this._checkVerticesInsteadOfIndices = checkVerticesInsteadOfIndices;
  111392. this._epsilon = epsilon;
  111393. this._prepareRessources();
  111394. if (generateEdgesLines) {
  111395. this._generateEdgesLines();
  111396. }
  111397. this._meshRebuildObserver = this._source.onRebuildObservable.add(function () {
  111398. _this._rebuild();
  111399. });
  111400. this._meshDisposeObserver = this._source.onDisposeObservable.add(function () {
  111401. _this.dispose();
  111402. });
  111403. }
  111404. EdgesRenderer.prototype._prepareRessources = function () {
  111405. if (this._lineShader) {
  111406. return;
  111407. }
  111408. this._lineShader = new BABYLON.ShaderMaterial("lineShader", this._source.getScene(), "line", {
  111409. attributes: ["position", "normal"],
  111410. uniforms: ["worldViewProjection", "color", "width", "aspectRatio"]
  111411. });
  111412. this._lineShader.disableDepthWrite = true;
  111413. this._lineShader.backFaceCulling = false;
  111414. };
  111415. /** @hidden */
  111416. EdgesRenderer.prototype._rebuild = function () {
  111417. var buffer = this._buffers[BABYLON.VertexBuffer.PositionKind];
  111418. if (buffer) {
  111419. buffer._rebuild();
  111420. }
  111421. buffer = this._buffers[BABYLON.VertexBuffer.NormalKind];
  111422. if (buffer) {
  111423. buffer._rebuild();
  111424. }
  111425. var scene = this._source.getScene();
  111426. var engine = scene.getEngine();
  111427. this._ib = engine.createIndexBuffer(this._linesIndices);
  111428. };
  111429. /**
  111430. * Releases the required resources for the edges renderer
  111431. */
  111432. EdgesRenderer.prototype.dispose = function () {
  111433. this._source.onRebuildObservable.remove(this._meshRebuildObserver);
  111434. this._source.onDisposeObservable.remove(this._meshDisposeObserver);
  111435. var buffer = this._buffers[BABYLON.VertexBuffer.PositionKind];
  111436. if (buffer) {
  111437. buffer.dispose();
  111438. this._buffers[BABYLON.VertexBuffer.PositionKind] = null;
  111439. }
  111440. buffer = this._buffers[BABYLON.VertexBuffer.NormalKind];
  111441. if (buffer) {
  111442. buffer.dispose();
  111443. this._buffers[BABYLON.VertexBuffer.NormalKind] = null;
  111444. }
  111445. this._source.getScene().getEngine()._releaseBuffer(this._ib);
  111446. this._lineShader.dispose();
  111447. };
  111448. EdgesRenderer.prototype._processEdgeForAdjacencies = function (pa, pb, p0, p1, p2) {
  111449. if (pa === p0 && pb === p1 || pa === p1 && pb === p0) {
  111450. return 0;
  111451. }
  111452. if (pa === p1 && pb === p2 || pa === p2 && pb === p1) {
  111453. return 1;
  111454. }
  111455. if (pa === p2 && pb === p0 || pa === p0 && pb === p2) {
  111456. return 2;
  111457. }
  111458. return -1;
  111459. };
  111460. EdgesRenderer.prototype._processEdgeForAdjacenciesWithVertices = function (pa, pb, p0, p1, p2) {
  111461. if (pa.equalsWithEpsilon(p0) && pb.equalsWithEpsilon(p1) || pa.equalsWithEpsilon(p1) && pb.equalsWithEpsilon(p0)) {
  111462. return 0;
  111463. }
  111464. if (pa.equalsWithEpsilon(p1) && pb.equalsWithEpsilon(p2) || pa.equalsWithEpsilon(p2) && pb.equalsWithEpsilon(p1)) {
  111465. return 1;
  111466. }
  111467. if (pa.equalsWithEpsilon(p2) && pb.equalsWithEpsilon(p0) || pa.equalsWithEpsilon(p0) && pb.equalsWithEpsilon(p2)) {
  111468. return 2;
  111469. }
  111470. return -1;
  111471. };
  111472. /**
  111473. * Checks if the pair of p0 and p1 is en edge
  111474. * @param faceIndex
  111475. * @param edge
  111476. * @param faceNormals
  111477. * @param p0
  111478. * @param p1
  111479. * @private
  111480. */
  111481. EdgesRenderer.prototype._checkEdge = function (faceIndex, edge, faceNormals, p0, p1) {
  111482. var needToCreateLine;
  111483. if (edge === undefined) {
  111484. needToCreateLine = true;
  111485. }
  111486. else {
  111487. var dotProduct = BABYLON.Vector3.Dot(faceNormals[faceIndex], faceNormals[edge]);
  111488. needToCreateLine = dotProduct < this._epsilon;
  111489. }
  111490. if (needToCreateLine) {
  111491. this.createLine(p0, p1, this._linesPositions.length / 3);
  111492. }
  111493. };
  111494. /**
  111495. * push line into the position, normal and index buffer
  111496. * @protected
  111497. */
  111498. EdgesRenderer.prototype.createLine = function (p0, p1, offset) {
  111499. // Positions
  111500. this._linesPositions.push(p0.x, p0.y, p0.z, p0.x, p0.y, p0.z, p1.x, p1.y, p1.z, p1.x, p1.y, p1.z);
  111501. // Normals
  111502. this._linesNormals.push(p1.x, p1.y, p1.z, -1, p1.x, p1.y, p1.z, 1, p0.x, p0.y, p0.z, -1, p0.x, p0.y, p0.z, 1);
  111503. // Indices
  111504. this._linesIndices.push(offset, offset + 1, offset + 2, offset, offset + 2, offset + 3);
  111505. };
  111506. /**
  111507. * Generates lines edges from adjacencjes
  111508. * @private
  111509. */
  111510. EdgesRenderer.prototype._generateEdgesLines = function () {
  111511. var positions = this._source.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  111512. var indices = this._source.getIndices();
  111513. if (!indices || !positions) {
  111514. return;
  111515. }
  111516. // First let's find adjacencies
  111517. var adjacencies = new Array();
  111518. var faceNormals = new Array();
  111519. var index;
  111520. var faceAdjacencies;
  111521. // Prepare faces
  111522. for (index = 0; index < indices.length; index += 3) {
  111523. faceAdjacencies = new FaceAdjacencies();
  111524. var p0Index = indices[index];
  111525. var p1Index = indices[index + 1];
  111526. var p2Index = indices[index + 2];
  111527. faceAdjacencies.p0 = new BABYLON.Vector3(positions[p0Index * 3], positions[p0Index * 3 + 1], positions[p0Index * 3 + 2]);
  111528. faceAdjacencies.p1 = new BABYLON.Vector3(positions[p1Index * 3], positions[p1Index * 3 + 1], positions[p1Index * 3 + 2]);
  111529. faceAdjacencies.p2 = new BABYLON.Vector3(positions[p2Index * 3], positions[p2Index * 3 + 1], positions[p2Index * 3 + 2]);
  111530. var faceNormal = BABYLON.Vector3.Cross(faceAdjacencies.p1.subtract(faceAdjacencies.p0), faceAdjacencies.p2.subtract(faceAdjacencies.p1));
  111531. faceNormal.normalize();
  111532. faceNormals.push(faceNormal);
  111533. adjacencies.push(faceAdjacencies);
  111534. }
  111535. // Scan
  111536. for (index = 0; index < adjacencies.length; index++) {
  111537. faceAdjacencies = adjacencies[index];
  111538. for (var otherIndex = index + 1; otherIndex < adjacencies.length; otherIndex++) {
  111539. var otherFaceAdjacencies = adjacencies[otherIndex];
  111540. if (faceAdjacencies.edgesConnectedCount === 3) { // Full
  111541. break;
  111542. }
  111543. if (otherFaceAdjacencies.edgesConnectedCount === 3) { // Full
  111544. continue;
  111545. }
  111546. var otherP0 = indices[otherIndex * 3];
  111547. var otherP1 = indices[otherIndex * 3 + 1];
  111548. var otherP2 = indices[otherIndex * 3 + 2];
  111549. for (var edgeIndex = 0; edgeIndex < 3; edgeIndex++) {
  111550. var otherEdgeIndex = 0;
  111551. if (faceAdjacencies.edges[edgeIndex] !== undefined) {
  111552. continue;
  111553. }
  111554. switch (edgeIndex) {
  111555. case 0:
  111556. if (this._checkVerticesInsteadOfIndices) {
  111557. otherEdgeIndex = this._processEdgeForAdjacenciesWithVertices(faceAdjacencies.p0, faceAdjacencies.p1, otherFaceAdjacencies.p0, otherFaceAdjacencies.p1, otherFaceAdjacencies.p2);
  111558. }
  111559. else {
  111560. otherEdgeIndex = this._processEdgeForAdjacencies(indices[index * 3], indices[index * 3 + 1], otherP0, otherP1, otherP2);
  111561. }
  111562. break;
  111563. case 1:
  111564. if (this._checkVerticesInsteadOfIndices) {
  111565. otherEdgeIndex = this._processEdgeForAdjacenciesWithVertices(faceAdjacencies.p1, faceAdjacencies.p2, otherFaceAdjacencies.p0, otherFaceAdjacencies.p1, otherFaceAdjacencies.p2);
  111566. }
  111567. else {
  111568. otherEdgeIndex = this._processEdgeForAdjacencies(indices[index * 3 + 1], indices[index * 3 + 2], otherP0, otherP1, otherP2);
  111569. }
  111570. break;
  111571. case 2:
  111572. if (this._checkVerticesInsteadOfIndices) {
  111573. otherEdgeIndex = this._processEdgeForAdjacenciesWithVertices(faceAdjacencies.p2, faceAdjacencies.p0, otherFaceAdjacencies.p0, otherFaceAdjacencies.p1, otherFaceAdjacencies.p2);
  111574. }
  111575. else {
  111576. otherEdgeIndex = this._processEdgeForAdjacencies(indices[index * 3 + 2], indices[index * 3], otherP0, otherP1, otherP2);
  111577. }
  111578. break;
  111579. }
  111580. if (otherEdgeIndex === -1) {
  111581. continue;
  111582. }
  111583. faceAdjacencies.edges[edgeIndex] = otherIndex;
  111584. otherFaceAdjacencies.edges[otherEdgeIndex] = index;
  111585. faceAdjacencies.edgesConnectedCount++;
  111586. otherFaceAdjacencies.edgesConnectedCount++;
  111587. if (faceAdjacencies.edgesConnectedCount === 3) {
  111588. break;
  111589. }
  111590. }
  111591. }
  111592. }
  111593. // Create lines
  111594. for (index = 0; index < adjacencies.length; index++) {
  111595. // 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
  111596. var current = adjacencies[index];
  111597. this._checkEdge(index, current.edges[0], faceNormals, current.p0, current.p1);
  111598. this._checkEdge(index, current.edges[1], faceNormals, current.p1, current.p2);
  111599. this._checkEdge(index, current.edges[2], faceNormals, current.p2, current.p0);
  111600. }
  111601. // Merge into a single mesh
  111602. var engine = this._source.getScene().getEngine();
  111603. this._buffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(engine, this._linesPositions, BABYLON.VertexBuffer.PositionKind, false);
  111604. this._buffers[BABYLON.VertexBuffer.NormalKind] = new BABYLON.VertexBuffer(engine, this._linesNormals, BABYLON.VertexBuffer.NormalKind, false, false, 4);
  111605. this._ib = engine.createIndexBuffer(this._linesIndices);
  111606. this._indicesCount = this._linesIndices.length;
  111607. };
  111608. /**
  111609. * Checks wether or not the edges renderer is ready to render.
  111610. * @return true if ready, otherwise false.
  111611. */
  111612. EdgesRenderer.prototype.isReady = function () {
  111613. return this._lineShader.isReady();
  111614. };
  111615. /**
  111616. * Renders the edges of the attached mesh,
  111617. */
  111618. EdgesRenderer.prototype.render = function () {
  111619. var scene = this._source.getScene();
  111620. if (!this.isReady() || !scene.activeCamera) {
  111621. return;
  111622. }
  111623. var engine = scene.getEngine();
  111624. this._lineShader._preBind();
  111625. if (this._source.edgesColor.a !== 1) {
  111626. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  111627. }
  111628. else {
  111629. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  111630. }
  111631. // VBOs
  111632. engine.bindBuffers(this._buffers, this._ib, this._lineShader.getEffect());
  111633. scene.resetCachedMaterial();
  111634. this._lineShader.setColor4("color", this._source.edgesColor);
  111635. if (scene.activeCamera.mode === BABYLON.Camera.ORTHOGRAPHIC_CAMERA) {
  111636. this._lineShader.setFloat("width", this._source.edgesWidth / this.edgesWidthScalerForOrthographic);
  111637. }
  111638. else {
  111639. this._lineShader.setFloat("width", this._source.edgesWidth / this.edgesWidthScalerForPerspective);
  111640. }
  111641. this._lineShader.setFloat("aspectRatio", engine.getAspectRatio(scene.activeCamera));
  111642. this._lineShader.bind(this._source.getWorldMatrix());
  111643. // Draw order
  111644. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, this._indicesCount);
  111645. this._lineShader.unbind();
  111646. };
  111647. return EdgesRenderer;
  111648. }());
  111649. BABYLON.EdgesRenderer = EdgesRenderer;
  111650. })(BABYLON || (BABYLON = {}));
  111651. //# sourceMappingURL=babylon.edgesRenderer.js.map
  111652. var BABYLON;
  111653. (function (BABYLON) {
  111654. /**
  111655. * LineEdgesRenderer for LineMeshes to remove unnecessary triangulation
  111656. */
  111657. var LineEdgesRenderer = /** @class */ (function (_super) {
  111658. __extends(LineEdgesRenderer, _super);
  111659. /**
  111660. * This constructor turns off auto generating edges line in Edges Renderer to make it here.
  111661. * @param source LineMesh used to generate edges
  111662. * @param epsilon not important (specified angle for edge detection)
  111663. * @param checkVerticesInsteadOfIndices not important for LineMesh
  111664. */
  111665. function LineEdgesRenderer(source, epsilon, checkVerticesInsteadOfIndices) {
  111666. if (epsilon === void 0) { epsilon = 0.95; }
  111667. if (checkVerticesInsteadOfIndices === void 0) { checkVerticesInsteadOfIndices = false; }
  111668. var _this = _super.call(this, source, epsilon, checkVerticesInsteadOfIndices, false) || this;
  111669. _this._generateEdgesLines();
  111670. return _this;
  111671. }
  111672. /**
  111673. * Generate edges for each line in LinesMesh. Every Line should be rendered as edge.
  111674. */
  111675. LineEdgesRenderer.prototype._generateEdgesLines = function () {
  111676. var positions = this._source.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  111677. var indices = this._source.getIndices();
  111678. if (!indices || !positions) {
  111679. return;
  111680. }
  111681. var p0 = BABYLON.Tmp.Vector3[0];
  111682. var p1 = BABYLON.Tmp.Vector3[1];
  111683. var len = indices.length - 1;
  111684. for (var i = 0, offset = 0; i < len; i += 2, offset += 4) {
  111685. BABYLON.Vector3.FromArrayToRef(positions, 3 * indices[i], p0);
  111686. BABYLON.Vector3.FromArrayToRef(positions, 3 * indices[i + 1], p1);
  111687. this.createLine(p0, p1, offset);
  111688. }
  111689. // Merge into a single mesh
  111690. var engine = this._source.getScene().getEngine();
  111691. this._buffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(engine, this._linesPositions, BABYLON.VertexBuffer.PositionKind, false);
  111692. this._buffers[BABYLON.VertexBuffer.NormalKind] = new BABYLON.VertexBuffer(engine, this._linesNormals, BABYLON.VertexBuffer.NormalKind, false, false, 4);
  111693. this._ib = engine.createIndexBuffer(this._linesIndices);
  111694. this._indicesCount = this._linesIndices.length;
  111695. };
  111696. return LineEdgesRenderer;
  111697. }(BABYLON.EdgesRenderer));
  111698. BABYLON.LineEdgesRenderer = LineEdgesRenderer;
  111699. })(BABYLON || (BABYLON = {}));
  111700. //# sourceMappingURL=babylon.lineEdgesRenderer.js.map
  111701. var BABYLON;
  111702. (function (BABYLON) {
  111703. // Adds the parser to the scene parsers.
  111704. BABYLON.AbstractScene.AddParser(BABYLON.SceneComponentConstants.NAME_EFFECTLAYER, function (parsedData, scene, container, rootUrl) {
  111705. if (parsedData.effectLayers) {
  111706. if (!container.effectLayers) {
  111707. container.effectLayers = new Array();
  111708. }
  111709. for (var index = 0; index < parsedData.effectLayers.length; index++) {
  111710. var effectLayer = BABYLON.EffectLayer.Parse(parsedData.effectLayers[index], scene, rootUrl);
  111711. container.effectLayers.push(effectLayer);
  111712. }
  111713. }
  111714. });
  111715. BABYLON.AbstractScene.prototype.removeEffectLayer = function (toRemove) {
  111716. var index = this.effectLayers.indexOf(toRemove);
  111717. if (index !== -1) {
  111718. this.effectLayers.splice(index, 1);
  111719. }
  111720. return index;
  111721. };
  111722. BABYLON.AbstractScene.prototype.addEffectLayer = function (newEffectLayer) {
  111723. this.effectLayers.push(newEffectLayer);
  111724. };
  111725. /**
  111726. * Defines the layer scene component responsible to manage any effect layers
  111727. * in a given scene.
  111728. */
  111729. var EffectLayerSceneComponent = /** @class */ (function () {
  111730. /**
  111731. * Creates a new instance of the component for the given scene
  111732. * @param scene Defines the scene to register the component in
  111733. */
  111734. function EffectLayerSceneComponent(scene) {
  111735. /**
  111736. * The component name helpfull to identify the component in the list of scene components.
  111737. */
  111738. this.name = BABYLON.SceneComponentConstants.NAME_EFFECTLAYER;
  111739. this._renderEffects = false;
  111740. this._needStencil = false;
  111741. this._previousStencilState = false;
  111742. this.scene = scene;
  111743. this._engine = scene.getEngine();
  111744. scene.effectLayers = new Array();
  111745. }
  111746. /**
  111747. * Registers the component in a given scene
  111748. */
  111749. EffectLayerSceneComponent.prototype.register = function () {
  111750. this.scene._isReadyForMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_ISREADYFORMESH_EFFECTLAYER, this, this._isReadyForMesh);
  111751. this.scene._cameraDrawRenderTargetStage.registerStep(BABYLON.SceneComponentConstants.STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER, this, this._renderMainTexture);
  111752. this.scene._beforeCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORECAMERADRAW_EFFECTLAYER, this, this._setStencil);
  111753. this.scene._afterRenderingGroupDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW, this, this._drawRenderingGroup);
  111754. this.scene._afterCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERCAMERADRAW_EFFECTLAYER, this, this._setStencilBack);
  111755. this.scene._afterCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW, this, this._drawCamera);
  111756. };
  111757. /**
  111758. * Rebuilds the elements related to this component in case of
  111759. * context lost for instance.
  111760. */
  111761. EffectLayerSceneComponent.prototype.rebuild = function () {
  111762. var layers = this.scene.effectLayers;
  111763. for (var _i = 0, layers_1 = layers; _i < layers_1.length; _i++) {
  111764. var effectLayer = layers_1[_i];
  111765. effectLayer._rebuild();
  111766. }
  111767. };
  111768. /**
  111769. * Serializes the component data to the specified json object
  111770. * @param serializationObject The object to serialize to
  111771. */
  111772. EffectLayerSceneComponent.prototype.serialize = function (serializationObject) {
  111773. // Effect layers
  111774. serializationObject.effectLayers = [];
  111775. var layers = this.scene.effectLayers;
  111776. for (var _i = 0, layers_2 = layers; _i < layers_2.length; _i++) {
  111777. var effectLayer = layers_2[_i];
  111778. if (effectLayer.serialize) {
  111779. serializationObject.effectLayers.push(effectLayer.serialize());
  111780. }
  111781. }
  111782. };
  111783. /**
  111784. * Adds all the element from the container to the scene
  111785. * @param container the container holding the elements
  111786. */
  111787. EffectLayerSceneComponent.prototype.addFromContainer = function (container) {
  111788. var _this = this;
  111789. if (!container.effectLayers) {
  111790. return;
  111791. }
  111792. container.effectLayers.forEach(function (o) {
  111793. _this.scene.addEffectLayer(o);
  111794. });
  111795. };
  111796. /**
  111797. * Removes all the elements in the container from the scene
  111798. * @param container contains the elements to remove
  111799. */
  111800. EffectLayerSceneComponent.prototype.removeFromContainer = function (container) {
  111801. var _this = this;
  111802. if (!container.effectLayers) {
  111803. return;
  111804. }
  111805. container.effectLayers.forEach(function (o) {
  111806. _this.scene.removeEffectLayer(o);
  111807. });
  111808. };
  111809. /**
  111810. * Disposes the component and the associated ressources.
  111811. */
  111812. EffectLayerSceneComponent.prototype.dispose = function () {
  111813. var layers = this.scene.effectLayers;
  111814. while (layers.length) {
  111815. layers[0].dispose();
  111816. }
  111817. };
  111818. EffectLayerSceneComponent.prototype._isReadyForMesh = function (mesh, hardwareInstancedRendering) {
  111819. var layers = this.scene.effectLayers;
  111820. for (var _i = 0, layers_3 = layers; _i < layers_3.length; _i++) {
  111821. var layer = layers_3[_i];
  111822. if (!layer.hasMesh(mesh)) {
  111823. continue;
  111824. }
  111825. for (var _a = 0, _b = mesh.subMeshes; _a < _b.length; _a++) {
  111826. var subMesh = _b[_a];
  111827. if (!layer.isReady(subMesh, hardwareInstancedRendering)) {
  111828. return false;
  111829. }
  111830. }
  111831. }
  111832. return true;
  111833. };
  111834. EffectLayerSceneComponent.prototype._renderMainTexture = function (camera) {
  111835. this._renderEffects = false;
  111836. this._needStencil = false;
  111837. var layers = this.scene.effectLayers;
  111838. if (layers && layers.length > 0) {
  111839. this._previousStencilState = this._engine.getStencilBuffer();
  111840. for (var _i = 0, layers_4 = layers; _i < layers_4.length; _i++) {
  111841. var effectLayer = layers_4[_i];
  111842. if (effectLayer.shouldRender() &&
  111843. (!effectLayer.camera ||
  111844. (effectLayer.camera.cameraRigMode === BABYLON.Camera.RIG_MODE_NONE && camera === effectLayer.camera) ||
  111845. (effectLayer.camera.cameraRigMode !== BABYLON.Camera.RIG_MODE_NONE && effectLayer.camera._rigCameras.indexOf(camera) > -1))) {
  111846. this._renderEffects = true;
  111847. this._needStencil = this._needStencil || effectLayer.needStencil();
  111848. var renderTarget = effectLayer._mainTexture;
  111849. if (renderTarget._shouldRender()) {
  111850. this.scene.incrementRenderId();
  111851. renderTarget.render(false, false);
  111852. }
  111853. }
  111854. }
  111855. this.scene.incrementRenderId();
  111856. }
  111857. };
  111858. EffectLayerSceneComponent.prototype._setStencil = function (camera) {
  111859. // Activate effect Layer stencil
  111860. if (this._needStencil) {
  111861. this._engine.setStencilBuffer(true);
  111862. }
  111863. };
  111864. EffectLayerSceneComponent.prototype._setStencilBack = function (camera) {
  111865. // Restore effect Layer stencil
  111866. if (this._needStencil) {
  111867. this._engine.setStencilBuffer(this._previousStencilState);
  111868. }
  111869. };
  111870. EffectLayerSceneComponent.prototype._draw = function (renderingGroupId) {
  111871. if (this._renderEffects) {
  111872. this._engine.setDepthBuffer(false);
  111873. var layers = this.scene.effectLayers;
  111874. for (var i = 0; i < layers.length; i++) {
  111875. var effectLayer = layers[i];
  111876. if (effectLayer.renderingGroupId === renderingGroupId) {
  111877. if (effectLayer.shouldRender()) {
  111878. effectLayer.render();
  111879. }
  111880. }
  111881. }
  111882. this._engine.setDepthBuffer(true);
  111883. }
  111884. };
  111885. EffectLayerSceneComponent.prototype._drawCamera = function (camera) {
  111886. if (this._renderEffects) {
  111887. this._draw(-1);
  111888. }
  111889. };
  111890. EffectLayerSceneComponent.prototype._drawRenderingGroup = function (index) {
  111891. if (!this.scene._isInIntermediateRendering() && this._renderEffects) {
  111892. this._draw(index);
  111893. }
  111894. };
  111895. return EffectLayerSceneComponent;
  111896. }());
  111897. BABYLON.EffectLayerSceneComponent = EffectLayerSceneComponent;
  111898. })(BABYLON || (BABYLON = {}));
  111899. //# sourceMappingURL=babylon.effectLayerSceneComponent.js.map
  111900. var __assign = (this && this.__assign) || function () {
  111901. __assign = Object.assign || function(t) {
  111902. for (var s, i = 1, n = arguments.length; i < n; i++) {
  111903. s = arguments[i];
  111904. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  111905. t[p] = s[p];
  111906. }
  111907. return t;
  111908. };
  111909. return __assign.apply(this, arguments);
  111910. };
  111911. var BABYLON;
  111912. (function (BABYLON) {
  111913. /**
  111914. * The effect layer Helps adding post process effect blended with the main pass.
  111915. *
  111916. * This can be for instance use to generate glow or higlight effects on the scene.
  111917. *
  111918. * The effect layer class can not be used directly and is intented to inherited from to be
  111919. * customized per effects.
  111920. */
  111921. var EffectLayer = /** @class */ (function () {
  111922. /**
  111923. * Instantiates a new effect Layer and references it in the scene.
  111924. * @param name The name of the layer
  111925. * @param scene The scene to use the layer in
  111926. */
  111927. function EffectLayer(
  111928. /** The Friendly of the effect in the scene */
  111929. name, scene) {
  111930. this._vertexBuffers = {};
  111931. this._maxSize = 0;
  111932. this._mainTextureDesiredSize = { width: 0, height: 0 };
  111933. this._shouldRender = true;
  111934. this._postProcesses = [];
  111935. this._textures = [];
  111936. this._emissiveTextureAndColor = { texture: null, color: new BABYLON.Color4() };
  111937. /**
  111938. * The clear color of the texture used to generate the glow map.
  111939. */
  111940. this.neutralColor = new BABYLON.Color4();
  111941. /**
  111942. * Specifies wether the highlight layer is enabled or not.
  111943. */
  111944. this.isEnabled = true;
  111945. /**
  111946. * An event triggered when the effect layer has been disposed.
  111947. */
  111948. this.onDisposeObservable = new BABYLON.Observable();
  111949. /**
  111950. * An event triggered when the effect layer is about rendering the main texture with the glowy parts.
  111951. */
  111952. this.onBeforeRenderMainTextureObservable = new BABYLON.Observable();
  111953. /**
  111954. * An event triggered when the generated texture is being merged in the scene.
  111955. */
  111956. this.onBeforeComposeObservable = new BABYLON.Observable();
  111957. /**
  111958. * An event triggered when the generated texture has been merged in the scene.
  111959. */
  111960. this.onAfterComposeObservable = new BABYLON.Observable();
  111961. /**
  111962. * An event triggered when the efffect layer changes its size.
  111963. */
  111964. this.onSizeChangedObservable = new BABYLON.Observable();
  111965. this.name = name;
  111966. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  111967. var component = this._scene._getComponent(BABYLON.SceneComponentConstants.NAME_EFFECTLAYER);
  111968. if (!component) {
  111969. component = new BABYLON.EffectLayerSceneComponent(this._scene);
  111970. this._scene._addComponent(component);
  111971. }
  111972. this._engine = this._scene.getEngine();
  111973. this._maxSize = this._engine.getCaps().maxTextureSize;
  111974. this._scene.effectLayers.push(this);
  111975. // Generate Buffers
  111976. this._generateIndexBuffer();
  111977. this._genrateVertexBuffer();
  111978. }
  111979. Object.defineProperty(EffectLayer.prototype, "camera", {
  111980. /**
  111981. * Gets the camera attached to the layer.
  111982. */
  111983. get: function () {
  111984. return this._effectLayerOptions.camera;
  111985. },
  111986. enumerable: true,
  111987. configurable: true
  111988. });
  111989. Object.defineProperty(EffectLayer.prototype, "renderingGroupId", {
  111990. /**
  111991. * Gets the rendering group id the layer should render in.
  111992. */
  111993. get: function () {
  111994. return this._effectLayerOptions.renderingGroupId;
  111995. },
  111996. enumerable: true,
  111997. configurable: true
  111998. });
  111999. /**
  112000. * Initializes the effect layer with the required options.
  112001. * @param options Sets of none mandatory options to use with the layer (see IEffectLayerOptions for more information)
  112002. */
  112003. EffectLayer.prototype._init = function (options) {
  112004. // Adapt options
  112005. this._effectLayerOptions = __assign({ mainTextureRatio: 0.5, alphaBlendingMode: BABYLON.Engine.ALPHA_COMBINE, camera: null, renderingGroupId: -1 }, options);
  112006. this._setMainTextureSize();
  112007. this._createMainTexture();
  112008. this._createTextureAndPostProcesses();
  112009. this._mergeEffect = this._createMergeEffect();
  112010. };
  112011. /**
  112012. * Generates the index buffer of the full screen quad blending to the main canvas.
  112013. */
  112014. EffectLayer.prototype._generateIndexBuffer = function () {
  112015. // Indices
  112016. var indices = [];
  112017. indices.push(0);
  112018. indices.push(1);
  112019. indices.push(2);
  112020. indices.push(0);
  112021. indices.push(2);
  112022. indices.push(3);
  112023. this._indexBuffer = this._engine.createIndexBuffer(indices);
  112024. };
  112025. /**
  112026. * Generates the vertex buffer of the full screen quad blending to the main canvas.
  112027. */
  112028. EffectLayer.prototype._genrateVertexBuffer = function () {
  112029. // VBO
  112030. var vertices = [];
  112031. vertices.push(1, 1);
  112032. vertices.push(-1, 1);
  112033. vertices.push(-1, -1);
  112034. vertices.push(1, -1);
  112035. var vertexBuffer = new BABYLON.VertexBuffer(this._engine, vertices, BABYLON.VertexBuffer.PositionKind, false, false, 2);
  112036. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = vertexBuffer;
  112037. };
  112038. /**
  112039. * Sets the main texture desired size which is the closest power of two
  112040. * of the engine canvas size.
  112041. */
  112042. EffectLayer.prototype._setMainTextureSize = function () {
  112043. if (this._effectLayerOptions.mainTextureFixedSize) {
  112044. this._mainTextureDesiredSize.width = this._effectLayerOptions.mainTextureFixedSize;
  112045. this._mainTextureDesiredSize.height = this._effectLayerOptions.mainTextureFixedSize;
  112046. }
  112047. else {
  112048. this._mainTextureDesiredSize.width = this._engine.getRenderWidth() * this._effectLayerOptions.mainTextureRatio;
  112049. this._mainTextureDesiredSize.height = this._engine.getRenderHeight() * this._effectLayerOptions.mainTextureRatio;
  112050. this._mainTextureDesiredSize.width = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(this._mainTextureDesiredSize.width, this._maxSize) : this._mainTextureDesiredSize.width;
  112051. this._mainTextureDesiredSize.height = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(this._mainTextureDesiredSize.height, this._maxSize) : this._mainTextureDesiredSize.height;
  112052. }
  112053. this._mainTextureDesiredSize.width = Math.floor(this._mainTextureDesiredSize.width);
  112054. this._mainTextureDesiredSize.height = Math.floor(this._mainTextureDesiredSize.height);
  112055. };
  112056. /**
  112057. * Creates the main texture for the effect layer.
  112058. */
  112059. EffectLayer.prototype._createMainTexture = function () {
  112060. var _this = this;
  112061. this._mainTexture = new BABYLON.RenderTargetTexture("HighlightLayerMainRTT", {
  112062. width: this._mainTextureDesiredSize.width,
  112063. height: this._mainTextureDesiredSize.height
  112064. }, this._scene, false, true, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  112065. this._mainTexture.activeCamera = this._effectLayerOptions.camera;
  112066. this._mainTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  112067. this._mainTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  112068. this._mainTexture.anisotropicFilteringLevel = 1;
  112069. this._mainTexture.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  112070. this._mainTexture.renderParticles = false;
  112071. this._mainTexture.renderList = null;
  112072. this._mainTexture.ignoreCameraViewport = true;
  112073. // Custom render function
  112074. this._mainTexture.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) {
  112075. _this.onBeforeRenderMainTextureObservable.notifyObservers(_this);
  112076. var index;
  112077. var engine = _this._scene.getEngine();
  112078. if (depthOnlySubMeshes.length) {
  112079. engine.setColorWrite(false);
  112080. for (index = 0; index < depthOnlySubMeshes.length; index++) {
  112081. _this._renderSubMesh(depthOnlySubMeshes.data[index]);
  112082. }
  112083. engine.setColorWrite(true);
  112084. }
  112085. for (index = 0; index < opaqueSubMeshes.length; index++) {
  112086. _this._renderSubMesh(opaqueSubMeshes.data[index]);
  112087. }
  112088. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  112089. _this._renderSubMesh(alphaTestSubMeshes.data[index]);
  112090. }
  112091. for (index = 0; index < transparentSubMeshes.length; index++) {
  112092. _this._renderSubMesh(transparentSubMeshes.data[index]);
  112093. }
  112094. };
  112095. this._mainTexture.onClearObservable.add(function (engine) {
  112096. engine.clear(_this.neutralColor, true, true, true);
  112097. });
  112098. };
  112099. /**
  112100. * Checks for the readiness of the element composing the layer.
  112101. * @param subMesh the mesh to check for
  112102. * @param useInstances specify wether or not to use instances to render the mesh
  112103. * @param emissiveTexture the associated emissive texture used to generate the glow
  112104. * @return true if ready otherwise, false
  112105. */
  112106. EffectLayer.prototype._isReady = function (subMesh, useInstances, emissiveTexture) {
  112107. var material = subMesh.getMaterial();
  112108. if (!material) {
  112109. return false;
  112110. }
  112111. if (!material.isReadyForSubMesh(subMesh.getMesh(), subMesh, useInstances)) {
  112112. return false;
  112113. }
  112114. var defines = [];
  112115. var attribs = [BABYLON.VertexBuffer.PositionKind];
  112116. var mesh = subMesh.getMesh();
  112117. var uv1 = false;
  112118. var uv2 = false;
  112119. // Alpha test
  112120. if (material && material.needAlphaTesting()) {
  112121. var alphaTexture = material.getAlphaTestTexture();
  112122. if (alphaTexture) {
  112123. defines.push("#define ALPHATEST");
  112124. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind) &&
  112125. alphaTexture.coordinatesIndex === 1) {
  112126. defines.push("#define DIFFUSEUV2");
  112127. uv2 = true;
  112128. }
  112129. else if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  112130. defines.push("#define DIFFUSEUV1");
  112131. uv1 = true;
  112132. }
  112133. }
  112134. }
  112135. // Emissive
  112136. if (emissiveTexture) {
  112137. defines.push("#define EMISSIVE");
  112138. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind) &&
  112139. emissiveTexture.coordinatesIndex === 1) {
  112140. defines.push("#define EMISSIVEUV2");
  112141. uv2 = true;
  112142. }
  112143. else if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  112144. defines.push("#define EMISSIVEUV1");
  112145. uv1 = true;
  112146. }
  112147. }
  112148. if (uv1) {
  112149. attribs.push(BABYLON.VertexBuffer.UVKind);
  112150. defines.push("#define UV1");
  112151. }
  112152. if (uv2) {
  112153. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  112154. defines.push("#define UV2");
  112155. }
  112156. // Bones
  112157. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  112158. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  112159. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  112160. if (mesh.numBoneInfluencers > 4) {
  112161. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  112162. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  112163. }
  112164. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  112165. defines.push("#define BonesPerMesh " + (mesh.skeleton ? (mesh.skeleton.bones.length + 1) : 0));
  112166. }
  112167. else {
  112168. defines.push("#define NUM_BONE_INFLUENCERS 0");
  112169. }
  112170. // Morph targets
  112171. var manager = mesh.morphTargetManager;
  112172. var morphInfluencers = 0;
  112173. if (manager) {
  112174. if (manager.numInfluencers > 0) {
  112175. defines.push("#define MORPHTARGETS");
  112176. morphInfluencers = manager.numInfluencers;
  112177. defines.push("#define NUM_MORPH_INFLUENCERS " + morphInfluencers);
  112178. BABYLON.MaterialHelper.PrepareAttributesForMorphTargets(attribs, mesh, { "NUM_MORPH_INFLUENCERS": morphInfluencers });
  112179. }
  112180. }
  112181. // Instances
  112182. if (useInstances) {
  112183. defines.push("#define INSTANCES");
  112184. attribs.push("world0");
  112185. attribs.push("world1");
  112186. attribs.push("world2");
  112187. attribs.push("world3");
  112188. }
  112189. // Get correct effect
  112190. var join = defines.join("\n");
  112191. if (this._cachedDefines !== join) {
  112192. this._cachedDefines = join;
  112193. this._effectLayerMapGenerationEffect = this._scene.getEngine().createEffect("glowMapGeneration", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "color", "emissiveMatrix", "morphTargetInfluences"], ["diffuseSampler", "emissiveSampler"], join, undefined, undefined, undefined, { maxSimultaneousMorphTargets: morphInfluencers });
  112194. }
  112195. return this._effectLayerMapGenerationEffect.isReady();
  112196. };
  112197. /**
  112198. * Renders the glowing part of the scene by blending the blurred glowing meshes on top of the rendered scene.
  112199. */
  112200. EffectLayer.prototype.render = function () {
  112201. var currentEffect = this._mergeEffect;
  112202. // Check
  112203. if (!currentEffect.isReady()) {
  112204. return;
  112205. }
  112206. for (var i = 0; i < this._postProcesses.length; i++) {
  112207. if (!this._postProcesses[i].isReady()) {
  112208. return;
  112209. }
  112210. }
  112211. var engine = this._scene.getEngine();
  112212. this.onBeforeComposeObservable.notifyObservers(this);
  112213. // Render
  112214. engine.enableEffect(currentEffect);
  112215. engine.setState(false);
  112216. // VBOs
  112217. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, currentEffect);
  112218. // Cache
  112219. var previousAlphaMode = engine.getAlphaMode();
  112220. // Go Blend.
  112221. engine.setAlphaMode(this._effectLayerOptions.alphaBlendingMode);
  112222. // Blends the map on the main canvas.
  112223. this._internalRender(currentEffect);
  112224. // Restore Alpha
  112225. engine.setAlphaMode(previousAlphaMode);
  112226. this.onAfterComposeObservable.notifyObservers(this);
  112227. // Handle size changes.
  112228. var size = this._mainTexture.getSize();
  112229. this._setMainTextureSize();
  112230. if (size.width !== this._mainTextureDesiredSize.width || size.height !== this._mainTextureDesiredSize.height) {
  112231. // Recreate RTT and post processes on size change.
  112232. this.onSizeChangedObservable.notifyObservers(this);
  112233. this._disposeTextureAndPostProcesses();
  112234. this._createMainTexture();
  112235. this._createTextureAndPostProcesses();
  112236. }
  112237. };
  112238. /**
  112239. * Determine if a given mesh will be used in the current effect.
  112240. * @param mesh mesh to test
  112241. * @returns true if the mesh will be used
  112242. */
  112243. EffectLayer.prototype.hasMesh = function (mesh) {
  112244. if (this.renderingGroupId === -1 || mesh.renderingGroupId === this.renderingGroupId) {
  112245. return true;
  112246. }
  112247. return false;
  112248. };
  112249. /**
  112250. * Returns true if the layer contains information to display, otherwise false.
  112251. * @returns true if the glow layer should be rendered
  112252. */
  112253. EffectLayer.prototype.shouldRender = function () {
  112254. return this.isEnabled && this._shouldRender;
  112255. };
  112256. /**
  112257. * Returns true if the mesh should render, otherwise false.
  112258. * @param mesh The mesh to render
  112259. * @returns true if it should render otherwise false
  112260. */
  112261. EffectLayer.prototype._shouldRenderMesh = function (mesh) {
  112262. return true;
  112263. };
  112264. /**
  112265. * Returns true if the mesh should render, otherwise false.
  112266. * @param mesh The mesh to render
  112267. * @returns true if it should render otherwise false
  112268. */
  112269. EffectLayer.prototype._shouldRenderEmissiveTextureForMesh = function (mesh) {
  112270. return true;
  112271. };
  112272. /**
  112273. * Renders the submesh passed in parameter to the generation map.
  112274. */
  112275. EffectLayer.prototype._renderSubMesh = function (subMesh) {
  112276. var _this = this;
  112277. if (!this.shouldRender()) {
  112278. return;
  112279. }
  112280. var material = subMesh.getMaterial();
  112281. var mesh = subMesh.getRenderingMesh();
  112282. var scene = this._scene;
  112283. var engine = scene.getEngine();
  112284. if (!material) {
  112285. return;
  112286. }
  112287. // Do not block in blend mode.
  112288. if (material.needAlphaBlendingForMesh(mesh)) {
  112289. return;
  112290. }
  112291. // Culling
  112292. engine.setState(material.backFaceCulling);
  112293. // Managing instances
  112294. var batch = mesh._getInstancesRenderList(subMesh._id);
  112295. if (batch.mustReturn) {
  112296. return;
  112297. }
  112298. // Early Exit per mesh
  112299. if (!this._shouldRenderMesh(mesh)) {
  112300. return;
  112301. }
  112302. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
  112303. this._setEmissiveTextureAndColor(mesh, subMesh, material);
  112304. if (this._isReady(subMesh, hardwareInstancedRendering, this._emissiveTextureAndColor.texture)) {
  112305. engine.enableEffect(this._effectLayerMapGenerationEffect);
  112306. mesh._bind(subMesh, this._effectLayerMapGenerationEffect, BABYLON.Material.TriangleFillMode);
  112307. this._effectLayerMapGenerationEffect.setMatrix("viewProjection", scene.getTransformMatrix());
  112308. this._effectLayerMapGenerationEffect.setFloat4("color", this._emissiveTextureAndColor.color.r, this._emissiveTextureAndColor.color.g, this._emissiveTextureAndColor.color.b, this._emissiveTextureAndColor.color.a);
  112309. // Alpha test
  112310. if (material && material.needAlphaTesting()) {
  112311. var alphaTexture = material.getAlphaTestTexture();
  112312. if (alphaTexture) {
  112313. this._effectLayerMapGenerationEffect.setTexture("diffuseSampler", alphaTexture);
  112314. var textureMatrix = alphaTexture.getTextureMatrix();
  112315. if (textureMatrix) {
  112316. this._effectLayerMapGenerationEffect.setMatrix("diffuseMatrix", textureMatrix);
  112317. }
  112318. }
  112319. }
  112320. // Glow emissive only
  112321. if (this._emissiveTextureAndColor.texture) {
  112322. this._effectLayerMapGenerationEffect.setTexture("emissiveSampler", this._emissiveTextureAndColor.texture);
  112323. this._effectLayerMapGenerationEffect.setMatrix("emissiveMatrix", this._emissiveTextureAndColor.texture.getTextureMatrix());
  112324. }
  112325. // Bones
  112326. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  112327. this._effectLayerMapGenerationEffect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  112328. }
  112329. // Morph targets
  112330. BABYLON.MaterialHelper.BindMorphTargetParameters(mesh, this._effectLayerMapGenerationEffect);
  112331. // Draw
  112332. mesh._processRendering(subMesh, this._effectLayerMapGenerationEffect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return _this._effectLayerMapGenerationEffect.setMatrix("world", world); });
  112333. }
  112334. else {
  112335. // Need to reset refresh rate of the main map
  112336. this._mainTexture.resetRefreshCounter();
  112337. }
  112338. };
  112339. /**
  112340. * Rebuild the required buffers.
  112341. * @hidden Internal use only.
  112342. */
  112343. EffectLayer.prototype._rebuild = function () {
  112344. var vb = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  112345. if (vb) {
  112346. vb._rebuild();
  112347. }
  112348. this._generateIndexBuffer();
  112349. };
  112350. /**
  112351. * Dispose only the render target textures and post process.
  112352. */
  112353. EffectLayer.prototype._disposeTextureAndPostProcesses = function () {
  112354. this._mainTexture.dispose();
  112355. for (var i = 0; i < this._postProcesses.length; i++) {
  112356. if (this._postProcesses[i]) {
  112357. this._postProcesses[i].dispose();
  112358. }
  112359. }
  112360. this._postProcesses = [];
  112361. for (var i = 0; i < this._textures.length; i++) {
  112362. if (this._textures[i]) {
  112363. this._textures[i].dispose();
  112364. }
  112365. }
  112366. this._textures = [];
  112367. };
  112368. /**
  112369. * Dispose the highlight layer and free resources.
  112370. */
  112371. EffectLayer.prototype.dispose = function () {
  112372. var vertexBuffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  112373. if (vertexBuffer) {
  112374. vertexBuffer.dispose();
  112375. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  112376. }
  112377. if (this._indexBuffer) {
  112378. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  112379. this._indexBuffer = null;
  112380. }
  112381. // Clean textures and post processes
  112382. this._disposeTextureAndPostProcesses();
  112383. // Remove from scene
  112384. var index = this._scene.effectLayers.indexOf(this, 0);
  112385. if (index > -1) {
  112386. this._scene.effectLayers.splice(index, 1);
  112387. }
  112388. // Callback
  112389. this.onDisposeObservable.notifyObservers(this);
  112390. this.onDisposeObservable.clear();
  112391. this.onBeforeRenderMainTextureObservable.clear();
  112392. this.onBeforeComposeObservable.clear();
  112393. this.onAfterComposeObservable.clear();
  112394. this.onSizeChangedObservable.clear();
  112395. };
  112396. /**
  112397. * Gets the class name of the effect layer
  112398. * @returns the string with the class name of the effect layer
  112399. */
  112400. EffectLayer.prototype.getClassName = function () {
  112401. return "EffectLayer";
  112402. };
  112403. /**
  112404. * Creates an effect layer from parsed effect layer data
  112405. * @param parsedEffectLayer defines effect layer data
  112406. * @param scene defines the current scene
  112407. * @param rootUrl defines the root URL containing the effect layer information
  112408. * @returns a parsed effect Layer
  112409. */
  112410. EffectLayer.Parse = function (parsedEffectLayer, scene, rootUrl) {
  112411. var effectLayerType = BABYLON.Tools.Instantiate(parsedEffectLayer.customType);
  112412. return effectLayerType.Parse(parsedEffectLayer, scene, rootUrl);
  112413. };
  112414. __decorate([
  112415. BABYLON.serialize()
  112416. ], EffectLayer.prototype, "name", void 0);
  112417. __decorate([
  112418. BABYLON.serializeAsColor4()
  112419. ], EffectLayer.prototype, "neutralColor", void 0);
  112420. __decorate([
  112421. BABYLON.serialize()
  112422. ], EffectLayer.prototype, "isEnabled", void 0);
  112423. __decorate([
  112424. BABYLON.serializeAsCameraReference()
  112425. ], EffectLayer.prototype, "camera", null);
  112426. __decorate([
  112427. BABYLON.serialize()
  112428. ], EffectLayer.prototype, "renderingGroupId", null);
  112429. return EffectLayer;
  112430. }());
  112431. BABYLON.EffectLayer = EffectLayer;
  112432. })(BABYLON || (BABYLON = {}));
  112433. //# sourceMappingURL=babylon.effectLayer.js.map
  112434. var BABYLON;
  112435. (function (BABYLON) {
  112436. BABYLON.AbstractScene.prototype.getHighlightLayerByName = function (name) {
  112437. for (var index = 0; index < this.effectLayers.length; index++) {
  112438. if (this.effectLayers[index].name === name && this.effectLayers[index].getEffectName() === HighlightLayer.EffectName) {
  112439. return this.effectLayers[index];
  112440. }
  112441. }
  112442. return null;
  112443. };
  112444. /**
  112445. * Special Glow Blur post process only blurring the alpha channel
  112446. * It enforces keeping the most luminous color in the color channel.
  112447. */
  112448. var GlowBlurPostProcess = /** @class */ (function (_super) {
  112449. __extends(GlowBlurPostProcess, _super);
  112450. function GlowBlurPostProcess(name, direction, kernel, options, camera, samplingMode, engine, reusable) {
  112451. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  112452. var _this = _super.call(this, name, "glowBlurPostProcess", ["screenSize", "direction", "blurWidth"], null, options, camera, samplingMode, engine, reusable) || this;
  112453. _this.direction = direction;
  112454. _this.kernel = kernel;
  112455. _this.onApplyObservable.add(function (effect) {
  112456. effect.setFloat2("screenSize", _this.width, _this.height);
  112457. effect.setVector2("direction", _this.direction);
  112458. effect.setFloat("blurWidth", _this.kernel);
  112459. });
  112460. return _this;
  112461. }
  112462. return GlowBlurPostProcess;
  112463. }(BABYLON.PostProcess));
  112464. /**
  112465. * The highlight layer Helps adding a glow effect around a mesh.
  112466. *
  112467. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  112468. * glowy meshes to your scene.
  112469. *
  112470. * !!! THIS REQUIRES AN ACTIVE STENCIL BUFFER ON THE CANVAS !!!
  112471. */
  112472. var HighlightLayer = /** @class */ (function (_super) {
  112473. __extends(HighlightLayer, _super);
  112474. /**
  112475. * Instantiates a new highlight Layer and references it to the scene..
  112476. * @param name The name of the layer
  112477. * @param scene The scene to use the layer in
  112478. * @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information)
  112479. */
  112480. function HighlightLayer(name, scene, options) {
  112481. var _this = _super.call(this, name, scene) || this;
  112482. _this.name = name;
  112483. /**
  112484. * Specifies whether or not the inner glow is ACTIVE in the layer.
  112485. */
  112486. _this.innerGlow = true;
  112487. /**
  112488. * Specifies whether or not the outer glow is ACTIVE in the layer.
  112489. */
  112490. _this.outerGlow = true;
  112491. /**
  112492. * An event triggered when the highlight layer is being blurred.
  112493. */
  112494. _this.onBeforeBlurObservable = new BABYLON.Observable();
  112495. /**
  112496. * An event triggered when the highlight layer has been blurred.
  112497. */
  112498. _this.onAfterBlurObservable = new BABYLON.Observable();
  112499. _this._instanceGlowingMeshStencilReference = HighlightLayer.GlowingMeshStencilReference++;
  112500. _this._meshes = {};
  112501. _this._excludedMeshes = {};
  112502. _this.neutralColor = HighlightLayer.NeutralColor;
  112503. // Warn on stencil
  112504. if (!_this._engine.isStencilEnable) {
  112505. 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 }");
  112506. }
  112507. // Adapt options
  112508. _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);
  112509. // Initialize the layer
  112510. _this._init({
  112511. alphaBlendingMode: _this._options.alphaBlendingMode,
  112512. camera: _this._options.camera,
  112513. mainTextureFixedSize: _this._options.mainTextureFixedSize,
  112514. mainTextureRatio: _this._options.mainTextureRatio,
  112515. renderingGroupId: _this._options.renderingGroupId
  112516. });
  112517. // Do not render as long as no meshes have been added
  112518. _this._shouldRender = false;
  112519. return _this;
  112520. }
  112521. Object.defineProperty(HighlightLayer.prototype, "blurHorizontalSize", {
  112522. /**
  112523. * Gets the horizontal size of the blur.
  112524. */
  112525. get: function () {
  112526. return this._horizontalBlurPostprocess.kernel;
  112527. },
  112528. /**
  112529. * Specifies the horizontal size of the blur.
  112530. */
  112531. set: function (value) {
  112532. this._horizontalBlurPostprocess.kernel = value;
  112533. },
  112534. enumerable: true,
  112535. configurable: true
  112536. });
  112537. Object.defineProperty(HighlightLayer.prototype, "blurVerticalSize", {
  112538. /**
  112539. * Gets the vertical size of the blur.
  112540. */
  112541. get: function () {
  112542. return this._verticalBlurPostprocess.kernel;
  112543. },
  112544. /**
  112545. * Specifies the vertical size of the blur.
  112546. */
  112547. set: function (value) {
  112548. this._verticalBlurPostprocess.kernel = value;
  112549. },
  112550. enumerable: true,
  112551. configurable: true
  112552. });
  112553. /**
  112554. * Get the effect name of the layer.
  112555. * @return The effect name
  112556. */
  112557. HighlightLayer.prototype.getEffectName = function () {
  112558. return HighlightLayer.EffectName;
  112559. };
  112560. /**
  112561. * Create the merge effect. This is the shader use to blit the information back
  112562. * to the main canvas at the end of the scene rendering.
  112563. */
  112564. HighlightLayer.prototype._createMergeEffect = function () {
  112565. // Effect
  112566. return this._engine.createEffect("glowMapMerge", [BABYLON.VertexBuffer.PositionKind], ["offset"], ["textureSampler"], this._options.isStroke ? "#define STROKE \n" : undefined);
  112567. };
  112568. /**
  112569. * Creates the render target textures and post processes used in the highlight layer.
  112570. */
  112571. HighlightLayer.prototype._createTextureAndPostProcesses = function () {
  112572. var _this = this;
  112573. var blurTextureWidth = this._mainTextureDesiredSize.width * this._options.blurTextureSizeRatio;
  112574. var blurTextureHeight = this._mainTextureDesiredSize.height * this._options.blurTextureSizeRatio;
  112575. blurTextureWidth = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(blurTextureWidth, this._maxSize) : blurTextureWidth;
  112576. blurTextureHeight = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(blurTextureHeight, this._maxSize) : blurTextureHeight;
  112577. var textureType = 0;
  112578. if (this._engine.getCaps().textureHalfFloatRender) {
  112579. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  112580. }
  112581. else {
  112582. textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  112583. }
  112584. this._blurTexture = new BABYLON.RenderTargetTexture("HighlightLayerBlurRTT", {
  112585. width: blurTextureWidth,
  112586. height: blurTextureHeight
  112587. }, this._scene, false, true, textureType);
  112588. this._blurTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  112589. this._blurTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  112590. this._blurTexture.anisotropicFilteringLevel = 16;
  112591. this._blurTexture.updateSamplingMode(BABYLON.Texture.TRILINEAR_SAMPLINGMODE);
  112592. this._blurTexture.renderParticles = false;
  112593. this._blurTexture.ignoreCameraViewport = true;
  112594. this._textures = [this._blurTexture];
  112595. if (this._options.alphaBlendingMode === BABYLON.Engine.ALPHA_COMBINE) {
  112596. this._downSamplePostprocess = new BABYLON.PassPostProcess("HighlightLayerPPP", this._options.blurTextureSizeRatio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine());
  112597. this._downSamplePostprocess.onApplyObservable.add(function (effect) {
  112598. effect.setTexture("textureSampler", _this._mainTexture);
  112599. });
  112600. this._horizontalBlurPostprocess = new GlowBlurPostProcess("HighlightLayerHBP", new BABYLON.Vector2(1.0, 0), this._options.blurHorizontalSize, 1, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine());
  112601. this._horizontalBlurPostprocess.onApplyObservable.add(function (effect) {
  112602. effect.setFloat2("screenSize", blurTextureWidth, blurTextureHeight);
  112603. });
  112604. this._verticalBlurPostprocess = new GlowBlurPostProcess("HighlightLayerVBP", new BABYLON.Vector2(0, 1.0), this._options.blurVerticalSize, 1, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine());
  112605. this._verticalBlurPostprocess.onApplyObservable.add(function (effect) {
  112606. effect.setFloat2("screenSize", blurTextureWidth, blurTextureHeight);
  112607. });
  112608. this._postProcesses = [this._downSamplePostprocess, this._horizontalBlurPostprocess, this._verticalBlurPostprocess];
  112609. }
  112610. else {
  112611. this._horizontalBlurPostprocess = new BABYLON.BlurPostProcess("HighlightLayerHBP", new BABYLON.Vector2(1.0, 0), this._options.blurHorizontalSize / 2, {
  112612. width: blurTextureWidth,
  112613. height: blurTextureHeight
  112614. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  112615. this._horizontalBlurPostprocess.width = blurTextureWidth;
  112616. this._horizontalBlurPostprocess.height = blurTextureHeight;
  112617. this._horizontalBlurPostprocess.onApplyObservable.add(function (effect) {
  112618. effect.setTexture("textureSampler", _this._mainTexture);
  112619. });
  112620. this._verticalBlurPostprocess = new BABYLON.BlurPostProcess("HighlightLayerVBP", new BABYLON.Vector2(0, 1.0), this._options.blurVerticalSize / 2, {
  112621. width: blurTextureWidth,
  112622. height: blurTextureHeight
  112623. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  112624. this._postProcesses = [this._horizontalBlurPostprocess, this._verticalBlurPostprocess];
  112625. }
  112626. this._mainTexture.onAfterUnbindObservable.add(function () {
  112627. _this.onBeforeBlurObservable.notifyObservers(_this);
  112628. var internalTexture = _this._blurTexture.getInternalTexture();
  112629. if (internalTexture) {
  112630. _this._scene.postProcessManager.directRender(_this._postProcesses, internalTexture, true);
  112631. }
  112632. _this.onAfterBlurObservable.notifyObservers(_this);
  112633. });
  112634. // Prevent autoClear.
  112635. this._postProcesses.map(function (pp) { pp.autoClear = false; });
  112636. };
  112637. /**
  112638. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  112639. */
  112640. HighlightLayer.prototype.needStencil = function () {
  112641. return true;
  112642. };
  112643. /**
  112644. * Checks for the readiness of the element composing the layer.
  112645. * @param subMesh the mesh to check for
  112646. * @param useInstances specify wether or not to use instances to render the mesh
  112647. * @param emissiveTexture the associated emissive texture used to generate the glow
  112648. * @return true if ready otherwise, false
  112649. */
  112650. HighlightLayer.prototype.isReady = function (subMesh, useInstances) {
  112651. var material = subMesh.getMaterial();
  112652. var mesh = subMesh.getRenderingMesh();
  112653. if (!material || !mesh || !this._meshes) {
  112654. return false;
  112655. }
  112656. var emissiveTexture = null;
  112657. var highlightLayerMesh = this._meshes[mesh.uniqueId];
  112658. if (highlightLayerMesh && highlightLayerMesh.glowEmissiveOnly && material) {
  112659. emissiveTexture = material.emissiveTexture;
  112660. }
  112661. return _super.prototype._isReady.call(this, subMesh, useInstances, emissiveTexture);
  112662. };
  112663. /**
  112664. * Implementation specific of rendering the generating effect on the main canvas.
  112665. * @param effect The effect used to render through
  112666. */
  112667. HighlightLayer.prototype._internalRender = function (effect) {
  112668. // Texture
  112669. effect.setTexture("textureSampler", this._blurTexture);
  112670. // Cache
  112671. var engine = this._engine;
  112672. var previousStencilBuffer = engine.getStencilBuffer();
  112673. var previousStencilFunction = engine.getStencilFunction();
  112674. var previousStencilMask = engine.getStencilMask();
  112675. var previousStencilOperationPass = engine.getStencilOperationPass();
  112676. var previousStencilOperationFail = engine.getStencilOperationFail();
  112677. var previousStencilOperationDepthFail = engine.getStencilOperationDepthFail();
  112678. var previousStencilReference = engine.getStencilFunctionReference();
  112679. // Stencil operations
  112680. engine.setStencilOperationPass(BABYLON.Engine.REPLACE);
  112681. engine.setStencilOperationFail(BABYLON.Engine.KEEP);
  112682. engine.setStencilOperationDepthFail(BABYLON.Engine.KEEP);
  112683. // Draw order
  112684. engine.setStencilMask(0x00);
  112685. engine.setStencilBuffer(true);
  112686. engine.setStencilFunctionReference(this._instanceGlowingMeshStencilReference);
  112687. // 2 passes inner outer
  112688. if (this.outerGlow) {
  112689. effect.setFloat("offset", 0);
  112690. engine.setStencilFunction(BABYLON.Engine.NOTEQUAL);
  112691. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  112692. }
  112693. if (this.innerGlow) {
  112694. effect.setFloat("offset", 1);
  112695. engine.setStencilFunction(BABYLON.Engine.EQUAL);
  112696. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  112697. }
  112698. // Restore Cache
  112699. engine.setStencilFunction(previousStencilFunction);
  112700. engine.setStencilMask(previousStencilMask);
  112701. engine.setStencilBuffer(previousStencilBuffer);
  112702. engine.setStencilOperationPass(previousStencilOperationPass);
  112703. engine.setStencilOperationFail(previousStencilOperationFail);
  112704. engine.setStencilOperationDepthFail(previousStencilOperationDepthFail);
  112705. engine.setStencilFunctionReference(previousStencilReference);
  112706. };
  112707. /**
  112708. * Returns true if the layer contains information to display, otherwise false.
  112709. */
  112710. HighlightLayer.prototype.shouldRender = function () {
  112711. if (_super.prototype.shouldRender.call(this)) {
  112712. return this._meshes ? true : false;
  112713. }
  112714. return false;
  112715. };
  112716. /**
  112717. * Returns true if the mesh should render, otherwise false.
  112718. * @param mesh The mesh to render
  112719. * @returns true if it should render otherwise false
  112720. */
  112721. HighlightLayer.prototype._shouldRenderMesh = function (mesh) {
  112722. // Excluded Mesh
  112723. if (this._excludedMeshes && this._excludedMeshes[mesh.uniqueId]) {
  112724. return false;
  112725. }
  112726. if (!_super.prototype.hasMesh.call(this, mesh)) {
  112727. return false;
  112728. }
  112729. return true;
  112730. };
  112731. /**
  112732. * Sets the required values for both the emissive texture and and the main color.
  112733. */
  112734. HighlightLayer.prototype._setEmissiveTextureAndColor = function (mesh, subMesh, material) {
  112735. var highlightLayerMesh = this._meshes[mesh.uniqueId];
  112736. if (highlightLayerMesh) {
  112737. this._emissiveTextureAndColor.color.set(highlightLayerMesh.color.r, highlightLayerMesh.color.g, highlightLayerMesh.color.b, 1.0);
  112738. }
  112739. else {
  112740. this._emissiveTextureAndColor.color.set(this.neutralColor.r, this.neutralColor.g, this.neutralColor.b, this.neutralColor.a);
  112741. }
  112742. if (highlightLayerMesh && highlightLayerMesh.glowEmissiveOnly && material) {
  112743. this._emissiveTextureAndColor.texture = material.emissiveTexture;
  112744. this._emissiveTextureAndColor.color.set(1.0, 1.0, 1.0, 1.0);
  112745. }
  112746. else {
  112747. this._emissiveTextureAndColor.texture = null;
  112748. }
  112749. };
  112750. /**
  112751. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the highlight layer.
  112752. * @param mesh The mesh to exclude from the highlight layer
  112753. */
  112754. HighlightLayer.prototype.addExcludedMesh = function (mesh) {
  112755. if (!this._excludedMeshes) {
  112756. return;
  112757. }
  112758. var meshExcluded = this._excludedMeshes[mesh.uniqueId];
  112759. if (!meshExcluded) {
  112760. this._excludedMeshes[mesh.uniqueId] = {
  112761. mesh: mesh,
  112762. beforeRender: mesh.onBeforeRenderObservable.add(function (mesh) {
  112763. mesh.getEngine().setStencilBuffer(false);
  112764. }),
  112765. afterRender: mesh.onAfterRenderObservable.add(function (mesh) {
  112766. mesh.getEngine().setStencilBuffer(true);
  112767. }),
  112768. };
  112769. }
  112770. };
  112771. /**
  112772. * Remove a mesh from the exclusion list to let it impact or being impacted by the highlight layer.
  112773. * @param mesh The mesh to highlight
  112774. */
  112775. HighlightLayer.prototype.removeExcludedMesh = function (mesh) {
  112776. if (!this._excludedMeshes) {
  112777. return;
  112778. }
  112779. var meshExcluded = this._excludedMeshes[mesh.uniqueId];
  112780. if (meshExcluded) {
  112781. if (meshExcluded.beforeRender) {
  112782. mesh.onBeforeRenderObservable.remove(meshExcluded.beforeRender);
  112783. }
  112784. if (meshExcluded.afterRender) {
  112785. mesh.onAfterRenderObservable.remove(meshExcluded.afterRender);
  112786. }
  112787. }
  112788. this._excludedMeshes[mesh.uniqueId] = null;
  112789. };
  112790. /**
  112791. * Determine if a given mesh will be highlighted by the current HighlightLayer
  112792. * @param mesh mesh to test
  112793. * @returns true if the mesh will be highlighted by the current HighlightLayer
  112794. */
  112795. HighlightLayer.prototype.hasMesh = function (mesh) {
  112796. if (!this._meshes) {
  112797. return false;
  112798. }
  112799. if (!_super.prototype.hasMesh.call(this, mesh)) {
  112800. return false;
  112801. }
  112802. return this._meshes[mesh.uniqueId] !== undefined && this._meshes[mesh.uniqueId] !== null;
  112803. };
  112804. /**
  112805. * Add a mesh in the highlight layer in order to make it glow with the chosen color.
  112806. * @param mesh The mesh to highlight
  112807. * @param color The color of the highlight
  112808. * @param glowEmissiveOnly Extract the glow from the emissive texture
  112809. */
  112810. HighlightLayer.prototype.addMesh = function (mesh, color, glowEmissiveOnly) {
  112811. var _this = this;
  112812. if (glowEmissiveOnly === void 0) { glowEmissiveOnly = false; }
  112813. if (!this._meshes) {
  112814. return;
  112815. }
  112816. var meshHighlight = this._meshes[mesh.uniqueId];
  112817. if (meshHighlight) {
  112818. meshHighlight.color = color;
  112819. }
  112820. else {
  112821. this._meshes[mesh.uniqueId] = {
  112822. mesh: mesh,
  112823. color: color,
  112824. // Lambda required for capture due to Observable this context
  112825. observerHighlight: mesh.onBeforeRenderObservable.add(function (mesh) {
  112826. if (_this._excludedMeshes && _this._excludedMeshes[mesh.uniqueId]) {
  112827. _this._defaultStencilReference(mesh);
  112828. }
  112829. else {
  112830. mesh.getScene().getEngine().setStencilFunctionReference(_this._instanceGlowingMeshStencilReference);
  112831. }
  112832. }),
  112833. observerDefault: mesh.onAfterRenderObservable.add(this._defaultStencilReference),
  112834. glowEmissiveOnly: glowEmissiveOnly
  112835. };
  112836. mesh.onDisposeObservable.add(function () {
  112837. _this._disposeMesh(mesh);
  112838. });
  112839. }
  112840. this._shouldRender = true;
  112841. };
  112842. /**
  112843. * Remove a mesh from the highlight layer in order to make it stop glowing.
  112844. * @param mesh The mesh to highlight
  112845. */
  112846. HighlightLayer.prototype.removeMesh = function (mesh) {
  112847. if (!this._meshes) {
  112848. return;
  112849. }
  112850. var meshHighlight = this._meshes[mesh.uniqueId];
  112851. if (meshHighlight) {
  112852. if (meshHighlight.observerHighlight) {
  112853. mesh.onBeforeRenderObservable.remove(meshHighlight.observerHighlight);
  112854. }
  112855. if (meshHighlight.observerDefault) {
  112856. mesh.onAfterRenderObservable.remove(meshHighlight.observerDefault);
  112857. }
  112858. delete this._meshes[mesh.uniqueId];
  112859. }
  112860. this._shouldRender = false;
  112861. for (var meshHighlightToCheck in this._meshes) {
  112862. if (this._meshes[meshHighlightToCheck]) {
  112863. this._shouldRender = true;
  112864. break;
  112865. }
  112866. }
  112867. };
  112868. /**
  112869. * Force the stencil to the normal expected value for none glowing parts
  112870. */
  112871. HighlightLayer.prototype._defaultStencilReference = function (mesh) {
  112872. mesh.getScene().getEngine().setStencilFunctionReference(HighlightLayer.NormalMeshStencilReference);
  112873. };
  112874. /**
  112875. * Free any resources and references associated to a mesh.
  112876. * Internal use
  112877. * @param mesh The mesh to free.
  112878. * @hidden
  112879. */
  112880. HighlightLayer.prototype._disposeMesh = function (mesh) {
  112881. this.removeMesh(mesh);
  112882. this.removeExcludedMesh(mesh);
  112883. };
  112884. /**
  112885. * Dispose the highlight layer and free resources.
  112886. */
  112887. HighlightLayer.prototype.dispose = function () {
  112888. if (this._meshes) {
  112889. // Clean mesh references
  112890. for (var id in this._meshes) {
  112891. var meshHighlight = this._meshes[id];
  112892. if (meshHighlight && meshHighlight.mesh) {
  112893. if (meshHighlight.observerHighlight) {
  112894. meshHighlight.mesh.onBeforeRenderObservable.remove(meshHighlight.observerHighlight);
  112895. }
  112896. if (meshHighlight.observerDefault) {
  112897. meshHighlight.mesh.onAfterRenderObservable.remove(meshHighlight.observerDefault);
  112898. }
  112899. }
  112900. }
  112901. this._meshes = null;
  112902. }
  112903. if (this._excludedMeshes) {
  112904. for (var id in this._excludedMeshes) {
  112905. var meshHighlight = this._excludedMeshes[id];
  112906. if (meshHighlight) {
  112907. if (meshHighlight.beforeRender) {
  112908. meshHighlight.mesh.onBeforeRenderObservable.remove(meshHighlight.beforeRender);
  112909. }
  112910. if (meshHighlight.afterRender) {
  112911. meshHighlight.mesh.onAfterRenderObservable.remove(meshHighlight.afterRender);
  112912. }
  112913. }
  112914. }
  112915. this._excludedMeshes = null;
  112916. }
  112917. _super.prototype.dispose.call(this);
  112918. };
  112919. /**
  112920. * Gets the class name of the effect layer
  112921. * @returns the string with the class name of the effect layer
  112922. */
  112923. HighlightLayer.prototype.getClassName = function () {
  112924. return "HighlightLayer";
  112925. };
  112926. /**
  112927. * Serializes this Highlight layer
  112928. * @returns a serialized Highlight layer object
  112929. */
  112930. HighlightLayer.prototype.serialize = function () {
  112931. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  112932. serializationObject.customType = "BABYLON.HighlightLayer";
  112933. // Highlighted meshes
  112934. serializationObject.meshes = [];
  112935. if (this._meshes) {
  112936. for (var m in this._meshes) {
  112937. var mesh = this._meshes[m];
  112938. if (mesh) {
  112939. serializationObject.meshes.push({
  112940. glowEmissiveOnly: mesh.glowEmissiveOnly,
  112941. color: mesh.color.asArray(),
  112942. meshId: mesh.mesh.id
  112943. });
  112944. }
  112945. }
  112946. }
  112947. // Excluded meshes
  112948. serializationObject.excludedMeshes = [];
  112949. if (this._excludedMeshes) {
  112950. for (var e in this._excludedMeshes) {
  112951. var excludedMesh = this._excludedMeshes[e];
  112952. if (excludedMesh) {
  112953. serializationObject.excludedMeshes.push(excludedMesh.mesh.id);
  112954. }
  112955. }
  112956. }
  112957. return serializationObject;
  112958. };
  112959. /**
  112960. * Creates a Highlight layer from parsed Highlight layer data
  112961. * @param parsedHightlightLayer defines the Highlight layer data
  112962. * @param scene defines the current scene
  112963. * @param rootUrl defines the root URL containing the Highlight layer information
  112964. * @returns a parsed Highlight layer
  112965. */
  112966. HighlightLayer.Parse = function (parsedHightlightLayer, scene, rootUrl) {
  112967. var hl = BABYLON.SerializationHelper.Parse(function () { return new HighlightLayer(parsedHightlightLayer.name, scene, parsedHightlightLayer.options); }, parsedHightlightLayer, scene, rootUrl);
  112968. var index;
  112969. // Excluded meshes
  112970. for (index = 0; index < parsedHightlightLayer.excludedMeshes.length; index++) {
  112971. var mesh = scene.getMeshByID(parsedHightlightLayer.excludedMeshes[index]);
  112972. if (mesh) {
  112973. hl.addExcludedMesh(mesh);
  112974. }
  112975. }
  112976. // Included meshes
  112977. for (index = 0; index < parsedHightlightLayer.meshes.length; index++) {
  112978. var highlightedMesh = parsedHightlightLayer.meshes[index];
  112979. var mesh = scene.getMeshByID(highlightedMesh.meshId);
  112980. if (mesh) {
  112981. hl.addMesh(mesh, BABYLON.Color3.FromArray(highlightedMesh.color), highlightedMesh.glowEmissiveOnly);
  112982. }
  112983. }
  112984. return hl;
  112985. };
  112986. /**
  112987. * Effect Name of the highlight layer.
  112988. */
  112989. HighlightLayer.EffectName = "HighlightLayer";
  112990. /**
  112991. * The neutral color used during the preparation of the glow effect.
  112992. * This is black by default as the blend operation is a blend operation.
  112993. */
  112994. HighlightLayer.NeutralColor = new BABYLON.Color4(0, 0, 0, 0);
  112995. /**
  112996. * Stencil value used for glowing meshes.
  112997. */
  112998. HighlightLayer.GlowingMeshStencilReference = 0x02;
  112999. /**
  113000. * Stencil value used for the other meshes in the scene.
  113001. */
  113002. HighlightLayer.NormalMeshStencilReference = 0x01;
  113003. __decorate([
  113004. BABYLON.serialize()
  113005. ], HighlightLayer.prototype, "innerGlow", void 0);
  113006. __decorate([
  113007. BABYLON.serialize()
  113008. ], HighlightLayer.prototype, "outerGlow", void 0);
  113009. __decorate([
  113010. BABYLON.serialize()
  113011. ], HighlightLayer.prototype, "blurHorizontalSize", null);
  113012. __decorate([
  113013. BABYLON.serialize()
  113014. ], HighlightLayer.prototype, "blurVerticalSize", null);
  113015. __decorate([
  113016. BABYLON.serialize("options")
  113017. ], HighlightLayer.prototype, "_options", void 0);
  113018. return HighlightLayer;
  113019. }(BABYLON.EffectLayer));
  113020. BABYLON.HighlightLayer = HighlightLayer;
  113021. })(BABYLON || (BABYLON = {}));
  113022. //# sourceMappingURL=babylon.highlightLayer.js.map
  113023. var BABYLON;
  113024. (function (BABYLON) {
  113025. BABYLON.AbstractScene.prototype.getGlowLayerByName = function (name) {
  113026. for (var index = 0; index < this.effectLayers.length; index++) {
  113027. if (this.effectLayers[index].name === name && this.effectLayers[index].getEffectName() === GlowLayer.EffectName) {
  113028. return this.effectLayers[index];
  113029. }
  113030. }
  113031. return null;
  113032. };
  113033. /**
  113034. * The glow layer Helps adding a glow effect around the emissive parts of a mesh.
  113035. *
  113036. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  113037. * glowy meshes to your scene.
  113038. *
  113039. * Documentation: https://doc.babylonjs.com/how_to/glow_layer
  113040. */
  113041. var GlowLayer = /** @class */ (function (_super) {
  113042. __extends(GlowLayer, _super);
  113043. /**
  113044. * Instantiates a new glow Layer and references it to the scene.
  113045. * @param name The name of the layer
  113046. * @param scene The scene to use the layer in
  113047. * @param options Sets of none mandatory options to use with the layer (see IGlowLayerOptions for more information)
  113048. */
  113049. function GlowLayer(name, scene, options) {
  113050. var _this = _super.call(this, name, scene) || this;
  113051. _this._intensity = 1.0;
  113052. _this._includedOnlyMeshes = [];
  113053. _this._excludedMeshes = [];
  113054. _this.neutralColor = new BABYLON.Color4(0, 0, 0, 1);
  113055. // Adapt options
  113056. _this._options = __assign({ mainTextureRatio: GlowLayer.DefaultTextureRatio, blurKernelSize: 32, mainTextureFixedSize: undefined, camera: null, mainTextureSamples: 1, renderingGroupId: -1 }, options);
  113057. // Initialize the layer
  113058. _this._init({
  113059. alphaBlendingMode: BABYLON.Engine.ALPHA_ADD,
  113060. camera: _this._options.camera,
  113061. mainTextureFixedSize: _this._options.mainTextureFixedSize,
  113062. mainTextureRatio: _this._options.mainTextureRatio,
  113063. renderingGroupId: _this._options.renderingGroupId
  113064. });
  113065. return _this;
  113066. }
  113067. Object.defineProperty(GlowLayer.prototype, "blurKernelSize", {
  113068. /**
  113069. * Gets the kernel size of the blur.
  113070. */
  113071. get: function () {
  113072. return this._horizontalBlurPostprocess1.kernel;
  113073. },
  113074. /**
  113075. * Sets the kernel size of the blur.
  113076. */
  113077. set: function (value) {
  113078. this._horizontalBlurPostprocess1.kernel = value;
  113079. this._verticalBlurPostprocess1.kernel = value;
  113080. this._horizontalBlurPostprocess2.kernel = value;
  113081. this._verticalBlurPostprocess2.kernel = value;
  113082. },
  113083. enumerable: true,
  113084. configurable: true
  113085. });
  113086. Object.defineProperty(GlowLayer.prototype, "intensity", {
  113087. /**
  113088. * Gets the glow intensity.
  113089. */
  113090. get: function () {
  113091. return this._intensity;
  113092. },
  113093. /**
  113094. * Sets the glow intensity.
  113095. */
  113096. set: function (value) {
  113097. this._intensity = value;
  113098. },
  113099. enumerable: true,
  113100. configurable: true
  113101. });
  113102. /**
  113103. * Get the effect name of the layer.
  113104. * @return The effect name
  113105. */
  113106. GlowLayer.prototype.getEffectName = function () {
  113107. return GlowLayer.EffectName;
  113108. };
  113109. /**
  113110. * Create the merge effect. This is the shader use to blit the information back
  113111. * to the main canvas at the end of the scene rendering.
  113112. */
  113113. GlowLayer.prototype._createMergeEffect = function () {
  113114. // Effect
  113115. return this._engine.createEffect("glowMapMerge", [BABYLON.VertexBuffer.PositionKind], ["offset"], ["textureSampler", "textureSampler2"], "#define EMISSIVE \n");
  113116. };
  113117. /**
  113118. * Creates the render target textures and post processes used in the glow layer.
  113119. */
  113120. GlowLayer.prototype._createTextureAndPostProcesses = function () {
  113121. var _this = this;
  113122. var blurTextureWidth = this._mainTextureDesiredSize.width;
  113123. var blurTextureHeight = this._mainTextureDesiredSize.height;
  113124. blurTextureWidth = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(blurTextureWidth, this._maxSize) : blurTextureWidth;
  113125. blurTextureHeight = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(blurTextureHeight, this._maxSize) : blurTextureHeight;
  113126. var textureType = 0;
  113127. if (this._engine.getCaps().textureHalfFloatRender) {
  113128. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  113129. }
  113130. else {
  113131. textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  113132. }
  113133. this._blurTexture1 = new BABYLON.RenderTargetTexture("GlowLayerBlurRTT", {
  113134. width: blurTextureWidth,
  113135. height: blurTextureHeight
  113136. }, this._scene, false, true, textureType);
  113137. this._blurTexture1.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  113138. this._blurTexture1.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  113139. this._blurTexture1.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  113140. this._blurTexture1.renderParticles = false;
  113141. this._blurTexture1.ignoreCameraViewport = true;
  113142. var blurTextureWidth2 = Math.floor(blurTextureWidth / 2);
  113143. var blurTextureHeight2 = Math.floor(blurTextureHeight / 2);
  113144. this._blurTexture2 = new BABYLON.RenderTargetTexture("GlowLayerBlurRTT2", {
  113145. width: blurTextureWidth2,
  113146. height: blurTextureHeight2
  113147. }, this._scene, false, true, textureType);
  113148. this._blurTexture2.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  113149. this._blurTexture2.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  113150. this._blurTexture2.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  113151. this._blurTexture2.renderParticles = false;
  113152. this._blurTexture2.ignoreCameraViewport = true;
  113153. this._textures = [this._blurTexture1, this._blurTexture2];
  113154. this._horizontalBlurPostprocess1 = new BABYLON.BlurPostProcess("GlowLayerHBP1", new BABYLON.Vector2(1.0, 0), this._options.blurKernelSize / 2, {
  113155. width: blurTextureWidth,
  113156. height: blurTextureHeight
  113157. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  113158. this._horizontalBlurPostprocess1.width = blurTextureWidth;
  113159. this._horizontalBlurPostprocess1.height = blurTextureHeight;
  113160. this._horizontalBlurPostprocess1.onApplyObservable.add(function (effect) {
  113161. effect.setTexture("textureSampler", _this._mainTexture);
  113162. });
  113163. this._verticalBlurPostprocess1 = new BABYLON.BlurPostProcess("GlowLayerVBP1", new BABYLON.Vector2(0, 1.0), this._options.blurKernelSize / 2, {
  113164. width: blurTextureWidth,
  113165. height: blurTextureHeight
  113166. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  113167. this._horizontalBlurPostprocess2 = new BABYLON.BlurPostProcess("GlowLayerHBP2", new BABYLON.Vector2(1.0, 0), this._options.blurKernelSize / 2, {
  113168. width: blurTextureWidth2,
  113169. height: blurTextureHeight2
  113170. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  113171. this._horizontalBlurPostprocess2.width = blurTextureWidth2;
  113172. this._horizontalBlurPostprocess2.height = blurTextureHeight2;
  113173. this._horizontalBlurPostprocess2.onApplyObservable.add(function (effect) {
  113174. effect.setTexture("textureSampler", _this._blurTexture1);
  113175. });
  113176. this._verticalBlurPostprocess2 = new BABYLON.BlurPostProcess("GlowLayerVBP2", new BABYLON.Vector2(0, 1.0), this._options.blurKernelSize / 2, {
  113177. width: blurTextureWidth2,
  113178. height: blurTextureHeight2
  113179. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  113180. this._postProcesses = [this._horizontalBlurPostprocess1, this._verticalBlurPostprocess1, this._horizontalBlurPostprocess2, this._verticalBlurPostprocess2];
  113181. this._postProcesses1 = [this._horizontalBlurPostprocess1, this._verticalBlurPostprocess1];
  113182. this._postProcesses2 = [this._horizontalBlurPostprocess2, this._verticalBlurPostprocess2];
  113183. this._mainTexture.samples = this._options.mainTextureSamples;
  113184. this._mainTexture.onAfterUnbindObservable.add(function () {
  113185. var internalTexture = _this._blurTexture1.getInternalTexture();
  113186. if (internalTexture) {
  113187. _this._scene.postProcessManager.directRender(_this._postProcesses1, internalTexture, true);
  113188. internalTexture = _this._blurTexture2.getInternalTexture();
  113189. if (internalTexture) {
  113190. _this._scene.postProcessManager.directRender(_this._postProcesses2, internalTexture, true);
  113191. }
  113192. }
  113193. });
  113194. // Prevent autoClear.
  113195. this._postProcesses.map(function (pp) { pp.autoClear = false; });
  113196. };
  113197. /**
  113198. * Checks for the readiness of the element composing the layer.
  113199. * @param subMesh the mesh to check for
  113200. * @param useInstances specify wether or not to use instances to render the mesh
  113201. * @param emissiveTexture the associated emissive texture used to generate the glow
  113202. * @return true if ready otherwise, false
  113203. */
  113204. GlowLayer.prototype.isReady = function (subMesh, useInstances) {
  113205. var material = subMesh.getMaterial();
  113206. var mesh = subMesh.getRenderingMesh();
  113207. if (!material || !mesh) {
  113208. return false;
  113209. }
  113210. var emissiveTexture = material.emissiveTexture;
  113211. return _super.prototype._isReady.call(this, subMesh, useInstances, emissiveTexture);
  113212. };
  113213. /**
  113214. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  113215. */
  113216. GlowLayer.prototype.needStencil = function () {
  113217. return false;
  113218. };
  113219. /**
  113220. * Implementation specific of rendering the generating effect on the main canvas.
  113221. * @param effect The effect used to render through
  113222. */
  113223. GlowLayer.prototype._internalRender = function (effect) {
  113224. // Texture
  113225. effect.setTexture("textureSampler", this._blurTexture1);
  113226. effect.setTexture("textureSampler2", this._blurTexture2);
  113227. effect.setFloat("offset", this._intensity);
  113228. // Cache
  113229. var engine = this._engine;
  113230. var previousStencilBuffer = engine.getStencilBuffer();
  113231. // Draw order
  113232. engine.setStencilBuffer(false);
  113233. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  113234. // Draw order
  113235. engine.setStencilBuffer(previousStencilBuffer);
  113236. };
  113237. /**
  113238. * Sets the required values for both the emissive texture and and the main color.
  113239. */
  113240. GlowLayer.prototype._setEmissiveTextureAndColor = function (mesh, subMesh, material) {
  113241. var textureLevel = 1.0;
  113242. if (this.customEmissiveTextureSelector) {
  113243. this._emissiveTextureAndColor.texture = this.customEmissiveTextureSelector(mesh, subMesh, material);
  113244. }
  113245. else {
  113246. if (material) {
  113247. this._emissiveTextureAndColor.texture = material.emissiveTexture;
  113248. if (this._emissiveTextureAndColor.texture) {
  113249. textureLevel = this._emissiveTextureAndColor.texture.level;
  113250. }
  113251. }
  113252. else {
  113253. this._emissiveTextureAndColor.texture = null;
  113254. }
  113255. }
  113256. if (this.customEmissiveColorSelector) {
  113257. this.customEmissiveColorSelector(mesh, subMesh, material, this._emissiveTextureAndColor.color);
  113258. }
  113259. else {
  113260. if (material.emissiveColor) {
  113261. this._emissiveTextureAndColor.color.set(material.emissiveColor.r * textureLevel, material.emissiveColor.g * textureLevel, material.emissiveColor.b * textureLevel, 1.0);
  113262. }
  113263. else {
  113264. this._emissiveTextureAndColor.color.set(this.neutralColor.r, this.neutralColor.g, this.neutralColor.b, this.neutralColor.a);
  113265. }
  113266. }
  113267. };
  113268. /**
  113269. * Returns true if the mesh should render, otherwise false.
  113270. * @param mesh The mesh to render
  113271. * @returns true if it should render otherwise false
  113272. */
  113273. GlowLayer.prototype._shouldRenderMesh = function (mesh) {
  113274. return this.hasMesh(mesh);
  113275. };
  113276. /**
  113277. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the glow layer.
  113278. * @param mesh The mesh to exclude from the glow layer
  113279. */
  113280. GlowLayer.prototype.addExcludedMesh = function (mesh) {
  113281. if (this._excludedMeshes.indexOf(mesh.uniqueId) === -1) {
  113282. this._excludedMeshes.push(mesh.uniqueId);
  113283. }
  113284. };
  113285. /**
  113286. * Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.
  113287. * @param mesh The mesh to remove
  113288. */
  113289. GlowLayer.prototype.removeExcludedMesh = function (mesh) {
  113290. var index = this._excludedMeshes.indexOf(mesh.uniqueId);
  113291. if (index !== -1) {
  113292. this._excludedMeshes.splice(index, 1);
  113293. }
  113294. };
  113295. /**
  113296. * Add a mesh in the inclusion list to impact or being impacted by the glow layer.
  113297. * @param mesh The mesh to include in the glow layer
  113298. */
  113299. GlowLayer.prototype.addIncludedOnlyMesh = function (mesh) {
  113300. if (this._includedOnlyMeshes.indexOf(mesh.uniqueId) === -1) {
  113301. this._includedOnlyMeshes.push(mesh.uniqueId);
  113302. }
  113303. };
  113304. /**
  113305. * Remove a mesh from the Inclusion list to prevent it to impact or being impacted by the glow layer.
  113306. * @param mesh The mesh to remove
  113307. */
  113308. GlowLayer.prototype.removeIncludedOnlyMesh = function (mesh) {
  113309. var index = this._includedOnlyMeshes.indexOf(mesh.uniqueId);
  113310. if (index !== -1) {
  113311. this._includedOnlyMeshes.splice(index, 1);
  113312. }
  113313. };
  113314. /**
  113315. * Determine if a given mesh will be used in the glow layer
  113316. * @param mesh The mesh to test
  113317. * @returns true if the mesh will be highlighted by the current glow layer
  113318. */
  113319. GlowLayer.prototype.hasMesh = function (mesh) {
  113320. if (!_super.prototype.hasMesh.call(this, mesh)) {
  113321. return false;
  113322. }
  113323. // Included Mesh
  113324. if (this._includedOnlyMeshes.length) {
  113325. return this._includedOnlyMeshes.indexOf(mesh.uniqueId) !== -1;
  113326. }
  113327. // Excluded Mesh
  113328. if (this._excludedMeshes.length) {
  113329. return this._excludedMeshes.indexOf(mesh.uniqueId) === -1;
  113330. }
  113331. return true;
  113332. };
  113333. /**
  113334. * Free any resources and references associated to a mesh.
  113335. * Internal use
  113336. * @param mesh The mesh to free.
  113337. * @hidden
  113338. */
  113339. GlowLayer.prototype._disposeMesh = function (mesh) {
  113340. this.removeIncludedOnlyMesh(mesh);
  113341. this.removeExcludedMesh(mesh);
  113342. };
  113343. /**
  113344. * Gets the class name of the effect layer
  113345. * @returns the string with the class name of the effect layer
  113346. */
  113347. GlowLayer.prototype.getClassName = function () {
  113348. return "GlowLayer";
  113349. };
  113350. /**
  113351. * Serializes this glow layer
  113352. * @returns a serialized glow layer object
  113353. */
  113354. GlowLayer.prototype.serialize = function () {
  113355. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  113356. serializationObject.customType = "BABYLON.GlowLayer";
  113357. var index;
  113358. // Included meshes
  113359. serializationObject.includedMeshes = [];
  113360. if (this._includedOnlyMeshes.length) {
  113361. for (index = 0; index < this._includedOnlyMeshes.length; index++) {
  113362. var mesh = this._scene.getMeshByUniqueID(this._includedOnlyMeshes[index]);
  113363. if (mesh) {
  113364. serializationObject.includedMeshes.push(mesh.id);
  113365. }
  113366. }
  113367. }
  113368. // Excluded meshes
  113369. serializationObject.excludedMeshes = [];
  113370. if (this._excludedMeshes.length) {
  113371. for (index = 0; index < this._excludedMeshes.length; index++) {
  113372. var mesh = this._scene.getMeshByUniqueID(this._excludedMeshes[index]);
  113373. if (mesh) {
  113374. serializationObject.excludedMeshes.push(mesh.id);
  113375. }
  113376. }
  113377. }
  113378. return serializationObject;
  113379. };
  113380. /**
  113381. * Creates a Glow Layer from parsed glow layer data
  113382. * @param parsedGlowLayer defines glow layer data
  113383. * @param scene defines the current scene
  113384. * @param rootUrl defines the root URL containing the glow layer information
  113385. * @returns a parsed Glow Layer
  113386. */
  113387. GlowLayer.Parse = function (parsedGlowLayer, scene, rootUrl) {
  113388. var gl = BABYLON.SerializationHelper.Parse(function () { return new GlowLayer(parsedGlowLayer.name, scene, parsedGlowLayer.options); }, parsedGlowLayer, scene, rootUrl);
  113389. var index;
  113390. // Excluded meshes
  113391. for (index = 0; index < parsedGlowLayer.excludedMeshes.length; index++) {
  113392. var mesh = scene.getMeshByID(parsedGlowLayer.excludedMeshes[index]);
  113393. if (mesh) {
  113394. gl.addExcludedMesh(mesh);
  113395. }
  113396. }
  113397. // Included meshes
  113398. for (index = 0; index < parsedGlowLayer.includedMeshes.length; index++) {
  113399. var mesh = scene.getMeshByID(parsedGlowLayer.includedMeshes[index]);
  113400. if (mesh) {
  113401. gl.addIncludedOnlyMesh(mesh);
  113402. }
  113403. }
  113404. return gl;
  113405. };
  113406. /**
  113407. * Effect Name of the layer.
  113408. */
  113409. GlowLayer.EffectName = "GlowLayer";
  113410. /**
  113411. * The default blur kernel size used for the glow.
  113412. */
  113413. GlowLayer.DefaultBlurKernelSize = 32;
  113414. /**
  113415. * The default texture size ratio used for the glow.
  113416. */
  113417. GlowLayer.DefaultTextureRatio = 0.5;
  113418. __decorate([
  113419. BABYLON.serialize()
  113420. ], GlowLayer.prototype, "blurKernelSize", null);
  113421. __decorate([
  113422. BABYLON.serialize()
  113423. ], GlowLayer.prototype, "intensity", null);
  113424. __decorate([
  113425. BABYLON.serialize("options")
  113426. ], GlowLayer.prototype, "_options", void 0);
  113427. return GlowLayer;
  113428. }(BABYLON.EffectLayer));
  113429. BABYLON.GlowLayer = GlowLayer;
  113430. })(BABYLON || (BABYLON = {}));
  113431. //# sourceMappingURL=babylon.glowLayer.js.map
  113432. var BABYLON;
  113433. (function (BABYLON) {
  113434. /**
  113435. * Defines the list of states available for a task inside a AssetsManager
  113436. */
  113437. var AssetTaskState;
  113438. (function (AssetTaskState) {
  113439. /**
  113440. * Initialization
  113441. */
  113442. AssetTaskState[AssetTaskState["INIT"] = 0] = "INIT";
  113443. /**
  113444. * Running
  113445. */
  113446. AssetTaskState[AssetTaskState["RUNNING"] = 1] = "RUNNING";
  113447. /**
  113448. * Done
  113449. */
  113450. AssetTaskState[AssetTaskState["DONE"] = 2] = "DONE";
  113451. /**
  113452. * Error
  113453. */
  113454. AssetTaskState[AssetTaskState["ERROR"] = 3] = "ERROR";
  113455. })(AssetTaskState = BABYLON.AssetTaskState || (BABYLON.AssetTaskState = {}));
  113456. /**
  113457. * Define an abstract asset task used with a AssetsManager class to load assets into a scene
  113458. */
  113459. var AbstractAssetTask = /** @class */ (function () {
  113460. /**
  113461. * Creates a new AssetsManager
  113462. * @param name defines the name of the task
  113463. */
  113464. function AbstractAssetTask(
  113465. /**
  113466. * Task name
  113467. */ name) {
  113468. this.name = name;
  113469. this._isCompleted = false;
  113470. this._taskState = AssetTaskState.INIT;
  113471. }
  113472. Object.defineProperty(AbstractAssetTask.prototype, "isCompleted", {
  113473. /**
  113474. * Get if the task is completed
  113475. */
  113476. get: function () {
  113477. return this._isCompleted;
  113478. },
  113479. enumerable: true,
  113480. configurable: true
  113481. });
  113482. Object.defineProperty(AbstractAssetTask.prototype, "taskState", {
  113483. /**
  113484. * Gets the current state of the task
  113485. */
  113486. get: function () {
  113487. return this._taskState;
  113488. },
  113489. enumerable: true,
  113490. configurable: true
  113491. });
  113492. Object.defineProperty(AbstractAssetTask.prototype, "errorObject", {
  113493. /**
  113494. * Gets the current error object (if task is in error)
  113495. */
  113496. get: function () {
  113497. return this._errorObject;
  113498. },
  113499. enumerable: true,
  113500. configurable: true
  113501. });
  113502. /**
  113503. * Internal only
  113504. * @hidden
  113505. */
  113506. AbstractAssetTask.prototype._setErrorObject = function (message, exception) {
  113507. if (this._errorObject) {
  113508. return;
  113509. }
  113510. this._errorObject = {
  113511. message: message,
  113512. exception: exception
  113513. };
  113514. };
  113515. /**
  113516. * Execute the current task
  113517. * @param scene defines the scene where you want your assets to be loaded
  113518. * @param onSuccess is a callback called when the task is successfully executed
  113519. * @param onError is a callback called if an error occurs
  113520. */
  113521. AbstractAssetTask.prototype.run = function (scene, onSuccess, onError) {
  113522. var _this = this;
  113523. this._taskState = AssetTaskState.RUNNING;
  113524. this.runTask(scene, function () {
  113525. _this.onDoneCallback(onSuccess, onError);
  113526. }, function (msg, exception) {
  113527. _this.onErrorCallback(onError, msg, exception);
  113528. });
  113529. };
  113530. /**
  113531. * Execute the current task
  113532. * @param scene defines the scene where you want your assets to be loaded
  113533. * @param onSuccess is a callback called when the task is successfully executed
  113534. * @param onError is a callback called if an error occurs
  113535. */
  113536. AbstractAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  113537. throw new Error("runTask is not implemented");
  113538. };
  113539. /**
  113540. * Reset will set the task state back to INIT, so the next load call of the assets manager will execute this task again.
  113541. * This can be used with failed tasks that have the reason for failure fixed.
  113542. */
  113543. AbstractAssetTask.prototype.reset = function () {
  113544. this._taskState = AssetTaskState.INIT;
  113545. };
  113546. AbstractAssetTask.prototype.onErrorCallback = function (onError, message, exception) {
  113547. this._taskState = AssetTaskState.ERROR;
  113548. this._errorObject = {
  113549. message: message,
  113550. exception: exception
  113551. };
  113552. if (this.onError) {
  113553. this.onError(this, message, exception);
  113554. }
  113555. onError();
  113556. };
  113557. AbstractAssetTask.prototype.onDoneCallback = function (onSuccess, onError) {
  113558. try {
  113559. this._taskState = AssetTaskState.DONE;
  113560. this._isCompleted = true;
  113561. if (this.onSuccess) {
  113562. this.onSuccess(this);
  113563. }
  113564. onSuccess();
  113565. }
  113566. catch (e) {
  113567. this.onErrorCallback(onError, "Task is done, error executing success callback(s)", e);
  113568. }
  113569. };
  113570. return AbstractAssetTask;
  113571. }());
  113572. BABYLON.AbstractAssetTask = AbstractAssetTask;
  113573. /**
  113574. * Class used to share progress information about assets loading
  113575. */
  113576. var AssetsProgressEvent = /** @class */ (function () {
  113577. /**
  113578. * Creates a AssetsProgressEvent
  113579. * @param remainingCount defines the number of remaining tasks to process
  113580. * @param totalCount defines the total number of tasks
  113581. * @param task defines the task that was just processed
  113582. */
  113583. function AssetsProgressEvent(remainingCount, totalCount, task) {
  113584. this.remainingCount = remainingCount;
  113585. this.totalCount = totalCount;
  113586. this.task = task;
  113587. }
  113588. return AssetsProgressEvent;
  113589. }());
  113590. BABYLON.AssetsProgressEvent = AssetsProgressEvent;
  113591. /**
  113592. * Define a task used by AssetsManager to load meshes
  113593. */
  113594. var MeshAssetTask = /** @class */ (function (_super) {
  113595. __extends(MeshAssetTask, _super);
  113596. /**
  113597. * Creates a new MeshAssetTask
  113598. * @param name defines the name of the task
  113599. * @param meshesNames defines the list of mesh's names you want to load
  113600. * @param rootUrl defines the root url to use as a base to load your meshes and associated resources
  113601. * @param sceneFilename defines the filename of the scene to load from
  113602. */
  113603. function MeshAssetTask(
  113604. /**
  113605. * Defines the name of the task
  113606. */
  113607. name,
  113608. /**
  113609. * Defines the list of mesh's names you want to load
  113610. */
  113611. meshesNames,
  113612. /**
  113613. * Defines the root url to use as a base to load your meshes and associated resources
  113614. */
  113615. rootUrl,
  113616. /**
  113617. * Defines the filename of the scene to load from
  113618. */
  113619. sceneFilename) {
  113620. var _this = _super.call(this, name) || this;
  113621. _this.name = name;
  113622. _this.meshesNames = meshesNames;
  113623. _this.rootUrl = rootUrl;
  113624. _this.sceneFilename = sceneFilename;
  113625. return _this;
  113626. }
  113627. /**
  113628. * Execute the current task
  113629. * @param scene defines the scene where you want your assets to be loaded
  113630. * @param onSuccess is a callback called when the task is successfully executed
  113631. * @param onError is a callback called if an error occurs
  113632. */
  113633. MeshAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  113634. var _this = this;
  113635. BABYLON.SceneLoader.ImportMesh(this.meshesNames, this.rootUrl, this.sceneFilename, scene, function (meshes, particleSystems, skeletons) {
  113636. _this.loadedMeshes = meshes;
  113637. _this.loadedParticleSystems = particleSystems;
  113638. _this.loadedSkeletons = skeletons;
  113639. onSuccess();
  113640. }, null, function (scene, message, exception) {
  113641. onError(message, exception);
  113642. });
  113643. };
  113644. return MeshAssetTask;
  113645. }(AbstractAssetTask));
  113646. BABYLON.MeshAssetTask = MeshAssetTask;
  113647. /**
  113648. * Define a task used by AssetsManager to load text content
  113649. */
  113650. var TextFileAssetTask = /** @class */ (function (_super) {
  113651. __extends(TextFileAssetTask, _super);
  113652. /**
  113653. * Creates a new TextFileAssetTask object
  113654. * @param name defines the name of the task
  113655. * @param url defines the location of the file to load
  113656. */
  113657. function TextFileAssetTask(
  113658. /**
  113659. * Defines the name of the task
  113660. */
  113661. name,
  113662. /**
  113663. * Defines the location of the file to load
  113664. */
  113665. url) {
  113666. var _this = _super.call(this, name) || this;
  113667. _this.name = name;
  113668. _this.url = url;
  113669. return _this;
  113670. }
  113671. /**
  113672. * Execute the current task
  113673. * @param scene defines the scene where you want your assets to be loaded
  113674. * @param onSuccess is a callback called when the task is successfully executed
  113675. * @param onError is a callback called if an error occurs
  113676. */
  113677. TextFileAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  113678. var _this = this;
  113679. scene._loadFile(this.url, function (data) {
  113680. _this.text = data;
  113681. onSuccess();
  113682. }, undefined, false, false, function (request, exception) {
  113683. if (request) {
  113684. onError(request.status + " " + request.statusText, exception);
  113685. }
  113686. });
  113687. };
  113688. return TextFileAssetTask;
  113689. }(AbstractAssetTask));
  113690. BABYLON.TextFileAssetTask = TextFileAssetTask;
  113691. /**
  113692. * Define a task used by AssetsManager to load binary data
  113693. */
  113694. var BinaryFileAssetTask = /** @class */ (function (_super) {
  113695. __extends(BinaryFileAssetTask, _super);
  113696. /**
  113697. * Creates a new BinaryFileAssetTask object
  113698. * @param name defines the name of the new task
  113699. * @param url defines the location of the file to load
  113700. */
  113701. function BinaryFileAssetTask(
  113702. /**
  113703. * Defines the name of the task
  113704. */
  113705. name,
  113706. /**
  113707. * Defines the location of the file to load
  113708. */
  113709. url) {
  113710. var _this = _super.call(this, name) || this;
  113711. _this.name = name;
  113712. _this.url = url;
  113713. return _this;
  113714. }
  113715. /**
  113716. * Execute the current task
  113717. * @param scene defines the scene where you want your assets to be loaded
  113718. * @param onSuccess is a callback called when the task is successfully executed
  113719. * @param onError is a callback called if an error occurs
  113720. */
  113721. BinaryFileAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  113722. var _this = this;
  113723. scene._loadFile(this.url, function (data) {
  113724. _this.data = data;
  113725. onSuccess();
  113726. }, undefined, true, true, function (request, exception) {
  113727. if (request) {
  113728. onError(request.status + " " + request.statusText, exception);
  113729. }
  113730. });
  113731. };
  113732. return BinaryFileAssetTask;
  113733. }(AbstractAssetTask));
  113734. BABYLON.BinaryFileAssetTask = BinaryFileAssetTask;
  113735. /**
  113736. * Define a task used by AssetsManager to load images
  113737. */
  113738. var ImageAssetTask = /** @class */ (function (_super) {
  113739. __extends(ImageAssetTask, _super);
  113740. /**
  113741. * Creates a new ImageAssetTask
  113742. * @param name defines the name of the task
  113743. * @param url defines the location of the image to load
  113744. */
  113745. function ImageAssetTask(
  113746. /**
  113747. * Defines the name of the task
  113748. */
  113749. name,
  113750. /**
  113751. * Defines the location of the image to load
  113752. */
  113753. url) {
  113754. var _this = _super.call(this, name) || this;
  113755. _this.name = name;
  113756. _this.url = url;
  113757. return _this;
  113758. }
  113759. /**
  113760. * Execute the current task
  113761. * @param scene defines the scene where you want your assets to be loaded
  113762. * @param onSuccess is a callback called when the task is successfully executed
  113763. * @param onError is a callback called if an error occurs
  113764. */
  113765. ImageAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  113766. var _this = this;
  113767. var img = new Image();
  113768. BABYLON.Tools.SetCorsBehavior(this.url, img);
  113769. img.onload = function () {
  113770. _this.image = img;
  113771. onSuccess();
  113772. };
  113773. img.onerror = function (err) {
  113774. onError("Error loading image", err);
  113775. };
  113776. img.src = this.url;
  113777. };
  113778. return ImageAssetTask;
  113779. }(AbstractAssetTask));
  113780. BABYLON.ImageAssetTask = ImageAssetTask;
  113781. /**
  113782. * Define a task used by AssetsManager to load 2D textures
  113783. */
  113784. var TextureAssetTask = /** @class */ (function (_super) {
  113785. __extends(TextureAssetTask, _super);
  113786. /**
  113787. * Creates a new TextureAssetTask object
  113788. * @param name defines the name of the task
  113789. * @param url defines the location of the file to load
  113790. * @param noMipmap defines if mipmap should not be generated (default is false)
  113791. * @param invertY defines if texture must be inverted on Y axis (default is false)
  113792. * @param samplingMode defines the sampling mode to use (default is BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  113793. */
  113794. function TextureAssetTask(
  113795. /**
  113796. * Defines the name of the task
  113797. */
  113798. name,
  113799. /**
  113800. * Defines the location of the file to load
  113801. */
  113802. url,
  113803. /**
  113804. * Defines if mipmap should not be generated (default is false)
  113805. */
  113806. noMipmap,
  113807. /**
  113808. * Defines if texture must be inverted on Y axis (default is false)
  113809. */
  113810. invertY,
  113811. /**
  113812. * Defines the sampling mode to use (default is BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  113813. */
  113814. samplingMode) {
  113815. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  113816. var _this = _super.call(this, name) || this;
  113817. _this.name = name;
  113818. _this.url = url;
  113819. _this.noMipmap = noMipmap;
  113820. _this.invertY = invertY;
  113821. _this.samplingMode = samplingMode;
  113822. return _this;
  113823. }
  113824. /**
  113825. * Execute the current task
  113826. * @param scene defines the scene where you want your assets to be loaded
  113827. * @param onSuccess is a callback called when the task is successfully executed
  113828. * @param onError is a callback called if an error occurs
  113829. */
  113830. TextureAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  113831. var onload = function () {
  113832. onSuccess();
  113833. };
  113834. var onerror = function (message, exception) {
  113835. onError(message, exception);
  113836. };
  113837. this.texture = new BABYLON.Texture(this.url, scene, this.noMipmap, this.invertY, this.samplingMode, onload, onerror);
  113838. };
  113839. return TextureAssetTask;
  113840. }(AbstractAssetTask));
  113841. BABYLON.TextureAssetTask = TextureAssetTask;
  113842. /**
  113843. * Define a task used by AssetsManager to load cube textures
  113844. */
  113845. var CubeTextureAssetTask = /** @class */ (function (_super) {
  113846. __extends(CubeTextureAssetTask, _super);
  113847. /**
  113848. * Creates a new CubeTextureAssetTask
  113849. * @param name defines the name of the task
  113850. * @param url defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  113851. * @param extensions defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  113852. * @param noMipmap defines if mipmaps should not be generated (default is false)
  113853. * @param files defines the explicit list of files (undefined by default)
  113854. */
  113855. function CubeTextureAssetTask(
  113856. /**
  113857. * Defines the name of the task
  113858. */
  113859. name,
  113860. /**
  113861. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  113862. */
  113863. url,
  113864. /**
  113865. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  113866. */
  113867. extensions,
  113868. /**
  113869. * Defines if mipmaps should not be generated (default is false)
  113870. */
  113871. noMipmap,
  113872. /**
  113873. * Defines the explicit list of files (undefined by default)
  113874. */
  113875. files) {
  113876. var _this = _super.call(this, name) || this;
  113877. _this.name = name;
  113878. _this.url = url;
  113879. _this.extensions = extensions;
  113880. _this.noMipmap = noMipmap;
  113881. _this.files = files;
  113882. return _this;
  113883. }
  113884. /**
  113885. * Execute the current task
  113886. * @param scene defines the scene where you want your assets to be loaded
  113887. * @param onSuccess is a callback called when the task is successfully executed
  113888. * @param onError is a callback called if an error occurs
  113889. */
  113890. CubeTextureAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  113891. var onload = function () {
  113892. onSuccess();
  113893. };
  113894. var onerror = function (message, exception) {
  113895. onError(message, exception);
  113896. };
  113897. this.texture = new BABYLON.CubeTexture(this.url, scene, this.extensions, this.noMipmap, this.files, onload, onerror);
  113898. };
  113899. return CubeTextureAssetTask;
  113900. }(AbstractAssetTask));
  113901. BABYLON.CubeTextureAssetTask = CubeTextureAssetTask;
  113902. /**
  113903. * Define a task used by AssetsManager to load HDR cube textures
  113904. */
  113905. var HDRCubeTextureAssetTask = /** @class */ (function (_super) {
  113906. __extends(HDRCubeTextureAssetTask, _super);
  113907. /**
  113908. * Creates a new HDRCubeTextureAssetTask object
  113909. * @param name defines the name of the task
  113910. * @param url defines the location of the file to load
  113911. * @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.
  113912. * @param noMipmap defines if mipmaps should not be generated (default is false)
  113913. * @param generateHarmonics specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  113914. * @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)
  113915. * @param reserved Internal use only
  113916. */
  113917. function HDRCubeTextureAssetTask(
  113918. /**
  113919. * Defines the name of the task
  113920. */
  113921. name,
  113922. /**
  113923. * Defines the location of the file to load
  113924. */
  113925. url,
  113926. /**
  113927. * Defines the desired size (the more it increases the longer the generation will be)
  113928. */
  113929. size,
  113930. /**
  113931. * Defines if mipmaps should not be generated (default is false)
  113932. */
  113933. noMipmap,
  113934. /**
  113935. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  113936. */
  113937. generateHarmonics,
  113938. /**
  113939. * 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)
  113940. */
  113941. gammaSpace,
  113942. /**
  113943. * Internal Use Only
  113944. */
  113945. reserved) {
  113946. if (noMipmap === void 0) { noMipmap = false; }
  113947. if (generateHarmonics === void 0) { generateHarmonics = true; }
  113948. if (gammaSpace === void 0) { gammaSpace = false; }
  113949. if (reserved === void 0) { reserved = false; }
  113950. var _this = _super.call(this, name) || this;
  113951. _this.name = name;
  113952. _this.url = url;
  113953. _this.size = size;
  113954. _this.noMipmap = noMipmap;
  113955. _this.generateHarmonics = generateHarmonics;
  113956. _this.gammaSpace = gammaSpace;
  113957. _this.reserved = reserved;
  113958. return _this;
  113959. }
  113960. /**
  113961. * Execute the current task
  113962. * @param scene defines the scene where you want your assets to be loaded
  113963. * @param onSuccess is a callback called when the task is successfully executed
  113964. * @param onError is a callback called if an error occurs
  113965. */
  113966. HDRCubeTextureAssetTask.prototype.run = function (scene, onSuccess, onError) {
  113967. var onload = function () {
  113968. onSuccess();
  113969. };
  113970. var onerror = function (message, exception) {
  113971. onError(message, exception);
  113972. };
  113973. this.texture = new BABYLON.HDRCubeTexture(this.url, scene, this.size, this.noMipmap, this.generateHarmonics, this.gammaSpace, this.reserved, onload, onerror);
  113974. };
  113975. return HDRCubeTextureAssetTask;
  113976. }(AbstractAssetTask));
  113977. BABYLON.HDRCubeTextureAssetTask = HDRCubeTextureAssetTask;
  113978. /**
  113979. * This class can be used to easily import assets into a scene
  113980. * @see http://doc.babylonjs.com/how_to/how_to_use_assetsmanager
  113981. */
  113982. var AssetsManager = /** @class */ (function () {
  113983. /**
  113984. * Creates a new AssetsManager
  113985. * @param scene defines the scene to work on
  113986. */
  113987. function AssetsManager(scene) {
  113988. this._isLoading = false;
  113989. this._tasks = new Array();
  113990. this._waitingTasksCount = 0;
  113991. this._totalTasksCount = 0;
  113992. /**
  113993. * Observable called when all tasks are processed
  113994. */
  113995. this.onTaskSuccessObservable = new BABYLON.Observable();
  113996. /**
  113997. * Observable called when a task had an error
  113998. */
  113999. this.onTaskErrorObservable = new BABYLON.Observable();
  114000. /**
  114001. * Observable called when a task is successful
  114002. */
  114003. this.onTasksDoneObservable = new BABYLON.Observable();
  114004. /**
  114005. * Observable called when a task is done (whatever the result is)
  114006. */
  114007. this.onProgressObservable = new BABYLON.Observable();
  114008. /**
  114009. * Gets or sets a boolean defining if the AssetsManager should use the default loading screen
  114010. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  114011. */
  114012. this.useDefaultLoadingScreen = true;
  114013. this._scene = scene;
  114014. }
  114015. /**
  114016. * Add a MeshAssetTask to the list of active tasks
  114017. * @param taskName defines the name of the new task
  114018. * @param meshesNames defines the name of meshes to load
  114019. * @param rootUrl defines the root url to use to locate files
  114020. * @param sceneFilename defines the filename of the scene file
  114021. * @returns a new MeshAssetTask object
  114022. */
  114023. AssetsManager.prototype.addMeshTask = function (taskName, meshesNames, rootUrl, sceneFilename) {
  114024. var task = new MeshAssetTask(taskName, meshesNames, rootUrl, sceneFilename);
  114025. this._tasks.push(task);
  114026. return task;
  114027. };
  114028. /**
  114029. * Add a TextFileAssetTask to the list of active tasks
  114030. * @param taskName defines the name of the new task
  114031. * @param url defines the url of the file to load
  114032. * @returns a new TextFileAssetTask object
  114033. */
  114034. AssetsManager.prototype.addTextFileTask = function (taskName, url) {
  114035. var task = new TextFileAssetTask(taskName, url);
  114036. this._tasks.push(task);
  114037. return task;
  114038. };
  114039. /**
  114040. * Add a BinaryFileAssetTask to the list of active tasks
  114041. * @param taskName defines the name of the new task
  114042. * @param url defines the url of the file to load
  114043. * @returns a new BinaryFileAssetTask object
  114044. */
  114045. AssetsManager.prototype.addBinaryFileTask = function (taskName, url) {
  114046. var task = new BinaryFileAssetTask(taskName, url);
  114047. this._tasks.push(task);
  114048. return task;
  114049. };
  114050. /**
  114051. * Add a ImageAssetTask to the list of active tasks
  114052. * @param taskName defines the name of the new task
  114053. * @param url defines the url of the file to load
  114054. * @returns a new ImageAssetTask object
  114055. */
  114056. AssetsManager.prototype.addImageTask = function (taskName, url) {
  114057. var task = new ImageAssetTask(taskName, url);
  114058. this._tasks.push(task);
  114059. return task;
  114060. };
  114061. /**
  114062. * Add a TextureAssetTask to the list of active tasks
  114063. * @param taskName defines the name of the new task
  114064. * @param url defines the url of the file to load
  114065. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  114066. * @param invertY defines if you want to invert Y axis of the loaded texture (false by default)
  114067. * @param samplingMode defines the sampling mode to use (BABYLON.Texture.TRILINEAR_SAMPLINGMODE by default)
  114068. * @returns a new TextureAssetTask object
  114069. */
  114070. AssetsManager.prototype.addTextureTask = function (taskName, url, noMipmap, invertY, samplingMode) {
  114071. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  114072. var task = new TextureAssetTask(taskName, url, noMipmap, invertY, samplingMode);
  114073. this._tasks.push(task);
  114074. return task;
  114075. };
  114076. /**
  114077. * Add a CubeTextureAssetTask to the list of active tasks
  114078. * @param taskName defines the name of the new task
  114079. * @param url defines the url of the file to load
  114080. * @param extensions defines the extension to use to load the cube map (can be null)
  114081. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  114082. * @param files defines the list of files to load (can be null)
  114083. * @returns a new CubeTextureAssetTask object
  114084. */
  114085. AssetsManager.prototype.addCubeTextureTask = function (taskName, url, extensions, noMipmap, files) {
  114086. var task = new CubeTextureAssetTask(taskName, url, extensions, noMipmap, files);
  114087. this._tasks.push(task);
  114088. return task;
  114089. };
  114090. /**
  114091. *
  114092. * Add a HDRCubeTextureAssetTask to the list of active tasks
  114093. * @param taskName defines the name of the new task
  114094. * @param url defines the url of the file to load
  114095. * @param size defines the size you want for the cubemap (can be null)
  114096. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  114097. * @param generateHarmonics defines if you want to automatically generate (true by default)
  114098. * @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)
  114099. * @param reserved Internal use only
  114100. * @returns a new HDRCubeTextureAssetTask object
  114101. */
  114102. AssetsManager.prototype.addHDRCubeTextureTask = function (taskName, url, size, noMipmap, generateHarmonics, gammaSpace, reserved) {
  114103. if (noMipmap === void 0) { noMipmap = false; }
  114104. if (generateHarmonics === void 0) { generateHarmonics = true; }
  114105. if (gammaSpace === void 0) { gammaSpace = false; }
  114106. if (reserved === void 0) { reserved = false; }
  114107. var task = new HDRCubeTextureAssetTask(taskName, url, size, noMipmap, generateHarmonics, gammaSpace, reserved);
  114108. this._tasks.push(task);
  114109. return task;
  114110. };
  114111. /**
  114112. * Remove a task from the assets manager.
  114113. * @param task the task to remove
  114114. */
  114115. AssetsManager.prototype.removeTask = function (task) {
  114116. var index = this._tasks.indexOf(task);
  114117. if (index > -1) {
  114118. this._tasks.splice(index, 1);
  114119. }
  114120. };
  114121. AssetsManager.prototype._decreaseWaitingTasksCount = function (task) {
  114122. this._waitingTasksCount--;
  114123. try {
  114124. if (this.onProgress) {
  114125. this.onProgress(this._waitingTasksCount, this._totalTasksCount, task);
  114126. }
  114127. this.onProgressObservable.notifyObservers(new AssetsProgressEvent(this._waitingTasksCount, this._totalTasksCount, task));
  114128. }
  114129. catch (e) {
  114130. BABYLON.Tools.Error("Error running progress callbacks.");
  114131. console.log(e);
  114132. }
  114133. if (this._waitingTasksCount === 0) {
  114134. try {
  114135. if (this.onFinish) {
  114136. this.onFinish(this._tasks);
  114137. }
  114138. // Let's remove successfull tasks
  114139. var currentTasks = this._tasks.slice();
  114140. for (var _i = 0, currentTasks_1 = currentTasks; _i < currentTasks_1.length; _i++) {
  114141. var task = currentTasks_1[_i];
  114142. if (task.taskState === AssetTaskState.DONE) {
  114143. var index = this._tasks.indexOf(task);
  114144. if (index > -1) {
  114145. this._tasks.splice(index, 1);
  114146. }
  114147. }
  114148. }
  114149. this.onTasksDoneObservable.notifyObservers(this._tasks);
  114150. }
  114151. catch (e) {
  114152. BABYLON.Tools.Error("Error running tasks-done callbacks.");
  114153. console.log(e);
  114154. }
  114155. this._isLoading = false;
  114156. this._scene.getEngine().hideLoadingUI();
  114157. }
  114158. };
  114159. AssetsManager.prototype._runTask = function (task) {
  114160. var _this = this;
  114161. var done = function () {
  114162. try {
  114163. if (_this.onTaskSuccess) {
  114164. _this.onTaskSuccess(task);
  114165. }
  114166. _this.onTaskSuccessObservable.notifyObservers(task);
  114167. _this._decreaseWaitingTasksCount(task);
  114168. }
  114169. catch (e) {
  114170. error("Error executing task success callbacks", e);
  114171. }
  114172. };
  114173. var error = function (message, exception) {
  114174. task._setErrorObject(message, exception);
  114175. if (_this.onTaskError) {
  114176. _this.onTaskError(task);
  114177. }
  114178. _this.onTaskErrorObservable.notifyObservers(task);
  114179. _this._decreaseWaitingTasksCount(task);
  114180. };
  114181. task.run(this._scene, done, error);
  114182. };
  114183. /**
  114184. * Reset the AssetsManager and remove all tasks
  114185. * @return the current instance of the AssetsManager
  114186. */
  114187. AssetsManager.prototype.reset = function () {
  114188. this._isLoading = false;
  114189. this._tasks = new Array();
  114190. return this;
  114191. };
  114192. /**
  114193. * Start the loading process
  114194. * @return the current instance of the AssetsManager
  114195. */
  114196. AssetsManager.prototype.load = function () {
  114197. if (this._isLoading) {
  114198. return this;
  114199. }
  114200. this._isLoading = true;
  114201. this._waitingTasksCount = this._tasks.length;
  114202. this._totalTasksCount = this._tasks.length;
  114203. if (this._waitingTasksCount === 0) {
  114204. this._isLoading = false;
  114205. if (this.onFinish) {
  114206. this.onFinish(this._tasks);
  114207. }
  114208. this.onTasksDoneObservable.notifyObservers(this._tasks);
  114209. return this;
  114210. }
  114211. if (this.useDefaultLoadingScreen) {
  114212. this._scene.getEngine().displayLoadingUI();
  114213. }
  114214. for (var index = 0; index < this._tasks.length; index++) {
  114215. var task = this._tasks[index];
  114216. if (task.taskState === AssetTaskState.INIT) {
  114217. this._runTask(task);
  114218. }
  114219. }
  114220. return this;
  114221. };
  114222. return AssetsManager;
  114223. }());
  114224. BABYLON.AssetsManager = AssetsManager;
  114225. })(BABYLON || (BABYLON = {}));
  114226. //# sourceMappingURL=babylon.assetsManager.js.map
  114227. var BABYLON;
  114228. (function (BABYLON) {
  114229. var serializedGeometries = [];
  114230. var serializeGeometry = function (geometry, serializationGeometries) {
  114231. if (serializedGeometries[geometry.id]) {
  114232. return;
  114233. }
  114234. if (geometry.doNotSerialize) {
  114235. return;
  114236. }
  114237. if (geometry instanceof BABYLON.BoxGeometry) {
  114238. serializationGeometries.boxes.push(geometry.serialize());
  114239. }
  114240. else if (geometry instanceof BABYLON.SphereGeometry) {
  114241. serializationGeometries.spheres.push(geometry.serialize());
  114242. }
  114243. else if (geometry instanceof BABYLON.CylinderGeometry) {
  114244. serializationGeometries.cylinders.push(geometry.serialize());
  114245. }
  114246. else if (geometry instanceof BABYLON.TorusGeometry) {
  114247. serializationGeometries.toruses.push(geometry.serialize());
  114248. }
  114249. else if (geometry instanceof BABYLON.GroundGeometry) {
  114250. serializationGeometries.grounds.push(geometry.serialize());
  114251. }
  114252. else if (geometry instanceof BABYLON.Plane) {
  114253. serializationGeometries.planes.push(geometry.serialize());
  114254. }
  114255. else if (geometry instanceof BABYLON.TorusKnotGeometry) {
  114256. serializationGeometries.torusKnots.push(geometry.serialize());
  114257. }
  114258. else if (geometry instanceof BABYLON._PrimitiveGeometry) {
  114259. throw new Error("Unknown primitive type");
  114260. }
  114261. else {
  114262. serializationGeometries.vertexData.push(geometry.serializeVerticeData());
  114263. }
  114264. serializedGeometries[geometry.id] = true;
  114265. };
  114266. var serializeMesh = function (mesh, serializationScene) {
  114267. var serializationObject = {};
  114268. // Geometry
  114269. var geometry = mesh._geometry;
  114270. if (geometry) {
  114271. if (!mesh.getScene().getGeometryByID(geometry.id)) {
  114272. // 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
  114273. serializeGeometry(geometry, serializationScene.geometries);
  114274. }
  114275. }
  114276. // Custom
  114277. if (mesh.serialize) {
  114278. mesh.serialize(serializationObject);
  114279. }
  114280. return serializationObject;
  114281. };
  114282. var finalizeSingleMesh = function (mesh, serializationObject) {
  114283. //only works if the mesh is already loaded
  114284. if (mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADED || mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NONE) {
  114285. //serialize material
  114286. if (mesh.material) {
  114287. if (mesh.material instanceof BABYLON.MultiMaterial) {
  114288. serializationObject.multiMaterials = serializationObject.multiMaterials || [];
  114289. serializationObject.materials = serializationObject.materials || [];
  114290. if (!serializationObject.multiMaterials.some(function (mat) { return (mat.id === mesh.material.id); })) {
  114291. serializationObject.multiMaterials.push(mesh.material.serialize());
  114292. var _loop_1 = function (submaterial) {
  114293. if (submaterial) {
  114294. if (!serializationObject.materials.some(function (mat) { return (mat.id === submaterial.id); })) {
  114295. serializationObject.materials.push(submaterial.serialize());
  114296. }
  114297. }
  114298. };
  114299. for (var _i = 0, _a = mesh.material.subMaterials; _i < _a.length; _i++) {
  114300. var submaterial = _a[_i];
  114301. _loop_1(submaterial);
  114302. }
  114303. }
  114304. }
  114305. else {
  114306. serializationObject.materials = serializationObject.materials || [];
  114307. if (!serializationObject.materials.some(function (mat) { return (mat.id === mesh.material.id); })) {
  114308. serializationObject.materials.push(mesh.material.serialize());
  114309. }
  114310. }
  114311. }
  114312. //serialize geometry
  114313. var geometry = mesh._geometry;
  114314. if (geometry) {
  114315. if (!serializationObject.geometries) {
  114316. serializationObject.geometries = {};
  114317. serializationObject.geometries.boxes = [];
  114318. serializationObject.geometries.spheres = [];
  114319. serializationObject.geometries.cylinders = [];
  114320. serializationObject.geometries.toruses = [];
  114321. serializationObject.geometries.grounds = [];
  114322. serializationObject.geometries.planes = [];
  114323. serializationObject.geometries.torusKnots = [];
  114324. serializationObject.geometries.vertexData = [];
  114325. }
  114326. serializeGeometry(geometry, serializationObject.geometries);
  114327. }
  114328. // Skeletons
  114329. if (mesh.skeleton) {
  114330. serializationObject.skeletons = serializationObject.skeletons || [];
  114331. serializationObject.skeletons.push(mesh.skeleton.serialize());
  114332. }
  114333. //serialize the actual mesh
  114334. serializationObject.meshes = serializationObject.meshes || [];
  114335. serializationObject.meshes.push(serializeMesh(mesh, serializationObject));
  114336. }
  114337. };
  114338. /**
  114339. * Class used to serialize a scene into a string
  114340. */
  114341. var SceneSerializer = /** @class */ (function () {
  114342. function SceneSerializer() {
  114343. }
  114344. /**
  114345. * Clear cache used by a previous serialization
  114346. */
  114347. SceneSerializer.ClearCache = function () {
  114348. serializedGeometries = [];
  114349. };
  114350. /**
  114351. * Serialize a scene into a JSON compatible object
  114352. * @param scene defines the scene to serialize
  114353. * @returns a JSON compatible object
  114354. */
  114355. SceneSerializer.Serialize = function (scene) {
  114356. var serializationObject = {};
  114357. SceneSerializer.ClearCache();
  114358. // Scene
  114359. serializationObject.useDelayedTextureLoading = scene.useDelayedTextureLoading;
  114360. serializationObject.autoClear = scene.autoClear;
  114361. serializationObject.clearColor = scene.clearColor.asArray();
  114362. serializationObject.ambientColor = scene.ambientColor.asArray();
  114363. serializationObject.gravity = scene.gravity.asArray();
  114364. serializationObject.collisionsEnabled = scene.collisionsEnabled;
  114365. serializationObject.workerCollisions = scene.workerCollisions;
  114366. // Fog
  114367. if (scene.fogMode && scene.fogMode !== 0) {
  114368. serializationObject.fogMode = scene.fogMode;
  114369. serializationObject.fogColor = scene.fogColor.asArray();
  114370. serializationObject.fogStart = scene.fogStart;
  114371. serializationObject.fogEnd = scene.fogEnd;
  114372. serializationObject.fogDensity = scene.fogDensity;
  114373. }
  114374. //Physics
  114375. if (scene.isPhysicsEnabled()) {
  114376. var physicEngine = scene.getPhysicsEngine();
  114377. if (physicEngine) {
  114378. serializationObject.physicsEnabled = true;
  114379. serializationObject.physicsGravity = physicEngine.gravity.asArray();
  114380. serializationObject.physicsEngine = physicEngine.getPhysicsPluginName();
  114381. }
  114382. }
  114383. // Metadata
  114384. if (scene.metadata) {
  114385. serializationObject.metadata = scene.metadata;
  114386. }
  114387. // Morph targets
  114388. serializationObject.morphTargetManagers = [];
  114389. for (var _i = 0, _a = scene.meshes; _i < _a.length; _i++) {
  114390. var abstractMesh = _a[_i];
  114391. var manager = abstractMesh.morphTargetManager;
  114392. if (manager) {
  114393. serializationObject.morphTargetManagers.push(manager.serialize());
  114394. }
  114395. }
  114396. // Lights
  114397. serializationObject.lights = [];
  114398. var index;
  114399. var light;
  114400. for (index = 0; index < scene.lights.length; index++) {
  114401. light = scene.lights[index];
  114402. if (!light.doNotSerialize) {
  114403. serializationObject.lights.push(light.serialize());
  114404. }
  114405. }
  114406. // Cameras
  114407. serializationObject.cameras = [];
  114408. for (index = 0; index < scene.cameras.length; index++) {
  114409. var camera = scene.cameras[index];
  114410. if (!camera.doNotSerialize) {
  114411. serializationObject.cameras.push(camera.serialize());
  114412. }
  114413. }
  114414. if (scene.activeCamera) {
  114415. serializationObject.activeCameraID = scene.activeCamera.id;
  114416. }
  114417. // Animations
  114418. BABYLON.Animation.AppendSerializedAnimations(scene, serializationObject);
  114419. // Reflection probes
  114420. if (scene.reflectionProbes && scene.reflectionProbes.length > 0) {
  114421. serializationObject.reflectionProbes = [];
  114422. for (index = 0; index < scene.reflectionProbes.length; index++) {
  114423. var reflectionProbe = scene.reflectionProbes[index];
  114424. serializationObject.reflectionProbes.push(reflectionProbe.serialize());
  114425. }
  114426. }
  114427. // Materials
  114428. serializationObject.materials = [];
  114429. serializationObject.multiMaterials = [];
  114430. var material;
  114431. for (index = 0; index < scene.materials.length; index++) {
  114432. material = scene.materials[index];
  114433. if (!material.doNotSerialize) {
  114434. serializationObject.materials.push(material.serialize());
  114435. }
  114436. }
  114437. // MultiMaterials
  114438. serializationObject.multiMaterials = [];
  114439. for (index = 0; index < scene.multiMaterials.length; index++) {
  114440. var multiMaterial = scene.multiMaterials[index];
  114441. serializationObject.multiMaterials.push(multiMaterial.serialize());
  114442. }
  114443. // Environment texture
  114444. if (scene.environmentTexture) {
  114445. serializationObject.environmentTexture = scene.environmentTexture.name;
  114446. }
  114447. // Skeletons
  114448. serializationObject.skeletons = [];
  114449. for (index = 0; index < scene.skeletons.length; index++) {
  114450. var skeleton = scene.skeletons[index];
  114451. if (!skeleton.doNotSerialize) {
  114452. serializationObject.skeletons.push(skeleton.serialize());
  114453. }
  114454. }
  114455. // Transform nodes
  114456. serializationObject.transformNodes = [];
  114457. for (index = 0; index < scene.transformNodes.length; index++) {
  114458. serializationObject.transformNodes.push(scene.transformNodes[index].serialize());
  114459. }
  114460. // Geometries
  114461. serializationObject.geometries = {};
  114462. serializationObject.geometries.boxes = [];
  114463. serializationObject.geometries.spheres = [];
  114464. serializationObject.geometries.cylinders = [];
  114465. serializationObject.geometries.toruses = [];
  114466. serializationObject.geometries.grounds = [];
  114467. serializationObject.geometries.planes = [];
  114468. serializationObject.geometries.torusKnots = [];
  114469. serializationObject.geometries.vertexData = [];
  114470. serializedGeometries = [];
  114471. var geometries = scene.getGeometries();
  114472. for (index = 0; index < geometries.length; index++) {
  114473. var geometry = geometries[index];
  114474. if (geometry.isReady()) {
  114475. serializeGeometry(geometry, serializationObject.geometries);
  114476. }
  114477. }
  114478. // Meshes
  114479. serializationObject.meshes = [];
  114480. for (index = 0; index < scene.meshes.length; index++) {
  114481. var abstractMesh = scene.meshes[index];
  114482. if (abstractMesh instanceof BABYLON.Mesh) {
  114483. var mesh = abstractMesh;
  114484. if (!mesh.doNotSerialize) {
  114485. if (mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADED || mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NONE) {
  114486. serializationObject.meshes.push(serializeMesh(mesh, serializationObject));
  114487. }
  114488. }
  114489. }
  114490. }
  114491. // Particles Systems
  114492. serializationObject.particleSystems = [];
  114493. for (index = 0; index < scene.particleSystems.length; index++) {
  114494. serializationObject.particleSystems.push(scene.particleSystems[index].serialize());
  114495. }
  114496. // Action Manager
  114497. if (scene.actionManager) {
  114498. serializationObject.actions = scene.actionManager.serialize("scene");
  114499. }
  114500. // Components
  114501. for (var _b = 0, _c = scene._serializableComponents; _b < _c.length; _b++) {
  114502. var component = _c[_b];
  114503. component.serialize(serializationObject);
  114504. }
  114505. return serializationObject;
  114506. };
  114507. /**
  114508. * Serialize a mesh into a JSON compatible object
  114509. * @param toSerialize defines the mesh to serialize
  114510. * @param withParents defines if parents must be serialized as well
  114511. * @param withChildren defines if children must be serialized as well
  114512. * @returns a JSON compatible object
  114513. */
  114514. SceneSerializer.SerializeMesh = function (toSerialize /* Mesh || Mesh[] */, withParents, withChildren) {
  114515. if (withParents === void 0) { withParents = false; }
  114516. if (withChildren === void 0) { withChildren = false; }
  114517. var serializationObject = {};
  114518. SceneSerializer.ClearCache();
  114519. toSerialize = (toSerialize instanceof Array) ? toSerialize : [toSerialize];
  114520. if (withParents || withChildren) {
  114521. //deliberate for loop! not for each, appended should be processed as well.
  114522. for (var i = 0; i < toSerialize.length; ++i) {
  114523. if (withChildren) {
  114524. toSerialize[i].getDescendants().forEach(function (node) {
  114525. if (node instanceof BABYLON.Mesh && (toSerialize.indexOf(node) < 0)) {
  114526. toSerialize.push(node);
  114527. }
  114528. });
  114529. }
  114530. //make sure the array doesn't contain the object already
  114531. if (withParents && toSerialize[i].parent && (toSerialize.indexOf(toSerialize[i].parent) < 0)) {
  114532. toSerialize.push(toSerialize[i].parent);
  114533. }
  114534. }
  114535. }
  114536. toSerialize.forEach(function (mesh) {
  114537. finalizeSingleMesh(mesh, serializationObject);
  114538. });
  114539. return serializationObject;
  114540. };
  114541. return SceneSerializer;
  114542. }());
  114543. BABYLON.SceneSerializer = SceneSerializer;
  114544. })(BABYLON || (BABYLON = {}));
  114545. //# sourceMappingURL=babylon.sceneSerializer.js.map
  114546. var BABYLON;
  114547. (function (BABYLON) {
  114548. BABYLON.AbstractScene.prototype.removeReflectionProbe = function (toRemove) {
  114549. if (!this.reflectionProbes) {
  114550. return -1;
  114551. }
  114552. var index = this.reflectionProbes.indexOf(toRemove);
  114553. if (index !== -1) {
  114554. this.reflectionProbes.splice(index, 1);
  114555. }
  114556. return index;
  114557. };
  114558. BABYLON.AbstractScene.prototype.addReflectionProbe = function (newReflectionProbe) {
  114559. if (!this.reflectionProbes) {
  114560. this.reflectionProbes = [];
  114561. }
  114562. this.reflectionProbes.push(newReflectionProbe);
  114563. };
  114564. /**
  114565. * Class used to generate realtime reflection / refraction cube textures
  114566. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  114567. */
  114568. var ReflectionProbe = /** @class */ (function () {
  114569. /**
  114570. * Creates a new reflection probe
  114571. * @param name defines the name of the probe
  114572. * @param size defines the texture resolution (for each face)
  114573. * @param scene defines the hosting scene
  114574. * @param generateMipMaps defines if mip maps should be generated automatically (true by default)
  114575. * @param useFloat defines if HDR data (flaot data) should be used to store colors (false by default)
  114576. */
  114577. function ReflectionProbe(
  114578. /** defines the name of the probe */
  114579. name, size, scene, generateMipMaps, useFloat) {
  114580. if (generateMipMaps === void 0) { generateMipMaps = true; }
  114581. if (useFloat === void 0) { useFloat = false; }
  114582. var _this = this;
  114583. this.name = name;
  114584. this._viewMatrix = BABYLON.Matrix.Identity();
  114585. this._target = BABYLON.Vector3.Zero();
  114586. this._add = BABYLON.Vector3.Zero();
  114587. this._invertYAxis = false;
  114588. /** Gets or sets probe position (center of the cube map) */
  114589. this.position = BABYLON.Vector3.Zero();
  114590. this._scene = scene;
  114591. // Create the scene field if not exist.
  114592. if (!this._scene.reflectionProbes) {
  114593. this._scene.reflectionProbes = new Array();
  114594. }
  114595. this._scene.reflectionProbes.push(this);
  114596. this._renderTargetTexture = new BABYLON.RenderTargetTexture(name, size, scene, generateMipMaps, true, useFloat ? BABYLON.Engine.TEXTURETYPE_FLOAT : BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT, true);
  114597. this._renderTargetTexture.onBeforeRenderObservable.add(function (faceIndex) {
  114598. switch (faceIndex) {
  114599. case 0:
  114600. _this._add.copyFromFloats(1, 0, 0);
  114601. break;
  114602. case 1:
  114603. _this._add.copyFromFloats(-1, 0, 0);
  114604. break;
  114605. case 2:
  114606. _this._add.copyFromFloats(0, _this._invertYAxis ? 1 : -1, 0);
  114607. break;
  114608. case 3:
  114609. _this._add.copyFromFloats(0, _this._invertYAxis ? -1 : 1, 0);
  114610. break;
  114611. case 4:
  114612. _this._add.copyFromFloats(0, 0, 1);
  114613. break;
  114614. case 5:
  114615. _this._add.copyFromFloats(0, 0, -1);
  114616. break;
  114617. }
  114618. if (_this._attachedMesh) {
  114619. _this.position.copyFrom(_this._attachedMesh.getAbsolutePosition());
  114620. }
  114621. _this.position.addToRef(_this._add, _this._target);
  114622. BABYLON.Matrix.LookAtLHToRef(_this.position, _this._target, BABYLON.Vector3.Up(), _this._viewMatrix);
  114623. if (scene.activeCamera) {
  114624. _this._projectionMatrix = BABYLON.Matrix.PerspectiveFovLH(Math.PI / 2, 1, scene.activeCamera.minZ, scene.activeCamera.maxZ);
  114625. scene.setTransformMatrix(_this._viewMatrix, _this._projectionMatrix);
  114626. }
  114627. scene._forcedViewPosition = _this.position;
  114628. });
  114629. this._renderTargetTexture.onAfterUnbindObservable.add(function () {
  114630. scene._forcedViewPosition = null;
  114631. scene.updateTransformMatrix(true);
  114632. });
  114633. }
  114634. Object.defineProperty(ReflectionProbe.prototype, "samples", {
  114635. /** Gets or sets the number of samples to use for multi-sampling (0 by default). Required WebGL2 */
  114636. get: function () {
  114637. return this._renderTargetTexture.samples;
  114638. },
  114639. set: function (value) {
  114640. this._renderTargetTexture.samples = value;
  114641. },
  114642. enumerable: true,
  114643. configurable: true
  114644. });
  114645. Object.defineProperty(ReflectionProbe.prototype, "refreshRate", {
  114646. /** Gets or sets the refresh rate to use (on every frame by default) */
  114647. get: function () {
  114648. return this._renderTargetTexture.refreshRate;
  114649. },
  114650. set: function (value) {
  114651. this._renderTargetTexture.refreshRate = value;
  114652. },
  114653. enumerable: true,
  114654. configurable: true
  114655. });
  114656. /**
  114657. * Gets the hosting scene
  114658. * @returns a Scene
  114659. */
  114660. ReflectionProbe.prototype.getScene = function () {
  114661. return this._scene;
  114662. };
  114663. Object.defineProperty(ReflectionProbe.prototype, "cubeTexture", {
  114664. /** Gets the internal CubeTexture used to render to */
  114665. get: function () {
  114666. return this._renderTargetTexture;
  114667. },
  114668. enumerable: true,
  114669. configurable: true
  114670. });
  114671. Object.defineProperty(ReflectionProbe.prototype, "renderList", {
  114672. /** Gets the list of meshes to render */
  114673. get: function () {
  114674. return this._renderTargetTexture.renderList;
  114675. },
  114676. enumerable: true,
  114677. configurable: true
  114678. });
  114679. /**
  114680. * Attach the probe to a specific mesh (Rendering will be done from attached mesh's position)
  114681. * @param mesh defines the mesh to attach to
  114682. */
  114683. ReflectionProbe.prototype.attachToMesh = function (mesh) {
  114684. this._attachedMesh = mesh;
  114685. };
  114686. /**
  114687. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups
  114688. * @param renderingGroupId The rendering group id corresponding to its index
  114689. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  114690. */
  114691. ReflectionProbe.prototype.setRenderingAutoClearDepthStencil = function (renderingGroupId, autoClearDepthStencil) {
  114692. this._renderTargetTexture.setRenderingAutoClearDepthStencil(renderingGroupId, autoClearDepthStencil);
  114693. };
  114694. /**
  114695. * Clean all associated resources
  114696. */
  114697. ReflectionProbe.prototype.dispose = function () {
  114698. var index = this._scene.reflectionProbes.indexOf(this);
  114699. if (index !== -1) {
  114700. // Remove from the scene if found
  114701. this._scene.reflectionProbes.splice(index, 1);
  114702. }
  114703. if (this._renderTargetTexture) {
  114704. this._renderTargetTexture.dispose();
  114705. this._renderTargetTexture = null;
  114706. }
  114707. };
  114708. /**
  114709. * Converts the reflection probe information to a readable string for debug purpose.
  114710. * @param fullDetails Supports for multiple levels of logging within scene loading
  114711. * @returns the human readable reflection probe info
  114712. */
  114713. ReflectionProbe.prototype.toString = function (fullDetails) {
  114714. var ret = "Name: " + this.name;
  114715. if (fullDetails) {
  114716. ret += ", position: " + this.position.toString();
  114717. if (this._attachedMesh) {
  114718. ret += ", attached mesh: " + this._attachedMesh.name;
  114719. }
  114720. }
  114721. return ret;
  114722. };
  114723. /**
  114724. * Get the class name of the relfection probe.
  114725. * @returns "ReflectionProbe"
  114726. */
  114727. ReflectionProbe.prototype.getClassName = function () {
  114728. return "ReflectionProbe";
  114729. };
  114730. /**
  114731. * Serialize the reflection probe to a JSON representation we can easily use in the resepective Parse function.
  114732. * @returns The JSON representation of the texture
  114733. */
  114734. ReflectionProbe.prototype.serialize = function () {
  114735. var serializationObject = BABYLON.SerializationHelper.Serialize(this, this._renderTargetTexture.serialize());
  114736. serializationObject.isReflectionProbe = true;
  114737. return serializationObject;
  114738. };
  114739. /**
  114740. * Parse the JSON representation of a reflection probe in order to recreate the reflection probe in the given scene.
  114741. * @param parsedReflectionProbe Define the JSON representation of the reflection probe
  114742. * @param scene Define the scene the parsed reflection probe should be instantiated in
  114743. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  114744. * @returns The parsed reflection probe if successful
  114745. */
  114746. ReflectionProbe.Parse = function (parsedReflectionProbe, scene, rootUrl) {
  114747. var reflectionProbe = null;
  114748. if (scene.reflectionProbes) {
  114749. for (var index = 0; index < scene.reflectionProbes.length; index++) {
  114750. var rp = scene.reflectionProbes[index];
  114751. if (rp.name === parsedReflectionProbe.name) {
  114752. reflectionProbe = rp;
  114753. break;
  114754. }
  114755. }
  114756. }
  114757. reflectionProbe = BABYLON.SerializationHelper.Parse(function () { return reflectionProbe || new ReflectionProbe(parsedReflectionProbe.name, parsedReflectionProbe.renderTargetSize, scene, parsedReflectionProbe._generateMipMaps); }, parsedReflectionProbe, scene, rootUrl);
  114758. reflectionProbe.cubeTexture._waitingRenderList = parsedReflectionProbe.renderList;
  114759. if (parsedReflectionProbe._attachedMesh) {
  114760. reflectionProbe.attachToMesh(scene.getMeshByID(parsedReflectionProbe._attachedMesh));
  114761. }
  114762. return reflectionProbe;
  114763. };
  114764. __decorate([
  114765. BABYLON.serializeAsMeshReference()
  114766. ], ReflectionProbe.prototype, "_attachedMesh", void 0);
  114767. __decorate([
  114768. BABYLON.serializeAsVector3()
  114769. ], ReflectionProbe.prototype, "position", void 0);
  114770. return ReflectionProbe;
  114771. }());
  114772. BABYLON.ReflectionProbe = ReflectionProbe;
  114773. })(BABYLON || (BABYLON = {}));
  114774. //# sourceMappingURL=babylon.reflectionProbe.js.map
  114775. var BABYLON;
  114776. (function (BABYLON) {
  114777. /**
  114778. * Defines the layer scene component responsible to manage any layers
  114779. * in a given scene.
  114780. */
  114781. var LayerSceneComponent = /** @class */ (function () {
  114782. /**
  114783. * Creates a new instance of the component for the given scene
  114784. * @param scene Defines the scene to register the component in
  114785. */
  114786. function LayerSceneComponent(scene) {
  114787. /**
  114788. * The component name helpfull to identify the component in the list of scene components.
  114789. */
  114790. this.name = BABYLON.SceneComponentConstants.NAME_LAYER;
  114791. this.scene = scene;
  114792. this._engine = scene.getEngine();
  114793. scene.layers = new Array();
  114794. }
  114795. /**
  114796. * Registers the component in a given scene
  114797. */
  114798. LayerSceneComponent.prototype.register = function () {
  114799. this.scene._beforeCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORECAMERADRAW_LAYER, this, this._drawCameraBackground);
  114800. this.scene._afterCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERCAMERADRAW_LAYER, this, this._drawCameraForeground);
  114801. this.scene._beforeRenderTargetDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORERENDERTARGETDRAW_LAYER, this, this._drawRenderTargetBackground);
  114802. this.scene._afterRenderTargetDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERRENDERTARGETDRAW_LAYER, this, this._drawRenderTargetForeground);
  114803. };
  114804. /**
  114805. * Rebuilds the elements related to this component in case of
  114806. * context lost for instance.
  114807. */
  114808. LayerSceneComponent.prototype.rebuild = function () {
  114809. var layers = this.scene.layers;
  114810. for (var _i = 0, layers_1 = layers; _i < layers_1.length; _i++) {
  114811. var layer = layers_1[_i];
  114812. layer._rebuild();
  114813. }
  114814. };
  114815. /**
  114816. * Disposes the component and the associated ressources.
  114817. */
  114818. LayerSceneComponent.prototype.dispose = function () {
  114819. var layers = this.scene.layers;
  114820. while (layers.length) {
  114821. layers[0].dispose();
  114822. }
  114823. };
  114824. LayerSceneComponent.prototype._draw = function (predicate) {
  114825. var layers = this.scene.layers;
  114826. if (layers.length) {
  114827. this._engine.setDepthBuffer(false);
  114828. for (var _i = 0, layers_2 = layers; _i < layers_2.length; _i++) {
  114829. var layer = layers_2[_i];
  114830. if (predicate(layer)) {
  114831. layer.render();
  114832. }
  114833. }
  114834. this._engine.setDepthBuffer(true);
  114835. }
  114836. };
  114837. LayerSceneComponent.prototype._drawCameraPredicate = function (layer, isBackground, cameraLayerMask) {
  114838. return !layer.renderOnlyInRenderTargetTextures &&
  114839. layer.isBackground === isBackground &&
  114840. ((layer.layerMask & cameraLayerMask) !== 0);
  114841. };
  114842. LayerSceneComponent.prototype._drawCameraBackground = function (camera) {
  114843. var _this = this;
  114844. this._draw(function (layer) {
  114845. return _this._drawCameraPredicate(layer, true, camera.layerMask);
  114846. });
  114847. };
  114848. LayerSceneComponent.prototype._drawCameraForeground = function (camera) {
  114849. var _this = this;
  114850. this._draw(function (layer) {
  114851. return _this._drawCameraPredicate(layer, false, camera.layerMask);
  114852. });
  114853. };
  114854. LayerSceneComponent.prototype._drawRenderTargetPredicate = function (layer, isBackground, cameraLayerMask, renderTargetTexture) {
  114855. return (layer.renderTargetTextures.length > 0) &&
  114856. layer.isBackground === isBackground &&
  114857. (layer.renderTargetTextures.indexOf(renderTargetTexture) > -1) &&
  114858. ((layer.layerMask & cameraLayerMask) !== 0);
  114859. };
  114860. LayerSceneComponent.prototype._drawRenderTargetBackground = function (renderTarget) {
  114861. var _this = this;
  114862. this._draw(function (layer) {
  114863. return _this._drawRenderTargetPredicate(layer, true, _this.scene.activeCamera.layerMask, renderTarget);
  114864. });
  114865. };
  114866. LayerSceneComponent.prototype._drawRenderTargetForeground = function (renderTarget) {
  114867. var _this = this;
  114868. this._draw(function (layer) {
  114869. return _this._drawRenderTargetPredicate(layer, false, _this.scene.activeCamera.layerMask, renderTarget);
  114870. });
  114871. };
  114872. return LayerSceneComponent;
  114873. }());
  114874. BABYLON.LayerSceneComponent = LayerSceneComponent;
  114875. })(BABYLON || (BABYLON = {}));
  114876. //# sourceMappingURL=babylon.layerSceneComponent.js.map
  114877. var BABYLON;
  114878. (function (BABYLON) {
  114879. /**
  114880. * This represents a full screen 2d layer.
  114881. * This can be useful to display a picture in the background of your scene for instance.
  114882. * @see https://www.babylonjs-playground.com/#08A2BS#1
  114883. */
  114884. var Layer = /** @class */ (function () {
  114885. /**
  114886. * Instantiates a new layer.
  114887. * This represents a full screen 2d layer.
  114888. * This can be useful to display a picture in the background of your scene for instance.
  114889. * @see https://www.babylonjs-playground.com/#08A2BS#1
  114890. * @param name Define the name of the layer in the scene
  114891. * @param imgUrl Define the url of the texture to display in the layer
  114892. * @param scene Define the scene the layer belongs to
  114893. * @param isBackground Defines whether the layer is displayed in front or behind the scene
  114894. * @param color Defines a color for the layer
  114895. */
  114896. function Layer(
  114897. /**
  114898. * Define the name of the layer.
  114899. */
  114900. name, imgUrl, scene, isBackground, color) {
  114901. this.name = name;
  114902. /**
  114903. * Define the scale of the layer in order to zoom in out of the texture.
  114904. */
  114905. this.scale = new BABYLON.Vector2(1, 1);
  114906. /**
  114907. * Define an offset for the layer in order to shift the texture.
  114908. */
  114909. this.offset = new BABYLON.Vector2(0, 0);
  114910. /**
  114911. * Define the alpha blending mode used in the layer in case the texture or color has an alpha.
  114912. */
  114913. this.alphaBlendingMode = BABYLON.Engine.ALPHA_COMBINE;
  114914. /**
  114915. * Define a mask to restrict the layer to only some of the scene cameras.
  114916. */
  114917. this.layerMask = 0x0FFFFFFF;
  114918. /**
  114919. * Define the list of render target the layer is visible into.
  114920. */
  114921. this.renderTargetTextures = [];
  114922. /**
  114923. * Define if the layer is only used in renderTarget or if it also
  114924. * renders in the main frame buffer of the canvas.
  114925. */
  114926. this.renderOnlyInRenderTargetTextures = false;
  114927. this._vertexBuffers = {};
  114928. /**
  114929. * An event triggered when the layer is disposed.
  114930. */
  114931. this.onDisposeObservable = new BABYLON.Observable();
  114932. /**
  114933. * An event triggered before rendering the scene
  114934. */
  114935. this.onBeforeRenderObservable = new BABYLON.Observable();
  114936. /**
  114937. * An event triggered after rendering the scene
  114938. */
  114939. this.onAfterRenderObservable = new BABYLON.Observable();
  114940. this.texture = imgUrl ? new BABYLON.Texture(imgUrl, scene, true) : null;
  114941. this.isBackground = isBackground === undefined ? true : isBackground;
  114942. this.color = color === undefined ? new BABYLON.Color4(1, 1, 1, 1) : color;
  114943. this._scene = (scene || BABYLON.Engine.LastCreatedScene);
  114944. var layerComponent = this._scene._getComponent(BABYLON.SceneComponentConstants.NAME_LAYER);
  114945. if (!layerComponent) {
  114946. layerComponent = new BABYLON.LayerSceneComponent(this._scene);
  114947. this._scene._addComponent(layerComponent);
  114948. }
  114949. this._scene.layers.push(this);
  114950. var engine = this._scene.getEngine();
  114951. // VBO
  114952. var vertices = [];
  114953. vertices.push(1, 1);
  114954. vertices.push(-1, 1);
  114955. vertices.push(-1, -1);
  114956. vertices.push(1, -1);
  114957. var vertexBuffer = new BABYLON.VertexBuffer(engine, vertices, BABYLON.VertexBuffer.PositionKind, false, false, 2);
  114958. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = vertexBuffer;
  114959. this._createIndexBuffer();
  114960. // Effects
  114961. this._effect = engine.createEffect("layer", [BABYLON.VertexBuffer.PositionKind], ["textureMatrix", "color", "scale", "offset"], ["textureSampler"], "");
  114962. this._alphaTestEffect = engine.createEffect("layer", [BABYLON.VertexBuffer.PositionKind], ["textureMatrix", "color", "scale", "offset"], ["textureSampler"], "#define ALPHATEST");
  114963. }
  114964. Object.defineProperty(Layer.prototype, "onDispose", {
  114965. /**
  114966. * Back compatibility with callback before the onDisposeObservable existed.
  114967. * The set callback will be triggered when the layer has been disposed.
  114968. */
  114969. set: function (callback) {
  114970. if (this._onDisposeObserver) {
  114971. this.onDisposeObservable.remove(this._onDisposeObserver);
  114972. }
  114973. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  114974. },
  114975. enumerable: true,
  114976. configurable: true
  114977. });
  114978. Object.defineProperty(Layer.prototype, "onBeforeRender", {
  114979. /**
  114980. * Back compatibility with callback before the onBeforeRenderObservable existed.
  114981. * The set callback will be triggered just before rendering the layer.
  114982. */
  114983. set: function (callback) {
  114984. if (this._onBeforeRenderObserver) {
  114985. this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);
  114986. }
  114987. this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);
  114988. },
  114989. enumerable: true,
  114990. configurable: true
  114991. });
  114992. Object.defineProperty(Layer.prototype, "onAfterRender", {
  114993. /**
  114994. * Back compatibility with callback before the onAfterRenderObservable existed.
  114995. * The set callback will be triggered just after rendering the layer.
  114996. */
  114997. set: function (callback) {
  114998. if (this._onAfterRenderObserver) {
  114999. this.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  115000. }
  115001. this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);
  115002. },
  115003. enumerable: true,
  115004. configurable: true
  115005. });
  115006. Layer.prototype._createIndexBuffer = function () {
  115007. var engine = this._scene.getEngine();
  115008. // Indices
  115009. var indices = [];
  115010. indices.push(0);
  115011. indices.push(1);
  115012. indices.push(2);
  115013. indices.push(0);
  115014. indices.push(2);
  115015. indices.push(3);
  115016. this._indexBuffer = engine.createIndexBuffer(indices);
  115017. };
  115018. /** @hidden */
  115019. Layer.prototype._rebuild = function () {
  115020. var vb = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  115021. if (vb) {
  115022. vb._rebuild();
  115023. }
  115024. this._createIndexBuffer();
  115025. };
  115026. /**
  115027. * Renders the layer in the scene.
  115028. */
  115029. Layer.prototype.render = function () {
  115030. var currentEffect = this.alphaTest ? this._alphaTestEffect : this._effect;
  115031. // Check
  115032. if (!currentEffect.isReady() || !this.texture || !this.texture.isReady()) {
  115033. return;
  115034. }
  115035. var engine = this._scene.getEngine();
  115036. this.onBeforeRenderObservable.notifyObservers(this);
  115037. // Render
  115038. engine.enableEffect(currentEffect);
  115039. engine.setState(false);
  115040. // Texture
  115041. currentEffect.setTexture("textureSampler", this.texture);
  115042. currentEffect.setMatrix("textureMatrix", this.texture.getTextureMatrix());
  115043. // Color
  115044. currentEffect.setFloat4("color", this.color.r, this.color.g, this.color.b, this.color.a);
  115045. // Scale / offset
  115046. currentEffect.setVector2("offset", this.offset);
  115047. currentEffect.setVector2("scale", this.scale);
  115048. // VBOs
  115049. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, currentEffect);
  115050. // Draw order
  115051. if (!this.alphaTest) {
  115052. engine.setAlphaMode(this.alphaBlendingMode);
  115053. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  115054. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  115055. }
  115056. else {
  115057. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  115058. }
  115059. this.onAfterRenderObservable.notifyObservers(this);
  115060. };
  115061. /**
  115062. * Disposes and releases the associated ressources.
  115063. */
  115064. Layer.prototype.dispose = function () {
  115065. var vertexBuffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  115066. if (vertexBuffer) {
  115067. vertexBuffer.dispose();
  115068. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  115069. }
  115070. if (this._indexBuffer) {
  115071. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  115072. this._indexBuffer = null;
  115073. }
  115074. if (this.texture) {
  115075. this.texture.dispose();
  115076. this.texture = null;
  115077. }
  115078. // Clean RTT list
  115079. this.renderTargetTextures = [];
  115080. // Remove from scene
  115081. var index = this._scene.layers.indexOf(this);
  115082. this._scene.layers.splice(index, 1);
  115083. // Callback
  115084. this.onDisposeObservable.notifyObservers(this);
  115085. this.onDisposeObservable.clear();
  115086. this.onAfterRenderObservable.clear();
  115087. this.onBeforeRenderObservable.clear();
  115088. };
  115089. return Layer;
  115090. }());
  115091. BABYLON.Layer = Layer;
  115092. })(BABYLON || (BABYLON = {}));
  115093. //# sourceMappingURL=babylon.layer.js.map
  115094. var BABYLON;
  115095. (function (BABYLON) {
  115096. /**
  115097. * Class used to host texture specific utilities
  115098. */
  115099. var TextureTools = /** @class */ (function () {
  115100. function TextureTools() {
  115101. }
  115102. /**
  115103. * Uses the GPU to create a copy texture rescaled at a given size
  115104. * @param texture Texture to copy from
  115105. * @param width defines the desired width
  115106. * @param height defines the desired height
  115107. * @param useBilinearMode defines if bilinear mode has to be used
  115108. * @return the generated texture
  115109. */
  115110. TextureTools.CreateResizedCopy = function (texture, width, height, useBilinearMode) {
  115111. if (useBilinearMode === void 0) { useBilinearMode = true; }
  115112. var scene = texture.getScene();
  115113. var engine = scene.getEngine();
  115114. var rtt = new BABYLON.RenderTargetTexture('resized' + texture.name, { width: width, height: height }, scene, !texture.noMipmap, true, texture._texture.type, false, texture._samplingMode, false);
  115115. rtt.wrapU = texture.wrapU;
  115116. rtt.wrapV = texture.wrapV;
  115117. rtt.uOffset = texture.uOffset;
  115118. rtt.vOffset = texture.vOffset;
  115119. rtt.uScale = texture.uScale;
  115120. rtt.vScale = texture.vScale;
  115121. rtt.uAng = texture.uAng;
  115122. rtt.vAng = texture.vAng;
  115123. rtt.wAng = texture.wAng;
  115124. rtt.coordinatesIndex = texture.coordinatesIndex;
  115125. rtt.level = texture.level;
  115126. rtt.anisotropicFilteringLevel = texture.anisotropicFilteringLevel;
  115127. rtt._texture.isReady = false;
  115128. texture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  115129. texture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  115130. var passPostProcess = new BABYLON.PassPostProcess("pass", 1, null, useBilinearMode ? BABYLON.Texture.BILINEAR_SAMPLINGMODE : BABYLON.Texture.NEAREST_SAMPLINGMODE, engine, false, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  115131. passPostProcess.getEffect().executeWhenCompiled(function () {
  115132. passPostProcess.onApply = function (effect) {
  115133. effect.setTexture("textureSampler", texture);
  115134. };
  115135. var internalTexture = rtt.getInternalTexture();
  115136. if (internalTexture) {
  115137. scene.postProcessManager.directRender([passPostProcess], internalTexture);
  115138. engine.unBindFramebuffer(internalTexture);
  115139. rtt.disposeFramebufferObjects();
  115140. passPostProcess.dispose();
  115141. internalTexture.isReady = true;
  115142. }
  115143. });
  115144. return rtt;
  115145. };
  115146. /**
  115147. * Gets an environment BRDF texture for a given scene
  115148. * @param scene defines the hosting scene
  115149. * @returns the environment BRDF texture
  115150. */
  115151. TextureTools.GetEnvironmentBRDFTexture = function (scene) {
  115152. if (!scene._environmentBRDFTexture) {
  115153. var texture = BABYLON.Texture.CreateFromBase64String(this._environmentBRDFBase64Texture, "EnvironmentBRDFTexture", scene, true, false, BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  115154. texture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  115155. texture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  115156. scene._environmentBRDFTexture = texture;
  115157. }
  115158. return scene._environmentBRDFTexture;
  115159. };
  115160. TextureTools._environmentBRDFBase64Texture = 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";
  115161. return TextureTools;
  115162. }());
  115163. BABYLON.TextureTools = TextureTools;
  115164. })(BABYLON || (BABYLON = {}));
  115165. //# sourceMappingURL=babylon.textureTools.js.map
  115166. var BABYLON;
  115167. (function (BABYLON) {
  115168. /**
  115169. * 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.
  115170. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  115171. */
  115172. var FramingBehavior = /** @class */ (function () {
  115173. function FramingBehavior() {
  115174. this._mode = FramingBehavior.FitFrustumSidesMode;
  115175. this._radiusScale = 1.0;
  115176. this._positionScale = 0.5;
  115177. this._defaultElevation = 0.3;
  115178. this._elevationReturnTime = 1500;
  115179. this._elevationReturnWaitTime = 1000;
  115180. this._zoomStopsAnimation = false;
  115181. this._framingTime = 1500;
  115182. /**
  115183. * Define if the behavior should automatically change the configured
  115184. * camera limits and sensibilities.
  115185. */
  115186. this.autoCorrectCameraLimitsAndSensibility = true;
  115187. this._isPointerDown = false;
  115188. this._lastInteractionTime = -Infinity;
  115189. // Framing control
  115190. this._animatables = new Array();
  115191. this._betaIsAnimating = false;
  115192. }
  115193. Object.defineProperty(FramingBehavior.prototype, "name", {
  115194. /**
  115195. * Gets the name of the behavior.
  115196. */
  115197. get: function () {
  115198. return "Framing";
  115199. },
  115200. enumerable: true,
  115201. configurable: true
  115202. });
  115203. Object.defineProperty(FramingBehavior.prototype, "mode", {
  115204. /**
  115205. * Gets current mode used by the behavior.
  115206. */
  115207. get: function () {
  115208. return this._mode;
  115209. },
  115210. /**
  115211. * Sets the current mode used by the behavior
  115212. */
  115213. set: function (mode) {
  115214. this._mode = mode;
  115215. },
  115216. enumerable: true,
  115217. configurable: true
  115218. });
  115219. Object.defineProperty(FramingBehavior.prototype, "radiusScale", {
  115220. /**
  115221. * Gets the scale applied to the radius
  115222. */
  115223. get: function () {
  115224. return this._radiusScale;
  115225. },
  115226. /**
  115227. * Sets the scale applied to the radius (1 by default)
  115228. */
  115229. set: function (radius) {
  115230. this._radiusScale = radius;
  115231. },
  115232. enumerable: true,
  115233. configurable: true
  115234. });
  115235. Object.defineProperty(FramingBehavior.prototype, "positionScale", {
  115236. /**
  115237. * Gets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  115238. */
  115239. get: function () {
  115240. return this._positionScale;
  115241. },
  115242. /**
  115243. * Sets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  115244. */
  115245. set: function (scale) {
  115246. this._positionScale = scale;
  115247. },
  115248. enumerable: true,
  115249. configurable: true
  115250. });
  115251. Object.defineProperty(FramingBehavior.prototype, "defaultElevation", {
  115252. /**
  115253. * Gets the angle above/below the horizontal plane to return to when the return to default elevation idle
  115254. * behaviour is triggered, in radians.
  115255. */
  115256. get: function () {
  115257. return this._defaultElevation;
  115258. },
  115259. /**
  115260. * Sets the angle above/below the horizontal plane to return to when the return to default elevation idle
  115261. * behaviour is triggered, in radians.
  115262. */
  115263. set: function (elevation) {
  115264. this._defaultElevation = elevation;
  115265. },
  115266. enumerable: true,
  115267. configurable: true
  115268. });
  115269. Object.defineProperty(FramingBehavior.prototype, "elevationReturnTime", {
  115270. /**
  115271. * Gets the time (in milliseconds) taken to return to the default beta position.
  115272. * Negative value indicates camera should not return to default.
  115273. */
  115274. get: function () {
  115275. return this._elevationReturnTime;
  115276. },
  115277. /**
  115278. * Sets the time (in milliseconds) taken to return to the default beta position.
  115279. * Negative value indicates camera should not return to default.
  115280. */
  115281. set: function (speed) {
  115282. this._elevationReturnTime = speed;
  115283. },
  115284. enumerable: true,
  115285. configurable: true
  115286. });
  115287. Object.defineProperty(FramingBehavior.prototype, "elevationReturnWaitTime", {
  115288. /**
  115289. * Gets the delay (in milliseconds) taken before the camera returns to the default beta position.
  115290. */
  115291. get: function () {
  115292. return this._elevationReturnWaitTime;
  115293. },
  115294. /**
  115295. * Sets the delay (in milliseconds) taken before the camera returns to the default beta position.
  115296. */
  115297. set: function (time) {
  115298. this._elevationReturnWaitTime = time;
  115299. },
  115300. enumerable: true,
  115301. configurable: true
  115302. });
  115303. Object.defineProperty(FramingBehavior.prototype, "zoomStopsAnimation", {
  115304. /**
  115305. * Gets the flag that indicates if user zooming should stop animation.
  115306. */
  115307. get: function () {
  115308. return this._zoomStopsAnimation;
  115309. },
  115310. /**
  115311. * Sets the flag that indicates if user zooming should stop animation.
  115312. */
  115313. set: function (flag) {
  115314. this._zoomStopsAnimation = flag;
  115315. },
  115316. enumerable: true,
  115317. configurable: true
  115318. });
  115319. Object.defineProperty(FramingBehavior.prototype, "framingTime", {
  115320. /**
  115321. * Gets the transition time when framing the mesh, in milliseconds
  115322. */
  115323. get: function () {
  115324. return this._framingTime;
  115325. },
  115326. /**
  115327. * Sets the transition time when framing the mesh, in milliseconds
  115328. */
  115329. set: function (time) {
  115330. this._framingTime = time;
  115331. },
  115332. enumerable: true,
  115333. configurable: true
  115334. });
  115335. /**
  115336. * Initializes the behavior.
  115337. */
  115338. FramingBehavior.prototype.init = function () {
  115339. // Do notihng
  115340. };
  115341. /**
  115342. * Attaches the behavior to its arc rotate camera.
  115343. * @param camera Defines the camera to attach the behavior to
  115344. */
  115345. FramingBehavior.prototype.attach = function (camera) {
  115346. var _this = this;
  115347. this._attachedCamera = camera;
  115348. var scene = this._attachedCamera.getScene();
  115349. FramingBehavior.EasingFunction.setEasingMode(FramingBehavior.EasingMode);
  115350. this._onPrePointerObservableObserver = scene.onPrePointerObservable.add(function (pointerInfoPre) {
  115351. if (pointerInfoPre.type === BABYLON.PointerEventTypes.POINTERDOWN) {
  115352. _this._isPointerDown = true;
  115353. return;
  115354. }
  115355. if (pointerInfoPre.type === BABYLON.PointerEventTypes.POINTERUP) {
  115356. _this._isPointerDown = false;
  115357. }
  115358. });
  115359. this._onMeshTargetChangedObserver = camera.onMeshTargetChangedObservable.add(function (mesh) {
  115360. if (mesh) {
  115361. _this.zoomOnMesh(mesh);
  115362. }
  115363. });
  115364. this._onAfterCheckInputsObserver = camera.onAfterCheckInputsObservable.add(function () {
  115365. // Stop the animation if there is user interaction and the animation should stop for this interaction
  115366. _this._applyUserInteraction();
  115367. // Maintain the camera above the ground. If the user pulls the camera beneath the ground plane, lift it
  115368. // back to the default position after a given timeout
  115369. _this._maintainCameraAboveGround();
  115370. });
  115371. };
  115372. /**
  115373. * Detaches the behavior from its current arc rotate camera.
  115374. */
  115375. FramingBehavior.prototype.detach = function () {
  115376. if (!this._attachedCamera) {
  115377. return;
  115378. }
  115379. var scene = this._attachedCamera.getScene();
  115380. if (this._onPrePointerObservableObserver) {
  115381. scene.onPrePointerObservable.remove(this._onPrePointerObservableObserver);
  115382. }
  115383. if (this._onAfterCheckInputsObserver) {
  115384. this._attachedCamera.onAfterCheckInputsObservable.remove(this._onAfterCheckInputsObserver);
  115385. }
  115386. if (this._onMeshTargetChangedObserver) {
  115387. this._attachedCamera.onMeshTargetChangedObservable.remove(this._onMeshTargetChangedObserver);
  115388. }
  115389. this._attachedCamera = null;
  115390. };
  115391. /**
  115392. * Targets the given mesh and updates zoom level accordingly.
  115393. * @param mesh The mesh to target.
  115394. * @param radius Optional. If a cached radius position already exists, overrides default.
  115395. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  115396. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  115397. * @param onAnimationEnd Callback triggered at the end of the framing animation
  115398. */
  115399. FramingBehavior.prototype.zoomOnMesh = function (mesh, focusOnOriginXZ, onAnimationEnd) {
  115400. if (focusOnOriginXZ === void 0) { focusOnOriginXZ = false; }
  115401. if (onAnimationEnd === void 0) { onAnimationEnd = null; }
  115402. mesh.computeWorldMatrix(true);
  115403. var boundingBox = mesh.getBoundingInfo().boundingBox;
  115404. this.zoomOnBoundingInfo(boundingBox.minimumWorld, boundingBox.maximumWorld, focusOnOriginXZ, onAnimationEnd);
  115405. };
  115406. /**
  115407. * Targets the given mesh with its children and updates zoom level accordingly.
  115408. * @param mesh The mesh to target.
  115409. * @param radius Optional. If a cached radius position already exists, overrides default.
  115410. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  115411. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  115412. * @param onAnimationEnd Callback triggered at the end of the framing animation
  115413. */
  115414. FramingBehavior.prototype.zoomOnMeshHierarchy = function (mesh, focusOnOriginXZ, onAnimationEnd) {
  115415. if (focusOnOriginXZ === void 0) { focusOnOriginXZ = false; }
  115416. if (onAnimationEnd === void 0) { onAnimationEnd = null; }
  115417. mesh.computeWorldMatrix(true);
  115418. var boundingBox = mesh.getHierarchyBoundingVectors(true);
  115419. this.zoomOnBoundingInfo(boundingBox.min, boundingBox.max, focusOnOriginXZ, onAnimationEnd);
  115420. };
  115421. /**
  115422. * Targets the given meshes with their children and updates zoom level accordingly.
  115423. * @param meshes The mesh to target.
  115424. * @param radius Optional. If a cached radius position already exists, overrides default.
  115425. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  115426. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  115427. * @param onAnimationEnd Callback triggered at the end of the framing animation
  115428. */
  115429. FramingBehavior.prototype.zoomOnMeshesHierarchy = function (meshes, focusOnOriginXZ, onAnimationEnd) {
  115430. if (focusOnOriginXZ === void 0) { focusOnOriginXZ = false; }
  115431. if (onAnimationEnd === void 0) { onAnimationEnd = null; }
  115432. var min = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  115433. var max = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  115434. for (var i = 0; i < meshes.length; i++) {
  115435. var boundingInfo = meshes[i].getHierarchyBoundingVectors(true);
  115436. BABYLON.Tools.CheckExtends(boundingInfo.min, min, max);
  115437. BABYLON.Tools.CheckExtends(boundingInfo.max, min, max);
  115438. }
  115439. this.zoomOnBoundingInfo(min, max, focusOnOriginXZ, onAnimationEnd);
  115440. };
  115441. /**
  115442. * Targets the bounding box info defined by its extends and updates zoom level accordingly.
  115443. * @param minimumWorld Determines the smaller position of the bounding box extend
  115444. * @param maximumWorld Determines the bigger position of the bounding box extend
  115445. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  115446. * @param onAnimationEnd Callback triggered at the end of the framing animation
  115447. */
  115448. FramingBehavior.prototype.zoomOnBoundingInfo = function (minimumWorld, maximumWorld, focusOnOriginXZ, onAnimationEnd) {
  115449. var _this = this;
  115450. if (focusOnOriginXZ === void 0) { focusOnOriginXZ = false; }
  115451. if (onAnimationEnd === void 0) { onAnimationEnd = null; }
  115452. var zoomTarget;
  115453. if (!this._attachedCamera) {
  115454. return;
  115455. }
  115456. // Find target by interpolating from bottom of bounding box in world-space to top via framingPositionY
  115457. var bottom = minimumWorld.y;
  115458. var top = maximumWorld.y;
  115459. var zoomTargetY = bottom + (top - bottom) * this._positionScale;
  115460. var radiusWorld = maximumWorld.subtract(minimumWorld).scale(0.5);
  115461. if (focusOnOriginXZ) {
  115462. zoomTarget = new BABYLON.Vector3(0, zoomTargetY, 0);
  115463. }
  115464. else {
  115465. var centerWorld = minimumWorld.add(radiusWorld);
  115466. zoomTarget = new BABYLON.Vector3(centerWorld.x, zoomTargetY, centerWorld.z);
  115467. }
  115468. if (!this._vectorTransition) {
  115469. this._vectorTransition = BABYLON.Animation.CreateAnimation("target", BABYLON.Animation.ANIMATIONTYPE_VECTOR3, 60, FramingBehavior.EasingFunction);
  115470. }
  115471. this._betaIsAnimating = true;
  115472. var animatable = BABYLON.Animation.TransitionTo("target", zoomTarget, this._attachedCamera, this._attachedCamera.getScene(), 60, this._vectorTransition, this._framingTime);
  115473. if (animatable) {
  115474. this._animatables.push(animatable);
  115475. }
  115476. // sets the radius and lower radius bounds
  115477. // Small delta ensures camera is not always at lower zoom limit.
  115478. var radius = 0;
  115479. if (this._mode === FramingBehavior.FitFrustumSidesMode) {
  115480. var position = this._calculateLowerRadiusFromModelBoundingSphere(minimumWorld, maximumWorld);
  115481. if (this.autoCorrectCameraLimitsAndSensibility) {
  115482. this._attachedCamera.lowerRadiusLimit = radiusWorld.length() + this._attachedCamera.minZ;
  115483. }
  115484. radius = position;
  115485. }
  115486. else if (this._mode === FramingBehavior.IgnoreBoundsSizeMode) {
  115487. radius = this._calculateLowerRadiusFromModelBoundingSphere(minimumWorld, maximumWorld);
  115488. if (this.autoCorrectCameraLimitsAndSensibility && this._attachedCamera.lowerRadiusLimit === null) {
  115489. this._attachedCamera.lowerRadiusLimit = this._attachedCamera.minZ;
  115490. }
  115491. }
  115492. // Set sensibilities
  115493. if (this.autoCorrectCameraLimitsAndSensibility) {
  115494. var extend = maximumWorld.subtract(minimumWorld).length();
  115495. this._attachedCamera.panningSensibility = 5000 / extend;
  115496. this._attachedCamera.wheelPrecision = 100 / radius;
  115497. }
  115498. // transition to new radius
  115499. if (!this._radiusTransition) {
  115500. this._radiusTransition = BABYLON.Animation.CreateAnimation("radius", BABYLON.Animation.ANIMATIONTYPE_FLOAT, 60, FramingBehavior.EasingFunction);
  115501. }
  115502. animatable = BABYLON.Animation.TransitionTo("radius", radius, this._attachedCamera, this._attachedCamera.getScene(), 60, this._radiusTransition, this._framingTime, function () {
  115503. _this.stopAllAnimations();
  115504. if (onAnimationEnd) {
  115505. onAnimationEnd();
  115506. }
  115507. if (_this._attachedCamera && _this._attachedCamera.useInputToRestoreState) {
  115508. _this._attachedCamera.storeState();
  115509. }
  115510. });
  115511. if (animatable) {
  115512. this._animatables.push(animatable);
  115513. }
  115514. };
  115515. /**
  115516. * Calculates the lowest radius for the camera based on the bounding box of the mesh.
  115517. * @param mesh The mesh on which to base the calculation. mesh boundingInfo used to estimate necessary
  115518. * frustum width.
  115519. * @return The minimum distance from the primary mesh's center point at which the camera must be kept in order
  115520. * to fully enclose the mesh in the viewing frustum.
  115521. */
  115522. FramingBehavior.prototype._calculateLowerRadiusFromModelBoundingSphere = function (minimumWorld, maximumWorld) {
  115523. var size = maximumWorld.subtract(minimumWorld);
  115524. var boxVectorGlobalDiagonal = size.length();
  115525. var frustumSlope = this._getFrustumSlope();
  115526. // Formula for setting distance
  115527. // (Good explanation: http://stackoverflow.com/questions/2866350/move-camera-to-fit-3d-scene)
  115528. var radiusWithoutFraming = boxVectorGlobalDiagonal * 0.5;
  115529. // Horizon distance
  115530. var radius = radiusWithoutFraming * this._radiusScale;
  115531. var distanceForHorizontalFrustum = radius * Math.sqrt(1.0 + 1.0 / (frustumSlope.x * frustumSlope.x));
  115532. var distanceForVerticalFrustum = radius * Math.sqrt(1.0 + 1.0 / (frustumSlope.y * frustumSlope.y));
  115533. var distance = Math.max(distanceForHorizontalFrustum, distanceForVerticalFrustum);
  115534. var camera = this._attachedCamera;
  115535. if (!camera) {
  115536. return 0;
  115537. }
  115538. if (camera.lowerRadiusLimit && this._mode === FramingBehavior.IgnoreBoundsSizeMode) {
  115539. // Don't exceed the requested limit
  115540. distance = distance < camera.lowerRadiusLimit ? camera.lowerRadiusLimit : distance;
  115541. }
  115542. // Don't exceed the upper radius limit
  115543. if (camera.upperRadiusLimit) {
  115544. distance = distance > camera.upperRadiusLimit ? camera.upperRadiusLimit : distance;
  115545. }
  115546. return distance;
  115547. };
  115548. /**
  115549. * Keeps the camera above the ground plane. If the user pulls the camera below the ground plane, the camera
  115550. * is automatically returned to its default position (expected to be above ground plane).
  115551. */
  115552. FramingBehavior.prototype._maintainCameraAboveGround = function () {
  115553. var _this = this;
  115554. if (this._elevationReturnTime < 0) {
  115555. return;
  115556. }
  115557. var timeSinceInteraction = BABYLON.Tools.Now - this._lastInteractionTime;
  115558. var defaultBeta = Math.PI * 0.5 - this._defaultElevation;
  115559. var limitBeta = Math.PI * 0.5;
  115560. // Bring the camera back up if below the ground plane
  115561. if (this._attachedCamera && !this._betaIsAnimating && this._attachedCamera.beta > limitBeta && timeSinceInteraction >= this._elevationReturnWaitTime) {
  115562. this._betaIsAnimating = true;
  115563. //Transition to new position
  115564. this.stopAllAnimations();
  115565. if (!this._betaTransition) {
  115566. this._betaTransition = BABYLON.Animation.CreateAnimation("beta", BABYLON.Animation.ANIMATIONTYPE_FLOAT, 60, FramingBehavior.EasingFunction);
  115567. }
  115568. var animatabe = BABYLON.Animation.TransitionTo("beta", defaultBeta, this._attachedCamera, this._attachedCamera.getScene(), 60, this._betaTransition, this._elevationReturnTime, function () {
  115569. _this._clearAnimationLocks();
  115570. _this.stopAllAnimations();
  115571. });
  115572. if (animatabe) {
  115573. this._animatables.push(animatabe);
  115574. }
  115575. }
  115576. };
  115577. /**
  115578. * Returns the frustum slope based on the canvas ratio and camera FOV
  115579. * @returns The frustum slope represented as a Vector2 with X and Y slopes
  115580. */
  115581. FramingBehavior.prototype._getFrustumSlope = function () {
  115582. // Calculate the viewport ratio
  115583. // Aspect Ratio is Height/Width.
  115584. var camera = this._attachedCamera;
  115585. if (!camera) {
  115586. return BABYLON.Vector2.Zero();
  115587. }
  115588. var engine = camera.getScene().getEngine();
  115589. var aspectRatio = engine.getAspectRatio(camera);
  115590. // Camera FOV is the vertical field of view (top-bottom) in radians.
  115591. // Slope of the frustum top/bottom planes in view space, relative to the forward vector.
  115592. var frustumSlopeY = Math.tan(camera.fov / 2);
  115593. // Slope of the frustum left/right planes in view space, relative to the forward vector.
  115594. // Provides the amount that one side (e.g. left) of the frustum gets wider for every unit
  115595. // along the forward vector.
  115596. var frustumSlopeX = frustumSlopeY * aspectRatio;
  115597. return new BABYLON.Vector2(frustumSlopeX, frustumSlopeY);
  115598. };
  115599. /**
  115600. * Removes all animation locks. Allows new animations to be added to any of the arcCamera properties.
  115601. */
  115602. FramingBehavior.prototype._clearAnimationLocks = function () {
  115603. this._betaIsAnimating = false;
  115604. };
  115605. /**
  115606. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  115607. */
  115608. FramingBehavior.prototype._applyUserInteraction = function () {
  115609. if (this.isUserIsMoving) {
  115610. this._lastInteractionTime = BABYLON.Tools.Now;
  115611. this.stopAllAnimations();
  115612. this._clearAnimationLocks();
  115613. }
  115614. };
  115615. /**
  115616. * Stops and removes all animations that have been applied to the camera
  115617. */
  115618. FramingBehavior.prototype.stopAllAnimations = function () {
  115619. if (this._attachedCamera) {
  115620. this._attachedCamera.animations = [];
  115621. }
  115622. while (this._animatables.length) {
  115623. if (this._animatables[0]) {
  115624. this._animatables[0].onAnimationEnd = null;
  115625. this._animatables[0].stop();
  115626. }
  115627. this._animatables.shift();
  115628. }
  115629. };
  115630. Object.defineProperty(FramingBehavior.prototype, "isUserIsMoving", {
  115631. /**
  115632. * Gets a value indicating if the user is moving the camera
  115633. */
  115634. get: function () {
  115635. if (!this._attachedCamera) {
  115636. return false;
  115637. }
  115638. return this._attachedCamera.inertialAlphaOffset !== 0 ||
  115639. this._attachedCamera.inertialBetaOffset !== 0 ||
  115640. this._attachedCamera.inertialRadiusOffset !== 0 ||
  115641. this._attachedCamera.inertialPanningX !== 0 ||
  115642. this._attachedCamera.inertialPanningY !== 0 ||
  115643. this._isPointerDown;
  115644. },
  115645. enumerable: true,
  115646. configurable: true
  115647. });
  115648. /**
  115649. * The easing function used by animations
  115650. */
  115651. FramingBehavior.EasingFunction = new BABYLON.ExponentialEase();
  115652. /**
  115653. * The easing mode used by animations
  115654. */
  115655. FramingBehavior.EasingMode = BABYLON.EasingFunction.EASINGMODE_EASEINOUT;
  115656. // Statics
  115657. /**
  115658. * The camera can move all the way towards the mesh.
  115659. */
  115660. FramingBehavior.IgnoreBoundsSizeMode = 0;
  115661. /**
  115662. * The camera is not allowed to zoom closer to the mesh than the point at which the adjusted bounding sphere touches the frustum sides
  115663. */
  115664. FramingBehavior.FitFrustumSidesMode = 1;
  115665. return FramingBehavior;
  115666. }());
  115667. BABYLON.FramingBehavior = FramingBehavior;
  115668. })(BABYLON || (BABYLON = {}));
  115669. //# sourceMappingURL=babylon.framingBehavior.js.map
  115670. var BABYLON;
  115671. (function (BABYLON) {
  115672. /**
  115673. * Add a bouncing effect to an ArcRotateCamera when reaching a specified minimum and maximum radius
  115674. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  115675. */
  115676. var BouncingBehavior = /** @class */ (function () {
  115677. function BouncingBehavior() {
  115678. /**
  115679. * The duration of the animation, in milliseconds
  115680. */
  115681. this.transitionDuration = 450;
  115682. /**
  115683. * Length of the distance animated by the transition when lower radius is reached
  115684. */
  115685. this.lowerRadiusTransitionRange = 2;
  115686. /**
  115687. * Length of the distance animated by the transition when upper radius is reached
  115688. */
  115689. this.upperRadiusTransitionRange = -2;
  115690. this._autoTransitionRange = false;
  115691. // Animations
  115692. this._radiusIsAnimating = false;
  115693. this._radiusBounceTransition = null;
  115694. this._animatables = new Array();
  115695. }
  115696. Object.defineProperty(BouncingBehavior.prototype, "name", {
  115697. /**
  115698. * Gets the name of the behavior.
  115699. */
  115700. get: function () {
  115701. return "Bouncing";
  115702. },
  115703. enumerable: true,
  115704. configurable: true
  115705. });
  115706. Object.defineProperty(BouncingBehavior.prototype, "autoTransitionRange", {
  115707. /**
  115708. * Gets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  115709. */
  115710. get: function () {
  115711. return this._autoTransitionRange;
  115712. },
  115713. /**
  115714. * Sets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  115715. * Transition ranges will be set to 5% of the bounding box diagonal in world space
  115716. */
  115717. set: function (value) {
  115718. var _this = this;
  115719. if (this._autoTransitionRange === value) {
  115720. return;
  115721. }
  115722. this._autoTransitionRange = value;
  115723. var camera = this._attachedCamera;
  115724. if (!camera) {
  115725. return;
  115726. }
  115727. if (value) {
  115728. this._onMeshTargetChangedObserver = camera.onMeshTargetChangedObservable.add(function (mesh) {
  115729. if (!mesh) {
  115730. return;
  115731. }
  115732. mesh.computeWorldMatrix(true);
  115733. var diagonal = mesh.getBoundingInfo().diagonalLength;
  115734. _this.lowerRadiusTransitionRange = diagonal * 0.05;
  115735. _this.upperRadiusTransitionRange = diagonal * 0.05;
  115736. });
  115737. }
  115738. else if (this._onMeshTargetChangedObserver) {
  115739. camera.onMeshTargetChangedObservable.remove(this._onMeshTargetChangedObserver);
  115740. }
  115741. },
  115742. enumerable: true,
  115743. configurable: true
  115744. });
  115745. /**
  115746. * Initializes the behavior.
  115747. */
  115748. BouncingBehavior.prototype.init = function () {
  115749. // Do notihng
  115750. };
  115751. /**
  115752. * Attaches the behavior to its arc rotate camera.
  115753. * @param camera Defines the camera to attach the behavior to
  115754. */
  115755. BouncingBehavior.prototype.attach = function (camera) {
  115756. var _this = this;
  115757. this._attachedCamera = camera;
  115758. this._onAfterCheckInputsObserver = camera.onAfterCheckInputsObservable.add(function () {
  115759. if (!_this._attachedCamera) {
  115760. return;
  115761. }
  115762. // Add the bounce animation to the lower radius limit
  115763. if (_this._isRadiusAtLimit(_this._attachedCamera.lowerRadiusLimit)) {
  115764. _this._applyBoundRadiusAnimation(_this.lowerRadiusTransitionRange);
  115765. }
  115766. // Add the bounce animation to the upper radius limit
  115767. if (_this._isRadiusAtLimit(_this._attachedCamera.upperRadiusLimit)) {
  115768. _this._applyBoundRadiusAnimation(_this.upperRadiusTransitionRange);
  115769. }
  115770. });
  115771. };
  115772. /**
  115773. * Detaches the behavior from its current arc rotate camera.
  115774. */
  115775. BouncingBehavior.prototype.detach = function () {
  115776. if (!this._attachedCamera) {
  115777. return;
  115778. }
  115779. if (this._onAfterCheckInputsObserver) {
  115780. this._attachedCamera.onAfterCheckInputsObservable.remove(this._onAfterCheckInputsObserver);
  115781. }
  115782. if (this._onMeshTargetChangedObserver) {
  115783. this._attachedCamera.onMeshTargetChangedObservable.remove(this._onMeshTargetChangedObserver);
  115784. }
  115785. this._attachedCamera = null;
  115786. };
  115787. /**
  115788. * Checks if the camera radius is at the specified limit. Takes into account animation locks.
  115789. * @param radiusLimit The limit to check against.
  115790. * @return Bool to indicate if at limit.
  115791. */
  115792. BouncingBehavior.prototype._isRadiusAtLimit = function (radiusLimit) {
  115793. if (!this._attachedCamera) {
  115794. return false;
  115795. }
  115796. if (this._attachedCamera.radius === radiusLimit && !this._radiusIsAnimating) {
  115797. return true;
  115798. }
  115799. return false;
  115800. };
  115801. /**
  115802. * Applies an animation to the radius of the camera, extending by the radiusDelta.
  115803. * @param radiusDelta The delta by which to animate to. Can be negative.
  115804. */
  115805. BouncingBehavior.prototype._applyBoundRadiusAnimation = function (radiusDelta) {
  115806. var _this = this;
  115807. if (!this._attachedCamera) {
  115808. return;
  115809. }
  115810. if (!this._radiusBounceTransition) {
  115811. BouncingBehavior.EasingFunction.setEasingMode(BouncingBehavior.EasingMode);
  115812. this._radiusBounceTransition = BABYLON.Animation.CreateAnimation("radius", BABYLON.Animation.ANIMATIONTYPE_FLOAT, 60, BouncingBehavior.EasingFunction);
  115813. }
  115814. // Prevent zoom until bounce has completed
  115815. this._cachedWheelPrecision = this._attachedCamera.wheelPrecision;
  115816. this._attachedCamera.wheelPrecision = Infinity;
  115817. this._attachedCamera.inertialRadiusOffset = 0;
  115818. // Animate to the radius limit
  115819. this.stopAllAnimations();
  115820. this._radiusIsAnimating = true;
  115821. var animatable = BABYLON.Animation.TransitionTo("radius", this._attachedCamera.radius + radiusDelta, this._attachedCamera, this._attachedCamera.getScene(), 60, this._radiusBounceTransition, this.transitionDuration, function () { return _this._clearAnimationLocks(); });
  115822. if (animatable) {
  115823. this._animatables.push(animatable);
  115824. }
  115825. };
  115826. /**
  115827. * Removes all animation locks. Allows new animations to be added to any of the camera properties.
  115828. */
  115829. BouncingBehavior.prototype._clearAnimationLocks = function () {
  115830. this._radiusIsAnimating = false;
  115831. if (this._attachedCamera) {
  115832. this._attachedCamera.wheelPrecision = this._cachedWheelPrecision;
  115833. }
  115834. };
  115835. /**
  115836. * Stops and removes all animations that have been applied to the camera
  115837. */
  115838. BouncingBehavior.prototype.stopAllAnimations = function () {
  115839. if (this._attachedCamera) {
  115840. this._attachedCamera.animations = [];
  115841. }
  115842. while (this._animatables.length) {
  115843. this._animatables[0].onAnimationEnd = null;
  115844. this._animatables[0].stop();
  115845. this._animatables.shift();
  115846. }
  115847. };
  115848. /**
  115849. * The easing function used by animations
  115850. */
  115851. BouncingBehavior.EasingFunction = new BABYLON.BackEase(0.3);
  115852. /**
  115853. * The easing mode used by animations
  115854. */
  115855. BouncingBehavior.EasingMode = BABYLON.EasingFunction.EASINGMODE_EASEOUT;
  115856. return BouncingBehavior;
  115857. }());
  115858. BABYLON.BouncingBehavior = BouncingBehavior;
  115859. })(BABYLON || (BABYLON = {}));
  115860. //# sourceMappingURL=babylon.bouncingBehavior.js.map
  115861. var BABYLON;
  115862. (function (BABYLON) {
  115863. /**
  115864. * The autoRotation behavior (BABYLON.AutoRotationBehavior) is designed to create a smooth rotation of an ArcRotateCamera when there is no user interaction.
  115865. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  115866. */
  115867. var AutoRotationBehavior = /** @class */ (function () {
  115868. function AutoRotationBehavior() {
  115869. this._zoomStopsAnimation = false;
  115870. this._idleRotationSpeed = 0.05;
  115871. this._idleRotationWaitTime = 2000;
  115872. this._idleRotationSpinupTime = 2000;
  115873. this._isPointerDown = false;
  115874. this._lastFrameTime = null;
  115875. this._lastInteractionTime = -Infinity;
  115876. this._cameraRotationSpeed = 0;
  115877. this._lastFrameRadius = 0;
  115878. }
  115879. Object.defineProperty(AutoRotationBehavior.prototype, "name", {
  115880. /**
  115881. * Gets the name of the behavior.
  115882. */
  115883. get: function () {
  115884. return "AutoRotation";
  115885. },
  115886. enumerable: true,
  115887. configurable: true
  115888. });
  115889. Object.defineProperty(AutoRotationBehavior.prototype, "zoomStopsAnimation", {
  115890. /**
  115891. * Gets the flag that indicates if user zooming should stop animation.
  115892. */
  115893. get: function () {
  115894. return this._zoomStopsAnimation;
  115895. },
  115896. /**
  115897. * Sets the flag that indicates if user zooming should stop animation.
  115898. */
  115899. set: function (flag) {
  115900. this._zoomStopsAnimation = flag;
  115901. },
  115902. enumerable: true,
  115903. configurable: true
  115904. });
  115905. Object.defineProperty(AutoRotationBehavior.prototype, "idleRotationSpeed", {
  115906. /**
  115907. * Gets the default speed at which the camera rotates around the model.
  115908. */
  115909. get: function () {
  115910. return this._idleRotationSpeed;
  115911. },
  115912. /**
  115913. * Sets the default speed at which the camera rotates around the model.
  115914. */
  115915. set: function (speed) {
  115916. this._idleRotationSpeed = speed;
  115917. },
  115918. enumerable: true,
  115919. configurable: true
  115920. });
  115921. Object.defineProperty(AutoRotationBehavior.prototype, "idleRotationWaitTime", {
  115922. /**
  115923. * Gets the time (milliseconds) to wait after user interaction before the camera starts rotating.
  115924. */
  115925. get: function () {
  115926. return this._idleRotationWaitTime;
  115927. },
  115928. /**
  115929. * Sets the time (in milliseconds) to wait after user interaction before the camera starts rotating.
  115930. */
  115931. set: function (time) {
  115932. this._idleRotationWaitTime = time;
  115933. },
  115934. enumerable: true,
  115935. configurable: true
  115936. });
  115937. Object.defineProperty(AutoRotationBehavior.prototype, "idleRotationSpinupTime", {
  115938. /**
  115939. * Gets the time (milliseconds) to take to spin up to the full idle rotation speed.
  115940. */
  115941. get: function () {
  115942. return this._idleRotationSpinupTime;
  115943. },
  115944. /**
  115945. * Sets the time (milliseconds) to take to spin up to the full idle rotation speed.
  115946. */
  115947. set: function (time) {
  115948. this._idleRotationSpinupTime = time;
  115949. },
  115950. enumerable: true,
  115951. configurable: true
  115952. });
  115953. Object.defineProperty(AutoRotationBehavior.prototype, "rotationInProgress", {
  115954. /**
  115955. * Gets a value indicating if the camera is currently rotating because of this behavior
  115956. */
  115957. get: function () {
  115958. return Math.abs(this._cameraRotationSpeed) > 0;
  115959. },
  115960. enumerable: true,
  115961. configurable: true
  115962. });
  115963. /**
  115964. * Initializes the behavior.
  115965. */
  115966. AutoRotationBehavior.prototype.init = function () {
  115967. // Do notihng
  115968. };
  115969. /**
  115970. * Attaches the behavior to its arc rotate camera.
  115971. * @param camera Defines the camera to attach the behavior to
  115972. */
  115973. AutoRotationBehavior.prototype.attach = function (camera) {
  115974. var _this = this;
  115975. this._attachedCamera = camera;
  115976. var scene = this._attachedCamera.getScene();
  115977. this._onPrePointerObservableObserver = scene.onPrePointerObservable.add(function (pointerInfoPre) {
  115978. if (pointerInfoPre.type === BABYLON.PointerEventTypes.POINTERDOWN) {
  115979. _this._isPointerDown = true;
  115980. return;
  115981. }
  115982. if (pointerInfoPre.type === BABYLON.PointerEventTypes.POINTERUP) {
  115983. _this._isPointerDown = false;
  115984. }
  115985. });
  115986. this._onAfterCheckInputsObserver = camera.onAfterCheckInputsObservable.add(function () {
  115987. var now = BABYLON.Tools.Now;
  115988. var dt = 0;
  115989. if (_this._lastFrameTime != null) {
  115990. dt = now - _this._lastFrameTime;
  115991. }
  115992. _this._lastFrameTime = now;
  115993. // Stop the animation if there is user interaction and the animation should stop for this interaction
  115994. _this._applyUserInteraction();
  115995. var timeToRotation = now - _this._lastInteractionTime - _this._idleRotationWaitTime;
  115996. var scale = Math.max(Math.min(timeToRotation / (_this._idleRotationSpinupTime), 1), 0);
  115997. _this._cameraRotationSpeed = _this._idleRotationSpeed * scale;
  115998. // Step camera rotation by rotation speed
  115999. if (_this._attachedCamera) {
  116000. _this._attachedCamera.alpha -= _this._cameraRotationSpeed * (dt / 1000);
  116001. }
  116002. });
  116003. };
  116004. /**
  116005. * Detaches the behavior from its current arc rotate camera.
  116006. */
  116007. AutoRotationBehavior.prototype.detach = function () {
  116008. if (!this._attachedCamera) {
  116009. return;
  116010. }
  116011. var scene = this._attachedCamera.getScene();
  116012. if (this._onPrePointerObservableObserver) {
  116013. scene.onPrePointerObservable.remove(this._onPrePointerObservableObserver);
  116014. }
  116015. this._attachedCamera.onAfterCheckInputsObservable.remove(this._onAfterCheckInputsObserver);
  116016. this._attachedCamera = null;
  116017. };
  116018. /**
  116019. * Returns true if user is scrolling.
  116020. * @return true if user is scrolling.
  116021. */
  116022. AutoRotationBehavior.prototype._userIsZooming = function () {
  116023. if (!this._attachedCamera) {
  116024. return false;
  116025. }
  116026. return this._attachedCamera.inertialRadiusOffset !== 0;
  116027. };
  116028. AutoRotationBehavior.prototype._shouldAnimationStopForInteraction = function () {
  116029. if (!this._attachedCamera) {
  116030. return false;
  116031. }
  116032. var zoomHasHitLimit = false;
  116033. if (this._lastFrameRadius === this._attachedCamera.radius && this._attachedCamera.inertialRadiusOffset !== 0) {
  116034. zoomHasHitLimit = true;
  116035. }
  116036. // Update the record of previous radius - works as an approx. indicator of hitting radius limits
  116037. this._lastFrameRadius = this._attachedCamera.radius;
  116038. return this._zoomStopsAnimation ? zoomHasHitLimit : this._userIsZooming();
  116039. };
  116040. /**
  116041. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  116042. */
  116043. AutoRotationBehavior.prototype._applyUserInteraction = function () {
  116044. if (this._userIsMoving() && !this._shouldAnimationStopForInteraction()) {
  116045. this._lastInteractionTime = BABYLON.Tools.Now;
  116046. }
  116047. };
  116048. // Tools
  116049. AutoRotationBehavior.prototype._userIsMoving = function () {
  116050. if (!this._attachedCamera) {
  116051. return false;
  116052. }
  116053. return this._attachedCamera.inertialAlphaOffset !== 0 ||
  116054. this._attachedCamera.inertialBetaOffset !== 0 ||
  116055. this._attachedCamera.inertialRadiusOffset !== 0 ||
  116056. this._attachedCamera.inertialPanningX !== 0 ||
  116057. this._attachedCamera.inertialPanningY !== 0 ||
  116058. this._isPointerDown;
  116059. };
  116060. return AutoRotationBehavior;
  116061. }());
  116062. BABYLON.AutoRotationBehavior = AutoRotationBehavior;
  116063. })(BABYLON || (BABYLON = {}));
  116064. //# sourceMappingURL=babylon.autoRotationBehavior.js.map
  116065. var BABYLON;
  116066. (function (BABYLON) {
  116067. /**
  116068. * Options to create the null engine
  116069. */
  116070. var NullEngineOptions = /** @class */ (function () {
  116071. function NullEngineOptions() {
  116072. /**
  116073. * Render width (Default: 512)
  116074. */
  116075. this.renderWidth = 512;
  116076. /**
  116077. * Render height (Default: 256)
  116078. */
  116079. this.renderHeight = 256;
  116080. /**
  116081. * Texture size (Default: 512)
  116082. */
  116083. this.textureSize = 512;
  116084. /**
  116085. * If delta time between frames should be constant
  116086. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  116087. */
  116088. this.deterministicLockstep = false;
  116089. /**
  116090. * Maximum about of steps between frames (Default: 4)
  116091. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  116092. */
  116093. this.lockstepMaxSteps = 4;
  116094. }
  116095. return NullEngineOptions;
  116096. }());
  116097. BABYLON.NullEngineOptions = NullEngineOptions;
  116098. /**
  116099. * The null engine class provides support for headless version of babylon.js.
  116100. * This can be used in server side scenario or for testing purposes
  116101. */
  116102. var NullEngine = /** @class */ (function (_super) {
  116103. __extends(NullEngine, _super);
  116104. function NullEngine(options) {
  116105. if (options === void 0) { options = new NullEngineOptions(); }
  116106. var _this = _super.call(this, null) || this;
  116107. if (options.deterministicLockstep === undefined) {
  116108. options.deterministicLockstep = false;
  116109. }
  116110. if (options.lockstepMaxSteps === undefined) {
  116111. options.lockstepMaxSteps = 4;
  116112. }
  116113. _this._options = options;
  116114. // Init caps
  116115. // We consider we are on a webgl1 capable device
  116116. _this._caps = new BABYLON.EngineCapabilities();
  116117. _this._caps.maxTexturesImageUnits = 16;
  116118. _this._caps.maxVertexTextureImageUnits = 16;
  116119. _this._caps.maxTextureSize = 512;
  116120. _this._caps.maxCubemapTextureSize = 512;
  116121. _this._caps.maxRenderTextureSize = 512;
  116122. _this._caps.maxVertexAttribs = 16;
  116123. _this._caps.maxVaryingVectors = 16;
  116124. _this._caps.maxFragmentUniformVectors = 16;
  116125. _this._caps.maxVertexUniformVectors = 16;
  116126. // Extensions
  116127. _this._caps.standardDerivatives = false;
  116128. _this._caps.astc = null;
  116129. _this._caps.s3tc = null;
  116130. _this._caps.pvrtc = null;
  116131. _this._caps.etc1 = null;
  116132. _this._caps.etc2 = null;
  116133. _this._caps.textureAnisotropicFilterExtension = null;
  116134. _this._caps.maxAnisotropy = 0;
  116135. _this._caps.uintIndices = false;
  116136. _this._caps.fragmentDepthSupported = false;
  116137. _this._caps.highPrecisionShaderSupported = true;
  116138. _this._caps.colorBufferFloat = false;
  116139. _this._caps.textureFloat = false;
  116140. _this._caps.textureFloatLinearFiltering = false;
  116141. _this._caps.textureFloatRender = false;
  116142. _this._caps.textureHalfFloat = false;
  116143. _this._caps.textureHalfFloatLinearFiltering = false;
  116144. _this._caps.textureHalfFloatRender = false;
  116145. _this._caps.textureLOD = false;
  116146. _this._caps.drawBuffersExtension = false;
  116147. _this._caps.depthTextureExtension = false;
  116148. _this._caps.vertexArrayObject = false;
  116149. _this._caps.instancedArrays = false;
  116150. BABYLON.Tools.Log("Babylon.js v" + BABYLON.Engine.Version + " - Null engine");
  116151. // Wrappers
  116152. if (typeof URL === "undefined") {
  116153. URL = {
  116154. createObjectURL: function () { },
  116155. revokeObjectURL: function () { }
  116156. };
  116157. }
  116158. if (typeof Blob === "undefined") {
  116159. Blob = function () { };
  116160. }
  116161. return _this;
  116162. }
  116163. /**
  116164. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  116165. */
  116166. NullEngine.prototype.isDeterministicLockStep = function () {
  116167. return this._options.deterministicLockstep;
  116168. };
  116169. /** @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep */
  116170. NullEngine.prototype.getLockstepMaxSteps = function () {
  116171. return this._options.lockstepMaxSteps;
  116172. };
  116173. /**
  116174. * Sets hardware scaling, used to save performance if needed
  116175. * @see https://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  116176. */
  116177. NullEngine.prototype.getHardwareScalingLevel = function () {
  116178. return 1.0;
  116179. };
  116180. NullEngine.prototype.createVertexBuffer = function (vertices) {
  116181. return {
  116182. capacity: 0,
  116183. references: 1,
  116184. is32Bits: false
  116185. };
  116186. };
  116187. NullEngine.prototype.createIndexBuffer = function (indices) {
  116188. return {
  116189. capacity: 0,
  116190. references: 1,
  116191. is32Bits: false
  116192. };
  116193. };
  116194. NullEngine.prototype.clear = function (color, backBuffer, depth, stencil) {
  116195. if (stencil === void 0) { stencil = false; }
  116196. };
  116197. NullEngine.prototype.getRenderWidth = function (useScreen) {
  116198. if (useScreen === void 0) { useScreen = false; }
  116199. if (!useScreen && this._currentRenderTarget) {
  116200. return this._currentRenderTarget.width;
  116201. }
  116202. return this._options.renderWidth;
  116203. };
  116204. NullEngine.prototype.getRenderHeight = function (useScreen) {
  116205. if (useScreen === void 0) { useScreen = false; }
  116206. if (!useScreen && this._currentRenderTarget) {
  116207. return this._currentRenderTarget.height;
  116208. }
  116209. return this._options.renderHeight;
  116210. };
  116211. NullEngine.prototype.setViewport = function (viewport, requiredWidth, requiredHeight) {
  116212. this._cachedViewport = viewport;
  116213. };
  116214. NullEngine.prototype.createShaderProgram = function (vertexCode, fragmentCode, defines, context) {
  116215. return {
  116216. transformFeedback: null,
  116217. __SPECTOR_rebuildProgram: null,
  116218. isParallelCompiled: false
  116219. };
  116220. };
  116221. NullEngine.prototype.getUniforms = function (shaderProgram, uniformsNames) {
  116222. return [];
  116223. };
  116224. NullEngine.prototype.getAttributes = function (shaderProgram, attributesNames) {
  116225. return [];
  116226. };
  116227. NullEngine.prototype.bindSamplers = function (effect) {
  116228. this._currentEffect = null;
  116229. };
  116230. NullEngine.prototype.enableEffect = function (effect) {
  116231. this._currentEffect = effect;
  116232. if (effect.onBind) {
  116233. effect.onBind(effect);
  116234. }
  116235. if (effect._onBindObservable) {
  116236. effect._onBindObservable.notifyObservers(effect);
  116237. }
  116238. };
  116239. NullEngine.prototype.setState = function (culling, zOffset, force, reverseSide) {
  116240. if (zOffset === void 0) { zOffset = 0; }
  116241. if (reverseSide === void 0) { reverseSide = false; }
  116242. };
  116243. NullEngine.prototype.setIntArray = function (uniform, array) {
  116244. };
  116245. NullEngine.prototype.setIntArray2 = function (uniform, array) {
  116246. };
  116247. NullEngine.prototype.setIntArray3 = function (uniform, array) {
  116248. };
  116249. NullEngine.prototype.setIntArray4 = function (uniform, array) {
  116250. };
  116251. NullEngine.prototype.setFloatArray = function (uniform, array) {
  116252. };
  116253. NullEngine.prototype.setFloatArray2 = function (uniform, array) {
  116254. };
  116255. NullEngine.prototype.setFloatArray3 = function (uniform, array) {
  116256. };
  116257. NullEngine.prototype.setFloatArray4 = function (uniform, array) {
  116258. };
  116259. NullEngine.prototype.setArray = function (uniform, array) {
  116260. };
  116261. NullEngine.prototype.setArray2 = function (uniform, array) {
  116262. };
  116263. NullEngine.prototype.setArray3 = function (uniform, array) {
  116264. };
  116265. NullEngine.prototype.setArray4 = function (uniform, array) {
  116266. };
  116267. NullEngine.prototype.setMatrices = function (uniform, matrices) {
  116268. };
  116269. NullEngine.prototype.setMatrix = function (uniform, matrix) {
  116270. };
  116271. NullEngine.prototype.setMatrix3x3 = function (uniform, matrix) {
  116272. };
  116273. NullEngine.prototype.setMatrix2x2 = function (uniform, matrix) {
  116274. };
  116275. NullEngine.prototype.setFloat = function (uniform, value) {
  116276. };
  116277. NullEngine.prototype.setFloat2 = function (uniform, x, y) {
  116278. };
  116279. NullEngine.prototype.setFloat3 = function (uniform, x, y, z) {
  116280. };
  116281. NullEngine.prototype.setBool = function (uniform, bool) {
  116282. };
  116283. NullEngine.prototype.setFloat4 = function (uniform, x, y, z, w) {
  116284. };
  116285. NullEngine.prototype.setColor3 = function (uniform, color3) {
  116286. };
  116287. NullEngine.prototype.setColor4 = function (uniform, color3, alpha) {
  116288. };
  116289. NullEngine.prototype.setAlphaMode = function (mode, noDepthWriteChange) {
  116290. if (noDepthWriteChange === void 0) { noDepthWriteChange = false; }
  116291. if (this._alphaMode === mode) {
  116292. return;
  116293. }
  116294. this._alphaState.alphaBlend = (mode !== BABYLON.Engine.ALPHA_DISABLE);
  116295. if (!noDepthWriteChange) {
  116296. this.setDepthWrite(mode === BABYLON.Engine.ALPHA_DISABLE);
  116297. }
  116298. this._alphaMode = mode;
  116299. };
  116300. NullEngine.prototype.bindBuffers = function (vertexBuffers, indexBuffer, effect) {
  116301. };
  116302. NullEngine.prototype.wipeCaches = function (bruteForce) {
  116303. if (this.preventCacheWipeBetweenFrames) {
  116304. return;
  116305. }
  116306. this.resetTextureCache();
  116307. this._currentEffect = null;
  116308. if (bruteForce) {
  116309. this._currentProgram = null;
  116310. this._stencilState.reset();
  116311. this._depthCullingState.reset();
  116312. this._alphaState.reset();
  116313. }
  116314. this._cachedVertexBuffers = null;
  116315. this._cachedIndexBuffer = null;
  116316. this._cachedEffectForVertexBuffers = null;
  116317. };
  116318. NullEngine.prototype.draw = function (useTriangles, indexStart, indexCount, instancesCount) {
  116319. };
  116320. NullEngine.prototype.drawElementsType = function (fillMode, indexStart, indexCount, instancesCount) {
  116321. };
  116322. NullEngine.prototype.drawArraysType = function (fillMode, verticesStart, verticesCount, instancesCount) {
  116323. };
  116324. /** @hidden */
  116325. NullEngine.prototype._createTexture = function () {
  116326. return {};
  116327. };
  116328. /** @hidden */
  116329. NullEngine.prototype._releaseTexture = function (texture) {
  116330. };
  116331. NullEngine.prototype.createTexture = function (urlArg, noMipmap, invertY, scene, samplingMode, onLoad, onError, buffer, fallBack, format) {
  116332. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  116333. if (onLoad === void 0) { onLoad = null; }
  116334. if (onError === void 0) { onError = null; }
  116335. if (buffer === void 0) { buffer = null; }
  116336. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_URL);
  116337. var url = String(urlArg);
  116338. texture.url = url;
  116339. texture.generateMipMaps = !noMipmap;
  116340. texture.samplingMode = samplingMode;
  116341. texture.invertY = invertY;
  116342. texture.baseWidth = this._options.textureSize;
  116343. texture.baseHeight = this._options.textureSize;
  116344. texture.width = this._options.textureSize;
  116345. texture.height = this._options.textureSize;
  116346. if (format) {
  116347. texture.format = format;
  116348. }
  116349. texture.isReady = true;
  116350. if (onLoad) {
  116351. onLoad();
  116352. }
  116353. this._internalTexturesCache.push(texture);
  116354. return texture;
  116355. };
  116356. NullEngine.prototype.createRenderTargetTexture = function (size, options) {
  116357. var fullOptions = new BABYLON.RenderTargetCreationOptions();
  116358. if (options !== undefined && typeof options === "object") {
  116359. fullOptions.generateMipMaps = options.generateMipMaps;
  116360. fullOptions.generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
  116361. fullOptions.generateStencilBuffer = fullOptions.generateDepthBuffer && options.generateStencilBuffer;
  116362. fullOptions.type = options.type === undefined ? BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT : options.type;
  116363. fullOptions.samplingMode = options.samplingMode === undefined ? BABYLON.Texture.TRILINEAR_SAMPLINGMODE : options.samplingMode;
  116364. }
  116365. else {
  116366. fullOptions.generateMipMaps = options;
  116367. fullOptions.generateDepthBuffer = true;
  116368. fullOptions.generateStencilBuffer = false;
  116369. fullOptions.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  116370. fullOptions.samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE;
  116371. }
  116372. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_RENDERTARGET);
  116373. var width = size.width || size;
  116374. var height = size.height || size;
  116375. texture._depthStencilBuffer = {};
  116376. texture._framebuffer = {};
  116377. texture.baseWidth = width;
  116378. texture.baseHeight = height;
  116379. texture.width = width;
  116380. texture.height = height;
  116381. texture.isReady = true;
  116382. texture.samples = 1;
  116383. texture.generateMipMaps = fullOptions.generateMipMaps ? true : false;
  116384. texture.samplingMode = fullOptions.samplingMode;
  116385. texture.type = fullOptions.type;
  116386. texture._generateDepthBuffer = fullOptions.generateDepthBuffer;
  116387. texture._generateStencilBuffer = fullOptions.generateStencilBuffer ? true : false;
  116388. this._internalTexturesCache.push(texture);
  116389. return texture;
  116390. };
  116391. NullEngine.prototype.updateTextureSamplingMode = function (samplingMode, texture) {
  116392. texture.samplingMode = samplingMode;
  116393. };
  116394. NullEngine.prototype.bindFramebuffer = function (texture, faceIndex, requiredWidth, requiredHeight, forceFullscreenViewport) {
  116395. if (this._currentRenderTarget) {
  116396. this.unBindFramebuffer(this._currentRenderTarget);
  116397. }
  116398. this._currentRenderTarget = texture;
  116399. this._currentFramebuffer = texture._MSAAFramebuffer ? texture._MSAAFramebuffer : texture._framebuffer;
  116400. if (this._cachedViewport && !forceFullscreenViewport) {
  116401. this.setViewport(this._cachedViewport, requiredWidth, requiredHeight);
  116402. }
  116403. };
  116404. NullEngine.prototype.unBindFramebuffer = function (texture, disableGenerateMipMaps, onBeforeUnbind) {
  116405. if (disableGenerateMipMaps === void 0) { disableGenerateMipMaps = false; }
  116406. this._currentRenderTarget = null;
  116407. if (onBeforeUnbind) {
  116408. if (texture._MSAAFramebuffer) {
  116409. this._currentFramebuffer = texture._framebuffer;
  116410. }
  116411. onBeforeUnbind();
  116412. }
  116413. this._currentFramebuffer = null;
  116414. };
  116415. NullEngine.prototype.createDynamicVertexBuffer = function (vertices) {
  116416. var vbo = {
  116417. capacity: 1,
  116418. references: 1,
  116419. is32Bits: false
  116420. };
  116421. return vbo;
  116422. };
  116423. NullEngine.prototype.updateDynamicTexture = function (texture, canvas, invertY, premulAlpha, format) {
  116424. if (premulAlpha === void 0) { premulAlpha = false; }
  116425. };
  116426. NullEngine.prototype.areAllEffectsReady = function () {
  116427. return true;
  116428. };
  116429. /**
  116430. * @hidden
  116431. * Get the current error code of the webGL context
  116432. * @returns the error code
  116433. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  116434. */
  116435. NullEngine.prototype.getError = function () {
  116436. return 0;
  116437. };
  116438. /** @hidden */
  116439. NullEngine.prototype._getUnpackAlignement = function () {
  116440. return 1;
  116441. };
  116442. /** @hidden */
  116443. NullEngine.prototype._unpackFlipY = function (value) {
  116444. };
  116445. NullEngine.prototype.updateDynamicIndexBuffer = function (indexBuffer, indices, offset) {
  116446. if (offset === void 0) { offset = 0; }
  116447. };
  116448. /**
  116449. * Updates a dynamic vertex buffer.
  116450. * @param vertexBuffer the vertex buffer to update
  116451. * @param data the data used to update the vertex buffer
  116452. * @param byteOffset the byte offset of the data (optional)
  116453. * @param byteLength the byte length of the data (optional)
  116454. */
  116455. NullEngine.prototype.updateDynamicVertexBuffer = function (vertexBuffer, vertices, byteOffset, byteLength) {
  116456. };
  116457. NullEngine.prototype._bindTextureDirectly = function (target, texture) {
  116458. if (this._boundTexturesCache[this._activeChannel] !== texture) {
  116459. this._boundTexturesCache[this._activeChannel] = texture;
  116460. return true;
  116461. }
  116462. return false;
  116463. };
  116464. /** @hidden */
  116465. NullEngine.prototype._bindTexture = function (channel, texture) {
  116466. if (channel < 0) {
  116467. return;
  116468. }
  116469. this._bindTextureDirectly(0, texture);
  116470. };
  116471. /** @hidden */
  116472. NullEngine.prototype._releaseBuffer = function (buffer) {
  116473. buffer.references--;
  116474. if (buffer.references === 0) {
  116475. return true;
  116476. }
  116477. return false;
  116478. };
  116479. NullEngine.prototype.releaseEffects = function () {
  116480. };
  116481. NullEngine.prototype.displayLoadingUI = function () {
  116482. };
  116483. NullEngine.prototype.hideLoadingUI = function () {
  116484. };
  116485. /** @hidden */
  116486. NullEngine.prototype._uploadCompressedDataToTextureDirectly = function (texture, internalFormat, width, height, data, faceIndex, lod) {
  116487. if (faceIndex === void 0) { faceIndex = 0; }
  116488. if (lod === void 0) { lod = 0; }
  116489. };
  116490. /** @hidden */
  116491. NullEngine.prototype._uploadDataToTextureDirectly = function (texture, imageData, faceIndex, lod) {
  116492. if (faceIndex === void 0) { faceIndex = 0; }
  116493. if (lod === void 0) { lod = 0; }
  116494. };
  116495. /** @hidden */
  116496. NullEngine.prototype._uploadArrayBufferViewToTexture = function (texture, imageData, faceIndex, lod) {
  116497. if (faceIndex === void 0) { faceIndex = 0; }
  116498. if (lod === void 0) { lod = 0; }
  116499. };
  116500. /** @hidden */
  116501. NullEngine.prototype._uploadImageToTexture = function (texture, image, faceIndex, lod) {
  116502. if (faceIndex === void 0) { faceIndex = 0; }
  116503. if (lod === void 0) { lod = 0; }
  116504. };
  116505. return NullEngine;
  116506. }(BABYLON.Engine));
  116507. BABYLON.NullEngine = NullEngine;
  116508. })(BABYLON || (BABYLON = {}));
  116509. //# sourceMappingURL=babylon.nullEngine.js.map
  116510. var BABYLON;
  116511. (function (BABYLON) {
  116512. /**
  116513. * This class can be used to get instrumentation data from a Babylon engine
  116514. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  116515. */
  116516. var EngineInstrumentation = /** @class */ (function () {
  116517. /**
  116518. * Instantiates a new engine instrumentation.
  116519. * This class can be used to get instrumentation data from a Babylon engine
  116520. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  116521. * @param engine Defines the engine to instrument
  116522. */
  116523. function EngineInstrumentation(
  116524. /**
  116525. * Define the instrumented engine.
  116526. */
  116527. engine) {
  116528. this.engine = engine;
  116529. this._captureGPUFrameTime = false;
  116530. this._gpuFrameTime = new BABYLON.PerfCounter();
  116531. this._captureShaderCompilationTime = false;
  116532. this._shaderCompilationTime = new BABYLON.PerfCounter();
  116533. // Observers
  116534. this._onBeginFrameObserver = null;
  116535. this._onEndFrameObserver = null;
  116536. this._onBeforeShaderCompilationObserver = null;
  116537. this._onAfterShaderCompilationObserver = null;
  116538. }
  116539. Object.defineProperty(EngineInstrumentation.prototype, "gpuFrameTimeCounter", {
  116540. // Properties
  116541. /**
  116542. * Gets the perf counter used for GPU frame time
  116543. */
  116544. get: function () {
  116545. return this._gpuFrameTime;
  116546. },
  116547. enumerable: true,
  116548. configurable: true
  116549. });
  116550. Object.defineProperty(EngineInstrumentation.prototype, "captureGPUFrameTime", {
  116551. /**
  116552. * Gets the GPU frame time capture status
  116553. */
  116554. get: function () {
  116555. return this._captureGPUFrameTime;
  116556. },
  116557. /**
  116558. * Enable or disable the GPU frame time capture
  116559. */
  116560. set: function (value) {
  116561. var _this = this;
  116562. if (value === this._captureGPUFrameTime) {
  116563. return;
  116564. }
  116565. this._captureGPUFrameTime = value;
  116566. if (value) {
  116567. this._onBeginFrameObserver = this.engine.onBeginFrameObservable.add(function () {
  116568. if (!_this._gpuFrameTimeToken) {
  116569. _this._gpuFrameTimeToken = _this.engine.startTimeQuery();
  116570. }
  116571. });
  116572. this._onEndFrameObserver = this.engine.onEndFrameObservable.add(function () {
  116573. if (!_this._gpuFrameTimeToken) {
  116574. return;
  116575. }
  116576. var time = _this.engine.endTimeQuery(_this._gpuFrameTimeToken);
  116577. if (time > -1) {
  116578. _this._gpuFrameTimeToken = null;
  116579. _this._gpuFrameTime.fetchNewFrame();
  116580. _this._gpuFrameTime.addCount(time, true);
  116581. }
  116582. });
  116583. }
  116584. else {
  116585. this.engine.onBeginFrameObservable.remove(this._onBeginFrameObserver);
  116586. this._onBeginFrameObserver = null;
  116587. this.engine.onEndFrameObservable.remove(this._onEndFrameObserver);
  116588. this._onEndFrameObserver = null;
  116589. }
  116590. },
  116591. enumerable: true,
  116592. configurable: true
  116593. });
  116594. Object.defineProperty(EngineInstrumentation.prototype, "shaderCompilationTimeCounter", {
  116595. /**
  116596. * Gets the perf counter used for shader compilation time
  116597. */
  116598. get: function () {
  116599. return this._shaderCompilationTime;
  116600. },
  116601. enumerable: true,
  116602. configurable: true
  116603. });
  116604. Object.defineProperty(EngineInstrumentation.prototype, "captureShaderCompilationTime", {
  116605. /**
  116606. * Gets the shader compilation time capture status
  116607. */
  116608. get: function () {
  116609. return this._captureShaderCompilationTime;
  116610. },
  116611. /**
  116612. * Enable or disable the shader compilation time capture
  116613. */
  116614. set: function (value) {
  116615. var _this = this;
  116616. if (value === this._captureShaderCompilationTime) {
  116617. return;
  116618. }
  116619. this._captureShaderCompilationTime = value;
  116620. if (value) {
  116621. this._onBeforeShaderCompilationObserver = this.engine.onBeforeShaderCompilationObservable.add(function () {
  116622. _this._shaderCompilationTime.fetchNewFrame();
  116623. _this._shaderCompilationTime.beginMonitoring();
  116624. });
  116625. this._onAfterShaderCompilationObserver = this.engine.onAfterShaderCompilationObservable.add(function () {
  116626. _this._shaderCompilationTime.endMonitoring();
  116627. });
  116628. }
  116629. else {
  116630. this.engine.onBeforeShaderCompilationObservable.remove(this._onBeforeShaderCompilationObserver);
  116631. this._onBeforeShaderCompilationObserver = null;
  116632. this.engine.onAfterShaderCompilationObservable.remove(this._onAfterShaderCompilationObserver);
  116633. this._onAfterShaderCompilationObserver = null;
  116634. }
  116635. },
  116636. enumerable: true,
  116637. configurable: true
  116638. });
  116639. /**
  116640. * Dispose and release associated resources.
  116641. */
  116642. EngineInstrumentation.prototype.dispose = function () {
  116643. this.engine.onBeginFrameObservable.remove(this._onBeginFrameObserver);
  116644. this._onBeginFrameObserver = null;
  116645. this.engine.onEndFrameObservable.remove(this._onEndFrameObserver);
  116646. this._onEndFrameObserver = null;
  116647. this.engine.onBeforeShaderCompilationObservable.remove(this._onBeforeShaderCompilationObserver);
  116648. this._onBeforeShaderCompilationObserver = null;
  116649. this.engine.onAfterShaderCompilationObservable.remove(this._onAfterShaderCompilationObserver);
  116650. this._onAfterShaderCompilationObserver = null;
  116651. this.engine = null;
  116652. };
  116653. return EngineInstrumentation;
  116654. }());
  116655. BABYLON.EngineInstrumentation = EngineInstrumentation;
  116656. })(BABYLON || (BABYLON = {}));
  116657. //# sourceMappingURL=babylon.engineInstrumentation.js.map
  116658. var BABYLON;
  116659. (function (BABYLON) {
  116660. /**
  116661. * This class can be used to get instrumentation data from a Babylon engine
  116662. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  116663. */
  116664. var SceneInstrumentation = /** @class */ (function () {
  116665. /**
  116666. * Instantiates a new scene instrumentation.
  116667. * This class can be used to get instrumentation data from a Babylon engine
  116668. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  116669. * @param scene Defines the scene to instrument
  116670. */
  116671. function SceneInstrumentation(
  116672. /**
  116673. * Defines the scene to instrument
  116674. */
  116675. scene) {
  116676. var _this = this;
  116677. this.scene = scene;
  116678. this._captureActiveMeshesEvaluationTime = false;
  116679. this._activeMeshesEvaluationTime = new BABYLON.PerfCounter();
  116680. this._captureRenderTargetsRenderTime = false;
  116681. this._renderTargetsRenderTime = new BABYLON.PerfCounter();
  116682. this._captureFrameTime = false;
  116683. this._frameTime = new BABYLON.PerfCounter();
  116684. this._captureRenderTime = false;
  116685. this._renderTime = new BABYLON.PerfCounter();
  116686. this._captureInterFrameTime = false;
  116687. this._interFrameTime = new BABYLON.PerfCounter();
  116688. this._captureParticlesRenderTime = false;
  116689. this._particlesRenderTime = new BABYLON.PerfCounter();
  116690. this._captureSpritesRenderTime = false;
  116691. this._spritesRenderTime = new BABYLON.PerfCounter();
  116692. this._capturePhysicsTime = false;
  116693. this._physicsTime = new BABYLON.PerfCounter();
  116694. this._captureAnimationsTime = false;
  116695. this._animationsTime = new BABYLON.PerfCounter();
  116696. this._captureCameraRenderTime = false;
  116697. this._cameraRenderTime = new BABYLON.PerfCounter();
  116698. // Observers
  116699. this._onBeforeActiveMeshesEvaluationObserver = null;
  116700. this._onAfterActiveMeshesEvaluationObserver = null;
  116701. this._onBeforeRenderTargetsRenderObserver = null;
  116702. this._onAfterRenderTargetsRenderObserver = null;
  116703. this._onAfterRenderObserver = null;
  116704. this._onBeforeDrawPhaseObserver = null;
  116705. this._onAfterDrawPhaseObserver = null;
  116706. this._onBeforeAnimationsObserver = null;
  116707. this._onBeforeParticlesRenderingObserver = null;
  116708. this._onAfterParticlesRenderingObserver = null;
  116709. this._onBeforeSpritesRenderingObserver = null;
  116710. this._onAfterSpritesRenderingObserver = null;
  116711. this._onBeforePhysicsObserver = null;
  116712. this._onAfterPhysicsObserver = null;
  116713. this._onAfterAnimationsObserver = null;
  116714. this._onBeforeCameraRenderObserver = null;
  116715. this._onAfterCameraRenderObserver = null;
  116716. // Before render
  116717. this._onBeforeAnimationsObserver = scene.onBeforeAnimationsObservable.add(function () {
  116718. if (_this._captureActiveMeshesEvaluationTime) {
  116719. _this._activeMeshesEvaluationTime.fetchNewFrame();
  116720. }
  116721. if (_this._captureRenderTargetsRenderTime) {
  116722. _this._renderTargetsRenderTime.fetchNewFrame();
  116723. }
  116724. if (_this._captureFrameTime) {
  116725. BABYLON.Tools.StartPerformanceCounter("Scene rendering");
  116726. _this._frameTime.beginMonitoring();
  116727. }
  116728. if (_this._captureInterFrameTime) {
  116729. _this._interFrameTime.endMonitoring();
  116730. }
  116731. if (_this._captureParticlesRenderTime) {
  116732. _this._particlesRenderTime.fetchNewFrame();
  116733. }
  116734. if (_this._captureSpritesRenderTime) {
  116735. _this._spritesRenderTime.fetchNewFrame();
  116736. }
  116737. if (_this._captureAnimationsTime) {
  116738. _this._animationsTime.beginMonitoring();
  116739. }
  116740. _this.scene.getEngine()._drawCalls.fetchNewFrame();
  116741. _this.scene.getEngine()._textureCollisions.fetchNewFrame();
  116742. });
  116743. // After render
  116744. this._onAfterRenderObserver = scene.onAfterRenderObservable.add(function () {
  116745. if (_this._captureFrameTime) {
  116746. BABYLON.Tools.EndPerformanceCounter("Scene rendering");
  116747. _this._frameTime.endMonitoring();
  116748. }
  116749. if (_this._captureRenderTime) {
  116750. _this._renderTime.endMonitoring(false);
  116751. }
  116752. if (_this._captureInterFrameTime) {
  116753. _this._interFrameTime.beginMonitoring();
  116754. }
  116755. });
  116756. }
  116757. Object.defineProperty(SceneInstrumentation.prototype, "activeMeshesEvaluationTimeCounter", {
  116758. // Properties
  116759. /**
  116760. * Gets the perf counter used for active meshes evaluation time
  116761. */
  116762. get: function () {
  116763. return this._activeMeshesEvaluationTime;
  116764. },
  116765. enumerable: true,
  116766. configurable: true
  116767. });
  116768. Object.defineProperty(SceneInstrumentation.prototype, "captureActiveMeshesEvaluationTime", {
  116769. /**
  116770. * Gets the active meshes evaluation time capture status
  116771. */
  116772. get: function () {
  116773. return this._captureActiveMeshesEvaluationTime;
  116774. },
  116775. /**
  116776. * Enable or disable the active meshes evaluation time capture
  116777. */
  116778. set: function (value) {
  116779. var _this = this;
  116780. if (value === this._captureActiveMeshesEvaluationTime) {
  116781. return;
  116782. }
  116783. this._captureActiveMeshesEvaluationTime = value;
  116784. if (value) {
  116785. this._onBeforeActiveMeshesEvaluationObserver = this.scene.onBeforeActiveMeshesEvaluationObservable.add(function () {
  116786. BABYLON.Tools.StartPerformanceCounter("Active meshes evaluation");
  116787. _this._activeMeshesEvaluationTime.beginMonitoring();
  116788. });
  116789. this._onAfterActiveMeshesEvaluationObserver = this.scene.onAfterActiveMeshesEvaluationObservable.add(function () {
  116790. BABYLON.Tools.EndPerformanceCounter("Active meshes evaluation");
  116791. _this._activeMeshesEvaluationTime.endMonitoring();
  116792. });
  116793. }
  116794. else {
  116795. this.scene.onBeforeActiveMeshesEvaluationObservable.remove(this._onBeforeActiveMeshesEvaluationObserver);
  116796. this._onBeforeActiveMeshesEvaluationObserver = null;
  116797. this.scene.onAfterActiveMeshesEvaluationObservable.remove(this._onAfterActiveMeshesEvaluationObserver);
  116798. this._onAfterActiveMeshesEvaluationObserver = null;
  116799. }
  116800. },
  116801. enumerable: true,
  116802. configurable: true
  116803. });
  116804. Object.defineProperty(SceneInstrumentation.prototype, "renderTargetsRenderTimeCounter", {
  116805. /**
  116806. * Gets the perf counter used for render targets render time
  116807. */
  116808. get: function () {
  116809. return this._renderTargetsRenderTime;
  116810. },
  116811. enumerable: true,
  116812. configurable: true
  116813. });
  116814. Object.defineProperty(SceneInstrumentation.prototype, "captureRenderTargetsRenderTime", {
  116815. /**
  116816. * Gets the render targets render time capture status
  116817. */
  116818. get: function () {
  116819. return this._captureRenderTargetsRenderTime;
  116820. },
  116821. /**
  116822. * Enable or disable the render targets render time capture
  116823. */
  116824. set: function (value) {
  116825. var _this = this;
  116826. if (value === this._captureRenderTargetsRenderTime) {
  116827. return;
  116828. }
  116829. this._captureRenderTargetsRenderTime = value;
  116830. if (value) {
  116831. this._onBeforeRenderTargetsRenderObserver = this.scene.onBeforeRenderTargetsRenderObservable.add(function () {
  116832. BABYLON.Tools.StartPerformanceCounter("Render targets rendering");
  116833. _this._renderTargetsRenderTime.beginMonitoring();
  116834. });
  116835. this._onAfterRenderTargetsRenderObserver = this.scene.onAfterRenderTargetsRenderObservable.add(function () {
  116836. BABYLON.Tools.EndPerformanceCounter("Render targets rendering");
  116837. _this._renderTargetsRenderTime.endMonitoring(false);
  116838. });
  116839. }
  116840. else {
  116841. this.scene.onBeforeRenderTargetsRenderObservable.remove(this._onBeforeRenderTargetsRenderObserver);
  116842. this._onBeforeRenderTargetsRenderObserver = null;
  116843. this.scene.onAfterRenderTargetsRenderObservable.remove(this._onAfterRenderTargetsRenderObserver);
  116844. this._onAfterRenderTargetsRenderObserver = null;
  116845. }
  116846. },
  116847. enumerable: true,
  116848. configurable: true
  116849. });
  116850. Object.defineProperty(SceneInstrumentation.prototype, "particlesRenderTimeCounter", {
  116851. /**
  116852. * Gets the perf counter used for particles render time
  116853. */
  116854. get: function () {
  116855. return this._particlesRenderTime;
  116856. },
  116857. enumerable: true,
  116858. configurable: true
  116859. });
  116860. Object.defineProperty(SceneInstrumentation.prototype, "captureParticlesRenderTime", {
  116861. /**
  116862. * Gets the particles render time capture status
  116863. */
  116864. get: function () {
  116865. return this._captureParticlesRenderTime;
  116866. },
  116867. /**
  116868. * Enable or disable the particles render time capture
  116869. */
  116870. set: function (value) {
  116871. var _this = this;
  116872. if (value === this._captureParticlesRenderTime) {
  116873. return;
  116874. }
  116875. this._captureParticlesRenderTime = value;
  116876. if (value) {
  116877. this._onBeforeParticlesRenderingObserver = this.scene.onBeforeParticlesRenderingObservable.add(function () {
  116878. BABYLON.Tools.StartPerformanceCounter("Particles");
  116879. _this._particlesRenderTime.beginMonitoring();
  116880. });
  116881. this._onAfterParticlesRenderingObserver = this.scene.onAfterParticlesRenderingObservable.add(function () {
  116882. BABYLON.Tools.EndPerformanceCounter("Particles");
  116883. _this._particlesRenderTime.endMonitoring(false);
  116884. });
  116885. }
  116886. else {
  116887. this.scene.onBeforeParticlesRenderingObservable.remove(this._onBeforeParticlesRenderingObserver);
  116888. this._onBeforeParticlesRenderingObserver = null;
  116889. this.scene.onAfterParticlesRenderingObservable.remove(this._onAfterParticlesRenderingObserver);
  116890. this._onAfterParticlesRenderingObserver = null;
  116891. }
  116892. },
  116893. enumerable: true,
  116894. configurable: true
  116895. });
  116896. Object.defineProperty(SceneInstrumentation.prototype, "spritesRenderTimeCounter", {
  116897. /**
  116898. * Gets the perf counter used for sprites render time
  116899. */
  116900. get: function () {
  116901. return this._spritesRenderTime;
  116902. },
  116903. enumerable: true,
  116904. configurable: true
  116905. });
  116906. Object.defineProperty(SceneInstrumentation.prototype, "captureSpritesRenderTime", {
  116907. /**
  116908. * Gets the sprites render time capture status
  116909. */
  116910. get: function () {
  116911. return this._captureSpritesRenderTime;
  116912. },
  116913. /**
  116914. * Enable or disable the sprites render time capture
  116915. */
  116916. set: function (value) {
  116917. var _this = this;
  116918. if (value === this._captureSpritesRenderTime) {
  116919. return;
  116920. }
  116921. this._captureSpritesRenderTime = value;
  116922. if (!this.scene.spriteManagers) {
  116923. return;
  116924. }
  116925. if (value) {
  116926. this._onBeforeSpritesRenderingObserver = this.scene.onBeforeSpritesRenderingObservable.add(function () {
  116927. BABYLON.Tools.StartPerformanceCounter("Sprites");
  116928. _this._spritesRenderTime.beginMonitoring();
  116929. });
  116930. this._onAfterSpritesRenderingObserver = this.scene.onAfterSpritesRenderingObservable.add(function () {
  116931. BABYLON.Tools.EndPerformanceCounter("Sprites");
  116932. _this._spritesRenderTime.endMonitoring(false);
  116933. });
  116934. }
  116935. else {
  116936. this.scene.onBeforeSpritesRenderingObservable.remove(this._onBeforeSpritesRenderingObserver);
  116937. this._onBeforeSpritesRenderingObserver = null;
  116938. this.scene.onAfterSpritesRenderingObservable.remove(this._onAfterSpritesRenderingObserver);
  116939. this._onAfterSpritesRenderingObserver = null;
  116940. }
  116941. },
  116942. enumerable: true,
  116943. configurable: true
  116944. });
  116945. Object.defineProperty(SceneInstrumentation.prototype, "physicsTimeCounter", {
  116946. /**
  116947. * Gets the perf counter used for physics time
  116948. */
  116949. get: function () {
  116950. return this._physicsTime;
  116951. },
  116952. enumerable: true,
  116953. configurable: true
  116954. });
  116955. Object.defineProperty(SceneInstrumentation.prototype, "capturePhysicsTime", {
  116956. /**
  116957. * Gets the physics time capture status
  116958. */
  116959. get: function () {
  116960. return this._capturePhysicsTime;
  116961. },
  116962. /**
  116963. * Enable or disable the physics time capture
  116964. */
  116965. set: function (value) {
  116966. var _this = this;
  116967. if (value === this._capturePhysicsTime) {
  116968. return;
  116969. }
  116970. if (!this.scene.onBeforePhysicsObservable) {
  116971. return;
  116972. }
  116973. this._capturePhysicsTime = value;
  116974. if (value) {
  116975. this._onBeforePhysicsObserver = this.scene.onBeforePhysicsObservable.add(function () {
  116976. BABYLON.Tools.StartPerformanceCounter("Physics");
  116977. _this._physicsTime.beginMonitoring();
  116978. });
  116979. this._onAfterPhysicsObserver = this.scene.onAfterPhysicsObservable.add(function () {
  116980. BABYLON.Tools.EndPerformanceCounter("Physics");
  116981. _this._physicsTime.endMonitoring();
  116982. });
  116983. }
  116984. else {
  116985. this.scene.onBeforePhysicsObservable.remove(this._onBeforePhysicsObserver);
  116986. this._onBeforePhysicsObserver = null;
  116987. this.scene.onAfterPhysicsObservable.remove(this._onAfterPhysicsObserver);
  116988. this._onAfterPhysicsObserver = null;
  116989. }
  116990. },
  116991. enumerable: true,
  116992. configurable: true
  116993. });
  116994. Object.defineProperty(SceneInstrumentation.prototype, "animationsTimeCounter", {
  116995. /**
  116996. * Gets the perf counter used for animations time
  116997. */
  116998. get: function () {
  116999. return this._animationsTime;
  117000. },
  117001. enumerable: true,
  117002. configurable: true
  117003. });
  117004. Object.defineProperty(SceneInstrumentation.prototype, "captureAnimationsTime", {
  117005. /**
  117006. * Gets the animations time capture status
  117007. */
  117008. get: function () {
  117009. return this._captureAnimationsTime;
  117010. },
  117011. /**
  117012. * Enable or disable the animations time capture
  117013. */
  117014. set: function (value) {
  117015. var _this = this;
  117016. if (value === this._captureAnimationsTime) {
  117017. return;
  117018. }
  117019. this._captureAnimationsTime = value;
  117020. if (value) {
  117021. this._onAfterAnimationsObserver = this.scene.onAfterAnimationsObservable.add(function () {
  117022. _this._animationsTime.endMonitoring();
  117023. });
  117024. }
  117025. else {
  117026. this.scene.onAfterAnimationsObservable.remove(this._onAfterAnimationsObserver);
  117027. this._onAfterAnimationsObserver = null;
  117028. }
  117029. },
  117030. enumerable: true,
  117031. configurable: true
  117032. });
  117033. Object.defineProperty(SceneInstrumentation.prototype, "frameTimeCounter", {
  117034. /**
  117035. * Gets the perf counter used for frame time capture
  117036. */
  117037. get: function () {
  117038. return this._frameTime;
  117039. },
  117040. enumerable: true,
  117041. configurable: true
  117042. });
  117043. Object.defineProperty(SceneInstrumentation.prototype, "captureFrameTime", {
  117044. /**
  117045. * Gets the frame time capture status
  117046. */
  117047. get: function () {
  117048. return this._captureFrameTime;
  117049. },
  117050. /**
  117051. * Enable or disable the frame time capture
  117052. */
  117053. set: function (value) {
  117054. this._captureFrameTime = value;
  117055. },
  117056. enumerable: true,
  117057. configurable: true
  117058. });
  117059. Object.defineProperty(SceneInstrumentation.prototype, "interFrameTimeCounter", {
  117060. /**
  117061. * Gets the perf counter used for inter-frames time capture
  117062. */
  117063. get: function () {
  117064. return this._interFrameTime;
  117065. },
  117066. enumerable: true,
  117067. configurable: true
  117068. });
  117069. Object.defineProperty(SceneInstrumentation.prototype, "captureInterFrameTime", {
  117070. /**
  117071. * Gets the inter-frames time capture status
  117072. */
  117073. get: function () {
  117074. return this._captureInterFrameTime;
  117075. },
  117076. /**
  117077. * Enable or disable the inter-frames time capture
  117078. */
  117079. set: function (value) {
  117080. this._captureInterFrameTime = value;
  117081. },
  117082. enumerable: true,
  117083. configurable: true
  117084. });
  117085. Object.defineProperty(SceneInstrumentation.prototype, "renderTimeCounter", {
  117086. /**
  117087. * Gets the perf counter used for render time capture
  117088. */
  117089. get: function () {
  117090. return this._renderTime;
  117091. },
  117092. enumerable: true,
  117093. configurable: true
  117094. });
  117095. Object.defineProperty(SceneInstrumentation.prototype, "captureRenderTime", {
  117096. /**
  117097. * Gets the render time capture status
  117098. */
  117099. get: function () {
  117100. return this._captureRenderTime;
  117101. },
  117102. /**
  117103. * Enable or disable the render time capture
  117104. */
  117105. set: function (value) {
  117106. var _this = this;
  117107. if (value === this._captureRenderTime) {
  117108. return;
  117109. }
  117110. this._captureRenderTime = value;
  117111. if (value) {
  117112. this._onBeforeDrawPhaseObserver = this.scene.onBeforeDrawPhaseObservable.add(function () {
  117113. _this._renderTime.beginMonitoring();
  117114. BABYLON.Tools.StartPerformanceCounter("Main render");
  117115. });
  117116. this._onAfterDrawPhaseObserver = this.scene.onAfterDrawPhaseObservable.add(function () {
  117117. _this._renderTime.endMonitoring(false);
  117118. BABYLON.Tools.EndPerformanceCounter("Main render");
  117119. });
  117120. }
  117121. else {
  117122. this.scene.onBeforeDrawPhaseObservable.remove(this._onBeforeDrawPhaseObserver);
  117123. this._onBeforeDrawPhaseObserver = null;
  117124. this.scene.onAfterDrawPhaseObservable.remove(this._onAfterDrawPhaseObserver);
  117125. this._onAfterDrawPhaseObserver = null;
  117126. }
  117127. },
  117128. enumerable: true,
  117129. configurable: true
  117130. });
  117131. Object.defineProperty(SceneInstrumentation.prototype, "cameraRenderTimeCounter", {
  117132. /**
  117133. * Gets the perf counter used for camera render time capture
  117134. */
  117135. get: function () {
  117136. return this._cameraRenderTime;
  117137. },
  117138. enumerable: true,
  117139. configurable: true
  117140. });
  117141. Object.defineProperty(SceneInstrumentation.prototype, "captureCameraRenderTime", {
  117142. /**
  117143. * Gets the camera render time capture status
  117144. */
  117145. get: function () {
  117146. return this._captureCameraRenderTime;
  117147. },
  117148. /**
  117149. * Enable or disable the camera render time capture
  117150. */
  117151. set: function (value) {
  117152. var _this = this;
  117153. if (value === this._captureCameraRenderTime) {
  117154. return;
  117155. }
  117156. this._captureCameraRenderTime = value;
  117157. if (value) {
  117158. this._onBeforeCameraRenderObserver = this.scene.onBeforeCameraRenderObservable.add(function (camera) {
  117159. _this._cameraRenderTime.beginMonitoring();
  117160. BABYLON.Tools.StartPerformanceCounter("Rendering camera " + camera.name);
  117161. });
  117162. this._onAfterCameraRenderObserver = this.scene.onAfterCameraRenderObservable.add(function (camera) {
  117163. _this._cameraRenderTime.endMonitoring(false);
  117164. BABYLON.Tools.EndPerformanceCounter("Rendering camera " + camera.name);
  117165. });
  117166. }
  117167. else {
  117168. this.scene.onBeforeCameraRenderObservable.remove(this._onBeforeCameraRenderObserver);
  117169. this._onBeforeCameraRenderObserver = null;
  117170. this.scene.onAfterCameraRenderObservable.remove(this._onAfterCameraRenderObserver);
  117171. this._onAfterCameraRenderObserver = null;
  117172. }
  117173. },
  117174. enumerable: true,
  117175. configurable: true
  117176. });
  117177. Object.defineProperty(SceneInstrumentation.prototype, "drawCallsCounter", {
  117178. /**
  117179. * Gets the perf counter used for draw calls
  117180. */
  117181. get: function () {
  117182. return this.scene.getEngine()._drawCalls;
  117183. },
  117184. enumerable: true,
  117185. configurable: true
  117186. });
  117187. Object.defineProperty(SceneInstrumentation.prototype, "textureCollisionsCounter", {
  117188. /**
  117189. * Gets the perf counter used for texture collisions
  117190. */
  117191. get: function () {
  117192. return this.scene.getEngine()._textureCollisions;
  117193. },
  117194. enumerable: true,
  117195. configurable: true
  117196. });
  117197. /**
  117198. * Dispose and release associated resources.
  117199. */
  117200. SceneInstrumentation.prototype.dispose = function () {
  117201. this.scene.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  117202. this._onAfterRenderObserver = null;
  117203. this.scene.onBeforeActiveMeshesEvaluationObservable.remove(this._onBeforeActiveMeshesEvaluationObserver);
  117204. this._onBeforeActiveMeshesEvaluationObserver = null;
  117205. this.scene.onAfterActiveMeshesEvaluationObservable.remove(this._onAfterActiveMeshesEvaluationObserver);
  117206. this._onAfterActiveMeshesEvaluationObserver = null;
  117207. this.scene.onBeforeRenderTargetsRenderObservable.remove(this._onBeforeRenderTargetsRenderObserver);
  117208. this._onBeforeRenderTargetsRenderObserver = null;
  117209. this.scene.onAfterRenderTargetsRenderObservable.remove(this._onAfterRenderTargetsRenderObserver);
  117210. this._onAfterRenderTargetsRenderObserver = null;
  117211. this.scene.onBeforeAnimationsObservable.remove(this._onBeforeAnimationsObserver);
  117212. this._onBeforeAnimationsObserver = null;
  117213. this.scene.onBeforeParticlesRenderingObservable.remove(this._onBeforeParticlesRenderingObserver);
  117214. this._onBeforeParticlesRenderingObserver = null;
  117215. this.scene.onAfterParticlesRenderingObservable.remove(this._onAfterParticlesRenderingObserver);
  117216. this._onAfterParticlesRenderingObserver = null;
  117217. if (this._onBeforeSpritesRenderingObserver) {
  117218. this.scene.onBeforeSpritesRenderingObservable.remove(this._onBeforeSpritesRenderingObserver);
  117219. this._onBeforeSpritesRenderingObserver = null;
  117220. }
  117221. if (this._onAfterSpritesRenderingObserver) {
  117222. this.scene.onAfterSpritesRenderingObservable.remove(this._onAfterSpritesRenderingObserver);
  117223. this._onAfterSpritesRenderingObserver = null;
  117224. }
  117225. this.scene.onBeforeDrawPhaseObservable.remove(this._onBeforeDrawPhaseObserver);
  117226. this._onBeforeDrawPhaseObserver = null;
  117227. this.scene.onAfterDrawPhaseObservable.remove(this._onAfterDrawPhaseObserver);
  117228. this._onAfterDrawPhaseObserver = null;
  117229. if (this._onBeforePhysicsObserver) {
  117230. this.scene.onBeforePhysicsObservable.remove(this._onBeforePhysicsObserver);
  117231. this._onBeforePhysicsObserver = null;
  117232. }
  117233. if (this._onAfterPhysicsObserver) {
  117234. this.scene.onAfterPhysicsObservable.remove(this._onAfterPhysicsObserver);
  117235. this._onAfterPhysicsObserver = null;
  117236. }
  117237. this.scene.onAfterAnimationsObservable.remove(this._onAfterAnimationsObserver);
  117238. this._onAfterAnimationsObserver = null;
  117239. this.scene.onBeforeCameraRenderObservable.remove(this._onBeforeCameraRenderObserver);
  117240. this._onBeforeCameraRenderObserver = null;
  117241. this.scene.onAfterCameraRenderObservable.remove(this._onAfterCameraRenderObserver);
  117242. this._onAfterCameraRenderObserver = null;
  117243. this.scene = null;
  117244. };
  117245. return SceneInstrumentation;
  117246. }());
  117247. BABYLON.SceneInstrumentation = SceneInstrumentation;
  117248. })(BABYLON || (BABYLON = {}));
  117249. //# sourceMappingURL=babylon.sceneInstrumentation.js.map
  117250. var BABYLON;
  117251. (function (BABYLON) {
  117252. /**
  117253. * @hidden
  117254. **/
  117255. var _TimeToken = /** @class */ (function () {
  117256. function _TimeToken() {
  117257. this._timeElapsedQueryEnded = false;
  117258. }
  117259. return _TimeToken;
  117260. }());
  117261. BABYLON._TimeToken = _TimeToken;
  117262. })(BABYLON || (BABYLON = {}));
  117263. //# sourceMappingURL=babylon.timeToken.js.map
  117264. var BABYLON;
  117265. (function (BABYLON) {
  117266. /**
  117267. * Background material defines definition.
  117268. * @hidden Mainly internal Use
  117269. */
  117270. var BackgroundMaterialDefines = /** @class */ (function (_super) {
  117271. __extends(BackgroundMaterialDefines, _super);
  117272. /**
  117273. * Constructor of the defines.
  117274. */
  117275. function BackgroundMaterialDefines() {
  117276. var _this = _super.call(this) || this;
  117277. /**
  117278. * True if the diffuse texture is in use.
  117279. */
  117280. _this.DIFFUSE = false;
  117281. /**
  117282. * The direct UV channel to use.
  117283. */
  117284. _this.DIFFUSEDIRECTUV = 0;
  117285. /**
  117286. * True if the diffuse texture is in gamma space.
  117287. */
  117288. _this.GAMMADIFFUSE = false;
  117289. /**
  117290. * True if the diffuse texture has opacity in the alpha channel.
  117291. */
  117292. _this.DIFFUSEHASALPHA = false;
  117293. /**
  117294. * True if you want the material to fade to transparent at grazing angle.
  117295. */
  117296. _this.OPACITYFRESNEL = false;
  117297. /**
  117298. * True if an extra blur needs to be added in the reflection.
  117299. */
  117300. _this.REFLECTIONBLUR = false;
  117301. /**
  117302. * True if you want the material to fade to reflection at grazing angle.
  117303. */
  117304. _this.REFLECTIONFRESNEL = false;
  117305. /**
  117306. * True if you want the material to falloff as far as you move away from the scene center.
  117307. */
  117308. _this.REFLECTIONFALLOFF = false;
  117309. /**
  117310. * False if the current Webgl implementation does not support the texture lod extension.
  117311. */
  117312. _this.TEXTURELODSUPPORT = false;
  117313. /**
  117314. * True to ensure the data are premultiplied.
  117315. */
  117316. _this.PREMULTIPLYALPHA = false;
  117317. /**
  117318. * True if the texture contains cooked RGB values and not gray scaled multipliers.
  117319. */
  117320. _this.USERGBCOLOR = false;
  117321. /**
  117322. * True if highlight and shadow levels have been specified. It can help ensuring the main perceived color
  117323. * stays aligned with the desired configuration.
  117324. */
  117325. _this.USEHIGHLIGHTANDSHADOWCOLORS = false;
  117326. /**
  117327. * True to add noise in order to reduce the banding effect.
  117328. */
  117329. _this.NOISE = false;
  117330. /**
  117331. * is the reflection texture in BGR color scheme?
  117332. * Mainly used to solve a bug in ios10 video tag
  117333. */
  117334. _this.REFLECTIONBGR = false;
  117335. _this.IMAGEPROCESSING = false;
  117336. _this.VIGNETTE = false;
  117337. _this.VIGNETTEBLENDMODEMULTIPLY = false;
  117338. _this.VIGNETTEBLENDMODEOPAQUE = false;
  117339. _this.TONEMAPPING = false;
  117340. _this.TONEMAPPING_ACES = false;
  117341. _this.CONTRAST = false;
  117342. _this.COLORCURVES = false;
  117343. _this.COLORGRADING = false;
  117344. _this.COLORGRADING3D = false;
  117345. _this.SAMPLER3DGREENDEPTH = false;
  117346. _this.SAMPLER3DBGRMAP = false;
  117347. _this.IMAGEPROCESSINGPOSTPROCESS = false;
  117348. _this.EXPOSURE = false;
  117349. // Reflection.
  117350. _this.REFLECTION = false;
  117351. _this.REFLECTIONMAP_3D = false;
  117352. _this.REFLECTIONMAP_SPHERICAL = false;
  117353. _this.REFLECTIONMAP_PLANAR = false;
  117354. _this.REFLECTIONMAP_CUBIC = false;
  117355. _this.REFLECTIONMAP_PROJECTION = false;
  117356. _this.REFLECTIONMAP_SKYBOX = false;
  117357. _this.REFLECTIONMAP_SKYBOX_TRANSFORMED = false;
  117358. _this.REFLECTIONMAP_EXPLICIT = false;
  117359. _this.REFLECTIONMAP_EQUIRECTANGULAR = false;
  117360. _this.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  117361. _this.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  117362. _this.INVERTCUBICMAP = false;
  117363. _this.REFLECTIONMAP_OPPOSITEZ = false;
  117364. _this.LODINREFLECTIONALPHA = false;
  117365. _this.GAMMAREFLECTION = false;
  117366. _this.RGBDREFLECTION = false;
  117367. _this.EQUIRECTANGULAR_RELFECTION_FOV = false;
  117368. // Default BJS.
  117369. _this.MAINUV1 = false;
  117370. _this.MAINUV2 = false;
  117371. _this.UV1 = false;
  117372. _this.UV2 = false;
  117373. _this.CLIPPLANE = false;
  117374. _this.CLIPPLANE2 = false;
  117375. _this.CLIPPLANE3 = false;
  117376. _this.CLIPPLANE4 = false;
  117377. _this.POINTSIZE = false;
  117378. _this.FOG = false;
  117379. _this.NORMAL = false;
  117380. _this.NUM_BONE_INFLUENCERS = 0;
  117381. _this.BonesPerMesh = 0;
  117382. _this.INSTANCES = false;
  117383. _this.SHADOWFLOAT = false;
  117384. _this.rebuild();
  117385. return _this;
  117386. }
  117387. return BackgroundMaterialDefines;
  117388. }(BABYLON.MaterialDefines));
  117389. /**
  117390. * Background material used to create an efficient environement around your scene.
  117391. */
  117392. var BackgroundMaterial = /** @class */ (function (_super) {
  117393. __extends(BackgroundMaterial, _super);
  117394. /**
  117395. * Instantiates a Background Material in the given scene
  117396. * @param name The friendly name of the material
  117397. * @param scene The scene to add the material to
  117398. */
  117399. function BackgroundMaterial(name, scene) {
  117400. var _this = _super.call(this, name, scene) || this;
  117401. /**
  117402. * Key light Color (multiply against the environement texture)
  117403. */
  117404. _this.primaryColor = BABYLON.Color3.White();
  117405. _this._primaryColorShadowLevel = 0;
  117406. _this._primaryColorHighlightLevel = 0;
  117407. /**
  117408. * Reflection Texture used in the material.
  117409. * Should be author in a specific way for the best result (refer to the documentation).
  117410. */
  117411. _this.reflectionTexture = null;
  117412. /**
  117413. * Reflection Texture level of blur.
  117414. *
  117415. * Can be use to reuse an existing HDR Texture and target a specific LOD to prevent authoring the
  117416. * texture twice.
  117417. */
  117418. _this.reflectionBlur = 0;
  117419. /**
  117420. * Diffuse Texture used in the material.
  117421. * Should be author in a specific way for the best result (refer to the documentation).
  117422. */
  117423. _this.diffuseTexture = null;
  117424. _this._shadowLights = null;
  117425. /**
  117426. * Specify the list of lights casting shadow on the material.
  117427. * All scene shadow lights will be included if null.
  117428. */
  117429. _this.shadowLights = null;
  117430. /**
  117431. * Helps adjusting the shadow to a softer level if required.
  117432. * 0 means black shadows and 1 means no shadows.
  117433. */
  117434. _this.shadowLevel = 0;
  117435. /**
  117436. * In case of opacity Fresnel or reflection falloff, this is use as a scene center.
  117437. * It is usually zero but might be interesting to modify according to your setup.
  117438. */
  117439. _this.sceneCenter = BABYLON.Vector3.Zero();
  117440. /**
  117441. * This helps specifying that the material is falling off to the sky box at grazing angle.
  117442. * This helps ensuring a nice transition when the camera goes under the ground.
  117443. */
  117444. _this.opacityFresnel = true;
  117445. /**
  117446. * This helps specifying that the material is falling off from diffuse to the reflection texture at grazing angle.
  117447. * This helps adding a mirror texture on the ground.
  117448. */
  117449. _this.reflectionFresnel = false;
  117450. /**
  117451. * This helps specifying the falloff radius off the reflection texture from the sceneCenter.
  117452. * This helps adding a nice falloff effect to the reflection if used as a mirror for instance.
  117453. */
  117454. _this.reflectionFalloffDistance = 0.0;
  117455. /**
  117456. * This specifies the weight of the reflection against the background in case of reflection Fresnel.
  117457. */
  117458. _this.reflectionAmount = 1.0;
  117459. /**
  117460. * This specifies the weight of the reflection at grazing angle.
  117461. */
  117462. _this.reflectionReflectance0 = 0.05;
  117463. /**
  117464. * This specifies the weight of the reflection at a perpendicular point of view.
  117465. */
  117466. _this.reflectionReflectance90 = 0.5;
  117467. /**
  117468. * Helps to directly use the maps channels instead of their level.
  117469. */
  117470. _this.useRGBColor = true;
  117471. /**
  117472. * This helps reducing the banding effect that could occur on the background.
  117473. */
  117474. _this.enableNoise = false;
  117475. _this._fovMultiplier = 1.0;
  117476. /**
  117477. * Enable the FOV adjustment feature controlled by fovMultiplier.
  117478. */
  117479. _this.useEquirectangularFOV = false;
  117480. _this._maxSimultaneousLights = 4;
  117481. /**
  117482. * Number of Simultaneous lights allowed on the material.
  117483. */
  117484. _this.maxSimultaneousLights = 4;
  117485. /**
  117486. * Keep track of the image processing observer to allow dispose and replace.
  117487. */
  117488. _this._imageProcessingObserver = null;
  117489. /**
  117490. * Due to a bug in iOS10, video tags (which are using the background material) are in BGR and not RGB.
  117491. * Setting this flag to true (not done automatically!) will convert it back to RGB.
  117492. */
  117493. _this.switchToBGR = false;
  117494. // Temp values kept as cache in the material.
  117495. _this._renderTargets = new BABYLON.SmartArray(16);
  117496. _this._reflectionControls = BABYLON.Vector4.Zero();
  117497. _this._white = BABYLON.Color3.White();
  117498. _this._primaryShadowColor = BABYLON.Color3.Black();
  117499. _this._primaryHighlightColor = BABYLON.Color3.Black();
  117500. // Setup the default processing configuration to the scene.
  117501. _this._attachImageProcessingConfiguration(null);
  117502. _this.getRenderTargetTextures = function () {
  117503. _this._renderTargets.reset();
  117504. if (_this._diffuseTexture && _this._diffuseTexture.isRenderTarget) {
  117505. _this._renderTargets.push(_this._diffuseTexture);
  117506. }
  117507. if (_this._reflectionTexture && _this._reflectionTexture.isRenderTarget) {
  117508. _this._renderTargets.push(_this._reflectionTexture);
  117509. }
  117510. return _this._renderTargets;
  117511. };
  117512. return _this;
  117513. }
  117514. Object.defineProperty(BackgroundMaterial.prototype, "_perceptualColor", {
  117515. /**
  117516. * Experimental Internal Use Only.
  117517. *
  117518. * Key light Color in "perceptual value" meaning the color you would like to see on screen.
  117519. * This acts as a helper to set the primary color to a more "human friendly" value.
  117520. * Conversion to linear space as well as exposure and tone mapping correction will be applied to keep the
  117521. * output color as close as possible from the chosen value.
  117522. * (This does not account for contrast color grading and color curves as they are considered post effect and not directly
  117523. * part of lighting setup.)
  117524. */
  117525. get: function () {
  117526. return this.__perceptualColor;
  117527. },
  117528. set: function (value) {
  117529. this.__perceptualColor = value;
  117530. this._computePrimaryColorFromPerceptualColor();
  117531. this._markAllSubMeshesAsLightsDirty();
  117532. },
  117533. enumerable: true,
  117534. configurable: true
  117535. });
  117536. Object.defineProperty(BackgroundMaterial.prototype, "primaryColorShadowLevel", {
  117537. /**
  117538. * Defines the level of the shadows (dark area of the reflection map) in order to help scaling the colors.
  117539. * The color opposite to the primary color is used at the level chosen to define what the black area would look.
  117540. */
  117541. get: function () {
  117542. return this._primaryColorShadowLevel;
  117543. },
  117544. set: function (value) {
  117545. this._primaryColorShadowLevel = value;
  117546. this._computePrimaryColors();
  117547. this._markAllSubMeshesAsLightsDirty();
  117548. },
  117549. enumerable: true,
  117550. configurable: true
  117551. });
  117552. Object.defineProperty(BackgroundMaterial.prototype, "primaryColorHighlightLevel", {
  117553. /**
  117554. * Defines the level of the highliights (highlight area of the reflection map) in order to help scaling the colors.
  117555. * The primary color is used at the level chosen to define what the white area would look.
  117556. */
  117557. get: function () {
  117558. return this._primaryColorHighlightLevel;
  117559. },
  117560. set: function (value) {
  117561. this._primaryColorHighlightLevel = value;
  117562. this._computePrimaryColors();
  117563. this._markAllSubMeshesAsLightsDirty();
  117564. },
  117565. enumerable: true,
  117566. configurable: true
  117567. });
  117568. Object.defineProperty(BackgroundMaterial.prototype, "reflectionStandardFresnelWeight", {
  117569. /**
  117570. * Sets the reflection reflectance fresnel values according to the default standard
  117571. * empirically know to work well :-)
  117572. */
  117573. set: function (value) {
  117574. var reflectionWeight = value;
  117575. if (reflectionWeight < 0.5) {
  117576. reflectionWeight = reflectionWeight * 2.0;
  117577. this.reflectionReflectance0 = BackgroundMaterial.StandardReflectance0 * reflectionWeight;
  117578. this.reflectionReflectance90 = BackgroundMaterial.StandardReflectance90 * reflectionWeight;
  117579. }
  117580. else {
  117581. reflectionWeight = reflectionWeight * 2.0 - 1.0;
  117582. this.reflectionReflectance0 = BackgroundMaterial.StandardReflectance0 + (1.0 - BackgroundMaterial.StandardReflectance0) * reflectionWeight;
  117583. this.reflectionReflectance90 = BackgroundMaterial.StandardReflectance90 + (1.0 - BackgroundMaterial.StandardReflectance90) * reflectionWeight;
  117584. }
  117585. },
  117586. enumerable: true,
  117587. configurable: true
  117588. });
  117589. Object.defineProperty(BackgroundMaterial.prototype, "fovMultiplier", {
  117590. /**
  117591. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  117592. * Best used when trying to implement visual zoom effects like fish-eye or binoculars while not adjusting camera fov.
  117593. * Recommended to be keep at 1.0 except for special cases.
  117594. */
  117595. get: function () {
  117596. return this._fovMultiplier;
  117597. },
  117598. set: function (value) {
  117599. if (isNaN(value)) {
  117600. value = 1.0;
  117601. }
  117602. this._fovMultiplier = Math.max(0.0, Math.min(2.0, value));
  117603. },
  117604. enumerable: true,
  117605. configurable: true
  117606. });
  117607. /**
  117608. * Attaches a new image processing configuration to the PBR Material.
  117609. * @param configuration (if null the scene configuration will be use)
  117610. */
  117611. BackgroundMaterial.prototype._attachImageProcessingConfiguration = function (configuration) {
  117612. var _this = this;
  117613. if (configuration === this._imageProcessingConfiguration) {
  117614. return;
  117615. }
  117616. // Detaches observer.
  117617. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  117618. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  117619. }
  117620. // Pick the scene configuration if needed.
  117621. if (!configuration) {
  117622. this._imageProcessingConfiguration = this.getScene().imageProcessingConfiguration;
  117623. }
  117624. else {
  117625. this._imageProcessingConfiguration = configuration;
  117626. }
  117627. // Attaches observer.
  117628. if (this._imageProcessingConfiguration) {
  117629. this._imageProcessingObserver = this._imageProcessingConfiguration.onUpdateParameters.add(function (conf) {
  117630. _this._computePrimaryColorFromPerceptualColor();
  117631. _this._markAllSubMeshesAsImageProcessingDirty();
  117632. });
  117633. }
  117634. };
  117635. Object.defineProperty(BackgroundMaterial.prototype, "imageProcessingConfiguration", {
  117636. /**
  117637. * Gets the image processing configuration used either in this material.
  117638. */
  117639. get: function () {
  117640. return this._imageProcessingConfiguration;
  117641. },
  117642. /**
  117643. * Sets the Default image processing configuration used either in the this material.
  117644. *
  117645. * If sets to null, the scene one is in use.
  117646. */
  117647. set: function (value) {
  117648. this._attachImageProcessingConfiguration(value);
  117649. // Ensure the effect will be rebuilt.
  117650. this._markAllSubMeshesAsTexturesDirty();
  117651. },
  117652. enumerable: true,
  117653. configurable: true
  117654. });
  117655. Object.defineProperty(BackgroundMaterial.prototype, "cameraColorCurvesEnabled", {
  117656. /**
  117657. * Gets wether the color curves effect is enabled.
  117658. */
  117659. get: function () {
  117660. return this.imageProcessingConfiguration.colorCurvesEnabled;
  117661. },
  117662. /**
  117663. * Sets wether the color curves effect is enabled.
  117664. */
  117665. set: function (value) {
  117666. this.imageProcessingConfiguration.colorCurvesEnabled = value;
  117667. },
  117668. enumerable: true,
  117669. configurable: true
  117670. });
  117671. Object.defineProperty(BackgroundMaterial.prototype, "cameraColorGradingEnabled", {
  117672. /**
  117673. * Gets wether the color grading effect is enabled.
  117674. */
  117675. get: function () {
  117676. return this.imageProcessingConfiguration.colorGradingEnabled;
  117677. },
  117678. /**
  117679. * Gets wether the color grading effect is enabled.
  117680. */
  117681. set: function (value) {
  117682. this.imageProcessingConfiguration.colorGradingEnabled = value;
  117683. },
  117684. enumerable: true,
  117685. configurable: true
  117686. });
  117687. Object.defineProperty(BackgroundMaterial.prototype, "cameraToneMappingEnabled", {
  117688. /**
  117689. * Gets wether tonemapping is enabled or not.
  117690. */
  117691. get: function () {
  117692. return this._imageProcessingConfiguration.toneMappingEnabled;
  117693. },
  117694. /**
  117695. * Sets wether tonemapping is enabled or not
  117696. */
  117697. set: function (value) {
  117698. this._imageProcessingConfiguration.toneMappingEnabled = value;
  117699. },
  117700. enumerable: true,
  117701. configurable: true
  117702. });
  117703. Object.defineProperty(BackgroundMaterial.prototype, "cameraExposure", {
  117704. /**
  117705. * The camera exposure used on this material.
  117706. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  117707. * This corresponds to a photographic exposure.
  117708. */
  117709. get: function () {
  117710. return this._imageProcessingConfiguration.exposure;
  117711. },
  117712. /**
  117713. * The camera exposure used on this material.
  117714. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  117715. * This corresponds to a photographic exposure.
  117716. */
  117717. set: function (value) {
  117718. this._imageProcessingConfiguration.exposure = value;
  117719. },
  117720. enumerable: true,
  117721. configurable: true
  117722. });
  117723. Object.defineProperty(BackgroundMaterial.prototype, "cameraContrast", {
  117724. /**
  117725. * Gets The camera contrast used on this material.
  117726. */
  117727. get: function () {
  117728. return this._imageProcessingConfiguration.contrast;
  117729. },
  117730. /**
  117731. * Sets The camera contrast used on this material.
  117732. */
  117733. set: function (value) {
  117734. this._imageProcessingConfiguration.contrast = value;
  117735. },
  117736. enumerable: true,
  117737. configurable: true
  117738. });
  117739. Object.defineProperty(BackgroundMaterial.prototype, "cameraColorGradingTexture", {
  117740. /**
  117741. * Gets the Color Grading 2D Lookup Texture.
  117742. */
  117743. get: function () {
  117744. return this._imageProcessingConfiguration.colorGradingTexture;
  117745. },
  117746. /**
  117747. * Sets the Color Grading 2D Lookup Texture.
  117748. */
  117749. set: function (value) {
  117750. this.imageProcessingConfiguration.colorGradingTexture = value;
  117751. },
  117752. enumerable: true,
  117753. configurable: true
  117754. });
  117755. Object.defineProperty(BackgroundMaterial.prototype, "cameraColorCurves", {
  117756. /**
  117757. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  117758. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  117759. * 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;
  117760. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  117761. */
  117762. get: function () {
  117763. return this.imageProcessingConfiguration.colorCurves;
  117764. },
  117765. /**
  117766. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  117767. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  117768. * 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;
  117769. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  117770. */
  117771. set: function (value) {
  117772. this.imageProcessingConfiguration.colorCurves = value;
  117773. },
  117774. enumerable: true,
  117775. configurable: true
  117776. });
  117777. Object.defineProperty(BackgroundMaterial.prototype, "hasRenderTargetTextures", {
  117778. /**
  117779. * Gets a boolean indicating that current material needs to register RTT
  117780. */
  117781. get: function () {
  117782. if (this._diffuseTexture && this._diffuseTexture.isRenderTarget) {
  117783. return true;
  117784. }
  117785. if (this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  117786. return true;
  117787. }
  117788. return false;
  117789. },
  117790. enumerable: true,
  117791. configurable: true
  117792. });
  117793. /**
  117794. * The entire material has been created in order to prevent overdraw.
  117795. * @returns false
  117796. */
  117797. BackgroundMaterial.prototype.needAlphaTesting = function () {
  117798. return true;
  117799. };
  117800. /**
  117801. * The entire material has been created in order to prevent overdraw.
  117802. * @returns true if blending is enable
  117803. */
  117804. BackgroundMaterial.prototype.needAlphaBlending = function () {
  117805. return ((this.alpha < 0) || (this._diffuseTexture != null && this._diffuseTexture.hasAlpha));
  117806. };
  117807. /**
  117808. * Checks wether the material is ready to be rendered for a given mesh.
  117809. * @param mesh The mesh to render
  117810. * @param subMesh The submesh to check against
  117811. * @param useInstances Specify wether or not the material is used with instances
  117812. * @returns true if all the dependencies are ready (Textures, Effects...)
  117813. */
  117814. BackgroundMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  117815. var _this = this;
  117816. if (useInstances === void 0) { useInstances = false; }
  117817. if (subMesh.effect && this.isFrozen) {
  117818. if (this._wasPreviouslyReady) {
  117819. return true;
  117820. }
  117821. }
  117822. if (!subMesh._materialDefines) {
  117823. subMesh._materialDefines = new BackgroundMaterialDefines();
  117824. }
  117825. var scene = this.getScene();
  117826. var defines = subMesh._materialDefines;
  117827. if (!this.checkReadyOnEveryCall && subMesh.effect) {
  117828. if (defines._renderId === scene.getRenderId()) {
  117829. return true;
  117830. }
  117831. }
  117832. var engine = scene.getEngine();
  117833. // Lights
  117834. BABYLON.MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, false, this._maxSimultaneousLights);
  117835. defines._needNormals = true;
  117836. // Textures
  117837. if (defines._areTexturesDirty) {
  117838. defines._needUVs = false;
  117839. if (scene.texturesEnabled) {
  117840. if (scene.getEngine().getCaps().textureLOD) {
  117841. defines.TEXTURELODSUPPORT = true;
  117842. }
  117843. if (this._diffuseTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  117844. if (!this._diffuseTexture.isReadyOrNotBlocking()) {
  117845. return false;
  117846. }
  117847. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._diffuseTexture, defines, "DIFFUSE");
  117848. defines.DIFFUSEHASALPHA = this._diffuseTexture.hasAlpha;
  117849. defines.GAMMADIFFUSE = this._diffuseTexture.gammaSpace;
  117850. defines.OPACITYFRESNEL = this._opacityFresnel;
  117851. }
  117852. else {
  117853. defines.DIFFUSE = false;
  117854. defines.DIFFUSEHASALPHA = false;
  117855. defines.GAMMADIFFUSE = false;
  117856. defines.OPACITYFRESNEL = false;
  117857. }
  117858. var reflectionTexture = this._reflectionTexture;
  117859. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  117860. if (!reflectionTexture.isReadyOrNotBlocking()) {
  117861. return false;
  117862. }
  117863. defines.REFLECTION = true;
  117864. defines.GAMMAREFLECTION = reflectionTexture.gammaSpace;
  117865. defines.RGBDREFLECTION = reflectionTexture.isRGBD;
  117866. defines.REFLECTIONBLUR = this._reflectionBlur > 0;
  117867. defines.REFLECTIONMAP_OPPOSITEZ = this.getScene().useRightHandedSystem ? !reflectionTexture.invertZ : reflectionTexture.invertZ;
  117868. defines.LODINREFLECTIONALPHA = reflectionTexture.lodLevelInAlpha;
  117869. defines.EQUIRECTANGULAR_RELFECTION_FOV = this.useEquirectangularFOV;
  117870. defines.REFLECTIONBGR = this.switchToBGR;
  117871. if (reflectionTexture.coordinatesMode === BABYLON.Texture.INVCUBIC_MODE) {
  117872. defines.INVERTCUBICMAP = true;
  117873. }
  117874. defines.REFLECTIONMAP_3D = reflectionTexture.isCube;
  117875. switch (reflectionTexture.coordinatesMode) {
  117876. case BABYLON.Texture.EXPLICIT_MODE:
  117877. defines.REFLECTIONMAP_EXPLICIT = true;
  117878. break;
  117879. case BABYLON.Texture.PLANAR_MODE:
  117880. defines.REFLECTIONMAP_PLANAR = true;
  117881. break;
  117882. case BABYLON.Texture.PROJECTION_MODE:
  117883. defines.REFLECTIONMAP_PROJECTION = true;
  117884. break;
  117885. case BABYLON.Texture.SKYBOX_MODE:
  117886. defines.REFLECTIONMAP_SKYBOX = true;
  117887. defines.REFLECTIONMAP_SKYBOX_TRANSFORMED = !reflectionTexture.getReflectionTextureMatrix().isIdentity();
  117888. break;
  117889. case BABYLON.Texture.SPHERICAL_MODE:
  117890. defines.REFLECTIONMAP_SPHERICAL = true;
  117891. break;
  117892. case BABYLON.Texture.EQUIRECTANGULAR_MODE:
  117893. defines.REFLECTIONMAP_EQUIRECTANGULAR = true;
  117894. break;
  117895. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MODE:
  117896. defines.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = true;
  117897. break;
  117898. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE:
  117899. defines.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = true;
  117900. break;
  117901. case BABYLON.Texture.CUBIC_MODE:
  117902. case BABYLON.Texture.INVCUBIC_MODE:
  117903. default:
  117904. defines.REFLECTIONMAP_CUBIC = true;
  117905. break;
  117906. }
  117907. if (this.reflectionFresnel) {
  117908. defines.REFLECTIONFRESNEL = true;
  117909. defines.REFLECTIONFALLOFF = this.reflectionFalloffDistance > 0;
  117910. this._reflectionControls.x = this.reflectionAmount;
  117911. this._reflectionControls.y = this.reflectionReflectance0;
  117912. this._reflectionControls.z = this.reflectionReflectance90;
  117913. this._reflectionControls.w = 1 / this.reflectionFalloffDistance;
  117914. }
  117915. else {
  117916. defines.REFLECTIONFRESNEL = false;
  117917. defines.REFLECTIONFALLOFF = false;
  117918. }
  117919. }
  117920. else {
  117921. defines.REFLECTION = false;
  117922. defines.REFLECTIONFRESNEL = false;
  117923. defines.REFLECTIONFALLOFF = false;
  117924. defines.REFLECTIONBLUR = false;
  117925. defines.REFLECTIONMAP_3D = false;
  117926. defines.REFLECTIONMAP_SPHERICAL = false;
  117927. defines.REFLECTIONMAP_PLANAR = false;
  117928. defines.REFLECTIONMAP_CUBIC = false;
  117929. defines.REFLECTIONMAP_PROJECTION = false;
  117930. defines.REFLECTIONMAP_SKYBOX = false;
  117931. defines.REFLECTIONMAP_SKYBOX_TRANSFORMED = false;
  117932. defines.REFLECTIONMAP_EXPLICIT = false;
  117933. defines.REFLECTIONMAP_EQUIRECTANGULAR = false;
  117934. defines.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  117935. defines.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  117936. defines.INVERTCUBICMAP = false;
  117937. defines.REFLECTIONMAP_OPPOSITEZ = false;
  117938. defines.LODINREFLECTIONALPHA = false;
  117939. defines.GAMMAREFLECTION = false;
  117940. defines.RGBDREFLECTION = false;
  117941. }
  117942. }
  117943. defines.PREMULTIPLYALPHA = (this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED || this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED_PORTERDUFF);
  117944. defines.USERGBCOLOR = this._useRGBColor;
  117945. defines.NOISE = this._enableNoise;
  117946. }
  117947. if (defines._areLightsDirty) {
  117948. defines.USEHIGHLIGHTANDSHADOWCOLORS = !this._useRGBColor && (this._primaryColorShadowLevel !== 0 || this._primaryColorHighlightLevel !== 0);
  117949. }
  117950. if (defines._areImageProcessingDirty && this._imageProcessingConfiguration) {
  117951. if (!this._imageProcessingConfiguration.isReady()) {
  117952. return false;
  117953. }
  117954. this._imageProcessingConfiguration.prepareDefines(defines);
  117955. }
  117956. // Misc.
  117957. BABYLON.MaterialHelper.PrepareDefinesForMisc(mesh, scene, false, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh), defines);
  117958. // Values that need to be evaluated on every frame
  117959. BABYLON.MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances);
  117960. // Attribs
  117961. if (BABYLON.MaterialHelper.PrepareDefinesForAttributes(mesh, defines, false, true, false)) {
  117962. if (mesh) {
  117963. if (!scene.getEngine().getCaps().standardDerivatives && !mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  117964. mesh.createNormals(true);
  117965. BABYLON.Tools.Warn("BackgroundMaterial: Normals have been created for the mesh: " + mesh.name);
  117966. }
  117967. }
  117968. }
  117969. // Get correct effect
  117970. if (defines.isDirty) {
  117971. defines.markAsProcessed();
  117972. scene.resetCachedMaterial();
  117973. // Fallbacks
  117974. var fallbacks = new BABYLON.EffectFallbacks();
  117975. if (defines.FOG) {
  117976. fallbacks.addFallback(0, "FOG");
  117977. }
  117978. if (defines.POINTSIZE) {
  117979. fallbacks.addFallback(1, "POINTSIZE");
  117980. }
  117981. BABYLON.MaterialHelper.HandleFallbacksForShadows(defines, fallbacks, this._maxSimultaneousLights);
  117982. if (defines.NUM_BONE_INFLUENCERS > 0) {
  117983. fallbacks.addCPUSkinningFallback(0, mesh);
  117984. }
  117985. //Attributes
  117986. var attribs = [BABYLON.VertexBuffer.PositionKind];
  117987. if (defines.NORMAL) {
  117988. attribs.push(BABYLON.VertexBuffer.NormalKind);
  117989. }
  117990. if (defines.UV1) {
  117991. attribs.push(BABYLON.VertexBuffer.UVKind);
  117992. }
  117993. if (defines.UV2) {
  117994. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  117995. }
  117996. BABYLON.MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);
  117997. BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, defines);
  117998. var uniforms = ["world", "view", "viewProjection", "vEyePosition", "vLightsType",
  117999. "vFogInfos", "vFogColor", "pointSize",
  118000. "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "mBones",
  118001. "vPrimaryColor", "vPrimaryColorShadow",
  118002. "vReflectionInfos", "reflectionMatrix", "vReflectionMicrosurfaceInfos", "fFovMultiplier",
  118003. "shadowLevel", "alpha",
  118004. "vBackgroundCenter", "vReflectionControl",
  118005. "vDiffuseInfos", "diffuseMatrix",
  118006. ];
  118007. var samplers = ["diffuseSampler", "reflectionSampler", "reflectionSamplerLow", "reflectionSamplerHigh"];
  118008. var uniformBuffers = ["Material", "Scene"];
  118009. if (BABYLON.ImageProcessingConfiguration) {
  118010. BABYLON.ImageProcessingConfiguration.PrepareUniforms(uniforms, defines);
  118011. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, defines);
  118012. }
  118013. BABYLON.MaterialHelper.PrepareUniformsAndSamplersList({
  118014. uniformsNames: uniforms,
  118015. uniformBuffersNames: uniformBuffers,
  118016. samplers: samplers,
  118017. defines: defines,
  118018. maxSimultaneousLights: this._maxSimultaneousLights
  118019. });
  118020. var onCompiled = function (effect) {
  118021. if (_this.onCompiled) {
  118022. _this.onCompiled(effect);
  118023. }
  118024. _this.bindSceneUniformBuffer(effect, scene.getSceneUniformBuffer());
  118025. };
  118026. var join = defines.toString();
  118027. subMesh.setEffect(scene.getEngine().createEffect("background", {
  118028. attributes: attribs,
  118029. uniformsNames: uniforms,
  118030. uniformBuffersNames: uniformBuffers,
  118031. samplers: samplers,
  118032. defines: join,
  118033. fallbacks: fallbacks,
  118034. onCompiled: onCompiled,
  118035. onError: this.onError,
  118036. indexParameters: { maxSimultaneousLights: this._maxSimultaneousLights }
  118037. }, engine), defines);
  118038. this.buildUniformLayout();
  118039. }
  118040. if (!subMesh.effect || !subMesh.effect.isReady()) {
  118041. return false;
  118042. }
  118043. defines._renderId = scene.getRenderId();
  118044. this._wasPreviouslyReady = true;
  118045. return true;
  118046. };
  118047. /**
  118048. * Compute the primary color according to the chosen perceptual color.
  118049. */
  118050. BackgroundMaterial.prototype._computePrimaryColorFromPerceptualColor = function () {
  118051. if (!this.__perceptualColor) {
  118052. return;
  118053. }
  118054. this._primaryColor.copyFrom(this.__perceptualColor);
  118055. // Revert gamma space.
  118056. this._primaryColor.toLinearSpaceToRef(this._primaryColor);
  118057. // Revert image processing configuration.
  118058. if (this._imageProcessingConfiguration) {
  118059. // Revert Exposure.
  118060. this._primaryColor.scaleToRef(1 / this._imageProcessingConfiguration.exposure, this._primaryColor);
  118061. }
  118062. this._computePrimaryColors();
  118063. };
  118064. /**
  118065. * Compute the highlights and shadow colors according to their chosen levels.
  118066. */
  118067. BackgroundMaterial.prototype._computePrimaryColors = function () {
  118068. if (this._primaryColorShadowLevel === 0 && this._primaryColorHighlightLevel === 0) {
  118069. return;
  118070. }
  118071. // Find the highlight color based on the configuration.
  118072. this._primaryColor.scaleToRef(this._primaryColorShadowLevel, this._primaryShadowColor);
  118073. this._primaryColor.subtractToRef(this._primaryShadowColor, this._primaryShadowColor);
  118074. // Find the shadow color based on the configuration.
  118075. this._white.subtractToRef(this._primaryColor, this._primaryHighlightColor);
  118076. this._primaryHighlightColor.scaleToRef(this._primaryColorHighlightLevel, this._primaryHighlightColor);
  118077. this._primaryColor.addToRef(this._primaryHighlightColor, this._primaryHighlightColor);
  118078. };
  118079. /**
  118080. * Build the uniform buffer used in the material.
  118081. */
  118082. BackgroundMaterial.prototype.buildUniformLayout = function () {
  118083. // Order is important !
  118084. this._uniformBuffer.addUniform("vPrimaryColor", 4);
  118085. this._uniformBuffer.addUniform("vPrimaryColorShadow", 4);
  118086. this._uniformBuffer.addUniform("vDiffuseInfos", 2);
  118087. this._uniformBuffer.addUniform("vReflectionInfos", 2);
  118088. this._uniformBuffer.addUniform("diffuseMatrix", 16);
  118089. this._uniformBuffer.addUniform("reflectionMatrix", 16);
  118090. this._uniformBuffer.addUniform("vReflectionMicrosurfaceInfos", 3);
  118091. this._uniformBuffer.addUniform("fFovMultiplier", 1);
  118092. this._uniformBuffer.addUniform("pointSize", 1);
  118093. this._uniformBuffer.addUniform("shadowLevel", 1);
  118094. this._uniformBuffer.addUniform("alpha", 1);
  118095. this._uniformBuffer.addUniform("vBackgroundCenter", 3);
  118096. this._uniformBuffer.addUniform("vReflectionControl", 4);
  118097. this._uniformBuffer.create();
  118098. };
  118099. /**
  118100. * Unbind the material.
  118101. */
  118102. BackgroundMaterial.prototype.unbind = function () {
  118103. if (this._diffuseTexture && this._diffuseTexture.isRenderTarget) {
  118104. this._uniformBuffer.setTexture("diffuseSampler", null);
  118105. }
  118106. if (this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  118107. this._uniformBuffer.setTexture("reflectionSampler", null);
  118108. }
  118109. _super.prototype.unbind.call(this);
  118110. };
  118111. /**
  118112. * Bind only the world matrix to the material.
  118113. * @param world The world matrix to bind.
  118114. */
  118115. BackgroundMaterial.prototype.bindOnlyWorldMatrix = function (world) {
  118116. this._activeEffect.setMatrix("world", world);
  118117. };
  118118. /**
  118119. * Bind the material for a dedicated submeh (every used meshes will be considered opaque).
  118120. * @param world The world matrix to bind.
  118121. * @param subMesh The submesh to bind for.
  118122. */
  118123. BackgroundMaterial.prototype.bindForSubMesh = function (world, mesh, subMesh) {
  118124. var scene = this.getScene();
  118125. var defines = subMesh._materialDefines;
  118126. if (!defines) {
  118127. return;
  118128. }
  118129. var effect = subMesh.effect;
  118130. if (!effect) {
  118131. return;
  118132. }
  118133. this._activeEffect = effect;
  118134. // Matrices
  118135. this.bindOnlyWorldMatrix(world);
  118136. // Bones
  118137. BABYLON.MaterialHelper.BindBonesParameters(mesh, this._activeEffect);
  118138. var mustRebind = this._mustRebind(scene, effect, mesh.visibility);
  118139. if (mustRebind) {
  118140. this._uniformBuffer.bindToEffect(effect, "Material");
  118141. this.bindViewProjection(effect);
  118142. var reflectionTexture = this._reflectionTexture;
  118143. if (!this._uniformBuffer.useUbo || !this.isFrozen || !this._uniformBuffer.isSync) {
  118144. // Texture uniforms
  118145. if (scene.texturesEnabled) {
  118146. if (this._diffuseTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  118147. this._uniformBuffer.updateFloat2("vDiffuseInfos", this._diffuseTexture.coordinatesIndex, this._diffuseTexture.level);
  118148. BABYLON.MaterialHelper.BindTextureMatrix(this._diffuseTexture, this._uniformBuffer, "diffuse");
  118149. }
  118150. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  118151. this._uniformBuffer.updateMatrix("reflectionMatrix", reflectionTexture.getReflectionTextureMatrix());
  118152. this._uniformBuffer.updateFloat2("vReflectionInfos", reflectionTexture.level, this._reflectionBlur);
  118153. this._uniformBuffer.updateFloat3("vReflectionMicrosurfaceInfos", reflectionTexture.getSize().width, reflectionTexture.lodGenerationScale, reflectionTexture.lodGenerationOffset);
  118154. }
  118155. }
  118156. if (this.shadowLevel > 0) {
  118157. this._uniformBuffer.updateFloat("shadowLevel", this.shadowLevel);
  118158. }
  118159. this._uniformBuffer.updateFloat("alpha", this.alpha);
  118160. // Point size
  118161. if (this.pointsCloud) {
  118162. this._uniformBuffer.updateFloat("pointSize", this.pointSize);
  118163. }
  118164. if (defines.USEHIGHLIGHTANDSHADOWCOLORS) {
  118165. this._uniformBuffer.updateColor4("vPrimaryColor", this._primaryHighlightColor, 1.0);
  118166. this._uniformBuffer.updateColor4("vPrimaryColorShadow", this._primaryShadowColor, 1.0);
  118167. }
  118168. else {
  118169. this._uniformBuffer.updateColor4("vPrimaryColor", this._primaryColor, 1.0);
  118170. }
  118171. }
  118172. this._uniformBuffer.updateFloat("fFovMultiplier", this._fovMultiplier);
  118173. // Textures
  118174. if (scene.texturesEnabled) {
  118175. if (this._diffuseTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  118176. this._uniformBuffer.setTexture("diffuseSampler", this._diffuseTexture);
  118177. }
  118178. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  118179. if (defines.REFLECTIONBLUR && defines.TEXTURELODSUPPORT) {
  118180. this._uniformBuffer.setTexture("reflectionSampler", reflectionTexture);
  118181. }
  118182. else if (!defines.REFLECTIONBLUR) {
  118183. this._uniformBuffer.setTexture("reflectionSampler", reflectionTexture);
  118184. }
  118185. else {
  118186. this._uniformBuffer.setTexture("reflectionSampler", reflectionTexture._lodTextureMid || reflectionTexture);
  118187. this._uniformBuffer.setTexture("reflectionSamplerLow", reflectionTexture._lodTextureLow || reflectionTexture);
  118188. this._uniformBuffer.setTexture("reflectionSamplerHigh", reflectionTexture._lodTextureHigh || reflectionTexture);
  118189. }
  118190. if (defines.REFLECTIONFRESNEL) {
  118191. this._uniformBuffer.updateFloat3("vBackgroundCenter", this.sceneCenter.x, this.sceneCenter.y, this.sceneCenter.z);
  118192. this._uniformBuffer.updateFloat4("vReflectionControl", this._reflectionControls.x, this._reflectionControls.y, this._reflectionControls.z, this._reflectionControls.w);
  118193. }
  118194. }
  118195. }
  118196. // Clip plane
  118197. BABYLON.MaterialHelper.BindClipPlane(this._activeEffect, scene);
  118198. BABYLON.MaterialHelper.BindEyePosition(effect, scene);
  118199. }
  118200. if (mustRebind || !this.isFrozen) {
  118201. if (scene.lightsEnabled) {
  118202. BABYLON.MaterialHelper.BindLights(scene, mesh, this._activeEffect, defines, this._maxSimultaneousLights, false);
  118203. }
  118204. // View
  118205. this.bindView(effect);
  118206. // Fog
  118207. BABYLON.MaterialHelper.BindFogParameters(scene, mesh, this._activeEffect, true);
  118208. // image processing
  118209. if (this._imageProcessingConfiguration) {
  118210. this._imageProcessingConfiguration.bind(this._activeEffect);
  118211. }
  118212. }
  118213. this._uniformBuffer.update();
  118214. this._afterBind(mesh, this._activeEffect);
  118215. };
  118216. /**
  118217. * Dispose the material.
  118218. * @param forceDisposeEffect Force disposal of the associated effect.
  118219. * @param forceDisposeTextures Force disposal of the associated textures.
  118220. */
  118221. BackgroundMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures) {
  118222. if (forceDisposeEffect === void 0) { forceDisposeEffect = false; }
  118223. if (forceDisposeTextures === void 0) { forceDisposeTextures = false; }
  118224. if (forceDisposeTextures) {
  118225. if (this.diffuseTexture) {
  118226. this.diffuseTexture.dispose();
  118227. }
  118228. if (this.reflectionTexture) {
  118229. this.reflectionTexture.dispose();
  118230. }
  118231. }
  118232. this._renderTargets.dispose();
  118233. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  118234. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  118235. }
  118236. _super.prototype.dispose.call(this, forceDisposeEffect);
  118237. };
  118238. /**
  118239. * Clones the material.
  118240. * @param name The cloned name.
  118241. * @returns The cloned material.
  118242. */
  118243. BackgroundMaterial.prototype.clone = function (name) {
  118244. var _this = this;
  118245. return BABYLON.SerializationHelper.Clone(function () { return new BackgroundMaterial(name, _this.getScene()); }, this);
  118246. };
  118247. /**
  118248. * Serializes the current material to its JSON representation.
  118249. * @returns The JSON representation.
  118250. */
  118251. BackgroundMaterial.prototype.serialize = function () {
  118252. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  118253. serializationObject.customType = "BABYLON.BackgroundMaterial";
  118254. return serializationObject;
  118255. };
  118256. /**
  118257. * Gets the class name of the material
  118258. * @returns "BackgroundMaterial"
  118259. */
  118260. BackgroundMaterial.prototype.getClassName = function () {
  118261. return "BackgroundMaterial";
  118262. };
  118263. /**
  118264. * Parse a JSON input to create back a background material.
  118265. * @param source The JSON data to parse
  118266. * @param scene The scene to create the parsed material in
  118267. * @param rootUrl The root url of the assets the material depends upon
  118268. * @returns the instantiated BackgroundMaterial.
  118269. */
  118270. BackgroundMaterial.Parse = function (source, scene, rootUrl) {
  118271. return BABYLON.SerializationHelper.Parse(function () { return new BackgroundMaterial(source.name, scene); }, source, scene, rootUrl);
  118272. };
  118273. /**
  118274. * Standard reflectance value at parallel view angle.
  118275. */
  118276. BackgroundMaterial.StandardReflectance0 = 0.05;
  118277. /**
  118278. * Standard reflectance value at grazing angle.
  118279. */
  118280. BackgroundMaterial.StandardReflectance90 = 0.5;
  118281. __decorate([
  118282. BABYLON.serializeAsColor3()
  118283. ], BackgroundMaterial.prototype, "_primaryColor", void 0);
  118284. __decorate([
  118285. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  118286. ], BackgroundMaterial.prototype, "primaryColor", void 0);
  118287. __decorate([
  118288. BABYLON.serializeAsColor3()
  118289. ], BackgroundMaterial.prototype, "__perceptualColor", void 0);
  118290. __decorate([
  118291. BABYLON.serialize()
  118292. ], BackgroundMaterial.prototype, "_primaryColorShadowLevel", void 0);
  118293. __decorate([
  118294. BABYLON.serialize()
  118295. ], BackgroundMaterial.prototype, "_primaryColorHighlightLevel", void 0);
  118296. __decorate([
  118297. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  118298. ], BackgroundMaterial.prototype, "primaryColorHighlightLevel", null);
  118299. __decorate([
  118300. BABYLON.serializeAsTexture()
  118301. ], BackgroundMaterial.prototype, "_reflectionTexture", void 0);
  118302. __decorate([
  118303. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  118304. ], BackgroundMaterial.prototype, "reflectionTexture", void 0);
  118305. __decorate([
  118306. BABYLON.serialize()
  118307. ], BackgroundMaterial.prototype, "_reflectionBlur", void 0);
  118308. __decorate([
  118309. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  118310. ], BackgroundMaterial.prototype, "reflectionBlur", void 0);
  118311. __decorate([
  118312. BABYLON.serializeAsTexture()
  118313. ], BackgroundMaterial.prototype, "_diffuseTexture", void 0);
  118314. __decorate([
  118315. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  118316. ], BackgroundMaterial.prototype, "diffuseTexture", void 0);
  118317. __decorate([
  118318. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  118319. ], BackgroundMaterial.prototype, "shadowLights", void 0);
  118320. __decorate([
  118321. BABYLON.serialize()
  118322. ], BackgroundMaterial.prototype, "_shadowLevel", void 0);
  118323. __decorate([
  118324. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  118325. ], BackgroundMaterial.prototype, "shadowLevel", void 0);
  118326. __decorate([
  118327. BABYLON.serializeAsVector3()
  118328. ], BackgroundMaterial.prototype, "_sceneCenter", void 0);
  118329. __decorate([
  118330. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  118331. ], BackgroundMaterial.prototype, "sceneCenter", void 0);
  118332. __decorate([
  118333. BABYLON.serialize()
  118334. ], BackgroundMaterial.prototype, "_opacityFresnel", void 0);
  118335. __decorate([
  118336. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  118337. ], BackgroundMaterial.prototype, "opacityFresnel", void 0);
  118338. __decorate([
  118339. BABYLON.serialize()
  118340. ], BackgroundMaterial.prototype, "_reflectionFresnel", void 0);
  118341. __decorate([
  118342. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  118343. ], BackgroundMaterial.prototype, "reflectionFresnel", void 0);
  118344. __decorate([
  118345. BABYLON.serialize()
  118346. ], BackgroundMaterial.prototype, "_reflectionFalloffDistance", void 0);
  118347. __decorate([
  118348. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  118349. ], BackgroundMaterial.prototype, "reflectionFalloffDistance", void 0);
  118350. __decorate([
  118351. BABYLON.serialize()
  118352. ], BackgroundMaterial.prototype, "_reflectionAmount", void 0);
  118353. __decorate([
  118354. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  118355. ], BackgroundMaterial.prototype, "reflectionAmount", void 0);
  118356. __decorate([
  118357. BABYLON.serialize()
  118358. ], BackgroundMaterial.prototype, "_reflectionReflectance0", void 0);
  118359. __decorate([
  118360. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  118361. ], BackgroundMaterial.prototype, "reflectionReflectance0", void 0);
  118362. __decorate([
  118363. BABYLON.serialize()
  118364. ], BackgroundMaterial.prototype, "_reflectionReflectance90", void 0);
  118365. __decorate([
  118366. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  118367. ], BackgroundMaterial.prototype, "reflectionReflectance90", void 0);
  118368. __decorate([
  118369. BABYLON.serialize()
  118370. ], BackgroundMaterial.prototype, "_useRGBColor", void 0);
  118371. __decorate([
  118372. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  118373. ], BackgroundMaterial.prototype, "useRGBColor", void 0);
  118374. __decorate([
  118375. BABYLON.serialize()
  118376. ], BackgroundMaterial.prototype, "_enableNoise", void 0);
  118377. __decorate([
  118378. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  118379. ], BackgroundMaterial.prototype, "enableNoise", void 0);
  118380. __decorate([
  118381. BABYLON.serialize()
  118382. ], BackgroundMaterial.prototype, "_maxSimultaneousLights", void 0);
  118383. __decorate([
  118384. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  118385. ], BackgroundMaterial.prototype, "maxSimultaneousLights", void 0);
  118386. __decorate([
  118387. BABYLON.serializeAsImageProcessingConfiguration()
  118388. ], BackgroundMaterial.prototype, "_imageProcessingConfiguration", void 0);
  118389. return BackgroundMaterial;
  118390. }(BABYLON.PushMaterial));
  118391. BABYLON.BackgroundMaterial = BackgroundMaterial;
  118392. })(BABYLON || (BABYLON = {}));
  118393. //# sourceMappingURL=babylon.backgroundMaterial.js.map
  118394. var __assign = (this && this.__assign) || function () {
  118395. __assign = Object.assign || function(t) {
  118396. for (var s, i = 1, n = arguments.length; i < n; i++) {
  118397. s = arguments[i];
  118398. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  118399. t[p] = s[p];
  118400. }
  118401. return t;
  118402. };
  118403. return __assign.apply(this, arguments);
  118404. };
  118405. var BABYLON;
  118406. (function (BABYLON) {
  118407. /**
  118408. * The Environment helper class can be used to add a fully featuread none expensive background to your scene.
  118409. * It includes by default a skybox and a ground relying on the BackgroundMaterial.
  118410. * It also helps with the default setup of your imageProcessing configuration.
  118411. */
  118412. var EnvironmentHelper = /** @class */ (function () {
  118413. /**
  118414. * constructor
  118415. * @param options
  118416. * @param scene The scene to add the material to
  118417. */
  118418. function EnvironmentHelper(options, scene) {
  118419. var _this = this;
  118420. this._errorHandler = function (message, exception) {
  118421. _this.onErrorObservable.notifyObservers({ message: message, exception: exception });
  118422. };
  118423. this._options = __assign({}, EnvironmentHelper._getDefaultOptions(), options);
  118424. this._scene = scene;
  118425. this.onErrorObservable = new BABYLON.Observable();
  118426. this._setupBackground();
  118427. this._setupImageProcessing();
  118428. }
  118429. /**
  118430. * Creates the default options for the helper.
  118431. */
  118432. EnvironmentHelper._getDefaultOptions = function () {
  118433. return {
  118434. createGround: true,
  118435. groundSize: 15,
  118436. groundTexture: this._groundTextureCDNUrl,
  118437. groundColor: new BABYLON.Color3(0.2, 0.2, 0.3).toLinearSpace().scale(3),
  118438. groundOpacity: 0.9,
  118439. enableGroundShadow: true,
  118440. groundShadowLevel: 0.5,
  118441. enableGroundMirror: false,
  118442. groundMirrorSizeRatio: 0.3,
  118443. groundMirrorBlurKernel: 64,
  118444. groundMirrorAmount: 1,
  118445. groundMirrorFresnelWeight: 1,
  118446. groundMirrorFallOffDistance: 0,
  118447. groundMirrorTextureType: BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT,
  118448. groundYBias: 0.00001,
  118449. createSkybox: true,
  118450. skyboxSize: 20,
  118451. skyboxTexture: this._skyboxTextureCDNUrl,
  118452. skyboxColor: new BABYLON.Color3(0.2, 0.2, 0.3).toLinearSpace().scale(3),
  118453. backgroundYRotation: 0,
  118454. sizeAuto: true,
  118455. rootPosition: BABYLON.Vector3.Zero(),
  118456. setupImageProcessing: true,
  118457. environmentTexture: this._environmentTextureCDNUrl,
  118458. cameraExposure: 0.8,
  118459. cameraContrast: 1.2,
  118460. toneMappingEnabled: true,
  118461. };
  118462. };
  118463. Object.defineProperty(EnvironmentHelper.prototype, "rootMesh", {
  118464. /**
  118465. * Gets the root mesh created by the helper.
  118466. */
  118467. get: function () {
  118468. return this._rootMesh;
  118469. },
  118470. enumerable: true,
  118471. configurable: true
  118472. });
  118473. Object.defineProperty(EnvironmentHelper.prototype, "skybox", {
  118474. /**
  118475. * Gets the skybox created by the helper.
  118476. */
  118477. get: function () {
  118478. return this._skybox;
  118479. },
  118480. enumerable: true,
  118481. configurable: true
  118482. });
  118483. Object.defineProperty(EnvironmentHelper.prototype, "skyboxTexture", {
  118484. /**
  118485. * Gets the skybox texture created by the helper.
  118486. */
  118487. get: function () {
  118488. return this._skyboxTexture;
  118489. },
  118490. enumerable: true,
  118491. configurable: true
  118492. });
  118493. Object.defineProperty(EnvironmentHelper.prototype, "skyboxMaterial", {
  118494. /**
  118495. * Gets the skybox material created by the helper.
  118496. */
  118497. get: function () {
  118498. return this._skyboxMaterial;
  118499. },
  118500. enumerable: true,
  118501. configurable: true
  118502. });
  118503. Object.defineProperty(EnvironmentHelper.prototype, "ground", {
  118504. /**
  118505. * Gets the ground mesh created by the helper.
  118506. */
  118507. get: function () {
  118508. return this._ground;
  118509. },
  118510. enumerable: true,
  118511. configurable: true
  118512. });
  118513. Object.defineProperty(EnvironmentHelper.prototype, "groundTexture", {
  118514. /**
  118515. * Gets the ground texture created by the helper.
  118516. */
  118517. get: function () {
  118518. return this._groundTexture;
  118519. },
  118520. enumerable: true,
  118521. configurable: true
  118522. });
  118523. Object.defineProperty(EnvironmentHelper.prototype, "groundMirror", {
  118524. /**
  118525. * Gets the ground mirror created by the helper.
  118526. */
  118527. get: function () {
  118528. return this._groundMirror;
  118529. },
  118530. enumerable: true,
  118531. configurable: true
  118532. });
  118533. Object.defineProperty(EnvironmentHelper.prototype, "groundMirrorRenderList", {
  118534. /**
  118535. * Gets the ground mirror render list to helps pushing the meshes
  118536. * you wish in the ground reflection.
  118537. */
  118538. get: function () {
  118539. if (this._groundMirror) {
  118540. return this._groundMirror.renderList;
  118541. }
  118542. return null;
  118543. },
  118544. enumerable: true,
  118545. configurable: true
  118546. });
  118547. Object.defineProperty(EnvironmentHelper.prototype, "groundMaterial", {
  118548. /**
  118549. * Gets the ground material created by the helper.
  118550. */
  118551. get: function () {
  118552. return this._groundMaterial;
  118553. },
  118554. enumerable: true,
  118555. configurable: true
  118556. });
  118557. /**
  118558. * Updates the background according to the new options
  118559. * @param options
  118560. */
  118561. EnvironmentHelper.prototype.updateOptions = function (options) {
  118562. var newOptions = __assign({}, this._options, options);
  118563. if (this._ground && !newOptions.createGround) {
  118564. this._ground.dispose();
  118565. this._ground = null;
  118566. }
  118567. if (this._groundMaterial && !newOptions.createGround) {
  118568. this._groundMaterial.dispose();
  118569. this._groundMaterial = null;
  118570. }
  118571. if (this._groundTexture) {
  118572. if (this._options.groundTexture != newOptions.groundTexture) {
  118573. this._groundTexture.dispose();
  118574. this._groundTexture = null;
  118575. }
  118576. }
  118577. if (this._skybox && !newOptions.createSkybox) {
  118578. this._skybox.dispose();
  118579. this._skybox = null;
  118580. }
  118581. if (this._skyboxMaterial && !newOptions.createSkybox) {
  118582. this._skyboxMaterial.dispose();
  118583. this._skyboxMaterial = null;
  118584. }
  118585. if (this._skyboxTexture) {
  118586. if (this._options.skyboxTexture != newOptions.skyboxTexture) {
  118587. this._skyboxTexture.dispose();
  118588. this._skyboxTexture = null;
  118589. }
  118590. }
  118591. if (this._groundMirror && !newOptions.enableGroundMirror) {
  118592. this._groundMirror.dispose();
  118593. this._groundMirror = null;
  118594. }
  118595. if (this._scene.environmentTexture) {
  118596. if (this._options.environmentTexture != newOptions.environmentTexture) {
  118597. this._scene.environmentTexture.dispose();
  118598. }
  118599. }
  118600. this._options = newOptions;
  118601. this._setupBackground();
  118602. this._setupImageProcessing();
  118603. };
  118604. /**
  118605. * Sets the primary color of all the available elements.
  118606. * @param color the main color to affect to the ground and the background
  118607. */
  118608. EnvironmentHelper.prototype.setMainColor = function (color) {
  118609. if (this.groundMaterial) {
  118610. this.groundMaterial.primaryColor = color;
  118611. }
  118612. if (this.skyboxMaterial) {
  118613. this.skyboxMaterial.primaryColor = color;
  118614. }
  118615. if (this.groundMirror) {
  118616. this.groundMirror.clearColor = new BABYLON.Color4(color.r, color.g, color.b, 1.0);
  118617. }
  118618. };
  118619. /**
  118620. * Setup the image processing according to the specified options.
  118621. */
  118622. EnvironmentHelper.prototype._setupImageProcessing = function () {
  118623. if (this._options.setupImageProcessing) {
  118624. this._scene.imageProcessingConfiguration.contrast = this._options.cameraContrast;
  118625. this._scene.imageProcessingConfiguration.exposure = this._options.cameraExposure;
  118626. this._scene.imageProcessingConfiguration.toneMappingEnabled = this._options.toneMappingEnabled;
  118627. this._setupEnvironmentTexture();
  118628. }
  118629. };
  118630. /**
  118631. * Setup the environment texture according to the specified options.
  118632. */
  118633. EnvironmentHelper.prototype._setupEnvironmentTexture = function () {
  118634. if (this._scene.environmentTexture) {
  118635. return;
  118636. }
  118637. if (this._options.environmentTexture instanceof BABYLON.BaseTexture) {
  118638. this._scene.environmentTexture = this._options.environmentTexture;
  118639. return;
  118640. }
  118641. var environmentTexture = BABYLON.CubeTexture.CreateFromPrefilteredData(this._options.environmentTexture, this._scene);
  118642. this._scene.environmentTexture = environmentTexture;
  118643. };
  118644. /**
  118645. * Setup the background according to the specified options.
  118646. */
  118647. EnvironmentHelper.prototype._setupBackground = function () {
  118648. if (!this._rootMesh) {
  118649. this._rootMesh = new BABYLON.Mesh("BackgroundHelper", this._scene);
  118650. }
  118651. this._rootMesh.rotation.y = this._options.backgroundYRotation;
  118652. var sceneSize = this._getSceneSize();
  118653. if (this._options.createGround) {
  118654. this._setupGround(sceneSize);
  118655. this._setupGroundMaterial();
  118656. this._setupGroundDiffuseTexture();
  118657. if (this._options.enableGroundMirror) {
  118658. this._setupGroundMirrorTexture(sceneSize);
  118659. }
  118660. this._setupMirrorInGroundMaterial();
  118661. }
  118662. if (this._options.createSkybox) {
  118663. this._setupSkybox(sceneSize);
  118664. this._setupSkyboxMaterial();
  118665. this._setupSkyboxReflectionTexture();
  118666. }
  118667. this._rootMesh.position.x = sceneSize.rootPosition.x;
  118668. this._rootMesh.position.z = sceneSize.rootPosition.z;
  118669. this._rootMesh.position.y = sceneSize.rootPosition.y;
  118670. };
  118671. /**
  118672. * Get the scene sizes according to the setup.
  118673. */
  118674. EnvironmentHelper.prototype._getSceneSize = function () {
  118675. var _this = this;
  118676. var groundSize = this._options.groundSize;
  118677. var skyboxSize = this._options.skyboxSize;
  118678. var rootPosition = this._options.rootPosition;
  118679. if (!this._scene.meshes || this._scene.meshes.length === 1) { // 1 only means the root of the helper.
  118680. return { groundSize: groundSize, skyboxSize: skyboxSize, rootPosition: rootPosition };
  118681. }
  118682. var sceneExtends = this._scene.getWorldExtends(function (mesh) {
  118683. return (mesh !== _this._ground && mesh !== _this._rootMesh && mesh !== _this._skybox);
  118684. });
  118685. var sceneDiagonal = sceneExtends.max.subtract(sceneExtends.min);
  118686. if (this._options.sizeAuto) {
  118687. if (this._scene.activeCamera instanceof BABYLON.ArcRotateCamera &&
  118688. this._scene.activeCamera.upperRadiusLimit) {
  118689. groundSize = this._scene.activeCamera.upperRadiusLimit * 2;
  118690. skyboxSize = groundSize;
  118691. }
  118692. var sceneDiagonalLenght = sceneDiagonal.length();
  118693. if (sceneDiagonalLenght > groundSize) {
  118694. groundSize = sceneDiagonalLenght * 2;
  118695. skyboxSize = groundSize;
  118696. }
  118697. // 10 % bigger.
  118698. groundSize *= 1.1;
  118699. skyboxSize *= 1.5;
  118700. rootPosition = sceneExtends.min.add(sceneDiagonal.scale(0.5));
  118701. rootPosition.y = sceneExtends.min.y - this._options.groundYBias;
  118702. }
  118703. return { groundSize: groundSize, skyboxSize: skyboxSize, rootPosition: rootPosition };
  118704. };
  118705. /**
  118706. * Setup the ground according to the specified options.
  118707. */
  118708. EnvironmentHelper.prototype._setupGround = function (sceneSize) {
  118709. var _this = this;
  118710. if (!this._ground || this._ground.isDisposed()) {
  118711. this._ground = BABYLON.Mesh.CreatePlane("BackgroundPlane", sceneSize.groundSize, this._scene);
  118712. this._ground.rotation.x = Math.PI / 2; // Face up by default.
  118713. this._ground.parent = this._rootMesh;
  118714. this._ground.onDisposeObservable.add(function () { _this._ground = null; });
  118715. }
  118716. this._ground.receiveShadows = this._options.enableGroundShadow;
  118717. };
  118718. /**
  118719. * Setup the ground material according to the specified options.
  118720. */
  118721. EnvironmentHelper.prototype._setupGroundMaterial = function () {
  118722. if (!this._groundMaterial) {
  118723. this._groundMaterial = new BABYLON.BackgroundMaterial("BackgroundPlaneMaterial", this._scene);
  118724. }
  118725. this._groundMaterial.alpha = this._options.groundOpacity;
  118726. this._groundMaterial.alphaMode = BABYLON.Engine.ALPHA_PREMULTIPLIED_PORTERDUFF;
  118727. this._groundMaterial.shadowLevel = this._options.groundShadowLevel;
  118728. this._groundMaterial.primaryColor = this._options.groundColor;
  118729. this._groundMaterial.useRGBColor = false;
  118730. this._groundMaterial.enableNoise = true;
  118731. if (this._ground) {
  118732. this._ground.material = this._groundMaterial;
  118733. }
  118734. };
  118735. /**
  118736. * Setup the ground diffuse texture according to the specified options.
  118737. */
  118738. EnvironmentHelper.prototype._setupGroundDiffuseTexture = function () {
  118739. if (!this._groundMaterial) {
  118740. return;
  118741. }
  118742. if (this._groundTexture) {
  118743. return;
  118744. }
  118745. if (this._options.groundTexture instanceof BABYLON.BaseTexture) {
  118746. this._groundMaterial.diffuseTexture = this._options.groundTexture;
  118747. return;
  118748. }
  118749. var diffuseTexture = new BABYLON.Texture(this._options.groundTexture, this._scene, undefined, undefined, undefined, undefined, this._errorHandler);
  118750. diffuseTexture.gammaSpace = false;
  118751. diffuseTexture.hasAlpha = true;
  118752. this._groundMaterial.diffuseTexture = diffuseTexture;
  118753. };
  118754. /**
  118755. * Setup the ground mirror texture according to the specified options.
  118756. */
  118757. EnvironmentHelper.prototype._setupGroundMirrorTexture = function (sceneSize) {
  118758. var wrapping = BABYLON.Texture.CLAMP_ADDRESSMODE;
  118759. if (!this._groundMirror) {
  118760. this._groundMirror = new BABYLON.MirrorTexture("BackgroundPlaneMirrorTexture", { ratio: this._options.groundMirrorSizeRatio }, this._scene, false, this._options.groundMirrorTextureType, BABYLON.Texture.BILINEAR_SAMPLINGMODE, true);
  118761. this._groundMirror.mirrorPlane = new BABYLON.Plane(0, -1, 0, sceneSize.rootPosition.y);
  118762. this._groundMirror.anisotropicFilteringLevel = 1;
  118763. this._groundMirror.wrapU = wrapping;
  118764. this._groundMirror.wrapV = wrapping;
  118765. this._groundMirror.gammaSpace = false;
  118766. if (this._groundMirror.renderList) {
  118767. for (var i = 0; i < this._scene.meshes.length; i++) {
  118768. var mesh = this._scene.meshes[i];
  118769. if (mesh !== this._ground &&
  118770. mesh !== this._skybox &&
  118771. mesh !== this._rootMesh) {
  118772. this._groundMirror.renderList.push(mesh);
  118773. }
  118774. }
  118775. }
  118776. }
  118777. this._groundMirror.clearColor = new BABYLON.Color4(this._options.groundColor.r, this._options.groundColor.g, this._options.groundColor.b, 1);
  118778. this._groundMirror.adaptiveBlurKernel = this._options.groundMirrorBlurKernel;
  118779. };
  118780. /**
  118781. * Setup the ground to receive the mirror texture.
  118782. */
  118783. EnvironmentHelper.prototype._setupMirrorInGroundMaterial = function () {
  118784. if (this._groundMaterial) {
  118785. this._groundMaterial.reflectionTexture = this._groundMirror;
  118786. this._groundMaterial.reflectionFresnel = true;
  118787. this._groundMaterial.reflectionAmount = this._options.groundMirrorAmount;
  118788. this._groundMaterial.reflectionStandardFresnelWeight = this._options.groundMirrorFresnelWeight;
  118789. this._groundMaterial.reflectionFalloffDistance = this._options.groundMirrorFallOffDistance;
  118790. }
  118791. };
  118792. /**
  118793. * Setup the skybox according to the specified options.
  118794. */
  118795. EnvironmentHelper.prototype._setupSkybox = function (sceneSize) {
  118796. var _this = this;
  118797. if (!this._skybox || this._skybox.isDisposed()) {
  118798. this._skybox = BABYLON.Mesh.CreateBox("BackgroundSkybox", sceneSize.skyboxSize, this._scene, undefined, BABYLON.Mesh.BACKSIDE);
  118799. this._skybox.onDisposeObservable.add(function () { _this._skybox = null; });
  118800. }
  118801. this._skybox.parent = this._rootMesh;
  118802. };
  118803. /**
  118804. * Setup the skybox material according to the specified options.
  118805. */
  118806. EnvironmentHelper.prototype._setupSkyboxMaterial = function () {
  118807. if (!this._skybox) {
  118808. return;
  118809. }
  118810. if (!this._skyboxMaterial) {
  118811. this._skyboxMaterial = new BABYLON.BackgroundMaterial("BackgroundSkyboxMaterial", this._scene);
  118812. }
  118813. this._skyboxMaterial.useRGBColor = false;
  118814. this._skyboxMaterial.primaryColor = this._options.skyboxColor;
  118815. this._skyboxMaterial.enableNoise = true;
  118816. this._skybox.material = this._skyboxMaterial;
  118817. };
  118818. /**
  118819. * Setup the skybox reflection texture according to the specified options.
  118820. */
  118821. EnvironmentHelper.prototype._setupSkyboxReflectionTexture = function () {
  118822. if (!this._skyboxMaterial) {
  118823. return;
  118824. }
  118825. if (this._skyboxTexture) {
  118826. return;
  118827. }
  118828. if (this._options.skyboxTexture instanceof BABYLON.BaseTexture) {
  118829. this._skyboxMaterial.reflectionTexture = this._options.skyboxTexture;
  118830. return;
  118831. }
  118832. this._skyboxTexture = new BABYLON.CubeTexture(this._options.skyboxTexture, this._scene, undefined, undefined, undefined, undefined, this._errorHandler);
  118833. this._skyboxTexture.coordinatesMode = BABYLON.Texture.SKYBOX_MODE;
  118834. this._skyboxTexture.gammaSpace = false;
  118835. this._skyboxMaterial.reflectionTexture = this._skyboxTexture;
  118836. };
  118837. /**
  118838. * Dispose all the elements created by the Helper.
  118839. */
  118840. EnvironmentHelper.prototype.dispose = function () {
  118841. if (this._groundMaterial) {
  118842. this._groundMaterial.dispose(true, true);
  118843. }
  118844. if (this._skyboxMaterial) {
  118845. this._skyboxMaterial.dispose(true, true);
  118846. }
  118847. this._rootMesh.dispose(false);
  118848. };
  118849. /**
  118850. * Default ground texture URL.
  118851. */
  118852. EnvironmentHelper._groundTextureCDNUrl = "https://assets.babylonjs.com/environments/backgroundGround.png";
  118853. /**
  118854. * Default skybox texture URL.
  118855. */
  118856. EnvironmentHelper._skyboxTextureCDNUrl = "https://assets.babylonjs.com/environments/backgroundSkybox.dds";
  118857. /**
  118858. * Default environment texture URL.
  118859. */
  118860. EnvironmentHelper._environmentTextureCDNUrl = "https://assets.babylonjs.com/environments/environmentSpecular.env";
  118861. return EnvironmentHelper;
  118862. }());
  118863. BABYLON.EnvironmentHelper = EnvironmentHelper;
  118864. })(BABYLON || (BABYLON = {}));
  118865. //# sourceMappingURL=babylon.environmentHelper.js.map
  118866. var BABYLON;
  118867. (function (BABYLON) {
  118868. /** Internal class used to store shapes for emitters */
  118869. var ParticleSystemSetEmitterCreationOptions = /** @class */ (function () {
  118870. function ParticleSystemSetEmitterCreationOptions() {
  118871. }
  118872. return ParticleSystemSetEmitterCreationOptions;
  118873. }());
  118874. /**
  118875. * Represents a set of particle systems working together to create a specific effect
  118876. */
  118877. var ParticleSystemSet = /** @class */ (function () {
  118878. function ParticleSystemSet() {
  118879. /**
  118880. * Gets the particle system list
  118881. */
  118882. this.systems = new Array();
  118883. }
  118884. Object.defineProperty(ParticleSystemSet.prototype, "emitterNode", {
  118885. /**
  118886. * Gets the emitter node used with this set
  118887. */
  118888. get: function () {
  118889. return this._emitterNode;
  118890. },
  118891. enumerable: true,
  118892. configurable: true
  118893. });
  118894. /**
  118895. * Creates a new emitter mesh as a sphere
  118896. * @param options defines the options used to create the sphere
  118897. * @param renderingGroupId defines the renderingGroupId to use for the sphere
  118898. * @param scene defines the hosting scene
  118899. */
  118900. ParticleSystemSet.prototype.setEmitterAsSphere = function (options, renderingGroupId, scene) {
  118901. if (this._emitterNode) {
  118902. this._emitterNode.dispose();
  118903. }
  118904. this._emitterCreationOptions = {
  118905. kind: "Sphere",
  118906. options: options,
  118907. renderingGroupId: renderingGroupId
  118908. };
  118909. var emitterMesh = BABYLON.MeshBuilder.CreateSphere("emitterSphere", { diameter: options.diameter, segments: options.segments }, scene);
  118910. emitterMesh.renderingGroupId = renderingGroupId;
  118911. var material = new BABYLON.StandardMaterial("emitterSphereMaterial", scene);
  118912. material.emissiveColor = options.color;
  118913. emitterMesh.material = material;
  118914. for (var _i = 0, _a = this.systems; _i < _a.length; _i++) {
  118915. var system = _a[_i];
  118916. system.emitter = emitterMesh;
  118917. }
  118918. this._emitterNode = emitterMesh;
  118919. };
  118920. /**
  118921. * Starts all particle systems of the set
  118922. * @param emitter defines an optional mesh to use as emitter for the particle systems
  118923. */
  118924. ParticleSystemSet.prototype.start = function (emitter) {
  118925. for (var _i = 0, _a = this.systems; _i < _a.length; _i++) {
  118926. var system = _a[_i];
  118927. if (emitter) {
  118928. system.emitter = emitter;
  118929. }
  118930. system.start();
  118931. }
  118932. };
  118933. /**
  118934. * Release all associated resources
  118935. */
  118936. ParticleSystemSet.prototype.dispose = function () {
  118937. for (var _i = 0, _a = this.systems; _i < _a.length; _i++) {
  118938. var system = _a[_i];
  118939. system.dispose();
  118940. }
  118941. this.systems = [];
  118942. if (this._emitterNode) {
  118943. this._emitterNode.dispose();
  118944. this._emitterNode = null;
  118945. }
  118946. };
  118947. /**
  118948. * Serialize the set into a JSON compatible object
  118949. * @returns a JSON compatible representation of the set
  118950. */
  118951. ParticleSystemSet.prototype.serialize = function () {
  118952. var result = {};
  118953. result.systems = [];
  118954. for (var _i = 0, _a = this.systems; _i < _a.length; _i++) {
  118955. var system = _a[_i];
  118956. result.systems.push(system.serialize());
  118957. }
  118958. if (this._emitterNode) {
  118959. result.emitter = this._emitterCreationOptions;
  118960. }
  118961. return result;
  118962. };
  118963. /**
  118964. * Parse a new ParticleSystemSet from a serialized source
  118965. * @param data defines a JSON compatible representation of the set
  118966. * @param scene defines the hosting scene
  118967. * @param gpu defines if we want GPU particles or CPU particles
  118968. * @returns a new ParticleSystemSet
  118969. */
  118970. ParticleSystemSet.Parse = function (data, scene, gpu) {
  118971. if (gpu === void 0) { gpu = false; }
  118972. var result = new ParticleSystemSet();
  118973. var rootUrl = BABYLON.ParticleHelper.BaseAssetsUrl + "/textures/";
  118974. scene = scene || BABYLON.Engine.LastCreatedScene;
  118975. for (var _i = 0, _a = data.systems; _i < _a.length; _i++) {
  118976. var system = _a[_i];
  118977. result.systems.push(gpu ? BABYLON.GPUParticleSystem.Parse(system, scene, rootUrl, true) : BABYLON.ParticleSystem.Parse(system, scene, rootUrl, true));
  118978. }
  118979. if (data.emitter) {
  118980. var options = data.emitter.options;
  118981. switch (data.emitter.kind) {
  118982. case "Sphere":
  118983. result.setEmitterAsSphere({
  118984. diameter: options.diameter,
  118985. segments: options.segments,
  118986. color: BABYLON.Color3.FromArray(options.color)
  118987. }, data.emitter.renderingGroupId, scene);
  118988. break;
  118989. }
  118990. }
  118991. return result;
  118992. };
  118993. return ParticleSystemSet;
  118994. }());
  118995. BABYLON.ParticleSystemSet = ParticleSystemSet;
  118996. })(BABYLON || (BABYLON = {}));
  118997. //# sourceMappingURL=babylon.particleSystemSet.js.map
  118998. var BABYLON;
  118999. (function (BABYLON) {
  119000. /**
  119001. * This class is made for on one-liner static method to help creating particle system set.
  119002. */
  119003. var ParticleHelper = /** @class */ (function () {
  119004. function ParticleHelper() {
  119005. }
  119006. /**
  119007. * Create a default particle system that you can tweak
  119008. * @param emitter defines the emitter to use
  119009. * @param capacity defines the system capacity (default is 500 particles)
  119010. * @param scene defines the hosting scene
  119011. * @param useGPU defines if a GPUParticleSystem must be created (default is false)
  119012. * @returns the new Particle system
  119013. */
  119014. ParticleHelper.CreateDefault = function (emitter, capacity, scene, useGPU) {
  119015. if (capacity === void 0) { capacity = 500; }
  119016. if (useGPU === void 0) { useGPU = false; }
  119017. var system;
  119018. if (useGPU) {
  119019. system = new BABYLON.GPUParticleSystem("default system", { capacity: capacity }, scene);
  119020. }
  119021. else {
  119022. system = new BABYLON.ParticleSystem("default system", capacity, scene);
  119023. }
  119024. system.emitter = emitter;
  119025. system.particleTexture = new BABYLON.Texture("https://www.babylonjs.com/assets/Flare.png", system.getScene());
  119026. system.createConeEmitter(0.1, Math.PI / 4);
  119027. // Particle color
  119028. system.color1 = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  119029. system.color2 = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  119030. system.colorDead = new BABYLON.Color4(1.0, 1.0, 1.0, 0.0);
  119031. // Particle Size
  119032. system.minSize = 0.1;
  119033. system.maxSize = 0.1;
  119034. // Emission speed
  119035. system.minEmitPower = 2;
  119036. system.maxEmitPower = 2;
  119037. // Update speed
  119038. system.updateSpeed = 1 / 60;
  119039. system.emitRate = 30;
  119040. return system;
  119041. };
  119042. /**
  119043. * This is the main static method (one-liner) of this helper to create different particle systems
  119044. * @param type This string represents the type to the particle system to create
  119045. * @param scene The scene where the particle system should live
  119046. * @param gpu If the system will use gpu
  119047. * @returns the ParticleSystemSet created
  119048. */
  119049. ParticleHelper.CreateAsync = function (type, scene, gpu) {
  119050. if (gpu === void 0) { gpu = false; }
  119051. if (!scene) {
  119052. scene = BABYLON.Engine.LastCreatedScene;
  119053. }
  119054. var token = {};
  119055. scene._addPendingData(token);
  119056. return new Promise(function (resolve, reject) {
  119057. if (gpu && !BABYLON.GPUParticleSystem.IsSupported) {
  119058. scene._removePendingData(token);
  119059. return reject("Particle system with GPU is not supported.");
  119060. }
  119061. BABYLON.Tools.LoadFile(ParticleHelper.BaseAssetsUrl + "/systems/" + type + ".json", function (data, response) {
  119062. scene._removePendingData(token);
  119063. var newData = JSON.parse(data.toString());
  119064. return resolve(BABYLON.ParticleSystemSet.Parse(newData, scene, gpu));
  119065. }, undefined, undefined, undefined, function (req, exception) {
  119066. scene._removePendingData(token);
  119067. return reject("An error occured while the creation of your particle system. Check if your type '" + type + "' exists.");
  119068. });
  119069. });
  119070. };
  119071. /**
  119072. * Static function used to export a particle system to a ParticleSystemSet variable.
  119073. * Please note that the emitter shape is not exported
  119074. * @param systems defines the particle systems to export
  119075. * @returns the created particle system set
  119076. */
  119077. ParticleHelper.ExportSet = function (systems) {
  119078. var set = new BABYLON.ParticleSystemSet();
  119079. for (var _i = 0, systems_1 = systems; _i < systems_1.length; _i++) {
  119080. var system = systems_1[_i];
  119081. set.systems.push(system);
  119082. }
  119083. return set;
  119084. };
  119085. /**
  119086. * Gets or sets base Assets URL
  119087. */
  119088. ParticleHelper.BaseAssetsUrl = "https://assets.babylonjs.com/particles";
  119089. return ParticleHelper;
  119090. }());
  119091. BABYLON.ParticleHelper = ParticleHelper;
  119092. })(BABYLON || (BABYLON = {}));
  119093. //# sourceMappingURL=babylon.particleHelper.js.map
  119094. var BABYLON;
  119095. (function (BABYLON) {
  119096. /**
  119097. * Display a 360 degree video on an approximately spherical surface, useful for VR applications or skyboxes.
  119098. * As a subclass of TransformNode, this allow parenting to the camera or multiple videos with different locations in the scene.
  119099. * This class achieves its effect with a VideoTexture and a correctly configured BackgroundMaterial on an inverted sphere.
  119100. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  119101. */
  119102. var VideoDome = /** @class */ (function (_super) {
  119103. __extends(VideoDome, _super);
  119104. /**
  119105. * Create an instance of this class and pass through the parameters to the relevant classes, VideoTexture, StandardMaterial, and Mesh.
  119106. * @param name Element's name, child elements will append suffixes for their own names.
  119107. * @param urlsOrVideo defines the url(s) or the video element to use
  119108. * @param options An object containing optional or exposed sub element properties
  119109. */
  119110. function VideoDome(name, urlsOrVideo, options, scene) {
  119111. var _this = _super.call(this, name, scene) || this;
  119112. _this._useDirectMapping = false;
  119113. // set defaults and manage values
  119114. name = name || "videoDome";
  119115. options.resolution = (Math.abs(options.resolution) | 0) || 32;
  119116. options.clickToPlay = Boolean(options.clickToPlay);
  119117. options.autoPlay = options.autoPlay === undefined ? true : Boolean(options.autoPlay);
  119118. options.loop = options.loop === undefined ? true : Boolean(options.loop);
  119119. options.size = Math.abs(options.size) || (scene.activeCamera ? scene.activeCamera.maxZ * 0.48 : 1000);
  119120. if (options.useDirectMapping === undefined) {
  119121. _this._useDirectMapping = true;
  119122. }
  119123. else {
  119124. _this._useDirectMapping = options.useDirectMapping;
  119125. }
  119126. _this._setReady(false);
  119127. // create
  119128. var tempOptions = { loop: options.loop, autoPlay: options.autoPlay, autoUpdateTexture: true, poster: options.poster };
  119129. var material = _this._material = new BABYLON.BackgroundMaterial(name + "_material", scene);
  119130. var texture = _this._videoTexture = new BABYLON.VideoTexture(name + "_texture", urlsOrVideo, scene, false, _this._useDirectMapping, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, tempOptions);
  119131. _this._mesh = BABYLON.Mesh.CreateSphere(name + "_mesh", options.resolution, options.size, scene, false, BABYLON.Mesh.BACKSIDE);
  119132. texture.onLoadObservable.addOnce(function () {
  119133. _this._setReady(true);
  119134. });
  119135. // configure material
  119136. material.useEquirectangularFOV = true;
  119137. material.fovMultiplier = 1.0;
  119138. material.opacityFresnel = false;
  119139. if (_this._useDirectMapping) {
  119140. texture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  119141. texture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  119142. material.diffuseTexture = texture;
  119143. }
  119144. else {
  119145. texture.coordinatesMode = BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE; // matches orientation
  119146. texture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  119147. material.reflectionTexture = texture;
  119148. }
  119149. // configure mesh
  119150. _this._mesh.material = material;
  119151. _this._mesh.parent = _this;
  119152. // optional configuration
  119153. if (options.clickToPlay) {
  119154. scene.onPointerUp = function () {
  119155. _this._videoTexture.video.play();
  119156. };
  119157. }
  119158. return _this;
  119159. }
  119160. Object.defineProperty(VideoDome.prototype, "videoTexture", {
  119161. /**
  119162. * Gets the video texture being displayed on the sphere
  119163. */
  119164. get: function () {
  119165. return this._videoTexture;
  119166. },
  119167. enumerable: true,
  119168. configurable: true
  119169. });
  119170. Object.defineProperty(VideoDome.prototype, "fovMultiplier", {
  119171. /**
  119172. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  119173. * Also see the options.resolution property.
  119174. */
  119175. get: function () {
  119176. return this._material.fovMultiplier;
  119177. },
  119178. set: function (value) {
  119179. this._material.fovMultiplier = value;
  119180. },
  119181. enumerable: true,
  119182. configurable: true
  119183. });
  119184. /**
  119185. * Releases resources associated with this node.
  119186. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  119187. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  119188. */
  119189. VideoDome.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  119190. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  119191. this._videoTexture.dispose();
  119192. this._mesh.dispose();
  119193. this._material.dispose();
  119194. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  119195. };
  119196. return VideoDome;
  119197. }(BABYLON.TransformNode));
  119198. BABYLON.VideoDome = VideoDome;
  119199. })(BABYLON || (BABYLON = {}));
  119200. //# sourceMappingURL=babylon.videoDome.js.map
  119201. var BABYLON;
  119202. (function (BABYLON) {
  119203. /**
  119204. * Display a 360 degree photo on an approximately spherical surface, useful for VR applications or skyboxes.
  119205. * As a subclass of TransformNode, this allow parenting to the camera with different locations in the scene.
  119206. * This class achieves its effect with a Texture and a correctly configured BackgroundMaterial on an inverted sphere.
  119207. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  119208. */
  119209. var PhotoDome = /** @class */ (function (_super) {
  119210. __extends(PhotoDome, _super);
  119211. /**
  119212. * Create an instance of this class and pass through the parameters to the relevant classes, Texture, StandardMaterial, and Mesh.
  119213. * @param name Element's name, child elements will append suffixes for their own names.
  119214. * @param urlsOfPhoto defines the url of the photo to display
  119215. * @param options defines an object containing optional or exposed sub element properties
  119216. * @param onError defines a callback called when an error occured while loading the texture
  119217. */
  119218. function PhotoDome(name, urlOfPhoto, options, scene, onError) {
  119219. if (onError === void 0) { onError = null; }
  119220. var _this = _super.call(this, name, scene) || this;
  119221. _this._useDirectMapping = false;
  119222. /**
  119223. * Observable raised when an error occured while loading the 360 image
  119224. */
  119225. _this.onLoadErrorObservable = new BABYLON.Observable();
  119226. // set defaults and manage values
  119227. name = name || "photoDome";
  119228. options.resolution = (Math.abs(options.resolution) | 0) || 32;
  119229. options.size = Math.abs(options.size) || (scene.activeCamera ? scene.activeCamera.maxZ * 0.48 : 1000);
  119230. if (options.useDirectMapping === undefined) {
  119231. _this._useDirectMapping = true;
  119232. }
  119233. else {
  119234. _this._useDirectMapping = options.useDirectMapping;
  119235. }
  119236. _this._setReady(false);
  119237. // create
  119238. var material = _this._material = new BABYLON.BackgroundMaterial(name + "_material", scene);
  119239. _this._mesh = BABYLON.Mesh.CreateSphere(name + "_mesh", options.resolution, options.size, scene, false, BABYLON.Mesh.BACKSIDE);
  119240. // configure material
  119241. material.opacityFresnel = false;
  119242. material.useEquirectangularFOV = true;
  119243. material.fovMultiplier = 1.0;
  119244. _this.photoTexture = new BABYLON.Texture(urlOfPhoto, scene, true, !_this._useDirectMapping, undefined, undefined, function (message, exception) {
  119245. _this.onLoadErrorObservable.notifyObservers(message || "Unknown error occured");
  119246. if (onError) {
  119247. onError(message, exception);
  119248. }
  119249. });
  119250. _this.photoTexture.onLoadObservable.addOnce(function () {
  119251. _this._setReady(true);
  119252. });
  119253. // configure mesh
  119254. _this._mesh.material = material;
  119255. _this._mesh.parent = _this;
  119256. return _this;
  119257. }
  119258. Object.defineProperty(PhotoDome.prototype, "photoTexture", {
  119259. /**
  119260. * Gets or sets the texture being displayed on the sphere
  119261. */
  119262. get: function () {
  119263. return this._photoTexture;
  119264. },
  119265. set: function (value) {
  119266. if (this._photoTexture === value) {
  119267. return;
  119268. }
  119269. this._photoTexture = value;
  119270. if (this._useDirectMapping) {
  119271. this._photoTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  119272. this._photoTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  119273. this._material.diffuseTexture = this._photoTexture;
  119274. }
  119275. else {
  119276. this._photoTexture.coordinatesMode = BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE; // matches orientation
  119277. this._photoTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  119278. this._material.reflectionTexture = this._photoTexture;
  119279. }
  119280. },
  119281. enumerable: true,
  119282. configurable: true
  119283. });
  119284. Object.defineProperty(PhotoDome.prototype, "fovMultiplier", {
  119285. /**
  119286. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  119287. * Also see the options.resolution property.
  119288. */
  119289. get: function () {
  119290. return this._material.fovMultiplier;
  119291. },
  119292. set: function (value) {
  119293. this._material.fovMultiplier = value;
  119294. },
  119295. enumerable: true,
  119296. configurable: true
  119297. });
  119298. /**
  119299. * Releases resources associated with this node.
  119300. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  119301. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  119302. */
  119303. PhotoDome.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  119304. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  119305. this._photoTexture.dispose();
  119306. this._mesh.dispose();
  119307. this._material.dispose();
  119308. this.onLoadErrorObservable.clear();
  119309. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  119310. };
  119311. return PhotoDome;
  119312. }(BABYLON.TransformNode));
  119313. BABYLON.PhotoDome = PhotoDome;
  119314. })(BABYLON || (BABYLON = {}));
  119315. //# sourceMappingURL=babylon.photoDome.js.map
  119316. var BABYLON;
  119317. (function (BABYLON) {
  119318. /** @hidden */
  119319. var _OcclusionDataStorage = /** @class */ (function () {
  119320. function _OcclusionDataStorage() {
  119321. /** @hidden */
  119322. this.occlusionInternalRetryCounter = 0;
  119323. /** @hidden */
  119324. this.isOcclusionQueryInProgress = false;
  119325. /** @hidden */
  119326. this.isOccluded = false;
  119327. /** @hidden */
  119328. this.occlusionRetryCount = -1;
  119329. /** @hidden */
  119330. this.occlusionType = BABYLON.AbstractMesh.OCCLUSION_TYPE_NONE;
  119331. /** @hidden */
  119332. this.occlusionQueryAlgorithmType = BABYLON.AbstractMesh.OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE;
  119333. }
  119334. return _OcclusionDataStorage;
  119335. }());
  119336. BABYLON.Engine.prototype.createQuery = function () {
  119337. return this._gl.createQuery();
  119338. };
  119339. BABYLON.Engine.prototype.deleteQuery = function (query) {
  119340. this._gl.deleteQuery(query);
  119341. return this;
  119342. };
  119343. BABYLON.Engine.prototype.isQueryResultAvailable = function (query) {
  119344. return this._gl.getQueryParameter(query, this._gl.QUERY_RESULT_AVAILABLE);
  119345. };
  119346. BABYLON.Engine.prototype.getQueryResult = function (query) {
  119347. return this._gl.getQueryParameter(query, this._gl.QUERY_RESULT);
  119348. };
  119349. BABYLON.Engine.prototype.beginOcclusionQuery = function (algorithmType, query) {
  119350. var glAlgorithm = this._getGlAlgorithmType(algorithmType);
  119351. this._gl.beginQuery(glAlgorithm, query);
  119352. return this;
  119353. };
  119354. BABYLON.Engine.prototype.endOcclusionQuery = function (algorithmType) {
  119355. var glAlgorithm = this._getGlAlgorithmType(algorithmType);
  119356. this._gl.endQuery(glAlgorithm);
  119357. return this;
  119358. };
  119359. BABYLON.Engine.prototype._createTimeQuery = function () {
  119360. var timerQuery = this.getCaps().timerQuery;
  119361. if (timerQuery.createQueryEXT) {
  119362. return timerQuery.createQueryEXT();
  119363. }
  119364. return this.createQuery();
  119365. };
  119366. BABYLON.Engine.prototype._deleteTimeQuery = function (query) {
  119367. var timerQuery = this.getCaps().timerQuery;
  119368. if (timerQuery.deleteQueryEXT) {
  119369. timerQuery.deleteQueryEXT(query);
  119370. return;
  119371. }
  119372. this.deleteQuery(query);
  119373. };
  119374. BABYLON.Engine.prototype._getTimeQueryResult = function (query) {
  119375. var timerQuery = this.getCaps().timerQuery;
  119376. if (timerQuery.getQueryObjectEXT) {
  119377. return timerQuery.getQueryObjectEXT(query, timerQuery.QUERY_RESULT_EXT);
  119378. }
  119379. return this.getQueryResult(query);
  119380. };
  119381. BABYLON.Engine.prototype._getTimeQueryAvailability = function (query) {
  119382. var timerQuery = this.getCaps().timerQuery;
  119383. if (timerQuery.getQueryObjectEXT) {
  119384. return timerQuery.getQueryObjectEXT(query, timerQuery.QUERY_RESULT_AVAILABLE_EXT);
  119385. }
  119386. return this.isQueryResultAvailable(query);
  119387. };
  119388. BABYLON.Engine.prototype.startTimeQuery = function () {
  119389. var caps = this.getCaps();
  119390. var timerQuery = caps.timerQuery;
  119391. if (!timerQuery) {
  119392. return null;
  119393. }
  119394. var token = new BABYLON._TimeToken();
  119395. this._gl.getParameter(timerQuery.GPU_DISJOINT_EXT);
  119396. if (caps.canUseTimestampForTimerQuery) {
  119397. token._startTimeQuery = this._createTimeQuery();
  119398. timerQuery.queryCounterEXT(token._startTimeQuery, timerQuery.TIMESTAMP_EXT);
  119399. }
  119400. else {
  119401. if (this._currentNonTimestampToken) {
  119402. return this._currentNonTimestampToken;
  119403. }
  119404. token._timeElapsedQuery = this._createTimeQuery();
  119405. if (timerQuery.beginQueryEXT) {
  119406. timerQuery.beginQueryEXT(timerQuery.TIME_ELAPSED_EXT, token._timeElapsedQuery);
  119407. }
  119408. else {
  119409. this._gl.beginQuery(timerQuery.TIME_ELAPSED_EXT, token._timeElapsedQuery);
  119410. }
  119411. this._currentNonTimestampToken = token;
  119412. }
  119413. return token;
  119414. };
  119415. BABYLON.Engine.prototype.endTimeQuery = function (token) {
  119416. var caps = this.getCaps();
  119417. var timerQuery = caps.timerQuery;
  119418. if (!timerQuery || !token) {
  119419. return -1;
  119420. }
  119421. if (caps.canUseTimestampForTimerQuery) {
  119422. if (!token._startTimeQuery) {
  119423. return -1;
  119424. }
  119425. if (!token._endTimeQuery) {
  119426. token._endTimeQuery = this._createTimeQuery();
  119427. timerQuery.queryCounterEXT(token._endTimeQuery, timerQuery.TIMESTAMP_EXT);
  119428. }
  119429. }
  119430. else if (!token._timeElapsedQueryEnded) {
  119431. if (!token._timeElapsedQuery) {
  119432. return -1;
  119433. }
  119434. if (timerQuery.endQueryEXT) {
  119435. timerQuery.endQueryEXT(timerQuery.TIME_ELAPSED_EXT);
  119436. }
  119437. else {
  119438. this._gl.endQuery(timerQuery.TIME_ELAPSED_EXT);
  119439. }
  119440. token._timeElapsedQueryEnded = true;
  119441. }
  119442. var disjoint = this._gl.getParameter(timerQuery.GPU_DISJOINT_EXT);
  119443. var available = false;
  119444. if (token._endTimeQuery) {
  119445. available = this._getTimeQueryAvailability(token._endTimeQuery);
  119446. }
  119447. else if (token._timeElapsedQuery) {
  119448. available = this._getTimeQueryAvailability(token._timeElapsedQuery);
  119449. }
  119450. if (available && !disjoint) {
  119451. var result = 0;
  119452. if (caps.canUseTimestampForTimerQuery) {
  119453. if (!token._startTimeQuery || !token._endTimeQuery) {
  119454. return -1;
  119455. }
  119456. var timeStart = this._getTimeQueryResult(token._startTimeQuery);
  119457. var timeEnd = this._getTimeQueryResult(token._endTimeQuery);
  119458. result = timeEnd - timeStart;
  119459. this._deleteTimeQuery(token._startTimeQuery);
  119460. this._deleteTimeQuery(token._endTimeQuery);
  119461. token._startTimeQuery = null;
  119462. token._endTimeQuery = null;
  119463. }
  119464. else {
  119465. if (!token._timeElapsedQuery) {
  119466. return -1;
  119467. }
  119468. result = this._getTimeQueryResult(token._timeElapsedQuery);
  119469. this._deleteTimeQuery(token._timeElapsedQuery);
  119470. token._timeElapsedQuery = null;
  119471. token._timeElapsedQueryEnded = false;
  119472. this._currentNonTimestampToken = null;
  119473. }
  119474. return result;
  119475. }
  119476. return -1;
  119477. };
  119478. BABYLON.Engine.prototype._getGlAlgorithmType = function (algorithmType) {
  119479. return algorithmType === BABYLON.AbstractMesh.OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE ? this._gl.ANY_SAMPLES_PASSED_CONSERVATIVE : this._gl.ANY_SAMPLES_PASSED;
  119480. };
  119481. Object.defineProperty(BABYLON.AbstractMesh.prototype, "isOcclusionQueryInProgress", {
  119482. get: function () {
  119483. return this._occlusionDataStorage.isOcclusionQueryInProgress;
  119484. },
  119485. enumerable: false,
  119486. configurable: true
  119487. });
  119488. Object.defineProperty(BABYLON.AbstractMesh.prototype, "_occlusionDataStorage", {
  119489. get: function () {
  119490. if (!this.__occlusionDataStorage) {
  119491. this.__occlusionDataStorage = new _OcclusionDataStorage();
  119492. }
  119493. return this.__occlusionDataStorage;
  119494. },
  119495. enumerable: false,
  119496. configurable: true
  119497. });
  119498. Object.defineProperty(BABYLON.AbstractMesh.prototype, "isOccluded", {
  119499. get: function () {
  119500. return this._occlusionDataStorage.isOccluded;
  119501. },
  119502. set: function (value) {
  119503. this._occlusionDataStorage.isOccluded = value;
  119504. },
  119505. enumerable: true,
  119506. configurable: true
  119507. });
  119508. Object.defineProperty(BABYLON.AbstractMesh.prototype, "occlusionQueryAlgorithmType", {
  119509. get: function () {
  119510. return this._occlusionDataStorage.occlusionQueryAlgorithmType;
  119511. },
  119512. set: function (value) {
  119513. this._occlusionDataStorage.occlusionQueryAlgorithmType = value;
  119514. },
  119515. enumerable: true,
  119516. configurable: true
  119517. });
  119518. Object.defineProperty(BABYLON.AbstractMesh.prototype, "occlusionType", {
  119519. get: function () {
  119520. return this._occlusionDataStorage.occlusionType;
  119521. },
  119522. set: function (value) {
  119523. this._occlusionDataStorage.occlusionType = value;
  119524. },
  119525. enumerable: true,
  119526. configurable: true
  119527. });
  119528. Object.defineProperty(BABYLON.AbstractMesh.prototype, "occlusionRetryCount", {
  119529. get: function () {
  119530. return this._occlusionDataStorage.occlusionRetryCount;
  119531. },
  119532. set: function (value) {
  119533. this._occlusionDataStorage.occlusionRetryCount = value;
  119534. },
  119535. enumerable: true,
  119536. configurable: true
  119537. });
  119538. // We also need to update AbstractMesh as there is a portion of the code there
  119539. BABYLON.AbstractMesh.prototype._checkOcclusionQuery = function () {
  119540. var dataStorage = this._occlusionDataStorage;
  119541. if (dataStorage.occlusionType === BABYLON.AbstractMesh.OCCLUSION_TYPE_NONE) {
  119542. dataStorage.isOccluded = false;
  119543. return false;
  119544. }
  119545. var engine = this.getEngine();
  119546. if (engine.webGLVersion < 2) {
  119547. dataStorage.isOccluded = false;
  119548. return false;
  119549. }
  119550. if (!engine.isQueryResultAvailable) { // Occlusion query where not referenced
  119551. dataStorage.isOccluded = false;
  119552. return false;
  119553. }
  119554. if (this.isOcclusionQueryInProgress && this._occlusionQuery) {
  119555. var isOcclusionQueryAvailable = engine.isQueryResultAvailable(this._occlusionQuery);
  119556. if (isOcclusionQueryAvailable) {
  119557. var occlusionQueryResult = engine.getQueryResult(this._occlusionQuery);
  119558. dataStorage.isOcclusionQueryInProgress = false;
  119559. dataStorage.occlusionInternalRetryCounter = 0;
  119560. dataStorage.isOccluded = occlusionQueryResult === 1 ? false : true;
  119561. }
  119562. else {
  119563. dataStorage.occlusionInternalRetryCounter++;
  119564. if (dataStorage.occlusionRetryCount !== -1 && dataStorage.occlusionInternalRetryCounter > dataStorage.occlusionRetryCount) {
  119565. dataStorage.isOcclusionQueryInProgress = false;
  119566. dataStorage.occlusionInternalRetryCounter = 0;
  119567. // if optimistic set isOccluded to false regardless of the status of isOccluded. (Render in the current render loop)
  119568. // if strict continue the last state of the object.
  119569. dataStorage.isOccluded = dataStorage.occlusionType === BABYLON.AbstractMesh.OCCLUSION_TYPE_OPTIMISTIC ? false : dataStorage.isOccluded;
  119570. }
  119571. else {
  119572. return false;
  119573. }
  119574. }
  119575. }
  119576. var scene = this.getScene();
  119577. if (scene.getBoundingBoxRenderer) {
  119578. var occlusionBoundingBoxRenderer = scene.getBoundingBoxRenderer();
  119579. if (!this._occlusionQuery) {
  119580. this._occlusionQuery = engine.createQuery();
  119581. }
  119582. engine.beginOcclusionQuery(dataStorage.occlusionQueryAlgorithmType, this._occlusionQuery);
  119583. occlusionBoundingBoxRenderer.renderOcclusionBoundingBox(this);
  119584. engine.endOcclusionQuery(dataStorage.occlusionQueryAlgorithmType);
  119585. this._occlusionDataStorage.isOcclusionQueryInProgress = true;
  119586. }
  119587. return dataStorage.isOccluded;
  119588. };
  119589. })(BABYLON || (BABYLON = {}));
  119590. //# sourceMappingURL=babylon.engine.occlusionQuery.js.map
  119591. var BABYLON;
  119592. (function (BABYLON) {
  119593. /**
  119594. * Class used to generate noise procedural textures
  119595. */
  119596. var NoiseProceduralTexture = /** @class */ (function (_super) {
  119597. __extends(NoiseProceduralTexture, _super);
  119598. /**
  119599. * Creates a new NoiseProceduralTexture
  119600. * @param name defines the name fo the texture
  119601. * @param size defines the size of the texture (default is 256)
  119602. * @param scene defines the hosting scene
  119603. * @param fallbackTexture defines the texture to use if the NoiseProceduralTexture can't be created
  119604. * @param generateMipMaps defines if mipmaps must be generated (true by default)
  119605. */
  119606. function NoiseProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
  119607. if (size === void 0) { size = 256; }
  119608. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  119609. var _this = _super.call(this, name, size, "noise", scene, fallbackTexture, generateMipMaps) || this;
  119610. _this._time = 0;
  119611. /** Gets or sets a value between 0 and 1 indicating the overall brightness of the texture (default is 0.2) */
  119612. _this.brightness = 0.2;
  119613. /** Defines the number of octaves to process */
  119614. _this.octaves = 3;
  119615. /** Defines the level of persistence (0.8 by default) */
  119616. _this.persistence = 0.8;
  119617. /** Gets or sets animation speed factor (default is 1) */
  119618. _this.animationSpeedFactor = 1;
  119619. _this.autoClear = false;
  119620. _this._updateShaderUniforms();
  119621. return _this;
  119622. }
  119623. NoiseProceduralTexture.prototype._updateShaderUniforms = function () {
  119624. var scene = this.getScene();
  119625. if (!scene) {
  119626. return;
  119627. }
  119628. this._time += scene.getAnimationRatio() * this.animationSpeedFactor * 0.01;
  119629. this.setFloat("brightness", this.brightness);
  119630. this.setFloat("persistence", this.persistence);
  119631. this.setFloat("timeScale", this._time);
  119632. };
  119633. NoiseProceduralTexture.prototype._getDefines = function () {
  119634. return "#define OCTAVES " + (this.octaves | 0);
  119635. };
  119636. /** Generate the current state of the procedural texture */
  119637. NoiseProceduralTexture.prototype.render = function (useCameraPostProcess) {
  119638. this._updateShaderUniforms();
  119639. _super.prototype.render.call(this, useCameraPostProcess);
  119640. };
  119641. /**
  119642. * Serializes this noise procedural texture
  119643. * @returns a serialized noise procedural texture object
  119644. */
  119645. NoiseProceduralTexture.prototype.serialize = function () {
  119646. var serializationObject = {};
  119647. serializationObject.customType = "BABYLON.NoiseProceduralTexture";
  119648. serializationObject.brightness = this.brightness;
  119649. serializationObject.octaves = this.octaves;
  119650. serializationObject.persistence = this.persistence;
  119651. serializationObject.animationSpeedFactor = this.animationSpeedFactor;
  119652. serializationObject.size = this.getSize().width;
  119653. serializationObject.generateMipMaps = this._generateMipMaps;
  119654. return serializationObject;
  119655. };
  119656. /**
  119657. * Creates a NoiseProceduralTexture from parsed noise procedural texture data
  119658. * @param parsedTexture defines parsed texture data
  119659. * @param scene defines the current scene
  119660. * @param rootUrl defines the root URL containing noise procedural texture information
  119661. * @returns a parsed NoiseProceduralTexture
  119662. */
  119663. NoiseProceduralTexture.Parse = function (parsedTexture, scene, rootUrl) {
  119664. var texture = new NoiseProceduralTexture(parsedTexture.name, parsedTexture.size, scene, undefined, parsedTexture.generateMipMaps);
  119665. texture.brightness = parsedTexture.brightness;
  119666. texture.octaves = parsedTexture.octaves;
  119667. texture.persistence = parsedTexture.persistence;
  119668. texture.animationSpeedFactor = parsedTexture.animationSpeedFactor;
  119669. return texture;
  119670. };
  119671. return NoiseProceduralTexture;
  119672. }(BABYLON.ProceduralTexture));
  119673. BABYLON.NoiseProceduralTexture = NoiseProceduralTexture;
  119674. })(BABYLON || (BABYLON = {}));
  119675. //# sourceMappingURL=babylon.noiseProceduralTexture.js.map
  119676. var __assign = (this && this.__assign) || function () {
  119677. __assign = Object.assign || function(t) {
  119678. for (var s, i = 1, n = arguments.length; i < n; i++) {
  119679. s = arguments[i];
  119680. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  119681. t[p] = s[p];
  119682. }
  119683. return t;
  119684. };
  119685. return __assign.apply(this, arguments);
  119686. };
  119687. var BABYLON;
  119688. (function (BABYLON) {
  119689. /**
  119690. * This can helps recording videos from BabylonJS.
  119691. * This is based on the available WebRTC functionalities of the browser.
  119692. *
  119693. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_video
  119694. */
  119695. var VideoRecorder = /** @class */ (function () {
  119696. /**
  119697. * Create a new VideoCapture object which can help converting what you see in Babylon to
  119698. * a video file.
  119699. * @param engine Defines the BabylonJS Engine you wish to record
  119700. * @param options Defines options that can be used to customized the capture
  119701. */
  119702. function VideoRecorder(engine, options) {
  119703. if (options === void 0) { options = null; }
  119704. if (!VideoRecorder.IsSupported(engine)) {
  119705. throw "Your browser does not support recording so far.";
  119706. }
  119707. var canvas = engine.getRenderingCanvas();
  119708. if (!canvas) {
  119709. throw "The babylon engine must have a canvas to be recorded";
  119710. }
  119711. this._canvas = canvas;
  119712. this._canvas.isRecording = false;
  119713. this._options = __assign({}, VideoRecorder._defaultOptions, options);
  119714. var stream = this._canvas.captureStream(this._options.fps);
  119715. this._mediaRecorder = new MediaRecorder(stream, { mimeType: this._options.mimeType });
  119716. this._mediaRecorder.ondataavailable = this._handleDataAvailable.bind(this);
  119717. this._mediaRecorder.onerror = this._handleError.bind(this);
  119718. this._mediaRecorder.onstop = this._handleStop.bind(this);
  119719. }
  119720. /**
  119721. * Returns wehther or not the VideoRecorder is available in your browser.
  119722. * @param engine Defines the Babylon Engine to check the support for
  119723. * @returns true if supported otherwise false
  119724. */
  119725. VideoRecorder.IsSupported = function (engine) {
  119726. var canvas = engine.getRenderingCanvas();
  119727. return (!!canvas && typeof canvas.captureStream === "function");
  119728. };
  119729. Object.defineProperty(VideoRecorder.prototype, "isRecording", {
  119730. /**
  119731. * True wether a recording is already in progress.
  119732. */
  119733. get: function () {
  119734. return !!this._canvas && this._canvas.isRecording;
  119735. },
  119736. enumerable: true,
  119737. configurable: true
  119738. });
  119739. /**
  119740. * Stops the current recording before the default capture timeout passed in the startRecording
  119741. * functions.
  119742. */
  119743. VideoRecorder.prototype.stopRecording = function () {
  119744. if (!this._canvas || !this._mediaRecorder) {
  119745. return;
  119746. }
  119747. if (!this.isRecording) {
  119748. return;
  119749. }
  119750. this._canvas.isRecording = false;
  119751. this._mediaRecorder.stop();
  119752. };
  119753. /**
  119754. * Starts recording the canvas for a max duration specified in parameters.
  119755. * @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.
  119756. * @param maxDuration Defines the maximum recording time in seconds.
  119757. * It default to 7 seconds. A value of zero will not stop automatically, you would need to call stopRecording manually.
  119758. * @return a promise callback at the end of the recording with the video data in Blob.
  119759. */
  119760. VideoRecorder.prototype.startRecording = function (fileName, maxDuration) {
  119761. var _this = this;
  119762. if (fileName === void 0) { fileName = "babylonjs.webm"; }
  119763. if (maxDuration === void 0) { maxDuration = 7; }
  119764. if (!this._canvas || !this._mediaRecorder) {
  119765. throw "Recorder has already been disposed";
  119766. }
  119767. if (this.isRecording) {
  119768. throw "Recording already in progress";
  119769. }
  119770. if (maxDuration > 0) {
  119771. setTimeout(function () {
  119772. _this.stopRecording();
  119773. }, maxDuration * 1000);
  119774. }
  119775. this._fileName = fileName;
  119776. this._recordedChunks = [];
  119777. this._resolve = null;
  119778. this._reject = null;
  119779. this._canvas.isRecording = true;
  119780. this._mediaRecorder.start(this._options.recordChunckSize);
  119781. return new Promise(function (resolve, reject) {
  119782. _this._resolve = resolve;
  119783. _this._reject = reject;
  119784. });
  119785. };
  119786. /**
  119787. * Releases internal resources used during the recording.
  119788. */
  119789. VideoRecorder.prototype.dispose = function () {
  119790. this._canvas = null;
  119791. this._mediaRecorder = null;
  119792. this._recordedChunks = [];
  119793. this._fileName = null;
  119794. this._resolve = null;
  119795. this._reject = null;
  119796. };
  119797. VideoRecorder.prototype._handleDataAvailable = function (event) {
  119798. if (event.data.size > 0) {
  119799. this._recordedChunks.push(event.data);
  119800. }
  119801. };
  119802. VideoRecorder.prototype._handleError = function (event) {
  119803. this.stopRecording();
  119804. if (this._reject) {
  119805. this._reject(event.error);
  119806. }
  119807. else {
  119808. throw new event.error();
  119809. }
  119810. };
  119811. VideoRecorder.prototype._handleStop = function () {
  119812. this.stopRecording();
  119813. var superBuffer = new Blob(this._recordedChunks);
  119814. if (this._resolve) {
  119815. this._resolve(superBuffer);
  119816. }
  119817. window.URL.createObjectURL(superBuffer);
  119818. if (this._fileName) {
  119819. BABYLON.Tools.Download(superBuffer, this._fileName);
  119820. }
  119821. };
  119822. VideoRecorder._defaultOptions = {
  119823. mimeType: "video/webm",
  119824. fps: 25,
  119825. recordChunckSize: 3000
  119826. };
  119827. return VideoRecorder;
  119828. }());
  119829. BABYLON.VideoRecorder = VideoRecorder;
  119830. })(BABYLON || (BABYLON = {}));
  119831. //# sourceMappingURL=babylon.videoRecorder.js.map
  119832. var BABYLON;
  119833. (function (BABYLON) {
  119834. BABYLON.Scene.prototype.createDefaultLight = function (replace) {
  119835. if (replace === void 0) { replace = false; }
  119836. // Dispose existing light in replace mode.
  119837. if (replace) {
  119838. if (this.lights) {
  119839. for (var i = 0; i < this.lights.length; i++) {
  119840. this.lights[i].dispose();
  119841. }
  119842. }
  119843. }
  119844. // Light
  119845. if (this.lights.length === 0) {
  119846. new BABYLON.HemisphericLight("default light", BABYLON.Vector3.Up(), this);
  119847. }
  119848. };
  119849. BABYLON.Scene.prototype.createDefaultCamera = function (createArcRotateCamera, replace, attachCameraControls) {
  119850. if (createArcRotateCamera === void 0) { createArcRotateCamera = false; }
  119851. if (replace === void 0) { replace = false; }
  119852. if (attachCameraControls === void 0) { attachCameraControls = false; }
  119853. // Dispose existing camera in replace mode.
  119854. if (replace) {
  119855. if (this.activeCamera) {
  119856. this.activeCamera.dispose();
  119857. this.activeCamera = null;
  119858. }
  119859. }
  119860. // Camera
  119861. if (!this.activeCamera) {
  119862. var worldExtends = this.getWorldExtends();
  119863. var worldSize = worldExtends.max.subtract(worldExtends.min);
  119864. var worldCenter = worldExtends.min.add(worldSize.scale(0.5));
  119865. var camera;
  119866. var radius = worldSize.length() * 1.5;
  119867. // empty scene scenario!
  119868. if (!isFinite(radius)) {
  119869. radius = 1;
  119870. worldCenter.copyFromFloats(0, 0, 0);
  119871. }
  119872. if (createArcRotateCamera) {
  119873. var arcRotateCamera = new BABYLON.ArcRotateCamera("default camera", -(Math.PI / 2), Math.PI / 2, radius, worldCenter, this);
  119874. arcRotateCamera.lowerRadiusLimit = radius * 0.01;
  119875. arcRotateCamera.wheelPrecision = 100 / radius;
  119876. camera = arcRotateCamera;
  119877. }
  119878. else {
  119879. var freeCamera = new BABYLON.FreeCamera("default camera", new BABYLON.Vector3(worldCenter.x, worldCenter.y, -radius), this);
  119880. freeCamera.setTarget(worldCenter);
  119881. camera = freeCamera;
  119882. }
  119883. camera.minZ = radius * 0.01;
  119884. camera.maxZ = radius * 1000;
  119885. camera.speed = radius * 0.2;
  119886. this.activeCamera = camera;
  119887. var canvas = this.getEngine().getRenderingCanvas();
  119888. if (attachCameraControls && canvas) {
  119889. camera.attachControl(canvas);
  119890. }
  119891. }
  119892. };
  119893. BABYLON.Scene.prototype.createDefaultCameraOrLight = function (createArcRotateCamera, replace, attachCameraControls) {
  119894. if (createArcRotateCamera === void 0) { createArcRotateCamera = false; }
  119895. if (replace === void 0) { replace = false; }
  119896. if (attachCameraControls === void 0) { attachCameraControls = false; }
  119897. this.createDefaultLight(replace);
  119898. this.createDefaultCamera(createArcRotateCamera, replace, attachCameraControls);
  119899. };
  119900. BABYLON.Scene.prototype.createDefaultSkybox = function (environmentTexture, pbr, scale, blur, setGlobalEnvTexture) {
  119901. if (pbr === void 0) { pbr = false; }
  119902. if (scale === void 0) { scale = 1000; }
  119903. if (blur === void 0) { blur = 0; }
  119904. if (setGlobalEnvTexture === void 0) { setGlobalEnvTexture = true; }
  119905. if (!environmentTexture) {
  119906. BABYLON.Tools.Warn("Can not create default skybox without environment texture.");
  119907. return null;
  119908. }
  119909. if (setGlobalEnvTexture) {
  119910. if (environmentTexture) {
  119911. this.environmentTexture = environmentTexture;
  119912. }
  119913. }
  119914. // Skybox
  119915. var hdrSkybox = BABYLON.Mesh.CreateBox("hdrSkyBox", scale, this);
  119916. if (pbr) {
  119917. var hdrSkyboxMaterial = new BABYLON.PBRMaterial("skyBox", this);
  119918. hdrSkyboxMaterial.backFaceCulling = false;
  119919. hdrSkyboxMaterial.reflectionTexture = environmentTexture.clone();
  119920. if (hdrSkyboxMaterial.reflectionTexture) {
  119921. hdrSkyboxMaterial.reflectionTexture.coordinatesMode = BABYLON.Texture.SKYBOX_MODE;
  119922. }
  119923. hdrSkyboxMaterial.microSurface = 1.0 - blur;
  119924. hdrSkyboxMaterial.disableLighting = true;
  119925. hdrSkyboxMaterial.twoSidedLighting = true;
  119926. hdrSkybox.infiniteDistance = true;
  119927. hdrSkybox.material = hdrSkyboxMaterial;
  119928. }
  119929. else {
  119930. var skyboxMaterial = new BABYLON.StandardMaterial("skyBox", this);
  119931. skyboxMaterial.backFaceCulling = false;
  119932. skyboxMaterial.reflectionTexture = environmentTexture.clone();
  119933. if (skyboxMaterial.reflectionTexture) {
  119934. skyboxMaterial.reflectionTexture.coordinatesMode = BABYLON.Texture.SKYBOX_MODE;
  119935. }
  119936. skyboxMaterial.disableLighting = true;
  119937. hdrSkybox.infiniteDistance = true;
  119938. hdrSkybox.material = skyboxMaterial;
  119939. }
  119940. return hdrSkybox;
  119941. };
  119942. BABYLON.Scene.prototype.createDefaultEnvironment = function (options) {
  119943. if (BABYLON.EnvironmentHelper) {
  119944. return new BABYLON.EnvironmentHelper(options, this);
  119945. }
  119946. return null;
  119947. };
  119948. BABYLON.Scene.prototype.createDefaultVRExperience = function (webVROptions) {
  119949. if (webVROptions === void 0) { webVROptions = {}; }
  119950. return new BABYLON.VRExperienceHelper(this, webVROptions);
  119951. };
  119952. BABYLON.Scene.prototype.createDefaultXRExperienceAsync = function () {
  119953. var _this = this;
  119954. return BABYLON.WebXRExperienceHelper.CreateAsync(this).then(function (helper) {
  119955. var outputCanvas = new BABYLON.WebXRManagedOutputCanvas(helper);
  119956. return BABYLON.WebXREnterExitUI.CreateAsync(_this, helper, { outputCanvasContext: outputCanvas.canvasContext })
  119957. .then(function (ui) {
  119958. new BABYLON.WebXRInput(helper);
  119959. return helper;
  119960. });
  119961. });
  119962. };
  119963. })(BABYLON || (BABYLON = {}));
  119964. //# sourceMappingURL=babylon.sceneHelpers.js.map
  119965. BABYLON.Effect.ShadersStore={"defaultVertexShader":"#include<__decl__defaultVertex>\n\n#define CUSTOM_VERTEX_BEGIN\nattribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#ifdef TANGENT\nattribute vec4 tangent;\n#endif\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include<helperFunctions>\n#include<bonesDeclaration>\n\n#include<instancesDeclaration>\n#ifdef MAINUV1\nvarying vec2 vMainUV1;\n#endif\n#ifdef MAINUV2\nvarying vec2 vMainUV2;\n#endif\n#if defined(DIFFUSE) && DIFFUSEDIRECTUV == 0\nvarying vec2 vDiffuseUV;\n#endif\n#if defined(AMBIENT) && AMBIENTDIRECTUV == 0\nvarying vec2 vAmbientUV;\n#endif\n#if defined(OPACITY) && OPACITYDIRECTUV == 0\nvarying vec2 vOpacityUV;\n#endif\n#if defined(EMISSIVE) && EMISSIVEDIRECTUV == 0\nvarying vec2 vEmissiveUV;\n#endif\n#if defined(LIGHTMAP) && LIGHTMAPDIRECTUV == 0\nvarying vec2 vLightmapUV;\n#endif\n#if defined(SPECULAR) && defined(SPECULARTERM) && SPECULARDIRECTUV == 0\nvarying vec2 vSpecularUV;\n#endif\n#if defined(BUMP) && BUMPDIRECTUV == 0\nvarying vec2 vBumpUV;\n#endif\n\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#include<bumpVertexDeclaration>\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\n#endif\n#include<logDepthDeclaration>\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nvec3 positionUpdated=position;\n#ifdef NORMAL \nvec3 normalUpdated=normal;\n#endif\n#ifdef TANGENT\nvec4 tangentUpdated=tangent;\n#endif\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\n#ifdef REFLECTIONMAP_SKYBOX_TRANSFORMED\nvPositionUVW=(reflectionMatrix*vec4(position,1.0)).xyz;\n#else\nvPositionUVW=position;\n#endif\n#endif \n#define CUSTOM_VERTEX_UPDATE_POSITION\n#define CUSTOM_VERTEX_UPDATE_NORMAL\n#include<instancesVertex>\n#include<bonesVertex>\ngl_Position=viewProjection*finalWorld*vec4(positionUpdated,1.0);\nvec4 worldPos=finalWorld*vec4(positionUpdated,1.0);\nvPositionW=vec3(worldPos);\n#ifdef NORMAL\nmat3 normalWorld=mat3(finalWorld);\n#ifdef NONUNIFORMSCALING\nnormalWorld=transposeMat3(inverseMat3(normalWorld));\n#endif\nvNormalW=normalize(normalWorld*normalUpdated);\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvDirectionW=normalize(vec3(finalWorld*vec4(positionUpdated,0.0)));\n#endif\n\n#ifndef UV1\nvec2 uv=vec2(0.,0.);\n#endif\n#ifndef UV2\nvec2 uv2=vec2(0.,0.);\n#endif\n#ifdef MAINUV1\nvMainUV1=uv;\n#endif\n#ifdef MAINUV2\nvMainUV2=uv2;\n#endif\n#if defined(DIFFUSE) && DIFFUSEDIRECTUV == 0\nif (vDiffuseInfos.x == 0.)\n{\nvDiffuseUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvDiffuseUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(AMBIENT) && AMBIENTDIRECTUV == 0\nif (vAmbientInfos.x == 0.)\n{\nvAmbientUV=vec2(ambientMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvAmbientUV=vec2(ambientMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(OPACITY) && OPACITYDIRECTUV == 0\nif (vOpacityInfos.x == 0.)\n{\nvOpacityUV=vec2(opacityMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvOpacityUV=vec2(opacityMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(EMISSIVE) && EMISSIVEDIRECTUV == 0\nif (vEmissiveInfos.x == 0.)\n{\nvEmissiveUV=vec2(emissiveMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvEmissiveUV=vec2(emissiveMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(LIGHTMAP) && LIGHTMAPDIRECTUV == 0\nif (vLightmapInfos.x == 0.)\n{\nvLightmapUV=vec2(lightmapMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvLightmapUV=vec2(lightmapMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(SPECULAR) && defined(SPECULARTERM) && SPECULARDIRECTUV == 0\nif (vSpecularInfos.x == 0.)\n{\nvSpecularUV=vec2(specularMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvSpecularUV=vec2(specularMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(BUMP) && BUMPDIRECTUV == 0\nif (vBumpInfos.x == 0.)\n{\nvBumpUV=vec2(bumpMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvBumpUV=vec2(bumpMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#include<bumpVertex>\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#ifdef VERTEXCOLOR\n\nvColor=color;\n#endif\n#include<pointCloudVertex>\n#include<logDepthVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}\n","defaultPixelShader":"#include<__decl__defaultFragment>\n#if defined(BUMP) || !defined(NORMAL)\n#extension GL_OES_standard_derivatives : enable\n#endif\n#define CUSTOM_FRAGMENT_BEGIN\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\n\n#define RECIPROCAL_PI2 0.15915494\nuniform vec3 vEyePosition;\nuniform vec3 vAmbientColor;\n\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#ifdef MAINUV1\nvarying vec2 vMainUV1;\n#endif\n#ifdef MAINUV2\nvarying vec2 vMainUV2;\n#endif\n\n#include<helperFunctions>\n\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n\n#ifdef DIFFUSE\n#if DIFFUSEDIRECTUV == 1\n#define vDiffuseUV vMainUV1\n#elif DIFFUSEDIRECTUV == 2\n#define vDiffuseUV vMainUV2\n#else\nvarying vec2 vDiffuseUV;\n#endif\nuniform sampler2D diffuseSampler;\n#endif\n#ifdef AMBIENT\n#if AMBIENTDIRECTUV == 1\n#define vAmbientUV vMainUV1\n#elif AMBIENTDIRECTUV == 2\n#define vAmbientUV vMainUV2\n#else\nvarying vec2 vAmbientUV;\n#endif\nuniform sampler2D ambientSampler;\n#endif\n#ifdef OPACITY \n#if OPACITYDIRECTUV == 1\n#define vOpacityUV vMainUV1\n#elif OPACITYDIRECTUV == 2\n#define vOpacityUV vMainUV2\n#else\nvarying vec2 vOpacityUV;\n#endif\nuniform sampler2D opacitySampler;\n#endif\n#ifdef EMISSIVE\n#if EMISSIVEDIRECTUV == 1\n#define vEmissiveUV vMainUV1\n#elif EMISSIVEDIRECTUV == 2\n#define vEmissiveUV vMainUV2\n#else\nvarying vec2 vEmissiveUV;\n#endif\nuniform sampler2D emissiveSampler;\n#endif\n#ifdef LIGHTMAP\n#if LIGHTMAPDIRECTUV == 1\n#define vLightmapUV vMainUV1\n#elif LIGHTMAPDIRECTUV == 2\n#define vLightmapUV vMainUV2\n#else\nvarying vec2 vLightmapUV;\n#endif\nuniform sampler2D lightmapSampler;\n#endif\n#ifdef REFRACTION\n#ifdef REFRACTIONMAP_3D\nuniform samplerCube refractionCubeSampler;\n#else\nuniform sampler2D refraction2DSampler;\n#endif\n#endif\n#if defined(SPECULAR) && defined(SPECULARTERM)\n#if SPECULARDIRECTUV == 1\n#define vSpecularUV vMainUV1\n#elif SPECULARDIRECTUV == 2\n#define vSpecularUV vMainUV2\n#else\nvarying vec2 vSpecularUV;\n#endif\nuniform sampler2D specularSampler;\n#endif\n#ifdef ALPHATEST\nuniform float alphaCutOff;\n#endif\n\n#include<fresnelFunction>\n\n#ifdef REFLECTION\n#ifdef REFLECTIONMAP_3D\nuniform samplerCube reflectionCubeSampler;\n#else\nuniform sampler2D reflection2DSampler;\n#endif\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\n#else\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\n#endif\n#endif\n#include<reflectionFunction>\n#endif\n#include<imageProcessingDeclaration>\n#include<imageProcessingFunctions>\n#include<bumpFragmentFunctions>\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvec3 viewDirectionW=normalize(vEyePosition-vPositionW);\n\nvec4 baseColor=vec4(1.,1.,1.,1.);\nvec3 diffuseColor=vDiffuseColor.rgb;\n\nfloat alpha=vDiffuseColor.a;\n\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3 normalW=normalize(-cross(dFdx(vPositionW),dFdy(vPositionW)));\n#endif\n#include<bumpFragment>\n#ifdef TWOSIDEDLIGHTING\nnormalW=gl_FrontFacing ? normalW : -normalW;\n#endif\n#ifdef DIFFUSE\nbaseColor=texture2D(diffuseSampler,vDiffuseUV+uvOffset);\n#ifdef ALPHATEST\nif (baseColor.a<alphaCutOff)\ndiscard;\n#endif\n#ifdef ALPHAFROMDIFFUSE\nalpha*=baseColor.a;\n#endif\n#define CUSTOM_FRAGMENT_UPDATE_ALPHA\nbaseColor.rgb*=vDiffuseInfos.y;\n#endif\n#include<depthPrePass>\n#ifdef VERTEXCOLOR\nbaseColor.rgb*=vColor.rgb;\n#endif\n#define CUSTOM_FRAGMENT_UPDATE_DIFFUSE\n\nvec3 baseAmbientColor=vec3(1.,1.,1.);\n#ifdef AMBIENT\nbaseAmbientColor=texture2D(ambientSampler,vAmbientUV+uvOffset).rgb*vAmbientInfos.y;\n#endif\n#define CUSTOM_FRAGMENT_BEFORE_LIGHTS\n\n#ifdef SPECULARTERM\nfloat glossiness=vSpecularColor.a;\nvec3 specularColor=vSpecularColor.rgb;\n#ifdef SPECULAR\nvec4 specularMapColor=texture2D(specularSampler,vSpecularUV+uvOffset);\nspecularColor=specularMapColor.rgb;\n#ifdef GLOSSINESS\nglossiness=glossiness*specularMapColor.a;\n#endif\n#endif\n#else\nfloat glossiness=0.;\n#endif\n\nvec3 diffuseBase=vec3(0.,0.,0.);\nlightingInfo info;\n#ifdef SPECULARTERM\nvec3 specularBase=vec3(0.,0.,0.);\n#endif\nfloat shadow=1.;\n#ifdef LIGHTMAP\nvec3 lightmapColor=texture2D(lightmapSampler,vLightmapUV+uvOffset).rgb*vLightmapInfos.y;\n#endif\n#include<lightFragment>[0..maxSimultaneousLights]\n\nvec3 refractionColor=vec3(0.,0.,0.);\n#ifdef REFRACTION\nvec3 refractionVector=normalize(refract(-viewDirectionW,normalW,vRefractionInfos.y));\n#ifdef REFRACTIONMAP_3D\nrefractionVector.y=refractionVector.y*vRefractionInfos.w;\nif (dot(refractionVector,viewDirectionW)<1.0) {\nrefractionColor=textureCube(refractionCubeSampler,refractionVector).rgb;\n}\n#else\nvec3 vRefractionUVW=vec3(refractionMatrix*(view*vec4(vPositionW+refractionVector*vRefractionInfos.z,1.0)));\nvec2 refractionCoords=vRefractionUVW.xy/vRefractionUVW.z;\nrefractionCoords.y=1.0-refractionCoords.y;\nrefractionColor=texture2D(refraction2DSampler,refractionCoords).rgb;\n#endif\n#ifdef IS_REFRACTION_LINEAR\nrefractionColor=toGammaSpace(refractionColor);\n#endif\nrefractionColor*=vRefractionInfos.x;\n#endif\n\nvec3 reflectionColor=vec3(0.,0.,0.);\n#ifdef REFLECTION\nvec3 vReflectionUVW=computeReflectionCoords(vec4(vPositionW,1.0),normalW);\n#ifdef REFLECTIONMAP_3D\n#ifdef ROUGHNESS\nfloat bias=vReflectionInfos.y;\n#ifdef SPECULARTERM\n#ifdef SPECULAR\n#ifdef GLOSSINESS\nbias*=(1.0-specularMapColor.a);\n#endif\n#endif\n#endif\nreflectionColor=textureCube(reflectionCubeSampler,vReflectionUVW,bias).rgb;\n#else\nreflectionColor=textureCube(reflectionCubeSampler,vReflectionUVW).rgb;\n#endif\n#else\nvec2 coords=vReflectionUVW.xy;\n#ifdef REFLECTIONMAP_PROJECTION\ncoords/=vReflectionUVW.z;\n#endif\ncoords.y=1.0-coords.y;\nreflectionColor=texture2D(reflection2DSampler,coords).rgb;\n#endif\n#ifdef IS_REFLECTION_LINEAR\nreflectionColor=toGammaSpace(reflectionColor);\n#endif\nreflectionColor*=vReflectionInfos.x;\n#ifdef REFLECTIONFRESNEL\nfloat reflectionFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,reflectionRightColor.a,reflectionLeftColor.a);\n#ifdef REFLECTIONFRESNELFROMSPECULAR\n#ifdef SPECULARTERM\nreflectionColor*=specularColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*reflectionRightColor.rgb;\n#else\nreflectionColor*=reflectionLeftColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*reflectionRightColor.rgb;\n#endif\n#else\nreflectionColor*=reflectionLeftColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*reflectionRightColor.rgb;\n#endif\n#endif\n#endif\n#ifdef REFRACTIONFRESNEL\nfloat refractionFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,refractionRightColor.a,refractionLeftColor.a);\nrefractionColor*=refractionLeftColor.rgb*(1.0-refractionFresnelTerm)+refractionFresnelTerm*refractionRightColor.rgb;\n#endif\n#ifdef OPACITY\nvec4 opacityMap=texture2D(opacitySampler,vOpacityUV+uvOffset);\n#ifdef OPACITYRGB\nopacityMap.rgb=opacityMap.rgb*vec3(0.3,0.59,0.11);\nalpha*=(opacityMap.x+opacityMap.y+opacityMap.z)* vOpacityInfos.y;\n#else\nalpha*=opacityMap.a*vOpacityInfos.y;\n#endif\n#endif\n#ifdef VERTEXALPHA\nalpha*=vColor.a;\n#endif\n#ifdef OPACITYFRESNEL\nfloat opacityFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,opacityParts.z,opacityParts.w);\nalpha+=opacityParts.x*(1.0-opacityFresnelTerm)+opacityFresnelTerm*opacityParts.y;\n#endif\n\nvec3 emissiveColor=vEmissiveColor;\n#ifdef EMISSIVE\nemissiveColor+=texture2D(emissiveSampler,vEmissiveUV+uvOffset).rgb*vEmissiveInfos.y;\n#endif\n#ifdef EMISSIVEFRESNEL\nfloat emissiveFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,emissiveRightColor.a,emissiveLeftColor.a);\nemissiveColor*=emissiveLeftColor.rgb*(1.0-emissiveFresnelTerm)+emissiveFresnelTerm*emissiveRightColor.rgb;\n#endif\n\n#ifdef DIFFUSEFRESNEL\nfloat diffuseFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,diffuseRightColor.a,diffuseLeftColor.a);\ndiffuseBase*=diffuseLeftColor.rgb*(1.0-diffuseFresnelTerm)+diffuseFresnelTerm*diffuseRightColor.rgb;\n#endif\n\n#ifdef EMISSIVEASILLUMINATION\nvec3 finalDiffuse=clamp(diffuseBase*diffuseColor+vAmbientColor,0.0,1.0)*baseColor.rgb;\n#else\n#ifdef LINKEMISSIVEWITHDIFFUSE\nvec3 finalDiffuse=clamp((diffuseBase+emissiveColor)*diffuseColor+vAmbientColor,0.0,1.0)*baseColor.rgb;\n#else\nvec3 finalDiffuse=clamp(diffuseBase*diffuseColor+emissiveColor+vAmbientColor,0.0,1.0)*baseColor.rgb;\n#endif\n#endif\n#ifdef SPECULARTERM\nvec3 finalSpecular=specularBase*specularColor;\n#ifdef SPECULAROVERALPHA\nalpha=clamp(alpha+dot(finalSpecular,vec3(0.3,0.59,0.11)),0.,1.);\n#endif\n#else\nvec3 finalSpecular=vec3(0.0);\n#endif\n#ifdef REFLECTIONOVERALPHA\nalpha=clamp(alpha+dot(reflectionColor,vec3(0.3,0.59,0.11)),0.,1.);\n#endif\n\n#ifdef EMISSIVEASILLUMINATION\nvec4 color=vec4(clamp(finalDiffuse*baseAmbientColor+finalSpecular+reflectionColor+emissiveColor+refractionColor,0.0,1.0),alpha);\n#else\nvec4 color=vec4(finalDiffuse*baseAmbientColor+finalSpecular+reflectionColor+refractionColor,alpha);\n#endif\n\n#ifdef LIGHTMAP\n#ifndef LIGHTMAPEXCLUDED\n#ifdef USELIGHTMAPASSHADOWMAP\ncolor.rgb*=lightmapColor;\n#else\ncolor.rgb+=lightmapColor;\n#endif\n#endif\n#endif\n#define CUSTOM_FRAGMENT_BEFORE_FOG\ncolor.rgb=max(color.rgb,0.);\n#include<logDepthFragment>\n#include<fogFragment>\n\n\n#ifdef IMAGEPROCESSINGPOSTPROCESS\ncolor.rgb=toLinearSpace(color.rgb);\n#else\n#ifdef IMAGEPROCESSING\ncolor.rgb=toLinearSpace(color.rgb);\ncolor=applyImageProcessing(color);\n#endif\n#endif\n#ifdef PREMULTIPLYALPHA\n\ncolor.rgb*=color.a;\n#endif\n#define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR\ngl_FragColor=color;\n}\n","pbrVertexShader":"precision highp float;\n#include<__decl__pbrVertex>\n\nattribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#ifdef TANGENT\nattribute vec4 tangent;\n#endif\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#ifdef MAINUV1\nvarying vec2 vMainUV1;\n#endif\n#ifdef MAINUV2\nvarying vec2 vMainUV2; \n#endif \n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include<helperFunctions>\n#include<bonesDeclaration>\n\n#include<instancesDeclaration>\n#if defined(ALBEDO) && ALBEDODIRECTUV == 0\nvarying vec2 vAlbedoUV;\n#endif\n#if defined(AMBIENT) && AMBIENTDIRECTUV == 0\nvarying vec2 vAmbientUV;\n#endif\n#if defined(OPACITY) && OPACITYDIRECTUV == 0\nvarying vec2 vOpacityUV;\n#endif\n#if defined(EMISSIVE) && EMISSIVEDIRECTUV == 0\nvarying vec2 vEmissiveUV;\n#endif\n#if defined(LIGHTMAP) && LIGHTMAPDIRECTUV == 0\nvarying vec2 vLightmapUV;\n#endif\n#if defined(REFLECTIVITY) && REFLECTIVITYDIRECTUV == 0\nvarying vec2 vReflectivityUV;\n#endif\n#if defined(MICROSURFACEMAP) && MICROSURFACEMAPDIRECTUV == 0\nvarying vec2 vMicroSurfaceSamplerUV;\n#endif\n#if defined(BUMP) && BUMPDIRECTUV == 0\nvarying vec2 vBumpUV;\n#endif\n\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\nvarying vec3 vEnvironmentIrradiance;\n#include<harmonicsFunctions>\n#endif\n#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#include<bumpVertexDeclaration>\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\n#endif\n#include<logDepthDeclaration>\nvoid main(void) {\nvec3 positionUpdated=position;\n#ifdef NORMAL\nvec3 normalUpdated=normal;\n#endif\n#ifdef TANGENT\nvec4 tangentUpdated=tangent;\n#endif\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\n#ifdef REFLECTIONMAP_SKYBOX_TRANSFORMED\nvPositionUVW=(reflectionMatrix*vec4(positionUpdated,1.0)).xyz;\n#else\nvPositionUVW=positionUpdated;\n#endif\n#endif \n#include<instancesVertex>\n#include<bonesVertex>\ngl_Position=viewProjection*finalWorld*vec4(positionUpdated,1.0);\nvec4 worldPos=finalWorld*vec4(positionUpdated,1.0);\nvPositionW=vec3(worldPos);\n#ifdef NORMAL\nmat3 normalWorld=mat3(finalWorld);\n#ifdef NONUNIFORMSCALING\nnormalWorld=transposeMat3(inverseMat3(normalWorld));\n#endif\nvNormalW=normalize(normalWorld*normalUpdated);\n#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\nvec3 reflectionVector=vec3(reflectionMatrix*vec4(vNormalW,0)).xyz;\n#ifdef REFLECTIONMAP_OPPOSITEZ\nreflectionVector.z*=-1.0;\n#endif\nvEnvironmentIrradiance=environmentIrradianceJones(reflectionVector);\n#endif\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvDirectionW=normalize(vec3(finalWorld*vec4(positionUpdated,0.0)));\n#endif\n\n#ifndef UV1\nvec2 uv=vec2(0.,0.);\n#endif\n#ifndef UV2\nvec2 uv2=vec2(0.,0.);\n#endif\n#ifdef MAINUV1\nvMainUV1=uv;\n#endif \n#ifdef MAINUV2\nvMainUV2=uv2;\n#endif \n#if defined(ALBEDO) && ALBEDODIRECTUV == 0 \nif (vAlbedoInfos.x == 0.)\n{\nvAlbedoUV=vec2(albedoMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvAlbedoUV=vec2(albedoMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(AMBIENT) && AMBIENTDIRECTUV == 0 \nif (vAmbientInfos.x == 0.)\n{\nvAmbientUV=vec2(ambientMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvAmbientUV=vec2(ambientMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(OPACITY) && OPACITYDIRECTUV == 0 \nif (vOpacityInfos.x == 0.)\n{\nvOpacityUV=vec2(opacityMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvOpacityUV=vec2(opacityMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(EMISSIVE) && EMISSIVEDIRECTUV == 0 \nif (vEmissiveInfos.x == 0.)\n{\nvEmissiveUV=vec2(emissiveMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvEmissiveUV=vec2(emissiveMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(LIGHTMAP) && LIGHTMAPDIRECTUV == 0 \nif (vLightmapInfos.x == 0.)\n{\nvLightmapUV=vec2(lightmapMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvLightmapUV=vec2(lightmapMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(REFLECTIVITY) && REFLECTIVITYDIRECTUV == 0 \nif (vReflectivityInfos.x == 0.)\n{\nvReflectivityUV=vec2(reflectivityMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvReflectivityUV=vec2(reflectivityMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(MICROSURFACEMAP) && MICROSURFACEMAPDIRECTUV == 0 \nif (vMicroSurfaceSamplerInfos.x == 0.)\n{\nvMicroSurfaceSamplerUV=vec2(microSurfaceSamplerMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvMicroSurfaceSamplerUV=vec2(microSurfaceSamplerMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(BUMP) && BUMPDIRECTUV == 0 \nif (vBumpInfos.x == 0.)\n{\nvBumpUV=vec2(bumpMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvBumpUV=vec2(bumpMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n\n#include<bumpVertex>\n\n#include<clipPlaneVertex>\n\n#include<fogVertex>\n\n#include<shadowsVertex>[0..maxSimultaneousLights]\n\n#ifdef VERTEXCOLOR\nvColor=color;\n#endif\n\n#ifdef POINTSIZE\ngl_PointSize=pointSize;\n#endif\n\n#include<logDepthVertex>\n}","pbrPixelShader":"#if defined(BUMP) || !defined(NORMAL) || defined(FORCENORMALFORWARD) || defined(SPECULARAA)\n#extension GL_OES_standard_derivatives : enable\n#endif\n#ifdef LODBASEDMICROSFURACE\n#extension GL_EXT_shader_texture_lod : enable\n#endif\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\nprecision highp float;\n#include<__decl__pbrFragment>\nuniform vec4 vEyePosition;\nuniform vec3 vAmbientColor;\nuniform vec4 vCameraInfos;\n\nvarying vec3 vPositionW;\n#ifdef MAINUV1\nvarying vec2 vMainUV1;\n#endif \n#ifdef MAINUV2 \nvarying vec2 vMainUV2;\n#endif \n#ifdef NORMAL\nvarying vec3 vNormalW;\n#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\nvarying vec3 vEnvironmentIrradiance;\n#endif\n#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n\n#ifdef ALBEDO\n#if ALBEDODIRECTUV == 1\n#define vAlbedoUV vMainUV1\n#elif ALBEDODIRECTUV == 2\n#define vAlbedoUV vMainUV2\n#else\nvarying vec2 vAlbedoUV;\n#endif\nuniform sampler2D albedoSampler;\n#endif\n#ifdef AMBIENT\n#if AMBIENTDIRECTUV == 1\n#define vAmbientUV vMainUV1\n#elif AMBIENTDIRECTUV == 2\n#define vAmbientUV vMainUV2\n#else\nvarying vec2 vAmbientUV;\n#endif\nuniform sampler2D ambientSampler;\n#endif\n#ifdef OPACITY\n#if OPACITYDIRECTUV == 1\n#define vOpacityUV vMainUV1\n#elif OPACITYDIRECTUV == 2\n#define vOpacityUV vMainUV2\n#else\nvarying vec2 vOpacityUV;\n#endif\nuniform sampler2D opacitySampler;\n#endif\n#ifdef EMISSIVE\n#if EMISSIVEDIRECTUV == 1\n#define vEmissiveUV vMainUV1\n#elif EMISSIVEDIRECTUV == 2\n#define vEmissiveUV vMainUV2\n#else\nvarying vec2 vEmissiveUV;\n#endif\nuniform sampler2D emissiveSampler;\n#endif\n#ifdef LIGHTMAP\n#if LIGHTMAPDIRECTUV == 1\n#define vLightmapUV vMainUV1\n#elif LIGHTMAPDIRECTUV == 2\n#define vLightmapUV vMainUV2\n#else\nvarying vec2 vLightmapUV;\n#endif\nuniform sampler2D lightmapSampler;\n#endif\n#ifdef REFLECTIVITY\n#if REFLECTIVITYDIRECTUV == 1\n#define vReflectivityUV vMainUV1\n#elif REFLECTIVITYDIRECTUV == 2\n#define vReflectivityUV vMainUV2\n#else\nvarying vec2 vReflectivityUV;\n#endif\nuniform sampler2D reflectivitySampler;\n#endif\n#ifdef MICROSURFACEMAP\n#if MICROSURFACEMAPDIRECTUV == 1\n#define vMicroSurfaceSamplerUV vMainUV1\n#elif MICROSURFACEMAPDIRECTUV == 2\n#define vMicroSurfaceSamplerUV vMainUV2\n#else\nvarying vec2 vMicroSurfaceSamplerUV;\n#endif\nuniform sampler2D microSurfaceSampler;\n#endif\n\n#ifdef REFRACTION\n#ifdef REFRACTIONMAP_3D\n#define sampleRefraction(s,c) textureCube(s,c)\nuniform samplerCube refractionSampler;\n#ifdef LODBASEDMICROSFURACE\n#define sampleRefractionLod(s,c,l) textureCubeLodEXT(s,c,l)\n#else\nuniform samplerCube refractionSamplerLow;\nuniform samplerCube refractionSamplerHigh;\n#endif\n#else\n#define sampleRefraction(s,c) texture2D(s,c)\nuniform sampler2D refractionSampler;\n#ifdef LODBASEDMICROSFURACE\n#define sampleRefractionLod(s,c,l) texture2DLodEXT(s,c,l)\n#else\nuniform samplerCube refractionSamplerLow;\nuniform samplerCube refractionSamplerHigh;\n#endif\n#endif\n#endif\n\n#ifdef REFLECTION\n#ifdef REFLECTIONMAP_3D\n#define sampleReflection(s,c) textureCube(s,c)\nuniform samplerCube reflectionSampler;\n#ifdef LODBASEDMICROSFURACE\n#define sampleReflectionLod(s,c,l) textureCubeLodEXT(s,c,l)\n#else\nuniform samplerCube reflectionSamplerLow;\nuniform samplerCube reflectionSamplerHigh;\n#endif\n#else\n#define sampleReflection(s,c) texture2D(s,c)\nuniform sampler2D reflectionSampler;\n#ifdef LODBASEDMICROSFURACE\n#define sampleReflectionLod(s,c,l) texture2DLodEXT(s,c,l)\n#else\nuniform samplerCube reflectionSamplerLow;\nuniform samplerCube reflectionSamplerHigh;\n#endif\n#endif\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\n#else\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\n#endif\n#endif\n#include<reflectionFunction>\n#endif\n#ifdef ENVIRONMENTBRDF\nuniform sampler2D environmentBrdfSampler;\n#endif\n\n#ifndef FROMLINEARSPACE\n#define FROMLINEARSPACE;\n#endif\n#include<imageProcessingDeclaration>\n#include<helperFunctions>\n#include<imageProcessingFunctions>\n\n#include<shadowsFragmentFunctions>\n#include<pbrFunctions>\n#include<harmonicsFunctions>\n#include<pbrLightFunctions>\n#include<bumpFragmentFunctions>\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n\n#include<fogFragmentDeclaration>\nvoid main(void) {\n#include<clipPlaneFragment>\n\n\nvec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3 normalW=normalize(cross(dFdx(vPositionW),dFdy(vPositionW)))*vEyePosition.w;\n#endif\n#include<bumpFragment>\n#ifdef SPECULARAA\nvec3 nDfdx=dFdx(normalW.xyz);\nvec3 nDfdy=dFdy(normalW.xyz);\nfloat slopeSquare=max(dot(nDfdx,nDfdx),dot(nDfdy,nDfdy));\n\nfloat geometricRoughnessFactor=pow(clamp(slopeSquare ,0.,1.),0.333);\n\nfloat geometricAlphaGFactor=sqrt(slopeSquare);\n#else\nfloat geometricRoughnessFactor=0.;\n#endif\n#if defined(FORCENORMALFORWARD) && defined(NORMAL)\nvec3 faceNormal=normalize(cross(dFdx(vPositionW),dFdy(vPositionW)))*vEyePosition.w;\n#if defined(TWOSIDEDLIGHTING)\nfaceNormal=gl_FrontFacing ? faceNormal : -faceNormal;\n#endif\nnormalW*=sign(dot(normalW,faceNormal));\n#endif\n#if defined(TWOSIDEDLIGHTING) && defined(NORMAL)\nnormalW=gl_FrontFacing ? normalW : -normalW;\n#endif\n\n\nvec3 surfaceAlbedo=vAlbedoColor.rgb;\n\nfloat alpha=vAlbedoColor.a;\n#ifdef ALBEDO\nvec4 albedoTexture=texture2D(albedoSampler,vAlbedoUV+uvOffset);\n#if defined(ALPHAFROMALBEDO) || defined(ALPHATEST)\nalpha*=albedoTexture.a;\n#endif\nsurfaceAlbedo*=toLinearSpace(albedoTexture.rgb);\nsurfaceAlbedo*=vAlbedoInfos.y;\n#endif\n\n#ifdef OPACITY\nvec4 opacityMap=texture2D(opacitySampler,vOpacityUV+uvOffset);\n#ifdef OPACITYRGB\nalpha=getLuminance(opacityMap.rgb);\n#else\nalpha*=opacityMap.a;\n#endif\nalpha*=vOpacityInfos.y;\n#endif\n#ifdef VERTEXALPHA\nalpha*=vColor.a;\n#endif\n#if !defined(LINKREFRACTIONTOTRANSPARENCY) && !defined(ALPHAFRESNEL)\n#ifdef ALPHATEST\nif (alpha<ALPHATESTVALUE)\ndiscard;\n#ifndef ALPHABLEND\n\nalpha=1.0;\n#endif\n#endif\n#endif\n#include<depthPrePass>\n#ifdef VERTEXCOLOR\nsurfaceAlbedo*=vColor.rgb;\n#endif\n\nvec3 ambientOcclusionColor=vec3(1.,1.,1.);\n#ifdef AMBIENT\nvec3 ambientOcclusionColorMap=texture2D(ambientSampler,vAmbientUV+uvOffset).rgb*vAmbientInfos.y;\n#ifdef AMBIENTINGRAYSCALE\nambientOcclusionColorMap=vec3(ambientOcclusionColorMap.r,ambientOcclusionColorMap.r,ambientOcclusionColorMap.r);\n#endif\nambientOcclusionColor=mix(ambientOcclusionColor,ambientOcclusionColorMap,vAmbientInfos.z);\n#endif\n#ifdef UNLIT\nvec3 diffuseBase=vec3(1.,1.,1.);\n#else\n\nfloat microSurface=vReflectivityColor.a;\nvec3 surfaceReflectivityColor=vReflectivityColor.rgb;\n#ifdef METALLICWORKFLOW\nvec2 metallicRoughness=surfaceReflectivityColor.rg;\n#ifdef REFLECTIVITY\nvec4 surfaceMetallicColorMap=texture2D(reflectivitySampler,vReflectivityUV+uvOffset);\n#ifdef AOSTOREINMETALMAPRED\nvec3 aoStoreInMetalMap=vec3(surfaceMetallicColorMap.r,surfaceMetallicColorMap.r,surfaceMetallicColorMap.r);\nambientOcclusionColor=mix(ambientOcclusionColor,aoStoreInMetalMap,vReflectivityInfos.z);\n#endif\n#ifdef METALLNESSSTOREINMETALMAPBLUE\nmetallicRoughness.r*=surfaceMetallicColorMap.b;\n#else\nmetallicRoughness.r*=surfaceMetallicColorMap.r;\n#endif\n#ifdef ROUGHNESSSTOREINMETALMAPALPHA\nmetallicRoughness.g*=surfaceMetallicColorMap.a;\n#else\n#ifdef ROUGHNESSSTOREINMETALMAPGREEN\nmetallicRoughness.g*=surfaceMetallicColorMap.g;\n#endif\n#endif\n#endif\n#ifdef MICROSURFACEMAP\nvec4 microSurfaceTexel=texture2D(microSurfaceSampler,vMicroSurfaceSamplerUV+uvOffset)*vMicroSurfaceSamplerInfos.y;\nmetallicRoughness.g*=microSurfaceTexel.r;\n#endif\n\nmicroSurface=1.0-metallicRoughness.g;\n\nvec3 baseColor=surfaceAlbedo;\n\n\nconst vec3 DefaultSpecularReflectanceDielectric=vec3(0.04,0.04,0.04);\n\nsurfaceAlbedo=mix(baseColor.rgb*(1.0-DefaultSpecularReflectanceDielectric.r),vec3(0.,0.,0.),metallicRoughness.r);\n\nsurfaceReflectivityColor=mix(DefaultSpecularReflectanceDielectric,baseColor,metallicRoughness.r);\n#else\n#ifdef REFLECTIVITY\nvec4 surfaceReflectivityColorMap=texture2D(reflectivitySampler,vReflectivityUV+uvOffset);\nsurfaceReflectivityColor*=toLinearSpace(surfaceReflectivityColorMap.rgb);\nsurfaceReflectivityColor*=vReflectivityInfos.y;\n#ifdef MICROSURFACEFROMREFLECTIVITYMAP\nmicroSurface*=surfaceReflectivityColorMap.a;\nmicroSurface*=vReflectivityInfos.z;\n#else\n#ifdef MICROSURFACEAUTOMATIC\nmicroSurface*=computeDefaultMicroSurface(microSurface,surfaceReflectivityColor);\n#endif\n#ifdef MICROSURFACEMAP\nvec4 microSurfaceTexel=texture2D(microSurfaceSampler,vMicroSurfaceSamplerUV+uvOffset)*vMicroSurfaceSamplerInfos.y;\nmicroSurface*=microSurfaceTexel.r;\n#endif\n#endif\n#endif\n#endif\n\nmicroSurface=clamp(microSurface,0.,1.);\n\nfloat roughness=1.-microSurface;\n\n#ifdef ALPHAFRESNEL\n#if defined(ALPHATEST) || defined(ALPHABLEND)\n\n\n\nfloat opacityPerceptual=alpha;\n#ifdef LINEARALPHAFRESNEL\nfloat opacity0=opacityPerceptual;\n#else\nfloat opacity0=opacityPerceptual*opacityPerceptual;\n#endif\nfloat opacity90=fresnelGrazingReflectance(opacity0);\nvec3 normalForward=faceforward(normalW,-viewDirectionW,normalW);\n\nalpha=fresnelSchlickEnvironmentGGX(clamp(dot(viewDirectionW,normalForward),0.0,1.0),vec3(opacity0),vec3(opacity90),sqrt(microSurface)).x;\n#ifdef ALPHATEST\nif (alpha<ALPHATESTVALUE)\ndiscard;\n#ifndef ALPHABLEND\n\nalpha=1.0;\n#endif\n#endif\n#endif\n#endif\n\n\nfloat NdotVUnclamped=dot(normalW,viewDirectionW);\nfloat NdotV=clamp(NdotVUnclamped,0.,1.)+0.00001;\nfloat alphaG=convertRoughnessToAverageSlope(roughness);\n#ifdef SPECULARAA\n\n\nalphaG+=(0.75*geometricAlphaGFactor);\n#endif\n\n#ifdef REFRACTION\nvec4 environmentRefraction=vec4(0.,0.,0.,0.);\nvec3 refractionVector=refract(-viewDirectionW,normalW,vRefractionInfos.y);\n#ifdef REFRACTIONMAP_OPPOSITEZ\nrefractionVector.z*=-1.0;\n#endif\n\n#ifdef REFRACTIONMAP_3D\nrefractionVector.y=refractionVector.y*vRefractionInfos.w;\nvec3 refractionCoords=refractionVector;\nrefractionCoords=vec3(refractionMatrix*vec4(refractionCoords,0));\n#else\nvec3 vRefractionUVW=vec3(refractionMatrix*(view*vec4(vPositionW+refractionVector*vRefractionInfos.z,1.0)));\nvec2 refractionCoords=vRefractionUVW.xy/vRefractionUVW.z;\nrefractionCoords.y=1.0-refractionCoords.y;\n#endif\n#ifdef LODINREFRACTIONALPHA\nfloat refractionLOD=getLodFromAlphaG(vRefractionMicrosurfaceInfos.x,alphaG,NdotVUnclamped);\n#else\nfloat refractionLOD=getLodFromAlphaG(vRefractionMicrosurfaceInfos.x,alphaG,1.0);\n#endif\n#ifdef LODBASEDMICROSFURACE\n\nrefractionLOD=refractionLOD*vRefractionMicrosurfaceInfos.y+vRefractionMicrosurfaceInfos.z;\n#ifdef LODINREFRACTIONALPHA\n\n\n\n\n\n\n\n\n\nfloat automaticRefractionLOD=UNPACK_LOD(sampleRefraction(refractionSampler,refractionCoords).a);\nfloat requestedRefractionLOD=max(automaticRefractionLOD,refractionLOD);\n#else\nfloat requestedRefractionLOD=refractionLOD;\n#endif\nenvironmentRefraction=sampleRefractionLod(refractionSampler,refractionCoords,requestedRefractionLOD);\n#else\nfloat lodRefractionNormalized=clamp(refractionLOD/log2(vRefractionMicrosurfaceInfos.x),0.,1.);\nfloat lodRefractionNormalizedDoubled=lodRefractionNormalized*2.0;\nvec4 environmentRefractionMid=sampleRefraction(refractionSampler,refractionCoords);\nif(lodRefractionNormalizedDoubled<1.0){\nenvironmentRefraction=mix(\nsampleRefraction(refractionSamplerHigh,refractionCoords),\nenvironmentRefractionMid,\nlodRefractionNormalizedDoubled\n);\n}else{\nenvironmentRefraction=mix(\nenvironmentRefractionMid,\nsampleRefraction(refractionSamplerLow,refractionCoords),\nlodRefractionNormalizedDoubled-1.0\n);\n}\n#endif\n#ifdef RGBDREFRACTION\nenvironmentRefraction.rgb=fromRGBD(environmentRefraction);\n#endif\n#ifdef GAMMAREFRACTION\nenvironmentRefraction.rgb=toLinearSpace(environmentRefraction.rgb);\n#endif\n\nenvironmentRefraction.rgb*=vRefractionInfos.x;\n#endif\n\n#ifdef REFLECTION\nvec4 environmentRadiance=vec4(0.,0.,0.,0.);\nvec3 environmentIrradiance=vec3(0.,0.,0.);\nvec3 reflectionVector=computeReflectionCoords(vec4(vPositionW,1.0),normalW);\n#ifdef REFLECTIONMAP_OPPOSITEZ\nreflectionVector.z*=-1.0;\n#endif\n\n#ifdef REFLECTIONMAP_3D\nvec3 reflectionCoords=reflectionVector;\n#else\nvec2 reflectionCoords=reflectionVector.xy;\n#ifdef REFLECTIONMAP_PROJECTION\nreflectionCoords/=reflectionVector.z;\n#endif\nreflectionCoords.y=1.0-reflectionCoords.y;\n#endif\n#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)\nfloat reflectionLOD=getLodFromAlphaG(vReflectionMicrosurfaceInfos.x,alphaG,NdotVUnclamped);\n#else\nfloat reflectionLOD=getLodFromAlphaG(vReflectionMicrosurfaceInfos.x,alphaG,1.);\n#endif\n#ifdef LODBASEDMICROSFURACE\n\nreflectionLOD=reflectionLOD*vReflectionMicrosurfaceInfos.y+vReflectionMicrosurfaceInfos.z;\n#ifdef LODINREFLECTIONALPHA\n\n\n\n\n\n\n\n\n\nfloat automaticReflectionLOD=UNPACK_LOD(sampleReflection(reflectionSampler,reflectionCoords).a);\nfloat requestedReflectionLOD=max(automaticReflectionLOD,reflectionLOD);\n#else\nfloat requestedReflectionLOD=reflectionLOD;\n#endif\nenvironmentRadiance=sampleReflectionLod(reflectionSampler,reflectionCoords,requestedReflectionLOD);\n#else\nfloat lodReflectionNormalized=clamp(reflectionLOD/log2(vReflectionMicrosurfaceInfos.x),0.,1.);\nfloat lodReflectionNormalizedDoubled=lodReflectionNormalized*2.0;\nvec4 environmentSpecularMid=sampleReflection(reflectionSampler,reflectionCoords);\nif(lodReflectionNormalizedDoubled<1.0){\nenvironmentRadiance=mix(\nsampleReflection(reflectionSamplerHigh,reflectionCoords),\nenvironmentSpecularMid,\nlodReflectionNormalizedDoubled\n);\n}else{\nenvironmentRadiance=mix(\nenvironmentSpecularMid,\nsampleReflection(reflectionSamplerLow,reflectionCoords),\nlodReflectionNormalizedDoubled-1.0\n);\n}\n#endif\n#ifdef RGBDREFLECTION\nenvironmentRadiance.rgb=fromRGBD(environmentRadiance);\n#endif\n#ifdef GAMMAREFLECTION\nenvironmentRadiance.rgb=toLinearSpace(environmentRadiance.rgb);\n#endif\n\n#ifdef USESPHERICALFROMREFLECTIONMAP\n#if defined(NORMAL) && defined(USESPHERICALINVERTEX)\nenvironmentIrradiance=vEnvironmentIrradiance;\n#else\nvec3 irradianceVector=vec3(reflectionMatrix*vec4(normalW,0)).xyz;\n#ifdef REFLECTIONMAP_OPPOSITEZ\nirradianceVector.z*=-1.0;\n#endif\nenvironmentIrradiance=environmentIrradianceJones(irradianceVector);\n#endif\n#endif\n\nenvironmentRadiance.rgb*=vReflectionInfos.x;\nenvironmentRadiance.rgb*=vReflectionColor.rgb;\nenvironmentIrradiance*=vReflectionColor.rgb;\n#endif\n\n\n\nfloat reflectance=max(max(surfaceReflectivityColor.r,surfaceReflectivityColor.g),surfaceReflectivityColor.b);\nfloat reflectance90=fresnelGrazingReflectance(reflectance);\nvec3 specularEnvironmentR0=surfaceReflectivityColor.rgb;\nvec3 specularEnvironmentR90=vec3(1.0,1.0,1.0)*reflectance90;\n\nvec3 diffuseBase=vec3(0.,0.,0.);\n#ifdef SPECULARTERM\nvec3 specularBase=vec3(0.,0.,0.);\n#endif\n#ifdef LIGHTMAP\nvec3 lightmapColor=texture2D(lightmapSampler,vLightmapUV+uvOffset).rgb;\n#ifdef GAMMALIGHTMAP\nlightmapColor=toLinearSpace(lightmapColor);\n#endif\nlightmapColor*=vLightmapInfos.y;\n#endif\nlightingInfo info;\npointLightingInfo pointInfo;\nspotLightingInfo spotInfo;\nfloat shadow=1.; \nfloat NdotL=-1.;\n#include<lightFragment>[0..maxSimultaneousLights]\n\n#if defined(ENVIRONMENTBRDF) && !defined(REFLECTIONMAP_SKYBOX)\n\nvec2 brdfSamplerUV=vec2(NdotV,roughness);\n\nvec4 environmentBrdf=texture2D(environmentBrdfSampler,brdfSamplerUV);\nvec3 specularEnvironmentReflectance=specularEnvironmentR0*environmentBrdf.x+environmentBrdf.y;\n#ifdef RADIANCEOCCLUSION\n#ifdef AMBIENTINGRAYSCALE\nfloat ambientMonochrome=ambientOcclusionColor.r;\n#else\nfloat ambientMonochrome=getLuminance(ambientOcclusionColor);\n#endif\nfloat seo=environmentRadianceOcclusion(ambientMonochrome,NdotVUnclamped);\nspecularEnvironmentReflectance*=seo;\n#endif\n#ifdef HORIZONOCCLUSION\n#ifdef BUMP\n#ifdef REFLECTIONMAP_3D\nfloat eho=environmentHorizonOcclusion(-viewDirectionW,normalW);\nspecularEnvironmentReflectance*=eho;\n#endif\n#endif\n#endif\n#else\n\nvec3 specularEnvironmentReflectance=fresnelSchlickEnvironmentGGX(NdotV,specularEnvironmentR0,specularEnvironmentR90,sqrt(microSurface));\n#endif\n\n#ifdef REFRACTION\nvec3 refractance=vec3(0.0,0.0,0.0);\nvec3 transmission=vec3(1.0,1.0,1.0);\n#ifdef LINKREFRACTIONTOTRANSPARENCY\n\ntransmission*=(1.0-alpha);\n\n\nvec3 mixedAlbedo=surfaceAlbedo;\nfloat maxChannel=max(max(mixedAlbedo.r,mixedAlbedo.g),mixedAlbedo.b);\nvec3 tint=clamp(maxChannel*mixedAlbedo,0.0,1.0);\n\nsurfaceAlbedo*=alpha;\n\nenvironmentIrradiance*=alpha;\n\nenvironmentRefraction.rgb*=tint;\n\nalpha=1.0;\n#endif\n\nvec3 bounceSpecularEnvironmentReflectance=(2.0*specularEnvironmentReflectance)/(1.0+specularEnvironmentReflectance);\nspecularEnvironmentReflectance=mix(bounceSpecularEnvironmentReflectance,specularEnvironmentReflectance,alpha);\n\ntransmission*=1.0-specularEnvironmentReflectance;\n\nrefractance=transmission;\n#endif\n\n\n\n\nsurfaceAlbedo.rgb=(1.-reflectance)*surfaceAlbedo.rgb;\n\n#ifdef REFLECTION\nvec3 finalIrradiance=environmentIrradiance;\nfinalIrradiance*=surfaceAlbedo.rgb;\n#endif\n\n#ifdef SPECULARTERM\nvec3 finalSpecular=specularBase;\nfinalSpecular=max(finalSpecular,0.0);\n\nvec3 finalSpecularScaled=finalSpecular*vLightingIntensity.x*vLightingIntensity.w;\n#endif\n\n#ifdef REFLECTION\nvec3 finalRadiance=environmentRadiance.rgb;\nfinalRadiance*=specularEnvironmentReflectance;\n\nvec3 finalRadianceScaled=finalRadiance*vLightingIntensity.z;\n#endif\n\n#ifdef REFRACTION\nvec3 finalRefraction=environmentRefraction.rgb;\nfinalRefraction*=refractance;\n#endif\n\n#ifdef ALPHABLEND\nfloat luminanceOverAlpha=0.0;\n#if defined(REFLECTION) && defined(RADIANCEOVERALPHA)\nluminanceOverAlpha+=getLuminance(finalRadianceScaled);\n#endif\n#if defined(SPECULARTERM) && defined(SPECULAROVERALPHA)\nluminanceOverAlpha+=getLuminance(finalSpecularScaled);\n#endif\n#if defined(RADIANCEOVERALPHA) || defined(SPECULAROVERALPHA)\nalpha=clamp(alpha+luminanceOverAlpha*luminanceOverAlpha,0.,1.);\n#endif\n#endif\n#endif\n\nvec3 finalDiffuse=diffuseBase;\nfinalDiffuse.rgb+=vAmbientColor;\nfinalDiffuse*=surfaceAlbedo.rgb;\nfinalDiffuse=max(finalDiffuse,0.0);\n\nvec3 finalEmissive=vEmissiveColor;\n#ifdef EMISSIVE\nvec3 emissiveColorTex=texture2D(emissiveSampler,vEmissiveUV+uvOffset).rgb;\nfinalEmissive*=toLinearSpace(emissiveColorTex.rgb);\nfinalEmissive*=vEmissiveInfos.y;\n#endif\n\n#ifdef AMBIENT\nvec3 ambientOcclusionForDirectDiffuse=mix(vec3(1.),ambientOcclusionColor,vAmbientInfos.w);\n#else\nvec3 ambientOcclusionForDirectDiffuse=ambientOcclusionColor;\n#endif\n\n\n\nvec4 finalColor=vec4(\nfinalDiffuse*ambientOcclusionForDirectDiffuse*vLightingIntensity.x +\n#ifndef UNLIT\n#ifdef REFLECTION\nfinalIrradiance*ambientOcclusionColor*vLightingIntensity.z +\n#endif\n#ifdef SPECULARTERM\n\n\nfinalSpecularScaled +\n#endif\n#ifdef REFLECTION\n\n\nfinalRadianceScaled +\n#endif\n#ifdef REFRACTION\nfinalRefraction*vLightingIntensity.z +\n#endif\n#endif\nfinalEmissive*vLightingIntensity.y,\nalpha);\n\n#ifdef LIGHTMAP\n#ifndef LIGHTMAPEXCLUDED\n#ifdef USELIGHTMAPASSHADOWMAP\nfinalColor.rgb*=lightmapColor;\n#else\nfinalColor.rgb+=lightmapColor;\n#endif\n#endif\n#endif\n\nfinalColor=max(finalColor,0.0);\n#include<logDepthFragment>\n#include<fogFragment>(color,finalColor)\n#ifdef IMAGEPROCESSINGPOSTPROCESS\n\n\nfinalColor.rgb=clamp(finalColor.rgb,0.,30.0);\n#else\n\nfinalColor=applyImageProcessing(finalColor);\n#endif\n#ifdef PREMULTIPLYALPHA\n\nfinalColor.rgb*=finalColor.a;\n#endif\ngl_FragColor=finalColor;\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n}\n","rgbdEncodePixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n#include<helperFunctions>\nvoid main(void) \n{\ngl_FragColor=toRGBD(texture2D(textureSampler,vUV).rgb);\n}","rgbdDecodePixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n#include<helperFunctions>\nvoid main(void) \n{\ngl_FragColor=vec4(fromRGBD(texture2D(textureSampler,vUV)),1.0);\n}","spritesVertexShader":"\nattribute vec4 position;\nattribute vec4 options;\nattribute vec4 cellInfo;\nattribute vec4 color;\n\nuniform vec2 textureInfos;\nuniform mat4 view;\nuniform mat4 projection;\n\nvarying vec2 vUV;\nvarying vec4 vColor;\n#include<fogVertexDeclaration>\nvoid main(void) { \nvec3 viewPos=(view*vec4(position.xyz,1.0)).xyz; \nvec2 cornerPos;\nfloat angle=position.w;\nvec2 size=vec2(options.x,options.y);\nvec2 offset=options.zw;\nvec2 uvScale=textureInfos.xy;\ncornerPos=vec2(offset.x-0.5,offset.y-0.5)*size;\n\nvec3 rotatedCorner;\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);\nrotatedCorner.y=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);\nrotatedCorner.z=0.;\n\nviewPos+=rotatedCorner;\ngl_Position=projection*vec4(viewPos,1.0); \n\nvColor=color;\n\nvec2 uvOffset=vec2(abs(offset.x-cellInfo.x),1.0-abs(offset.y-cellInfo.y));\nvUV=(uvOffset+cellInfo.zw)*uvScale;\n\n#ifdef FOG\nvFogDistance=viewPos;\n#endif\n}","spritesPixelShader":"uniform bool alphaTest;\nvarying vec4 vColor;\n\nvarying vec2 vUV;\nuniform sampler2D diffuseSampler;\n\n#include<fogFragmentDeclaration>\nvoid main(void) {\nvec4 color=texture2D(diffuseSampler,vUV);\nif (alphaTest) \n{\nif (color.a<0.95)\ndiscard;\n}\ncolor*=vColor;\n#include<fogFragment>\ngl_FragColor=color;\n}","particlesVertexShader":"\nattribute vec3 position;\nattribute vec4 color;\nattribute float angle;\nattribute vec2 size;\n#ifdef ANIMATESHEET \nattribute float cellIndex;\n#endif\n#ifndef BILLBOARD \nattribute vec3 direction;\n#endif\n#ifdef BILLBOARDSTRETCHED\nattribute vec3 direction; \n#endif\n#ifdef RAMPGRADIENT\nattribute vec4 remapData;\n#endif\nattribute vec2 offset;\n\nuniform mat4 view;\nuniform mat4 projection;\nuniform vec2 translationPivot;\n#ifdef ANIMATESHEET \nuniform vec3 particlesInfos; \n#endif\n\nvarying vec2 vUV;\nvarying vec4 vColor;\n#ifdef RAMPGRADIENT\nvarying vec4 remapRanges;\n#endif\n#if defined(CLIPPLANE) || defined(CLIPPLANE2) || defined(CLIPPLANE3) || defined(CLIPPLANE4)\nuniform mat4 invView;\n#endif\n#include<clipPlaneVertexDeclaration>\n#ifdef BILLBOARD\nuniform vec3 eyePosition; \n#endif\nvec3 rotate(vec3 yaxis,vec3 rotatedCorner) {\nvec3 xaxis=normalize(cross(vec3(0.,1.0,0.),yaxis));\nvec3 zaxis=normalize(cross(yaxis,xaxis));\nvec3 row0=vec3(xaxis.x,xaxis.y,xaxis.z);\nvec3 row1=vec3(yaxis.x,yaxis.y,yaxis.z);\nvec3 row2=vec3(zaxis.x,zaxis.y,zaxis.z);\nmat3 rotMatrix=mat3(row0,row1,row2);\nvec3 alignedCorner=rotMatrix*rotatedCorner;\nreturn position+alignedCorner; \n}\n#ifdef BILLBOARDSTRETCHED\nvec3 rotateAlign(vec3 toCamera,vec3 rotatedCorner) {\nvec3 normalizedToCamera=normalize(toCamera);\nvec3 normalizedCrossDirToCamera=normalize(cross(normalize(direction),normalizedToCamera));\nvec3 crossProduct=normalize(cross(normalizedToCamera,normalizedCrossDirToCamera));\nvec3 row0=vec3(normalizedCrossDirToCamera.x,normalizedCrossDirToCamera.y,normalizedCrossDirToCamera.z);\nvec3 row1=vec3(crossProduct.x,crossProduct.y,crossProduct.z);\nvec3 row2=vec3(normalizedToCamera.x,normalizedToCamera.y,normalizedToCamera.z);\nmat3 rotMatrix=mat3(row0,row1,row2);\nvec3 alignedCorner=rotMatrix*rotatedCorner;\nreturn position+alignedCorner; \n}\n#endif\nvoid main(void) { \nvec2 cornerPos;\ncornerPos=(vec2(offset.x-0.5,offset.y-0.5)-translationPivot)*size+translationPivot;\n#ifdef BILLBOARD \n\nvec3 rotatedCorner;\n#ifdef BILLBOARDY \nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);\nrotatedCorner.z=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);\nrotatedCorner.y=0.;\nvec3 yaxis=position-eyePosition;\nyaxis.y=0.;\nvec3 worldPos=rotate(normalize(yaxis),rotatedCorner);\nvec3 viewPos=(view*vec4(worldPos,1.0)).xyz; \n#elif defined(BILLBOARDSTRETCHED)\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);\nrotatedCorner.y=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);\nrotatedCorner.z=0.;\nvec3 toCamera=position-eyePosition; \nvec3 worldPos=rotateAlign(toCamera,rotatedCorner);\nvec3 viewPos=(view*vec4(worldPos,1.0)).xyz; \n#else\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);\nrotatedCorner.y=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);\nrotatedCorner.z=0.;\nvec3 viewPos=(view*vec4(position,1.0)).xyz+rotatedCorner; \n#endif\n#ifdef RAMPGRADIENT\nremapRanges=remapData;\n#endif\n\ngl_Position=projection*vec4(viewPos,1.0); \n#else\n\nvec3 rotatedCorner;\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);\nrotatedCorner.z=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);\nrotatedCorner.y=0.;\nvec3 yaxis=normalize(direction);\nvec3 worldPos=rotate(yaxis,rotatedCorner);\ngl_Position=projection*view*vec4(worldPos,1.0); \n#endif \nvColor=color;\n#ifdef ANIMATESHEET\nfloat rowOffset=floor(cellIndex/particlesInfos.z);\nfloat columnOffset=cellIndex-rowOffset*particlesInfos.z;\nvec2 uvScale=particlesInfos.xy;\nvec2 uvOffset=vec2(offset.x ,1.0-offset.y);\nvUV=(uvOffset+vec2(columnOffset,rowOffset))*uvScale;\n#else\nvUV=offset;\n#endif\n\n#if defined(CLIPPLANE) || defined(CLIPPLANE2) || defined(CLIPPLANE3) || defined(CLIPPLANE4)\nvec4 worldPos=invView*vec4(viewPos,1.0);\n#endif\n#include<clipPlaneVertex>\n}","particlesPixelShader":"\nvarying vec2 vUV;\nvarying vec4 vColor;\nuniform vec4 textureMask;\nuniform sampler2D diffuseSampler;\n#include<clipPlaneFragmentDeclaration>\n#include<imageProcessingDeclaration>\n#include<helperFunctions>\n#include<imageProcessingFunctions>\n#ifdef RAMPGRADIENT\nvarying vec4 remapRanges;\nuniform sampler2D rampSampler;\n#endif\nvoid main(void) {\n#include<clipPlaneFragment>\nvec4 textureColor=texture2D(diffuseSampler,vUV);\nvec4 baseColor=(textureColor*textureMask+(vec4(1.,1.,1.,1.)-textureMask))*vColor;\n#ifdef RAMPGRADIENT\nfloat alpha=baseColor.a;\nfloat remappedColorIndex=clamp((alpha-remapRanges.x)/remapRanges.y,0.0,1.0);\nvec4 rampColor=texture2D(rampSampler,vec2(1.0-remappedColorIndex,0.));\nbaseColor.rgb*=rampColor.rgb;\n\nfloat finalAlpha=baseColor.a;\nbaseColor.a=clamp((alpha*rampColor.a-remapRanges.z)/remapRanges.w,0.0,1.0);\n#endif\n#ifdef BLENDMULTIPLYMODE\nfloat sourceAlpha=vColor.a*textureColor.a;\nbaseColor.rgb=baseColor.rgb*sourceAlpha+vec3(1.0)*(1.0-sourceAlpha);\n#endif\n\n\n#ifdef IMAGEPROCESSINGPOSTPROCESS\nbaseColor.rgb=toLinearSpace(baseColor.rgb);\n#else\n#ifdef IMAGEPROCESSING\nbaseColor.rgb=toLinearSpace(baseColor.rgb);\nbaseColor=applyImageProcessing(baseColor);\n#endif\n#endif\ngl_FragColor=baseColor;\n}","colorVertexShader":"\nattribute vec3 position;\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include<bonesDeclaration>\n\n#include<instancesDeclaration>\nuniform mat4 viewProjection;\n\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\nvoid main(void) {\n#include<instancesVertex>\n#include<bonesVertex>\ngl_Position=viewProjection*finalWorld*vec4(position,1.0);\n#ifdef VERTEXCOLOR\n\nvColor=color;\n#endif\n}","colorPixelShader":"#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#else\nuniform vec4 color;\n#endif\nvoid main(void) {\n#ifdef VERTEXCOLOR\ngl_FragColor=vColor;\n#else\ngl_FragColor=color;\n#endif\n}","gpuRenderParticlesVertexShader":"#version 300 es\nuniform mat4 view;\nuniform mat4 projection;\nuniform vec2 translationPivot;\n\nin vec3 position;\nin float age;\nin float life;\nin vec3 size;\n#ifndef BILLBOARD\nin vec3 initialDirection;\n#endif\n#ifdef BILLBOARDSTRETCHED\nin vec3 direction;\n#endif\nin float angle;\n#ifdef ANIMATESHEET\nin float cellIndex;\n#endif\nin vec2 offset;\nin vec2 uv;\nout vec2 vUV;\nout vec4 vColor;\n#if defined(CLIPPLANE) || defined(CLIPPLANE2) || defined(CLIPPLANE3) || defined(CLIPPLANE4)\nuniform mat4 invView;\n#endif\n#include<clipPlaneVertexDeclaration2>\n#ifdef COLORGRADIENTS\nuniform sampler2D colorGradientSampler;\n#else\nuniform vec4 colorDead;\nin vec4 color;\n#endif\n#ifdef ANIMATESHEET\nuniform vec3 sheetInfos;\n#endif\n#ifdef BILLBOARD\nuniform vec3 eyePosition; \n#endif\nvec3 rotate(vec3 yaxis,vec3 rotatedCorner) {\nvec3 xaxis=normalize(cross(vec3(0.,1.0,0.),yaxis));\nvec3 zaxis=normalize(cross(yaxis,xaxis));\nvec3 row0=vec3(xaxis.x,xaxis.y,xaxis.z);\nvec3 row1=vec3(yaxis.x,yaxis.y,yaxis.z);\nvec3 row2=vec3(zaxis.x,zaxis.y,zaxis.z);\nmat3 rotMatrix=mat3(row0,row1,row2);\nvec3 alignedCorner=rotMatrix*rotatedCorner;\nreturn position+alignedCorner;\n}\n#ifdef BILLBOARDSTRETCHED\nvec3 rotateAlign(vec3 toCamera,vec3 rotatedCorner) {\nvec3 normalizedToCamera=normalize(toCamera);\nvec3 normalizedCrossDirToCamera=normalize(cross(normalize(direction),normalizedToCamera));\nvec3 crossProduct=normalize(cross(normalizedToCamera,normalizedCrossDirToCamera));\nvec3 row0=vec3(normalizedCrossDirToCamera.x,normalizedCrossDirToCamera.y,normalizedCrossDirToCamera.z);\nvec3 row1=vec3(crossProduct.x,crossProduct.y,crossProduct.z);\nvec3 row2=vec3(normalizedToCamera.x,normalizedToCamera.y,normalizedToCamera.z);\nmat3 rotMatrix=mat3(row0,row1,row2);\nvec3 alignedCorner=rotMatrix*rotatedCorner;\nreturn position+alignedCorner; \n}\n#endif\nvoid main() {\n#ifdef ANIMATESHEET\nfloat rowOffset=floor(cellIndex/sheetInfos.z);\nfloat columnOffset=cellIndex-rowOffset*sheetInfos.z;\nvec2 uvScale=sheetInfos.xy;\nvec2 uvOffset=vec2(uv.x ,1.0-uv.y);\nvUV=(uvOffset+vec2(columnOffset,rowOffset))*uvScale;\n#else \nvUV=uv;\n#endif\nfloat ratio=age/life;\n#ifdef COLORGRADIENTS\nvColor=texture(colorGradientSampler,vec2(ratio,0));\n#else\nvColor=color*vec4(1.0-ratio)+colorDead*vec4(ratio);\n#endif\nvec2 cornerPos=(offset-translationPivot)*size.yz*size.x+translationPivot;\n#ifdef BILLBOARD\nvec4 rotatedCorner;\nrotatedCorner.w=0.;\n#ifdef BILLBOARDY \nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);\nrotatedCorner.z=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);\nrotatedCorner.y=0.;\nvec3 yaxis=position-eyePosition;\nyaxis.y=0.;\nvec3 worldPos=rotate(normalize(yaxis),rotatedCorner.xyz);\nvec4 viewPosition=(view*vec4(worldPos,1.0)); \n#elif defined(BILLBOARDSTRETCHED)\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);\nrotatedCorner.y=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);\nrotatedCorner.z=0.;\nvec3 toCamera=position-eyePosition; \nvec3 worldPos=rotateAlign(toCamera,rotatedCorner.xyz);\nvec4 viewPosition=(view*vec4(worldPos,1.0)); \n#else\n\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);\nrotatedCorner.y=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);\nrotatedCorner.z=0.;\n\nvec4 viewPosition=view*vec4(position,1.0)+rotatedCorner;\n#endif\n#else\n\nvec3 rotatedCorner;\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);\nrotatedCorner.y=0.;\nrotatedCorner.z=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);\nvec3 yaxis=normalize(initialDirection);\nvec3 worldPos=rotate(yaxis,rotatedCorner);\n\nvec4 viewPosition=view*vec4(worldPos,1.0); \n#endif\ngl_Position=projection*viewPosition;\n\n#if defined(CLIPPLANE) || defined(CLIPPLANE2) || defined(CLIPPLANE3) || defined(CLIPPLANE4)\nvec4 worldPos=invView*viewPosition;\n#endif \n#include<clipPlaneVertex>\n}","gpuRenderParticlesPixelShader":"#version 300 es\nuniform sampler2D textureSampler;\nin vec2 vUV;\nin vec4 vColor;\nout vec4 outFragColor;\n#include<clipPlaneFragmentDeclaration2> \n#include<imageProcessingDeclaration>\n#include<helperFunctions>\n#include<imageProcessingFunctions>\nvoid main() {\n#include<clipPlaneFragment> \nvec4 textureColor=texture(textureSampler,vUV);\noutFragColor=textureColor*vColor;\n#ifdef BLENDMULTIPLYMODE\nfloat alpha=vColor.a*textureColor.a;\noutFragColor.rgb=outFragColor.rgb*alpha+vec3(1.0)*(1.0-alpha); \n#endif \n\n\n#ifdef IMAGEPROCESSINGPOSTPROCESS\noutFragColor.rgb=toLinearSpace(outFragColor.rgb);\n#else\n#ifdef IMAGEPROCESSING\noutFragColor.rgb=toLinearSpace(outFragColor.rgb);\noutFragColor=applyImageProcessing(outFragColor);\n#endif\n#endif\n}\n","gpuUpdateParticlesVertexShader":"#version 300 es\n#define PI 3.14159\nuniform float currentCount;\nuniform float timeDelta;\nuniform float stopFactor;\nuniform mat4 emitterWM;\nuniform vec2 lifeTime;\nuniform vec2 emitPower;\nuniform vec2 sizeRange;\nuniform vec4 scaleRange;\n#ifndef COLORGRADIENTS\nuniform vec4 color1;\nuniform vec4 color2;\n#endif\nuniform vec3 gravity;\nuniform sampler2D randomSampler;\nuniform sampler2D randomSampler2;\nuniform vec4 angleRange;\n#ifdef BOXEMITTER\nuniform vec3 direction1;\nuniform vec3 direction2;\nuniform vec3 minEmitBox;\nuniform vec3 maxEmitBox;\n#endif\n#ifdef POINTEMITTER\nuniform vec3 direction1;\nuniform vec3 direction2;\n#endif\n#ifdef HEMISPHERICEMITTER\nuniform float radius;\nuniform float radiusRange;\nuniform float directionRandomizer;\n#endif\n#ifdef SPHEREEMITTER\nuniform float radius;\nuniform float radiusRange;\n#ifdef DIRECTEDSPHEREEMITTER\nuniform vec3 direction1;\nuniform vec3 direction2;\n#else\nuniform float directionRandomizer;\n#endif\n#endif\n#ifdef CYLINDEREMITTER\nuniform float radius;\nuniform float height;\nuniform float radiusRange;\n#ifdef DIRECTEDCYLINDEREMITTER\nuniform vec3 direction1;\nuniform vec3 direction2;\n#else\nuniform float directionRandomizer;\n#endif\n#endif\n#ifdef CONEEMITTER\nuniform vec2 radius;\nuniform float coneAngle;\nuniform vec2 height;\nuniform float directionRandomizer;\n#endif\n\nin vec3 position;\nin float age;\nin float life;\nin vec4 seed;\nin vec3 size;\n#ifndef COLORGRADIENTS\nin vec4 color;\n#endif\nin vec3 direction;\n#ifndef BILLBOARD\nin vec3 initialDirection;\n#endif\n#ifdef ANGULARSPEEDGRADIENTS\nin float angle;\n#else\nin vec2 angle;\n#endif\n#ifdef ANIMATESHEET\nin float cellIndex;\n#ifdef ANIMATESHEETRANDOMSTART\nin float cellStartOffset;\n#endif\n#endif\n#ifdef NOISE\nin vec3 noiseCoordinates1;\nin vec3 noiseCoordinates2;\n#endif\n\nout vec3 outPosition;\nout float outAge;\nout float outLife;\nout vec4 outSeed;\nout vec3 outSize;\n#ifndef COLORGRADIENTS\nout vec4 outColor;\n#endif\nout vec3 outDirection;\n#ifndef BILLBOARD\nout vec3 outInitialDirection;\n#endif\n#ifdef ANGULARSPEEDGRADIENTS\nout float outAngle;\n#else\nout vec2 outAngle;\n#endif\n#ifdef ANIMATESHEET\nout float outCellIndex;\n#ifdef ANIMATESHEETRANDOMSTART\nout float outCellStartOffset;\n#endif\n#endif\n#ifdef NOISE\nout vec3 outNoiseCoordinates1;\nout vec3 outNoiseCoordinates2;\n#endif\n#ifdef SIZEGRADIENTS\nuniform sampler2D sizeGradientSampler;\n#endif \n#ifdef ANGULARSPEEDGRADIENTS\nuniform sampler2D angularSpeedGradientSampler;\n#endif \n#ifdef VELOCITYGRADIENTS\nuniform sampler2D velocityGradientSampler;\n#endif\n#ifdef LIMITVELOCITYGRADIENTS\nuniform sampler2D limitVelocityGradientSampler;\nuniform float limitVelocityDamping;\n#endif\n#ifdef DRAGGRADIENTS\nuniform sampler2D dragGradientSampler;\n#endif\n#ifdef NOISE\nuniform vec3 noiseStrength;\nuniform sampler2D noiseSampler;\n#endif\n#ifdef ANIMATESHEET\nuniform vec3 cellInfos;\n#endif\nvec3 getRandomVec3(float offset) {\nreturn texture(randomSampler2,vec2(float(gl_VertexID)*offset/currentCount,0)).rgb;\n}\nvec4 getRandomVec4(float offset) {\nreturn texture(randomSampler,vec2(float(gl_VertexID)*offset/currentCount,0));\n}\nvoid main() {\nfloat newAge=age+timeDelta; \n\nif (newAge>=life && stopFactor != 0.) {\nvec3 position;\nvec3 direction;\n\nvec4 randoms=getRandomVec4(seed.x);\n\noutLife=lifeTime.x+(lifeTime.y-lifeTime.x)*randoms.r;\noutAge=mod(newAge,outLife);\n\noutSeed=seed;\n\n#ifdef SIZEGRADIENTS \noutSize.x=texture(sizeGradientSampler,vec2(0,0)).r;\n#else\noutSize.x=sizeRange.x+(sizeRange.y-sizeRange.x)*randoms.g;\n#endif\noutSize.y=scaleRange.x+(scaleRange.y-scaleRange.x)*randoms.b;\noutSize.z=scaleRange.z+(scaleRange.w-scaleRange.z)*randoms.a; \n#ifndef COLORGRADIENTS\n\noutColor=color1+(color2-color1)*randoms.b;\n#endif\n\n#ifndef ANGULARSPEEDGRADIENTS \noutAngle.y=angleRange.x+(angleRange.y-angleRange.x)*randoms.a;\noutAngle.x=angleRange.z+(angleRange.w-angleRange.z)*randoms.r;\n#else\noutAngle=angleRange.z+(angleRange.w-angleRange.z)*randoms.r;\n#endif \n\n#ifdef POINTEMITTER\nvec3 randoms2=getRandomVec3(seed.y);\nvec3 randoms3=getRandomVec3(seed.z);\nposition=vec3(0,0,0);\ndirection=direction1+(direction2-direction1)*randoms3;\n#elif defined(BOXEMITTER)\nvec3 randoms2=getRandomVec3(seed.y);\nvec3 randoms3=getRandomVec3(seed.z);\nposition=minEmitBox+(maxEmitBox-minEmitBox)*randoms2;\ndirection=direction1+(direction2-direction1)*randoms3; \n#elif defined(HEMISPHERICEMITTER)\nvec3 randoms2=getRandomVec3(seed.y);\nvec3 randoms3=getRandomVec3(seed.z);\n\nfloat phi=2.0*PI*randoms2.x;\nfloat theta=acos(2.0*randoms2.y-1.0);\nfloat randX=cos(phi)*sin(theta);\nfloat randY=cos(theta);\nfloat randZ=sin(phi)*sin(theta);\nposition=(radius-(radius*radiusRange*randoms2.z))*vec3(randX,abs(randY),randZ);\ndirection=position+directionRandomizer*randoms3; \n#elif defined(SPHEREEMITTER)\nvec3 randoms2=getRandomVec3(seed.y);\nvec3 randoms3=getRandomVec3(seed.z);\n\nfloat phi=2.0*PI*randoms2.x;\nfloat theta=acos(2.0*randoms2.y-1.0);\nfloat randX=cos(phi)*sin(theta);\nfloat randY=cos(theta);\nfloat randZ=sin(phi)*sin(theta);\nposition=(radius-(radius*radiusRange*randoms2.z))*vec3(randX,randY,randZ);\n#ifdef DIRECTEDSPHEREEMITTER\ndirection=direction1+(direction2-direction1)*randoms3;\n#else\n\ndirection=position+directionRandomizer*randoms3;\n#endif\n#elif defined(CYLINDEREMITTER)\nvec3 randoms2=getRandomVec3(seed.y);\nvec3 randoms3=getRandomVec3(seed.z);\n\nfloat yPos=(randoms2.x-0.5)*height;\nfloat angle=randoms2.y*PI*2.;\nfloat inverseRadiusRangeSquared=((1.-radiusRange)*(1.-radiusRange));\nfloat positionRadius=radius*sqrt(inverseRadiusRangeSquared+(randoms2.z*(1.-inverseRadiusRangeSquared)));\nfloat xPos=positionRadius*cos(angle);\nfloat zPos=positionRadius*sin(angle);\nposition=vec3(xPos,yPos,zPos);\n#ifdef DIRECTEDCYLINDEREMITTER\ndirection=direction1+(direction2-direction1)*randoms3;\n#else\n\nangle=angle+((randoms3.x-0.5)*PI);\ndirection=vec3(cos(angle),randoms3.y-0.5,sin(angle));\ndirection=normalize(direction);\n#endif\n#elif defined(CONEEMITTER)\nvec3 randoms2=getRandomVec3(seed.y);\nfloat s=2.0*PI*randoms2.x;\n#ifdef CONEEMITTERSPAWNPOINT\nfloat h=0.00001;\n#else\nfloat h=randoms2.y*height.y;\n\nh=1.-h*h; \n#endif\nfloat lRadius=radius.x-radius.x*randoms2.z*radius.y;\nlRadius=lRadius*h;\nfloat randX=lRadius*sin(s);\nfloat randZ=lRadius*cos(s);\nfloat randY=h*height.x;\nposition=vec3(randX,randY,randZ); \n\nif (abs(cos(coneAngle)) == 1.0) {\ndirection=vec3(0.,1.0,0.);\n} else {\nvec3 randoms3=getRandomVec3(seed.z);\ndirection=position+directionRandomizer*randoms3;\n}\n#else \n\nposition=vec3(0.,0.,0.);\n\ndirection=2.0*(getRandomVec3(seed.w)-vec3(0.5,0.5,0.5));\n#endif\nfloat power=emitPower.x+(emitPower.y-emitPower.x)*randoms.a;\noutPosition=(emitterWM*vec4(position,1.)).xyz;\nvec3 initial=(emitterWM*vec4(direction,0.)).xyz;\noutDirection=initial*power;\n#ifndef BILLBOARD \noutInitialDirection=initial;\n#endif\n#ifdef ANIMATESHEET \noutCellIndex=cellInfos.x;\n#ifdef ANIMATESHEETRANDOMSTART\noutCellStartOffset=randoms.a*outLife;\n#endif \n#endif\n#ifdef NOISE\noutNoiseCoordinates1=noiseCoordinates1;\noutNoiseCoordinates2=noiseCoordinates2;\n#endif\n} else {\nfloat directionScale=timeDelta;\noutAge=newAge;\nfloat ageGradient=newAge/life;\n#ifdef VELOCITYGRADIENTS\ndirectionScale*=texture(velocityGradientSampler,vec2(ageGradient,0)).r;\n#endif\n#ifdef DRAGGRADIENTS\ndirectionScale*=1.0-texture(dragGradientSampler,vec2(ageGradient,0)).r;\n#endif\noutPosition=position+direction*directionScale;\noutLife=life;\noutSeed=seed;\n#ifndef COLORGRADIENTS \noutColor=color;\n#endif\n#ifdef SIZEGRADIENTS\noutSize.x=texture(sizeGradientSampler,vec2(ageGradient,0)).r;\noutSize.yz=size.yz;\n#else\noutSize=size;\n#endif \n#ifndef BILLBOARD \noutInitialDirection=initialDirection;\n#endif\nvec3 updatedDirection=direction+gravity*timeDelta;\n#ifdef LIMITVELOCITYGRADIENTS\nfloat limitVelocity=texture(limitVelocityGradientSampler,vec2(ageGradient,0)).r;\nfloat currentVelocity=length(updatedDirection);\nif (currentVelocity>limitVelocity) {\nupdatedDirection=updatedDirection*limitVelocityDamping;\n}\n#endif\noutDirection=updatedDirection;\n#ifdef NOISE\nvec3 localPosition=outPosition-emitterWM[3].xyz;\nfloat fetchedR=texture(noiseSampler,vec2(noiseCoordinates1.x,noiseCoordinates1.y)*vec2(0.5)+vec2(0.5)).r;\nfloat fetchedG=texture(noiseSampler,vec2(noiseCoordinates1.z,noiseCoordinates2.x)*vec2(0.5)+vec2(0.5)).r;\nfloat fetchedB=texture(noiseSampler,vec2(noiseCoordinates2.y,noiseCoordinates2.z)*vec2(0.5)+vec2(0.5)).r;\nvec3 force=vec3(2.*fetchedR-1.,2.*fetchedG-1.,2.*fetchedB-1.)*noiseStrength;\noutDirection=outDirection+force*timeDelta;\noutNoiseCoordinates1=noiseCoordinates1;\noutNoiseCoordinates2=noiseCoordinates2;\n#endif \n#ifdef ANGULARSPEEDGRADIENTS\nfloat angularSpeed=texture(angularSpeedGradientSampler,vec2(ageGradient,0)).r;\noutAngle=angle+angularSpeed*timeDelta;\n#else\noutAngle=vec2(angle.x+angle.y*timeDelta,angle.y);\n#endif\n#ifdef ANIMATESHEET \nfloat offsetAge=outAge;\nfloat dist=cellInfos.y-cellInfos.x;\n#ifdef ANIMATESHEETRANDOMSTART\noutCellStartOffset=cellStartOffset;\noffsetAge+=cellStartOffset;\n#endif \nfloat ratio=clamp(mod(offsetAge*cellInfos.z,life)/life,0.,1.0);\noutCellIndex=float(int(cellInfos.x+ratio*dist));\n#endif\n}\n}","gpuUpdateParticlesPixelShader":"#version 300 es\nvoid main() {\ndiscard;\n}\n","postprocessVertexShader":"\nattribute vec2 position;\nuniform vec2 scale;\n\nvarying vec2 vUV;\nconst vec2 madd=vec2(0.5,0.5);\nvoid main(void) { \nvUV=(position*madd+madd)*scale;\ngl_Position=vec4(position,0.0,1.0);\n}","passPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nvoid main(void) \n{\ngl_FragColor=texture2D(textureSampler,vUV);\n}","passCubePixelShader":"\nvarying vec2 vUV;\nuniform samplerCube textureSampler;\nvoid main(void) \n{\nvec2 uv=vUV*2.0-1.0;\n#ifdef POSITIVEX\ngl_FragColor=textureCube(textureSampler,vec3(1.001,uv.y,uv.x));\n#endif\n#ifdef NEGATIVEX\ngl_FragColor=textureCube(textureSampler,vec3(-1.001,uv.y,uv.x));\n#endif\n#ifdef POSITIVEY\ngl_FragColor=textureCube(textureSampler,vec3(uv.y,1.001,uv.x));\n#endif\n#ifdef NEGATIVEY\ngl_FragColor=textureCube(textureSampler,vec3(uv.y,-1.001,uv.x));\n#endif\n#ifdef POSITIVEZ\ngl_FragColor=textureCube(textureSampler,vec3(uv,1.001));\n#endif\n#ifdef NEGATIVEZ\ngl_FragColor=textureCube(textureSampler,vec3(uv,-1.001));\n#endif\n}","shadowMapVertexShader":"\nattribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\nuniform vec3 lightData;\n#endif\n#include<bonesDeclaration>\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n\n#include<instancesDeclaration>\n#include<helperFunctions>\nuniform mat4 viewProjection;\nuniform vec3 biasAndScale;\nuniform vec2 depthValues;\nvarying float vDepthMetric;\n#ifdef ALPHATEST\nvarying vec2 vUV;\nuniform mat4 diffuseMatrix;\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#endif\nvoid main(void)\n{\nvec3 positionUpdated=position;\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#include<instancesVertex>\n#include<bonesVertex>\nvec4 worldPos=finalWorld*vec4(positionUpdated,1.0);\n\n#ifdef NORMAL\nmat3 normalWorld=mat3(finalWorld);\n#ifdef NONUNIFORMSCALING\nnormalWorld=transposeMat3(inverseMat3(normalWorld));\n#endif\nvec3 worldNor=normalize(normalWorld*normal);\n#ifdef DIRECTIONINLIGHTDATA\nvec3 worldLightDir=normalize(-lightData.xyz);\n#else\nvec3 directionToLight=lightData.xyz-worldPos.xyz;\nvec3 worldLightDir=normalize(directionToLight);\n#endif\nfloat ndl=dot(worldNor,worldLightDir);\nfloat sinNL=sqrt(1.0-ndl*ndl);\nfloat normalBias=biasAndScale.y*sinNL;\nworldPos.xyz-=worldNor*normalBias;\n#endif\n\ngl_Position=viewProjection*worldPos;\n#ifdef DEPTHTEXTURE\n\ngl_Position.z+=biasAndScale.x*gl_Position.w;\n#endif\n\nvDepthMetric=((gl_Position.z+depthValues.x)/(depthValues.y))+biasAndScale.x;\n#ifdef ALPHATEST\n#ifdef UV1\nvUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));\n#endif\n#ifdef UV2\nvUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n#endif\n#endif\n}","shadowMapPixelShader":"#ifndef FLOAT\nvec4 pack(float depth)\n{\nconst vec4 bit_shift=vec4(255.0*255.0*255.0,255.0*255.0,255.0,1.0);\nconst vec4 bit_mask=vec4(0.0,1.0/255.0,1.0/255.0,1.0/255.0);\nvec4 res=fract(depth*bit_shift);\nres-=res.xxyz*bit_mask;\nreturn res;\n}\n#endif\nvarying float vDepthMetric;\n#ifdef ALPHATEST\nvarying vec2 vUV;\nuniform sampler2D diffuseSampler;\n#endif\nuniform vec3 biasAndScale;\nuniform vec2 depthValues;\nvoid main(void)\n{\n#ifdef ALPHATEST\nif (texture2D(diffuseSampler,vUV).a<0.4)\ndiscard;\n#endif\nfloat depth=vDepthMetric;\n#ifdef ESM\ndepth=clamp(exp(-min(87.,biasAndScale.z*depth)),0.,1.);\n#endif\n#ifdef FLOAT\ngl_FragColor=vec4(depth,1.0,1.0,1.0);\n#else\ngl_FragColor=pack(depth);\n#endif\n}","depthBoxBlurPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n\nuniform vec2 screenSize;\nvoid main(void)\n{\nvec4 colorDepth=vec4(0.0);\nfor (int x=-OFFSET; x<=OFFSET; x++)\nfor (int y=-OFFSET; y<=OFFSET; y++)\ncolorDepth+=texture2D(textureSampler,vUV+vec2(x,y)/screenSize);\ngl_FragColor=(colorDepth/float((OFFSET*2+1)*(OFFSET*2+1)));\n}","proceduralVertexShader":"\nattribute vec2 position;\n\nvarying vec2 vPosition;\nvarying vec2 vUV;\nconst vec2 madd=vec2(0.5,0.5);\nvoid main(void) { \nvPosition=position;\nvUV=position*madd+madd;\ngl_Position=vec4(position,0.0,1.0);\n}","depthVertexShader":"\nattribute vec3 position;\n#include<bonesDeclaration>\n\n#include<instancesDeclaration>\nuniform mat4 viewProjection;\nuniform vec2 depthValues;\n#if defined(ALPHATEST) || defined(NEED_UV)\nvarying vec2 vUV;\nuniform mat4 diffuseMatrix;\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#endif\nvarying float vDepthMetric;\nvoid main(void)\n{\n#include<instancesVertex>\n#include<bonesVertex>\ngl_Position=viewProjection*finalWorld*vec4(position,1.0);\nvDepthMetric=((gl_Position.z+depthValues.x)/(depthValues.y));\n#if defined(ALPHATEST) || defined(BASIC_RENDER)\n#ifdef UV1\nvUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));\n#endif\n#ifdef UV2\nvUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n#endif\n#endif\n}","depthPixelShader":"#ifdef ALPHATEST\nvarying vec2 vUV;\nuniform sampler2D diffuseSampler;\n#endif\nvarying float vDepthMetric;\nvoid main(void)\n{\n#ifdef ALPHATEST\nif (texture2D(diffuseSampler,vUV).a<0.4)\ndiscard;\n#endif\ngl_FragColor=vec4(vDepthMetric,vDepthMetric*vDepthMetric,0.0,1.0);\n}","geometryVertexShader":"precision highp float;\nprecision highp int;\n#include<bonesDeclaration>\n#include<instancesDeclaration>\nattribute vec3 position;\nattribute vec3 normal;\n#if defined(ALPHATEST) || defined(NEED_UV)\nvarying vec2 vUV;\nuniform mat4 diffuseMatrix;\n#ifdef UV1\nvarying vec2 uv;\n#endif\n#ifdef UV2\nvarying vec2 uv2;\n#endif\n#endif\n\nuniform mat4 viewProjection;\nuniform mat4 view;\nvarying vec3 vNormalV;\nvarying vec4 vViewPos;\n#ifdef POSITION\nvarying vec3 vPosition;\n#endif\n#ifdef VELOCITY\nuniform mat4 previousWorldViewProjection;\nvarying vec4 vCurrentPosition;\nvarying vec4 vPreviousPosition;\n#endif\nvoid main(void)\n{\n#include<instancesVertex>\n#include<bonesVertex>\nvec4 pos=vec4(finalWorld*vec4(position,1.0));\nvNormalV=normalize(vec3((view*finalWorld)*vec4(normal,0.0)));\nvViewPos=view*pos;\n#ifdef POSITION\nvPosition=pos.xyz/pos.w;\n#endif\n#ifdef VELOCITY\nvCurrentPosition=viewProjection*finalWorld*vec4(position,1.0);\nvPreviousPosition=previousWorldViewProjection*vec4(position,1.0);\n#endif\ngl_Position=viewProjection*finalWorld*vec4(position,1.0);\n#if defined(ALPHATEST) || defined(BASIC_RENDER)\n#ifdef UV1\nvUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));\n#endif\n#ifdef UV2\nvUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n#endif\n#endif\n}","geometryPixelShader":"#extension GL_EXT_draw_buffers : require\nprecision highp float;\nprecision highp int;\nvarying vec3 vNormalV;\nvarying vec4 vViewPos;\n#ifdef POSITION\nvarying vec3 vPosition;\n#endif\n#ifdef VELOCITY\nvarying vec4 vCurrentPosition;\nvarying vec4 vPreviousPosition;\n#endif\n#ifdef ALPHATEST\nvarying vec2 vUV;\nuniform sampler2D diffuseSampler;\n#endif\n#include<mrtFragmentDeclaration>[RENDER_TARGET_COUNT]\nvoid main() {\n#ifdef ALPHATEST\nif (texture2D(diffuseSampler,vUV).a<0.4)\ndiscard;\n#endif\ngl_FragData[0]=vec4(vViewPos.z/vViewPos.w,0.0,0.0,1.0);\n\ngl_FragData[1]=vec4(normalize(vNormalV),1.0);\n\n#ifdef POSITION\ngl_FragData[POSITION_INDEX]=vec4(vPosition,1.0);\n#endif\n#ifdef VELOCITY\nvec2 a=(vCurrentPosition.xy/vCurrentPosition.w)*0.5+0.5;\nvec2 b=(vPreviousPosition.xy/vPreviousPosition.w)*0.5+0.5;\nvec2 velocity=(a-b)*0.5+0.5;\nvelocity*=0.5+0.5;\nvelocity=vec2(pow(velocity.x,3.0),pow(velocity.y,3.0));\ngl_FragData[VELOCITY_INDEX]=vec4(velocity,0.0,1.0);\n#endif\n}","ssaoPixelShader":"\nuniform sampler2D textureSampler;\nvarying vec2 vUV;\n#ifdef SSAO\nuniform sampler2D randomSampler;\nuniform float randTextureTiles;\nuniform float samplesFactor;\nuniform vec3 sampleSphere[SAMPLES];\nuniform float totalStrength;\nuniform float radius;\nuniform float area;\nuniform float fallOff;\nuniform float base;\nvec3 normalFromDepth(float depth,vec2 coords)\n{\nvec2 offset1=vec2(0.0,radius);\nvec2 offset2=vec2(radius,0.0);\nfloat depth1=texture2D(textureSampler,coords+offset1).r;\nfloat depth2=texture2D(textureSampler,coords+offset2).r;\nvec3 p1=vec3(offset1,depth1-depth);\nvec3 p2=vec3(offset2,depth2-depth);\nvec3 normal=cross(p1,p2);\nnormal.z=-normal.z;\nreturn normalize(normal);\n}\nvoid main()\n{\nvec3 random=normalize(texture2D(randomSampler,vUV*randTextureTiles).rgb);\nfloat depth=texture2D(textureSampler,vUV).r;\nvec3 position=vec3(vUV,depth);\nvec3 normal=normalFromDepth(depth,vUV);\nfloat radiusDepth=radius/depth;\nfloat occlusion=0.0;\nvec3 ray;\nvec3 hemiRay;\nfloat occlusionDepth;\nfloat difference;\nfor (int i=0; i<SAMPLES; i++)\n{\nray=radiusDepth*reflect(sampleSphere[i],random);\nhemiRay=position+sign(dot(ray,normal))*ray;\nocclusionDepth=texture2D(textureSampler,clamp(hemiRay.xy,vec2(0.001,0.001),vec2(0.999,0.999))).r;\ndifference=depth-occlusionDepth;\nocclusion+=step(fallOff,difference)*(1.0-smoothstep(fallOff,area,difference));\n}\nfloat ao=1.0-totalStrength*occlusion*samplesFactor;\nfloat result=clamp(ao+base,0.0,1.0);\ngl_FragColor.r=result;\ngl_FragColor.g=result;\ngl_FragColor.b=result;\ngl_FragColor.a=1.0;\n}\n#endif\n","ssao2PixelShader":"\nprecision highp float;\nuniform sampler2D textureSampler;\nuniform float near;\nuniform float far;\nuniform float radius;\nfloat scales[16]=float[16](\n0.1,\n0.11406250000000001,\n0.131640625,\n0.15625,\n0.187890625,\n0.2265625,\n0.272265625,\n0.325,\n0.384765625,\n0.4515625,\n0.525390625,\n0.60625,\n0.694140625,\n0.7890625,\n0.891015625,\n1.0\n);\nvarying vec2 vUV;\nfloat perspectiveDepthToViewZ( const in float invClipZ,const in float near,const in float far ) {\nreturn ( near*far )/( ( far-near )*invClipZ-far );\n}\nfloat viewZToPerspectiveDepth( const in float viewZ,const in float near,const in float far ) {\nreturn ( near*far/viewZ+far)/( far-near );\n}\nfloat viewZToOrthographicDepth( const in float viewZ,const in float near,const in float far ) {\nreturn ( viewZ+near )/( near-far );\n}\n#ifdef SSAO\nuniform sampler2D randomSampler;\nuniform sampler2D normalSampler;\nuniform float randTextureTiles;\nuniform float samplesFactor;\nuniform vec3 sampleSphere[SAMPLES];\nuniform float totalStrength;\nuniform float base;\nuniform float xViewport;\nuniform float yViewport;\nuniform float maxZ;\nuniform float minZAspect;\nuniform vec2 texelSize;\nuniform mat4 projection;\nvoid main()\n{\nvec3 random=texture2D(randomSampler,vUV*randTextureTiles).rgb;\nfloat depth=texture2D(textureSampler,vUV).r;\nfloat depthSign=depth/abs(depth);\ndepth=depth*depthSign;\nvec3 normal=texture2D(normalSampler,vUV).rgb; \nfloat occlusion=0.0;\nfloat correctedRadius=min(radius,minZAspect*depth/near);\nvec3 vViewRay=vec3((vUV.x*2.0-1.0)*xViewport,(vUV.y*2.0-1.0)*yViewport,depthSign);\nvec3 origin=vViewRay*depth;\nvec3 rvec=random*2.0-1.0;\nrvec.z=0.0;\n\nfloat dotProduct=dot(rvec,normal);\nrvec=1.0-abs(dotProduct)>1e-2 ? rvec : vec3(-rvec.y,0.0,rvec.x);\nvec3 tangent=normalize(rvec-normal*dot(rvec,normal));\nvec3 bitangent=cross(normal,tangent);\nmat3 tbn=mat3(tangent,bitangent,normal);\nfloat difference;\nfor (int i=0; i<SAMPLES; ++i) {\n\nvec3 samplePosition=scales[(i+int(random.x*16.0)) % 16]*tbn*sampleSphere[(i+int(random.y*16.0)) % 16];\nsamplePosition=samplePosition*correctedRadius+origin;\n\nvec4 offset=vec4(samplePosition,1.0);\noffset=projection*offset;\noffset.xyz/=offset.w;\noffset.xy=offset.xy*0.5+0.5;\nif (offset.x<0.0 || offset.y<0.0 || offset.x>1.0 || offset.y>1.0) {\ncontinue;\n}\n\nfloat sampleDepth=abs(texture2D(textureSampler,offset.xy).r);\n\ndifference=depthSign*samplePosition.z-sampleDepth;\nfloat rangeCheck=1.0-smoothstep(correctedRadius*0.5,correctedRadius,difference);\nocclusion+=(difference>=0.0 ? 1.0 : 0.0)*rangeCheck;\n}\nocclusion=occlusion*(1.0-smoothstep(maxZ*0.75,maxZ,depth));\nfloat ao=1.0-totalStrength*occlusion*samplesFactor;\nfloat result=clamp(ao+base,0.0,1.0);\ngl_FragColor=vec4(vec3(result),1.0);\n}\n#endif\n#ifdef BILATERAL_BLUR\nuniform sampler2D depthSampler;\nuniform float outSize;\nuniform float samplerOffsets[SAMPLES];\nvec4 blur9(sampler2D image,vec2 uv,float resolution,vec2 direction) {\nvec4 color=vec4(0.0);\nvec2 off1=vec2(1.3846153846)*direction;\nvec2 off2=vec2(3.2307692308)*direction;\ncolor+=texture2D(image,uv)*0.2270270270;\ncolor+=texture2D(image,uv+(off1/resolution))*0.3162162162;\ncolor+=texture2D(image,uv-(off1/resolution))*0.3162162162;\ncolor+=texture2D(image,uv+(off2/resolution))*0.0702702703;\ncolor+=texture2D(image,uv-(off2/resolution))*0.0702702703;\nreturn color;\n}\nvec4 blur13(sampler2D image,vec2 uv,float resolution,vec2 direction) {\nvec4 color=vec4(0.0);\nvec2 off1=vec2(1.411764705882353)*direction;\nvec2 off2=vec2(3.2941176470588234)*direction;\nvec2 off3=vec2(5.176470588235294)*direction;\ncolor+=texture2D(image,uv)*0.1964825501511404;\ncolor+=texture2D(image,uv+(off1/resolution))*0.2969069646728344;\ncolor+=texture2D(image,uv-(off1/resolution))*0.2969069646728344;\ncolor+=texture2D(image,uv+(off2/resolution))*0.09447039785044732;\ncolor+=texture2D(image,uv-(off2/resolution))*0.09447039785044732;\ncolor+=texture2D(image,uv+(off3/resolution))*0.010381362401148057;\ncolor+=texture2D(image,uv-(off3/resolution))*0.010381362401148057;\nreturn color;\n}\nvec4 blur13Bilateral(sampler2D image,vec2 uv,float resolution,vec2 direction) {\nvec4 color=vec4(0.0);\nvec2 off1=vec2(1.411764705882353)*direction;\nvec2 off2=vec2(3.2941176470588234)*direction;\nvec2 off3=vec2(5.176470588235294)*direction;\nfloat compareDepth=abs(texture2D(depthSampler,uv).r);\nfloat sampleDepth;\nfloat weight;\nfloat weightSum=30.0;\ncolor+=texture2D(image,uv)*30.0;\nsampleDepth=abs(texture2D(depthSampler,uv+(off1/resolution)).r);\nweight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);\nweightSum+=weight;\ncolor+=texture2D(image,uv+(off1/resolution))*weight;\nsampleDepth=abs(texture2D(depthSampler,uv-(off1/resolution)).r);\nweight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);\nweightSum+=weight;\ncolor+=texture2D(image,uv-(off1/resolution))*weight;\nsampleDepth=abs(texture2D(depthSampler,uv+(off2/resolution)).r);\nweight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);\nweightSum+=weight;\ncolor+=texture2D(image,uv+(off2/resolution))*weight;\nsampleDepth=abs(texture2D(depthSampler,uv-(off2/resolution)).r);\nweight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);\nweightSum+=weight;\ncolor+=texture2D(image,uv-(off2/resolution))*weight;\nsampleDepth=abs(texture2D(depthSampler,uv+(off3/resolution)).r);\nweight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);\nweightSum+=weight;\ncolor+=texture2D(image,uv+(off3/resolution))*weight;\nsampleDepth=abs(texture2D(depthSampler,uv-(off3/resolution)).r);\nweight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);\nweightSum+=weight;\ncolor+=texture2D(image,uv-(off3/resolution))*weight;\nreturn color/weightSum;\n}\nvoid main()\n{\n#if EXPENSIVE\nfloat compareDepth=abs(texture2D(depthSampler,vUV).r);\nfloat texelsize=1.0/outSize;\nfloat result=0.0;\nfloat weightSum=0.0;\nfor (int i=0; i<SAMPLES; ++i)\n{\n#ifdef BILATERAL_BLUR_H\nvec2 direction=vec2(1.0,0.0);\nvec2 sampleOffset=vec2(texelsize*samplerOffsets[i],0.0);\n#else\nvec2 direction=vec2(0.0,1.0);\nvec2 sampleOffset=vec2(0.0,texelsize*samplerOffsets[i]);\n#endif\nvec2 samplePos=vUV+sampleOffset;\nfloat sampleDepth=abs(texture2D(depthSampler,samplePos).r);\nfloat weight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30000.0);\nresult+=texture2D(textureSampler,samplePos).r*weight;\nweightSum+=weight;\n}\nresult/=weightSum;\ngl_FragColor.rgb=vec3(result);\ngl_FragColor.a=1.0;\n#else\nvec4 color;\n#ifdef BILATERAL_BLUR_H\nvec2 direction=vec2(1.0,0.0);\ncolor=blur13Bilateral(textureSampler,vUV,outSize,direction);\n#else\nvec2 direction=vec2(0.0,1.0);\ncolor=blur13Bilateral(textureSampler,vUV,outSize,direction);\n#endif\ngl_FragColor.rgb=vec3(color.r);\ngl_FragColor.a=1.0;\n#endif\n}\n#endif\n","ssaoCombinePixelShader":"uniform sampler2D textureSampler;\nuniform sampler2D originalColor;\nuniform vec4 viewport;\nvarying vec2 vUV;\nvoid main(void) {\nvec4 ssaoColor=texture2D(textureSampler,viewport.xy+vUV*viewport.zw);\nvec4 sceneColor=texture2D(originalColor,vUV);\ngl_FragColor=sceneColor*ssaoColor;\n}\n","lensHighlightsPixelShader":"\nuniform sampler2D textureSampler; \n\nuniform float gain;\nuniform float threshold;\nuniform float screen_width;\nuniform float screen_height;\n\nvarying vec2 vUV;\n\nvec4 highlightColor(vec4 color) {\nvec4 highlight=color;\nfloat luminance=dot(highlight.rgb,vec3(0.2125,0.7154,0.0721));\nfloat lum_threshold;\nif (threshold>1.0) { lum_threshold=0.94+0.01*threshold; }\nelse { lum_threshold=0.5+0.44*threshold; }\nluminance=clamp((luminance-lum_threshold)*(1.0/(1.0-lum_threshold)),0.0,1.0);\nhighlight*=luminance*gain;\nhighlight.a=1.0;\nreturn highlight;\n}\nvoid main(void)\n{\nvec4 original=texture2D(textureSampler,vUV);\n\nif (gain == -1.0) {\ngl_FragColor=vec4(0.0,0.0,0.0,1.0);\nreturn;\n}\nfloat w=2.0/screen_width;\nfloat h=2.0/screen_height;\nfloat weight=1.0;\n\nvec4 blurred=vec4(0.0,0.0,0.0,0.0);\n#ifdef PENTAGON\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.84*w,0.43*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.48*w,-1.29*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.61*w,1.51*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.55*w,-0.74*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.71*w,-0.52*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.94*w,1.59*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.40*w,-1.87*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.62*w,1.16*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.09*w,0.25*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.46*w,-1.71*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.08*w,2.42*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.85*w,-1.89*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.89*w,0.16*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.29*w,1.88*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.40*w,-2.81*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.54*w,2.26*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.60*w,-0.61*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.31*w,-1.30*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.83*w,2.53*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.12*w,-2.48*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.60*w,1.11*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.82*w,0.99*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.50*w,-2.81*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.85*w,3.33*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.94*w,-1.92*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(3.27*w,-0.53*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.95*w,2.48*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.23*w,-3.04*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.17*w,2.05*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.97*w,-0.04*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.25*w,-2.00*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.31*w,3.08*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.94*w,-2.59*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(3.37*w,0.64*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-3.13*w,1.93*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.03*w,-3.65*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.60*w,3.17*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-3.14*w,-1.19*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(3.00*w,-1.19*h)));\n#else\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.85*w,0.36*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.52*w,-1.14*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.46*w,1.42*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.46*w,-0.83*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.79*w,-0.42*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.11*w,1.62*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.29*w,-2.07*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.69*w,1.39*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.28*w,0.12*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.65*w,-1.69*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.08*w,2.44*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.63*w,-1.90*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.55*w,0.31*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.13*w,1.52*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.56*w,-2.61*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.38*w,2.34*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.64*w,-0.81*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.53*w,-1.21*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.06*w,2.63*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.00*w,-2.69*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.59*w,1.32*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.82*w,0.78*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.57*w,-2.50*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.54*w,2.93*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.39*w,-1.81*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(3.01*w,-0.28*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.04*w,2.25*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.02*w,-3.05*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.09*w,2.25*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-3.07*w,-0.25*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.44*w,-1.90*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.52*w,3.05*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.68*w,-2.61*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(3.01*w,0.79*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.76*w,1.46*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.05*w,-2.94*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.21*w,2.88*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.84*w,-1.30*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.98*w,-0.96*h)));\n#endif\nblurred/=39.0;\ngl_FragColor=blurred;\n\n}","depthOfFieldPixelShader":"\n\n\n\n\nuniform sampler2D textureSampler;\nuniform sampler2D highlightsSampler;\nuniform sampler2D depthSampler;\nuniform sampler2D grainSampler;\n\nuniform float grain_amount;\nuniform bool blur_noise;\nuniform float screen_width;\nuniform float screen_height;\nuniform float distortion;\nuniform bool dof_enabled;\n\nuniform float screen_distance; \nuniform float aperture;\nuniform float darken;\nuniform float edge_blur;\nuniform bool highlights;\n\nuniform float near;\nuniform float far;\n\nvarying vec2 vUV;\n\n#define PI 3.14159265\n#define TWOPI 6.28318530\n#define inverse_focal_length 0.1 \n\nvec2 centered_screen_pos;\nvec2 distorted_coords;\nfloat radius2;\nfloat radius;\n\nvec2 rand(vec2 co)\n{\nfloat noise1=(fract(sin(dot(co,vec2(12.9898,78.233)))*43758.5453));\nfloat noise2=(fract(sin(dot(co,vec2(12.9898,78.233)*2.0))*43758.5453));\nreturn clamp(vec2(noise1,noise2),0.0,1.0);\n}\n\nvec2 getDistortedCoords(vec2 coords) {\nif (distortion == 0.0) { return coords; }\nvec2 direction=1.0*normalize(centered_screen_pos);\nvec2 dist_coords=vec2(0.5,0.5);\ndist_coords.x=0.5+direction.x*radius2*1.0;\ndist_coords.y=0.5+direction.y*radius2*1.0;\nfloat dist_amount=clamp(distortion*0.23,0.0,1.0);\ndist_coords=mix(coords,dist_coords,dist_amount);\nreturn dist_coords;\n}\n\nfloat sampleScreen(inout vec4 color,const in vec2 offset,const in float weight) {\n\nvec2 coords=distorted_coords;\nfloat angle=rand(coords*100.0).x*TWOPI;\ncoords+=vec2(offset.x*cos(angle)-offset.y*sin(angle),offset.x*sin(angle)+offset.y*cos(angle));\ncolor+=texture2D(textureSampler,coords)*weight;\nreturn weight;\n}\n\nfloat getBlurLevel(float size) {\nreturn min(3.0,ceil(size/1.0));\n}\n\nvec4 getBlurColor(float size) {\nvec4 col=texture2D(textureSampler,distorted_coords);\nif (size == 0.0) { return col; }\n\n\nfloat blur_level=getBlurLevel(size);\nfloat w=(size/screen_width);\nfloat h=(size/screen_height);\nfloat total_weight=1.0;\nvec2 sample_coords;\ntotal_weight+=sampleScreen(col,vec2(-0.50*w,0.24*h),0.93);\ntotal_weight+=sampleScreen(col,vec2(0.30*w,-0.75*h),0.90);\ntotal_weight+=sampleScreen(col,vec2(0.36*w,0.96*h),0.87);\ntotal_weight+=sampleScreen(col,vec2(-1.08*w,-0.55*h),0.85);\ntotal_weight+=sampleScreen(col,vec2(1.33*w,-0.37*h),0.83);\ntotal_weight+=sampleScreen(col,vec2(-0.82*w,1.31*h),0.80);\ntotal_weight+=sampleScreen(col,vec2(-0.31*w,-1.67*h),0.78);\ntotal_weight+=sampleScreen(col,vec2(1.47*w,1.11*h),0.76);\ntotal_weight+=sampleScreen(col,vec2(-1.97*w,0.19*h),0.74);\ntotal_weight+=sampleScreen(col,vec2(1.42*w,-1.57*h),0.72);\nif (blur_level>1.0) {\ntotal_weight+=sampleScreen(col,vec2(0.01*w,2.25*h),0.70);\ntotal_weight+=sampleScreen(col,vec2(-1.62*w,-1.74*h),0.67);\ntotal_weight+=sampleScreen(col,vec2(2.49*w,0.20*h),0.65);\ntotal_weight+=sampleScreen(col,vec2(-2.07*w,1.61*h),0.63);\ntotal_weight+=sampleScreen(col,vec2(0.46*w,-2.70*h),0.61);\ntotal_weight+=sampleScreen(col,vec2(1.55*w,2.40*h),0.59);\ntotal_weight+=sampleScreen(col,vec2(-2.88*w,-0.75*h),0.56);\ntotal_weight+=sampleScreen(col,vec2(2.73*w,-1.44*h),0.54);\ntotal_weight+=sampleScreen(col,vec2(-1.08*w,3.02*h),0.52);\ntotal_weight+=sampleScreen(col,vec2(-1.28*w,-3.05*h),0.49);\n}\nif (blur_level>2.0) {\ntotal_weight+=sampleScreen(col,vec2(3.11*w,1.43*h),0.46);\ntotal_weight+=sampleScreen(col,vec2(-3.36*w,1.08*h),0.44);\ntotal_weight+=sampleScreen(col,vec2(1.80*w,-3.16*h),0.41);\ntotal_weight+=sampleScreen(col,vec2(0.83*w,3.65*h),0.38);\ntotal_weight+=sampleScreen(col,vec2(-3.16*w,-2.19*h),0.34);\ntotal_weight+=sampleScreen(col,vec2(3.92*w,-0.53*h),0.31);\ntotal_weight+=sampleScreen(col,vec2(-2.59*w,3.12*h),0.26);\ntotal_weight+=sampleScreen(col,vec2(-0.20*w,-4.15*h),0.22);\ntotal_weight+=sampleScreen(col,vec2(3.02*w,3.00*h),0.15);\n}\ncol/=total_weight; \n\nif (darken>0.0) {\ncol.rgb*=clamp(0.3,1.0,1.05-size*0.5*darken);\n}\n\n\n\n\nreturn col;\n}\nvoid main(void)\n{\n\ncentered_screen_pos=vec2(vUV.x-0.5,vUV.y-0.5);\nradius2=centered_screen_pos.x*centered_screen_pos.x+centered_screen_pos.y*centered_screen_pos.y;\nradius=sqrt(radius2);\ndistorted_coords=getDistortedCoords(vUV); \nvec2 texels_coords=vec2(vUV.x*screen_width,vUV.y*screen_height); \nfloat depth=texture2D(depthSampler,distorted_coords).r; \nfloat distance=near+(far-near)*depth; \nvec4 color=texture2D(textureSampler,vUV); \n\n\nfloat coc=abs(aperture*(screen_distance*(inverse_focal_length-1.0/distance)-1.0));\n\nif (dof_enabled == false || coc<0.07) { coc=0.0; }\n\nfloat edge_blur_amount=0.0;\nif (edge_blur>0.0) {\nedge_blur_amount=clamp((radius*2.0-1.0+0.15*edge_blur)*1.5,0.0,1.0)*1.3;\n}\n\nfloat blur_amount=max(edge_blur_amount,coc);\n\nif (blur_amount == 0.0) {\ngl_FragColor=texture2D(textureSampler,distorted_coords);\n}\nelse {\n\ngl_FragColor=getBlurColor(blur_amount*1.7);\n\nif (highlights) {\ngl_FragColor.rgb+=clamp(coc,0.0,1.0)*texture2D(highlightsSampler,distorted_coords).rgb;\n}\nif (blur_noise) {\n\nvec2 noise=rand(distorted_coords)*0.01*blur_amount;\nvec2 blurred_coord=vec2(distorted_coords.x+noise.x,distorted_coords.y+noise.y);\ngl_FragColor=0.04*texture2D(textureSampler,blurred_coord)+0.96*gl_FragColor;\n}\n}\n\nif (grain_amount>0.0) {\nvec4 grain_color=texture2D(grainSampler,texels_coords*0.003);\ngl_FragColor.rgb+=(-0.5+grain_color.rgb)*0.30*grain_amount;\n}\n}\n","standardPixelShader":"uniform sampler2D textureSampler;\nvarying vec2 vUV;\n#if defined(PASS_POST_PROCESS)\nvoid main(void)\n{\nvec4 color=texture2D(textureSampler,vUV);\ngl_FragColor=color;\n}\n#endif\n#if defined(DOWN_SAMPLE_X4)\nuniform vec2 dsOffsets[16];\nvoid main(void)\n{\nvec4 average=vec4(0.0,0.0,0.0,0.0);\naverage=texture2D(textureSampler,vUV+dsOffsets[0]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[1]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[2]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[3]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[4]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[5]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[6]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[7]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[8]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[9]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[10]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[11]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[12]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[13]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[14]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[15]);\naverage/=16.0;\ngl_FragColor=average;\n}\n#endif\n#if defined(BRIGHT_PASS)\nuniform vec2 dsOffsets[4];\nuniform float brightThreshold;\nvoid main(void)\n{\nvec4 average=vec4(0.0,0.0,0.0,0.0);\naverage=texture2D(textureSampler,vUV+vec2(dsOffsets[0].x,dsOffsets[0].y));\naverage+=texture2D(textureSampler,vUV+vec2(dsOffsets[1].x,dsOffsets[1].y));\naverage+=texture2D(textureSampler,vUV+vec2(dsOffsets[2].x,dsOffsets[2].y));\naverage+=texture2D(textureSampler,vUV+vec2(dsOffsets[3].x,dsOffsets[3].y));\naverage*=0.25;\nfloat luminance=length(average.rgb);\nif (luminance<brightThreshold) {\naverage=vec4(0.0,0.0,0.0,1.0);\n}\ngl_FragColor=average;\n}\n#endif\n#if defined(TEXTURE_ADDER)\nuniform sampler2D otherSampler;\nuniform sampler2D lensSampler;\nuniform float exposure;\nvoid main(void)\n{\nvec3 colour=texture2D(textureSampler,vUV).rgb;\ncolour*=exposure;\nvec3 X=max(vec3(0.0,0.0,0.0),colour-0.004);\nvec3 retColor=(X*(6.2*X+0.5))/(X*(6.2*X+1.7)+0.06);\ncolour=retColor*retColor;\ncolour+=colour*texture2D(lensSampler,vUV).rgb;\nvec4 finalColor=vec4(colour.rgb,1.0)+texture2D(otherSampler,vUV);\ngl_FragColor=finalColor;\n}\n#endif\n#if defined(VLS)\n#define PI 3.1415926535897932384626433832795\nuniform mat4 shadowViewProjection;\nuniform mat4 lightWorld;\nuniform vec3 cameraPosition;\nuniform vec3 sunDirection;\nuniform vec3 sunColor;\nuniform vec2 depthValues;\nuniform float scatteringCoefficient;\nuniform float scatteringPower;\nuniform sampler2D shadowMapSampler;\nuniform sampler2D positionSampler;\nfloat computeScattering(float lightDotView)\n{\nfloat result=1.0-scatteringCoefficient*scatteringCoefficient;\nresult/=(4.0*PI*pow(1.0+scatteringCoefficient*scatteringCoefficient-(2.0*scatteringCoefficient)*lightDotView,1.5));\nreturn result;\n}\nvoid main(void)\n{\n\nvec3 worldPos=texture2D(positionSampler,vUV).rgb;\nvec3 startPosition=cameraPosition;\nvec3 rayVector=worldPos-startPosition;\nfloat rayLength=length(rayVector);\nvec3 rayDirection=rayVector/rayLength;\nfloat stepLength=rayLength/NB_STEPS;\nvec3 stepL=rayDirection*stepLength;\nvec3 currentPosition=startPosition;\nvec3 accumFog=vec3(0.0);\nfor (int i=0; i<int(NB_STEPS); i++)\n{\nvec4 worldInShadowCameraSpace=shadowViewProjection*vec4(currentPosition,1.0);\nfloat depthMetric=(worldInShadowCameraSpace.z+depthValues.x)/(depthValues.y);\nfloat shadowPixelDepth=clamp(depthMetric,0.0,1.0);\nworldInShadowCameraSpace.xyz/=worldInShadowCameraSpace.w;\nworldInShadowCameraSpace.xyz=0.5*worldInShadowCameraSpace.xyz+vec3(0.5);\nfloat shadowMapValue=texture2D(shadowMapSampler,worldInShadowCameraSpace.xy).r;\nif (shadowMapValue>shadowPixelDepth)\naccumFog+=sunColor*computeScattering(dot(rayDirection,sunDirection));\ncurrentPosition+=stepL;\n}\naccumFog/=NB_STEPS;\nvec3 color=accumFog*scatteringPower;\ngl_FragColor=vec4(color*exp(color) ,1.0);\n}\n#endif\n#if defined(VLSMERGE)\nuniform sampler2D originalSampler;\nvoid main(void)\n{\ngl_FragColor=texture2D(originalSampler,vUV)+texture2D(textureSampler,vUV);\n}\n#endif\n#if defined(LUMINANCE)\nuniform vec2 lumOffsets[4];\nvoid main()\n{\nfloat average=0.0;\nvec4 color=vec4(0.0);\nfloat maximum=-1e20;\nvec3 weight=vec3(0.299,0.587,0.114);\nfor (int i=0; i<4; i++)\n{\ncolor=texture2D(textureSampler,vUV+ lumOffsets[i]);\n\nfloat GreyValue=dot(color.rgb,vec3(0.33,0.33,0.33));\n\n#ifdef WEIGHTED_AVERAGE\nfloat GreyValue=dot(color.rgb,weight);\n#endif\n#ifdef BRIGHTNESS\nfloat GreyValue=max(color.r,max(color.g,color.b));\n#endif\n#ifdef HSL_COMPONENT\nfloat GreyValue=0.5*(max(color.r,max(color.g,color.b))+min(color.r,min(color.g,color.b)));\n#endif\n#ifdef MAGNITUDE\nfloat GreyValue=length(color.rgb);\n#endif\nmaximum=max(maximum,GreyValue);\naverage+=(0.25*log(1e-5+GreyValue));\n}\naverage=exp(average);\ngl_FragColor=vec4(average,maximum,0.0,1.0);\n}\n#endif\n#if defined(LUMINANCE_DOWN_SAMPLE)\nuniform vec2 dsOffsets[9];\nuniform float halfDestPixelSize;\n#ifdef FINAL_DOWN_SAMPLER\nvec4 pack(float value) {\nconst vec4 bit_shift=vec4(255.0*255.0*255.0,255.0*255.0,255.0,1.0);\nconst vec4 bit_mask=vec4(0.0,1.0/255.0,1.0/255.0,1.0/255.0);\nvec4 res=fract(value*bit_shift);\nres-=res.xxyz*bit_mask;\nreturn res;\n}\n#endif\nvoid main()\n{\nvec4 color=vec4(0.0);\nfloat average=0.0;\nfor (int i=0; i<9; i++)\n{\ncolor=texture2D(textureSampler,vUV+vec2(halfDestPixelSize,halfDestPixelSize)+dsOffsets[i]);\naverage+=color.r;\n}\naverage/=9.0;\n#ifdef FINAL_DOWN_SAMPLER\ngl_FragColor=pack(average);\n#else\ngl_FragColor=vec4(average,average,0.0,1.0);\n#endif\n}\n#endif\n#if defined(HDR)\nuniform sampler2D textureAdderSampler;\nuniform float averageLuminance;\nvoid main()\n{\nvec4 color=texture2D(textureAdderSampler,vUV);\nvec4 adjustedColor=color/averageLuminance;\ncolor=adjustedColor;\ncolor.a=1.0;\ngl_FragColor=color;\n}\n#endif\n#if defined(LENS_FLARE)\n#define GHOSTS 3\nuniform sampler2D lensColorSampler;\nuniform float strength;\nuniform float ghostDispersal;\nuniform float haloWidth;\nuniform vec2 resolution;\nuniform float distortionStrength;\nfloat hash(vec2 p)\n{\nfloat h=dot(p,vec2(127.1,311.7));\nreturn -1.0+2.0*fract(sin(h)*43758.5453123);\n}\nfloat noise(in vec2 p)\n{\nvec2 i=floor(p);\nvec2 f=fract(p);\nvec2 u=f*f*(3.0-2.0*f);\nreturn mix(mix(hash(i+vec2(0.0,0.0)),\nhash(i+vec2(1.0,0.0)),u.x),\nmix(hash(i+vec2(0.0,1.0)),\nhash(i+vec2(1.0,1.0)),u.x),u.y);\n}\nfloat fbm(vec2 p)\n{\nfloat f=0.0;\nf+=0.5000*noise(p); p*=2.02;\nf+=0.2500*noise(p); p*=2.03;\nf+=0.1250*noise(p); p*=2.01;\nf+=0.0625*noise(p); p*=2.04;\nf/=0.9375;\nreturn f;\n}\nvec3 pattern(vec2 uv)\n{\nvec2 p=-1.0+2.0*uv;\nfloat p2=dot(p,p);\nfloat f=fbm(vec2(15.0*p2))/2.0;\nfloat r=0.2+0.6*sin(12.5*length(uv-vec2(0.5)));\nfloat g=0.2+0.6*sin(20.5*length(uv-vec2(0.5)));\nfloat b=0.2+0.6*sin(17.2*length(uv-vec2(0.5)));\nreturn (1.0-f)*vec3(r,g,b);\n}\nfloat luminance(vec3 color)\n{\nreturn dot(color.rgb,vec3(0.2126,0.7152,0.0722));\n}\nvec4 textureDistorted(sampler2D tex,vec2 texcoord,vec2 direction,vec3 distortion)\n{\nreturn vec4(\ntexture2D(tex,texcoord+direction*distortion.r).r,\ntexture2D(tex,texcoord+direction*distortion.g).g,\ntexture2D(tex,texcoord+direction*distortion.b).b,\n1.0\n);\n}\nvoid main(void)\n{\nvec2 uv=-vUV+vec2(1.0);\nvec2 ghostDir=(vec2(0.5)-uv)*ghostDispersal;\nvec2 texelSize=1.0/resolution;\nvec3 distortion=vec3(-texelSize.x*distortionStrength,0.0,texelSize.x*distortionStrength);\nvec4 result=vec4(0.0);\nfloat ghostIndice=1.0;\nfor (int i=0; i<GHOSTS; ++i)\n{\nvec2 offset=fract(uv+ghostDir*ghostIndice);\nfloat weight=length(vec2(0.5)-offset)/length(vec2(0.5));\nweight=pow(1.0-weight,10.0);\nresult+=textureDistorted(textureSampler,offset,normalize(ghostDir),distortion)*weight*strength;\nghostIndice+=1.0;\n}\nvec2 haloVec=normalize(ghostDir)*haloWidth;\nfloat weight=length(vec2(0.5)-fract(uv+haloVec))/length(vec2(0.5));\nweight=pow(1.0-weight,10.0);\nresult+=textureDistorted(textureSampler,fract(uv+haloVec),normalize(ghostDir),distortion)*weight*strength;\nresult*=texture2D(lensColorSampler,vec2(length(vec2(0.5)-uv)/length(vec2(0.5))));\ngl_FragColor=result;\n}\n#endif\n#if defined(LENS_FLARE_COMPOSE)\nuniform sampler2D otherSampler;\nuniform sampler2D lensDirtSampler;\nuniform sampler2D lensStarSampler;\nuniform mat4 lensStarMatrix;\nvoid main(void)\n{\nvec2 lensFlareCoords=(lensStarMatrix*vec4(vUV,1.0,1.0)).xy;\nvec4 lensMod=texture2D(lensDirtSampler,vUV);\nlensMod+=texture2D(lensStarSampler,vUV);\nvec4 result=texture2D(textureSampler,vUV)*lensMod;\ngl_FragColor=texture2D(otherSampler,vUV)+result;\n}\n#endif\n#if defined(DEPTH_OF_FIELD)\nuniform sampler2D otherSampler;\nuniform sampler2D depthSampler;\nuniform float distance;\nvoid main(void)\n{\nvec4 sharp=texture2D(otherSampler,vUV);\nvec4 blur=texture2D(textureSampler,vUV);\nfloat dist=clamp(texture2D(depthSampler,vUV).r*distance,0.0,1.0);\nfloat factor=0.0;\nif (dist<0.05)\nfactor=1.0;\nelse if (dist<0.1)\nfactor=20.0*(0.1-dist);\nelse if (dist<0.5)\nfactor=0.0;\nelse\nfactor=2.0*(dist-0.5);\nfactor=clamp(factor,0.0,0.90);\ngl_FragColor=mix(sharp,blur,factor);\n}\n#endif\n#if defined(MOTION_BLUR)\nuniform mat4 inverseViewProjection;\nuniform mat4 prevViewProjection;\nuniform vec2 screenSize;\nuniform float motionScale;\nuniform float motionStrength;\nuniform sampler2D depthSampler;\nvoid main(void)\n{\nvec2 texelSize=1.0/screenSize;\nfloat depth=texture2D(depthSampler,vUV).r;\nvec4 cpos=vec4(vUV*2.0-1.0,depth,1.0);\ncpos=cpos*inverseViewProjection;\nvec4 ppos=cpos*prevViewProjection;\nppos.xyz/=ppos.w;\nppos.xy=ppos.xy*0.5+0.5;\nvec2 velocity=(ppos.xy-vUV)*motionScale*motionStrength;\nfloat speed=length(velocity/texelSize);\nint nSamples=int(clamp(speed,1.0,MAX_MOTION_SAMPLES));\nvec4 result=texture2D(textureSampler,vUV);\nfor (int i=1; i<int(MAX_MOTION_SAMPLES); ++i) {\nif (i>=nSamples)\nbreak;\nvec2 offset1=vUV+velocity*(float(i)/float(nSamples-1)-0.5);\nresult+=texture2D(textureSampler,offset1);\n}\ngl_FragColor=result/float(nSamples);\n}\n#endif\n","fxaaVertexShader":"\nattribute vec2 position;\nuniform vec2 texelSize;\n\nvarying vec2 vUV;\nvarying vec2 sampleCoordS;\nvarying vec2 sampleCoordE;\nvarying vec2 sampleCoordN;\nvarying vec2 sampleCoordW;\nvarying vec2 sampleCoordNW;\nvarying vec2 sampleCoordSE;\nvarying vec2 sampleCoordNE;\nvarying vec2 sampleCoordSW;\nconst vec2 madd=vec2(0.5,0.5);\nvoid main(void) { \nvUV=(position*madd+madd);\nsampleCoordS=vUV+vec2( 0.0,1.0)*texelSize;\nsampleCoordE=vUV+vec2( 1.0,0.0)*texelSize;\nsampleCoordN=vUV+vec2( 0.0,-1.0)*texelSize;\nsampleCoordW=vUV+vec2(-1.0,0.0)*texelSize;\nsampleCoordNW=vUV+vec2(-1.0,-1.0)*texelSize;\nsampleCoordSE=vUV+vec2( 1.0,1.0)*texelSize;\nsampleCoordNE=vUV+vec2( 1.0,-1.0)*texelSize;\nsampleCoordSW=vUV+vec2(-1.0,1.0)*texelSize;\ngl_Position=vec4(position,0.0,1.0);\n}","fxaaPixelShader":"uniform sampler2D textureSampler;\nuniform vec2 texelSize;\nvarying vec2 vUV;\nvarying vec2 sampleCoordS;\nvarying vec2 sampleCoordE;\nvarying vec2 sampleCoordN;\nvarying vec2 sampleCoordW;\nvarying vec2 sampleCoordNW;\nvarying vec2 sampleCoordSE;\nvarying vec2 sampleCoordNE;\nvarying vec2 sampleCoordSW;\nconst float fxaaQualitySubpix=1.0;\nconst float fxaaQualityEdgeThreshold=0.166;\nconst float fxaaQualityEdgeThresholdMin=0.0833;\nconst vec3 kLumaCoefficients=vec3(0.2126,0.7152,0.0722);\n#define FxaaLuma(rgba) dot(rgba.rgb,kLumaCoefficients)\nvoid main(){\nvec2 posM;\nposM.x=vUV.x;\nposM.y=vUV.y;\nvec4 rgbyM=texture2D(textureSampler,vUV,0.0);\nfloat lumaM=FxaaLuma(rgbyM);\nfloat lumaS=FxaaLuma(texture2D(textureSampler,sampleCoordS,0.0));\nfloat lumaE=FxaaLuma(texture2D(textureSampler,sampleCoordE,0.0));\nfloat lumaN=FxaaLuma(texture2D(textureSampler,sampleCoordN,0.0));\nfloat lumaW=FxaaLuma(texture2D(textureSampler,sampleCoordW,0.0));\nfloat maxSM=max(lumaS,lumaM);\nfloat minSM=min(lumaS,lumaM);\nfloat maxESM=max(lumaE,maxSM);\nfloat minESM=min(lumaE,minSM);\nfloat maxWN=max(lumaN,lumaW);\nfloat minWN=min(lumaN,lumaW);\nfloat rangeMax=max(maxWN,maxESM);\nfloat rangeMin=min(minWN,minESM);\nfloat rangeMaxScaled=rangeMax*fxaaQualityEdgeThreshold;\nfloat range=rangeMax-rangeMin;\nfloat rangeMaxClamped=max(fxaaQualityEdgeThresholdMin,rangeMaxScaled);\n#ifndef MALI\nif(range<rangeMaxClamped) \n{\ngl_FragColor=rgbyM;\nreturn;\n}\n#endif\nfloat lumaNW=FxaaLuma(texture2D(textureSampler,sampleCoordNW,0.0));\nfloat lumaSE=FxaaLuma(texture2D(textureSampler,sampleCoordSE,0.0));\nfloat lumaNE=FxaaLuma(texture2D(textureSampler,sampleCoordNE,0.0));\nfloat lumaSW=FxaaLuma(texture2D(textureSampler,sampleCoordSW,0.0));\nfloat lumaNS=lumaN+lumaS;\nfloat lumaWE=lumaW+lumaE;\nfloat subpixRcpRange=1.0/range;\nfloat subpixNSWE=lumaNS+lumaWE;\nfloat edgeHorz1=(-2.0*lumaM)+lumaNS;\nfloat edgeVert1=(-2.0*lumaM)+lumaWE;\nfloat lumaNESE=lumaNE+lumaSE;\nfloat lumaNWNE=lumaNW+lumaNE;\nfloat edgeHorz2=(-2.0*lumaE)+lumaNESE;\nfloat edgeVert2=(-2.0*lumaN)+lumaNWNE;\nfloat lumaNWSW=lumaNW+lumaSW;\nfloat lumaSWSE=lumaSW+lumaSE;\nfloat edgeHorz4=(abs(edgeHorz1)*2.0)+abs(edgeHorz2);\nfloat edgeVert4=(abs(edgeVert1)*2.0)+abs(edgeVert2);\nfloat edgeHorz3=(-2.0*lumaW)+lumaNWSW;\nfloat edgeVert3=(-2.0*lumaS)+lumaSWSE;\nfloat edgeHorz=abs(edgeHorz3)+edgeHorz4;\nfloat edgeVert=abs(edgeVert3)+edgeVert4;\nfloat subpixNWSWNESE=lumaNWSW+lumaNESE;\nfloat lengthSign=texelSize.x;\nbool horzSpan=edgeHorz>=edgeVert;\nfloat subpixA=subpixNSWE*2.0+subpixNWSWNESE;\nif (!horzSpan)\n{\nlumaN=lumaW;\n}\nif (!horzSpan) \n{\nlumaS=lumaE;\n}\nif (horzSpan) \n{\nlengthSign=texelSize.y;\n}\nfloat subpixB=(subpixA*(1.0/12.0))-lumaM;\nfloat gradientN=lumaN-lumaM;\nfloat gradientS=lumaS-lumaM;\nfloat lumaNN=lumaN+lumaM;\nfloat lumaSS=lumaS+lumaM;\nbool pairN=abs(gradientN)>=abs(gradientS);\nfloat gradient=max(abs(gradientN),abs(gradientS));\nif (pairN)\n{\nlengthSign=-lengthSign;\n}\nfloat subpixC=clamp(abs(subpixB)*subpixRcpRange,0.0,1.0);\nvec2 posB;\nposB.x=posM.x;\nposB.y=posM.y;\nvec2 offNP;\noffNP.x=(!horzSpan) ? 0.0 : texelSize.x;\noffNP.y=(horzSpan) ? 0.0 : texelSize.y;\nif (!horzSpan) \n{\nposB.x+=lengthSign*0.5;\n}\nif (horzSpan)\n{\nposB.y+=lengthSign*0.5;\n}\nvec2 posN;\nposN.x=posB.x-offNP.x*1.5;\nposN.y=posB.y-offNP.y*1.5;\nvec2 posP;\nposP.x=posB.x+offNP.x*1.5;\nposP.y=posB.y+offNP.y*1.5;\nfloat subpixD=((-2.0)*subpixC)+3.0;\nfloat lumaEndN=FxaaLuma(texture2D(textureSampler,posN,0.0));\nfloat subpixE=subpixC*subpixC;\nfloat lumaEndP=FxaaLuma(texture2D(textureSampler,posP,0.0));\nif (!pairN) \n{\nlumaNN=lumaSS;\n}\nfloat gradientScaled=gradient*1.0/4.0;\nfloat lumaMM=lumaM-lumaNN*0.5;\nfloat subpixF=subpixD*subpixE;\nbool lumaMLTZero=lumaMM<0.0;\nlumaEndN-=lumaNN*0.5;\nlumaEndP-=lumaNN*0.5;\nbool doneN=abs(lumaEndN)>=gradientScaled;\nbool doneP=abs(lumaEndP)>=gradientScaled;\nif (!doneN) \n{\nposN.x-=offNP.x*3.0;\n}\nif (!doneN) \n{\nposN.y-=offNP.y*3.0;\n}\nbool doneNP=(!doneN) || (!doneP);\nif (!doneP) \n{\nposP.x+=offNP.x*3.0;\n}\nif (!doneP)\n{\nposP.y+=offNP.y*3.0;\n}\nif (doneNP)\n{\nif (!doneN) lumaEndN=FxaaLuma(texture2D(textureSampler,posN.xy,0.0));\nif (!doneP) lumaEndP=FxaaLuma(texture2D(textureSampler,posP.xy,0.0));\nif (!doneN) lumaEndN=lumaEndN-lumaNN*0.5;\nif (!doneP) lumaEndP=lumaEndP-lumaNN*0.5;\ndoneN=abs(lumaEndN)>=gradientScaled;\ndoneP=abs(lumaEndP)>=gradientScaled;\nif (!doneN) posN.x-=offNP.x*12.0;\nif (!doneN) posN.y-=offNP.y*12.0;\ndoneNP=(!doneN) || (!doneP);\nif (!doneP) posP.x+=offNP.x*12.0;\nif (!doneP) posP.y+=offNP.y*12.0;\n}\nfloat dstN=posM.x-posN.x;\nfloat dstP=posP.x-posM.x;\nif (!horzSpan)\n{\ndstN=posM.y-posN.y;\n}\nif (!horzSpan) \n{\ndstP=posP.y-posM.y;\n}\nbool goodSpanN=(lumaEndN<0.0) != lumaMLTZero;\nfloat spanLength=(dstP+dstN);\nbool goodSpanP=(lumaEndP<0.0) != lumaMLTZero;\nfloat spanLengthRcp=1.0/spanLength;\nbool directionN=dstN<dstP;\nfloat dst=min(dstN,dstP);\nbool goodSpan=directionN ? goodSpanN : goodSpanP;\nfloat subpixG=subpixF*subpixF;\nfloat pixelOffset=(dst*(-spanLengthRcp))+0.5;\nfloat subpixH=subpixG*fxaaQualitySubpix;\nfloat pixelOffsetGood=goodSpan ? pixelOffset : 0.0;\nfloat pixelOffsetSubpix=max(pixelOffsetGood,subpixH);\nif (!horzSpan)\n{\nposM.x+=pixelOffsetSubpix*lengthSign;\n}\nif (horzSpan)\n{\nposM.y+=pixelOffsetSubpix*lengthSign;\n}\n#ifdef MALI\nif(range<rangeMaxClamped) \n{\ngl_FragColor=rgbyM;\n}\nelse\n{\ngl_FragColor=texture2D(textureSampler,posM,0.0);\n}\n#else\ngl_FragColor=texture2D(textureSampler,posM,0.0);\n#endif\n}","chromaticAberrationPixelShader":"\nuniform sampler2D textureSampler; \n\nuniform float chromatic_aberration;\nuniform float radialIntensity;\nuniform vec2 direction;\nuniform vec2 centerPosition;\nuniform float screen_width;\nuniform float screen_height;\n\nvarying vec2 vUV;\nvoid main(void)\n{\nvec2 centered_screen_pos=vec2(vUV.x-centerPosition.x,vUV.y-centerPosition.y);\nvec2 directionOfEffect=direction;\nif(directionOfEffect.x == 0. && directionOfEffect.y == 0.){\ndirectionOfEffect=normalize(centered_screen_pos);\n}\nfloat radius2=centered_screen_pos.x*centered_screen_pos.x\n+centered_screen_pos.y*centered_screen_pos.y;\nfloat radius=sqrt(radius2);\nvec4 original=texture2D(textureSampler,vUV);\n\nvec3 ref_indices=vec3(-0.3,0.0,0.3);\nfloat ref_shiftX=chromatic_aberration*pow(radius,radialIntensity)*directionOfEffect.x/screen_width;\nfloat ref_shiftY=chromatic_aberration*pow(radius,radialIntensity)*directionOfEffect.y/screen_height;\n\nvec2 ref_coords_r=vec2(vUV.x+ref_indices.r*ref_shiftX,vUV.y+ref_indices.r*ref_shiftY*0.5);\nvec2 ref_coords_g=vec2(vUV.x+ref_indices.g*ref_shiftX,vUV.y+ref_indices.g*ref_shiftY*0.5);\nvec2 ref_coords_b=vec2(vUV.x+ref_indices.b*ref_shiftX,vUV.y+ref_indices.b*ref_shiftY*0.5);\noriginal.r=texture2D(textureSampler,ref_coords_r).r;\noriginal.g=texture2D(textureSampler,ref_coords_g).g;\noriginal.b=texture2D(textureSampler,ref_coords_b).b;\noriginal.a=clamp(texture2D(textureSampler,ref_coords_r).a+texture2D(textureSampler,ref_coords_g).a+texture2D(textureSampler,ref_coords_b).a,0.,1.);\ngl_FragColor=original;\n}","grainPixelShader":"#include<helperFunctions>\n\nuniform sampler2D textureSampler; \n\nuniform float intensity;\nuniform float animatedSeed;\n\nvarying vec2 vUV;\nvoid main(void)\n{\ngl_FragColor=texture2D(textureSampler,vUV);\nvec2 seed=vUV*(animatedSeed);\nfloat grain=dither(seed,intensity);\n\nfloat lum=getLuminance(gl_FragColor.rgb);\nfloat grainAmount=(cos(-PI+(lum*PI*2.))+1.)/2.;\ngl_FragColor.rgb+=grain*grainAmount;\ngl_FragColor.rgb=max(gl_FragColor.rgb,0.0);\n}","sharpenPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform vec2 screenSize;\nuniform vec2 sharpnessAmounts;\nvoid main(void)\n{\nvec2 onePixel=vec2(1.0,1.0)/screenSize;\nvec4 color=texture2D(textureSampler,vUV);\nvec4 edgeDetection=texture2D(textureSampler,vUV+onePixel*vec2(0,-1)) +\ntexture2D(textureSampler,vUV+onePixel*vec2(-1,0)) +\ntexture2D(textureSampler,vUV+onePixel*vec2(1,0)) +\ntexture2D(textureSampler,vUV+onePixel*vec2(0,1)) -\ncolor*4.0;\ngl_FragColor=max(vec4(color.rgb*sharpnessAmounts.y,color.a)-(sharpnessAmounts.x*vec4(edgeDetection.rgb,0)),0.);\n}","kernelBlurVertexShader":"\nattribute vec2 position;\n\nuniform vec2 delta;\n\nvarying vec2 sampleCenter;\n#include<kernelBlurVaryingDeclaration>[0..varyingCount]\nconst vec2 madd=vec2(0.5,0.5);\nvoid main(void) { \nsampleCenter=(position*madd+madd);\n#include<kernelBlurVertex>[0..varyingCount]\ngl_Position=vec4(position,0.0,1.0);\n}","kernelBlurPixelShader":"\nuniform sampler2D textureSampler;\nuniform vec2 delta;\n\nvarying vec2 sampleCenter;\n#ifdef DOF\nuniform sampler2D circleOfConfusionSampler;\nuniform vec2 cameraMinMaxZ;\nfloat sampleDistance(const in vec2 offset) {\nfloat depth=texture2D(circleOfConfusionSampler,offset).g; \nreturn cameraMinMaxZ.x+(cameraMinMaxZ.y-cameraMinMaxZ.x)*depth; \n}\nfloat sampleCoC(const in vec2 offset) {\nfloat coc=texture2D(circleOfConfusionSampler,offset).r; \nreturn coc; \n}\n#endif\n#include<kernelBlurVaryingDeclaration>[0..varyingCount]\n#ifdef PACKEDFLOAT\nvec4 pack(float depth)\n{\nconst vec4 bit_shift=vec4(255.0*255.0*255.0,255.0*255.0,255.0,1.0);\nconst vec4 bit_mask=vec4(0.0,1.0/255.0,1.0/255.0,1.0/255.0);\nvec4 res=fract(depth*bit_shift);\nres-=res.xxyz*bit_mask;\nreturn res;\n}\nfloat unpack(vec4 color)\n{\nconst vec4 bit_shift=vec4(1.0/(255.0*255.0*255.0),1.0/(255.0*255.0),1.0/255.0,1.0);\nreturn dot(color,bit_shift);\n}\n#endif\nvoid main(void)\n{\nfloat computedWeight=0.0;\n#ifdef PACKEDFLOAT \nfloat blend=0.;\n#else\nvec4 blend=vec4(0.);\n#endif\n#ifdef DOF\nfloat sumOfWeights=CENTER_WEIGHT; \nfloat factor=0.0;\n\n#ifdef PACKEDFLOAT\nblend+=unpack(texture2D(textureSampler,sampleCenter))*CENTER_WEIGHT;\n#else\nblend+=texture2D(textureSampler,sampleCenter)*CENTER_WEIGHT;\n#endif\n#endif\n#include<kernelBlurFragment>[0..varyingCount]\n#include<kernelBlurFragment2>[0..depCount]\n#ifdef PACKEDFLOAT\ngl_FragColor=pack(blend);\n#else\ngl_FragColor=blend;\n#endif\n#ifdef DOF\ngl_FragColor/=sumOfWeights;\n#endif\n}","depthOfFieldMergePixelShader":"uniform sampler2D textureSampler;\nvarying vec2 vUV;\nuniform sampler2D circleOfConfusionSampler;\nuniform sampler2D blurStep0;\n#if BLUR_LEVEL>0\nuniform sampler2D blurStep1;\n#endif\n#if BLUR_LEVEL>1\nuniform sampler2D blurStep2;\n#endif\nvoid main(void)\n{\nfloat coc=texture2D(circleOfConfusionSampler,vUV).r;\n#if BLUR_LEVEL == 0\nvec4 original=texture2D(textureSampler,vUV);\nvec4 blurred0=texture2D(blurStep0,vUV);\ngl_FragColor=mix(original,blurred0,coc);\n#endif\n#if BLUR_LEVEL == 1\nif(coc<0.5){\nvec4 original=texture2D(textureSampler,vUV);\nvec4 blurred1=texture2D(blurStep1,vUV);\ngl_FragColor=mix(original,blurred1,coc/0.5);\n}else{\nvec4 blurred0=texture2D(blurStep0,vUV); \nvec4 blurred1=texture2D(blurStep1,vUV);\ngl_FragColor=mix(blurred1,blurred0,(coc-0.5)/0.5);\n}\n#endif\n#if BLUR_LEVEL == 2\nif(coc<0.33){\nvec4 original=texture2D(textureSampler,vUV);\nvec4 blurred2=texture2D(blurStep2,vUV);\ngl_FragColor=mix(original,blurred2,coc/0.33);\n}else if(coc<0.66){\nvec4 blurred1=texture2D(blurStep1,vUV);\nvec4 blurred2=texture2D(blurStep2,vUV);\ngl_FragColor=mix(blurred2,blurred1,(coc-0.33)/0.33);\n}else{\nvec4 blurred0=texture2D(blurStep0,vUV);\nvec4 blurred1=texture2D(blurStep1,vUV);\ngl_FragColor=mix(blurred1,blurred0,(coc-0.66)/0.34);\n}\n#endif\n}\n","circleOfConfusionPixelShader":"\nuniform sampler2D depthSampler;\n\nvarying vec2 vUV;\n\nuniform vec2 cameraMinMaxZ;\n\nuniform float focusDistance;\nuniform float cocPrecalculation;\nvoid main(void)\n{\nfloat depth=texture2D(depthSampler,vUV).r;\nfloat pixelDistance=(cameraMinMaxZ.x+(cameraMinMaxZ.y-cameraMinMaxZ.x)*depth)*1000.0; \nfloat coc=abs(cocPrecalculation* ((focusDistance-pixelDistance)/pixelDistance));\ncoc=clamp(coc,0.0,1.0);\ngl_FragColor=vec4(coc,depth,coc,1.0);\n}\n","bloomMergePixelShader":"uniform sampler2D textureSampler;\nuniform sampler2D bloomBlur;\nvarying vec2 vUV;\nuniform float bloomWeight;\nvoid main(void)\n{\ngl_FragColor=texture2D(textureSampler,vUV);\nvec3 blurred=texture2D(bloomBlur,vUV).rgb;\ngl_FragColor.rgb=gl_FragColor.rgb+(blurred.rgb*bloomWeight); \n}\n","extractHighlightsPixelShader":"#include<helperFunctions>\n\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform float threshold;\nuniform float exposure;\nvoid main(void) \n{\ngl_FragColor=texture2D(textureSampler,vUV);\nfloat luma=getLuminance(gl_FragColor.rgb*exposure);\ngl_FragColor.rgb=step(threshold,luma)*gl_FragColor.rgb;\n}","refractionPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform sampler2D refractionSampler;\n\nuniform vec3 baseColor;\nuniform float depth;\nuniform float colorLevel;\nvoid main() {\nfloat ref=1.0-texture2D(refractionSampler,vUV).r;\nvec2 uv=vUV-vec2(0.5);\nvec2 offset=uv*depth*ref;\nvec3 sourceColor=texture2D(textureSampler,vUV-offset).rgb;\ngl_FragColor=vec4(sourceColor+sourceColor*ref*colorLevel,1.0);\n}","blackAndWhitePixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform float degree;\nvoid main(void) \n{\nvec3 color=texture2D(textureSampler,vUV).rgb;\nfloat luminance=dot(color,vec3(0.3,0.59,0.11)); \nvec3 blackAndWhite=vec3(luminance,luminance,luminance);\ngl_FragColor=vec4(color-((color-blackAndWhite)*degree),1.0);\n}","convolutionPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform vec2 screenSize;\nuniform float kernel[9];\nvoid main(void)\n{\nvec2 onePixel=vec2(1.0,1.0)/screenSize;\nvec4 colorSum =\ntexture2D(textureSampler,vUV+onePixel*vec2(-1,-1))*kernel[0] +\ntexture2D(textureSampler,vUV+onePixel*vec2(0,-1))*kernel[1] +\ntexture2D(textureSampler,vUV+onePixel*vec2(1,-1))*kernel[2] +\ntexture2D(textureSampler,vUV+onePixel*vec2(-1,0))*kernel[3] +\ntexture2D(textureSampler,vUV+onePixel*vec2(0,0))*kernel[4] +\ntexture2D(textureSampler,vUV+onePixel*vec2(1,0))*kernel[5] +\ntexture2D(textureSampler,vUV+onePixel*vec2(-1,1))*kernel[6] +\ntexture2D(textureSampler,vUV+onePixel*vec2(0,1))*kernel[7] +\ntexture2D(textureSampler,vUV+onePixel*vec2(1,1))*kernel[8];\nfloat kernelWeight =\nkernel[0] +\nkernel[1] +\nkernel[2] +\nkernel[3] +\nkernel[4] +\nkernel[5] +\nkernel[6] +\nkernel[7] +\nkernel[8];\nif (kernelWeight<=0.0) {\nkernelWeight=1.0;\n}\ngl_FragColor=vec4((colorSum/kernelWeight).rgb,1);\n}","filterPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform mat4 kernelMatrix;\nvoid main(void)\n{\nvec3 baseColor=texture2D(textureSampler,vUV).rgb;\nvec3 updatedColor=(kernelMatrix*vec4(baseColor,1.0)).rgb;\ngl_FragColor=vec4(updatedColor,1.0);\n}","volumetricLightScatteringPixelShader":"uniform sampler2D textureSampler;\nuniform sampler2D lightScatteringSampler;\nuniform float decay;\nuniform float exposure;\nuniform float weight;\nuniform float density;\nuniform vec2 meshPositionOnScreen;\nvarying vec2 vUV;\nvoid main(void) {\nvec2 tc=vUV;\nvec2 deltaTexCoord=(tc-meshPositionOnScreen.xy);\ndeltaTexCoord*=1.0/float(NUM_SAMPLES)*density;\nfloat illuminationDecay=1.0;\nvec4 color=texture2D(lightScatteringSampler,tc)*0.4;\nfor(int i=0; i<NUM_SAMPLES; i++) {\ntc-=deltaTexCoord;\nvec4 dataSample=texture2D(lightScatteringSampler,tc)*0.4;\ndataSample*=illuminationDecay*weight;\ncolor+=dataSample;\nilluminationDecay*=decay;\n}\nvec4 realColor=texture2D(textureSampler,vUV);\ngl_FragColor=((vec4((vec3(color.r,color.g,color.b)*exposure),1))+(realColor*(1.5-0.4)));\n}\n","volumetricLightScatteringPassPixelShader":"#if defined(ALPHATEST) || defined(NEED_UV)\nvarying vec2 vUV;\n#endif\n#if defined(ALPHATEST)\nuniform sampler2D diffuseSampler;\n#endif\nvoid main(void)\n{\n#if defined(ALPHATEST)\nvec4 diffuseColor=texture2D(diffuseSampler,vUV);\nif (diffuseColor.a<0.4)\ndiscard;\n#endif\ngl_FragColor=vec4(0.0,0.0,0.0,1.0);\n}\n","colorCorrectionPixelShader":"\nuniform sampler2D textureSampler; \nuniform sampler2D colorTable; \n\nvarying vec2 vUV;\n\nconst float SLICE_COUNT=16.0; \n\nvec4 sampleAs3DTexture(sampler2D textureSampler,vec3 uv,float width) {\nfloat sliceSize=1.0/width; \nfloat slicePixelSize=sliceSize/width; \nfloat sliceInnerSize=slicePixelSize*(width-1.0); \nfloat zSlice0=min(floor(uv.z*width),width-1.0);\nfloat zSlice1=min(zSlice0+1.0,width-1.0);\nfloat xOffset=slicePixelSize*0.5+uv.x*sliceInnerSize;\nfloat s0=xOffset+(zSlice0*sliceSize);\nfloat s1=xOffset+(zSlice1*sliceSize);\nvec4 slice0Color=texture2D(textureSampler,vec2(s0,uv.y));\nvec4 slice1Color=texture2D(textureSampler,vec2(s1,uv.y));\nfloat zOffset=mod(uv.z*width,1.0);\nvec4 result=mix(slice0Color,slice1Color,zOffset);\nreturn result;\n}\nvoid main(void)\n{\nvec4 screen_color=texture2D(textureSampler,vUV);\ngl_FragColor=sampleAs3DTexture(colorTable,screen_color.rgb,SLICE_COUNT);\n}","tonemapPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n\nuniform float _ExposureAdjustment;\n#if defined(HABLE_TONEMAPPING)\nconst float A=0.15;\nconst float B=0.50;\nconst float C=0.10;\nconst float D=0.20;\nconst float E=0.02;\nconst float F=0.30;\nconst float W=11.2;\n#endif\nfloat Luminance(vec3 c)\n{\nreturn dot(c,vec3(0.22,0.707,0.071));\n}\nvoid main(void) \n{\nvec3 colour=texture2D(textureSampler,vUV).rgb;\n#if defined(REINHARD_TONEMAPPING)\nfloat lum=Luminance(colour.rgb); \nfloat lumTm=lum*_ExposureAdjustment;\nfloat scale=lumTm/(1.0+lumTm); \ncolour*=scale/lum;\n#elif defined(HABLE_TONEMAPPING)\ncolour*=_ExposureAdjustment;\nconst float ExposureBias=2.0;\nvec3 x=ExposureBias*colour;\nvec3 curr=((x*(A*x+C*B)+D*E)/(x*(A*x+B)+D*F))-E/F;\nx=vec3(W,W,W);\nvec3 whiteScale=1.0/(((x*(A*x+C*B)+D*E)/(x*(A*x+B)+D*F))-E/F);\ncolour=curr*whiteScale;\n#elif defined(OPTIMIZED_HEJIDAWSON_TONEMAPPING)\ncolour*=_ExposureAdjustment;\nvec3 X=max(vec3(0.0,0.0,0.0),colour-0.004);\nvec3 retColor=(X*(6.2*X+0.5))/(X*(6.2*X+1.7)+0.06);\ncolour=retColor*retColor;\n#elif defined(PHOTOGRAPHIC_TONEMAPPING)\ncolour=vec3(1.0,1.0,1.0)-exp2(-_ExposureAdjustment*colour);\n#endif\ngl_FragColor=vec4(colour.rgb,1.0);\n}","displayPassPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform sampler2D passSampler;\nvoid main(void)\n{\ngl_FragColor=texture2D(passSampler,vUV);\n}","highlightsPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nconst vec3 RGBLuminanceCoefficients=vec3(0.2126,0.7152,0.0722);\nvoid main(void) \n{\nvec4 tex=texture2D(textureSampler,vUV);\nvec3 c=tex.rgb;\nfloat luma=dot(c.rgb,RGBLuminanceCoefficients);\n\n\ngl_FragColor=vec4(pow(c,vec3(25.0-luma*15.0)),tex.a); \n}","imageProcessingPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n#include<imageProcessingDeclaration>\n#include<helperFunctions>\n#include<imageProcessingFunctions>\nvoid main(void)\n{\nvec4 result=texture2D(textureSampler,vUV);\n#ifdef IMAGEPROCESSING\n#ifndef FROMLINEARSPACE\n\nresult.rgb=toLinearSpace(result.rgb);\n#endif\nresult=applyImageProcessing(result);\n#else\n\n#ifdef FROMLINEARSPACE\nresult=applyImageProcessing(result);\n#endif\n#endif\ngl_FragColor=result;\n}","motionBlurPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform sampler2D velocitySampler;\nuniform float motionStrength;\nuniform float motionScale;\nuniform vec2 screenSize;\nvoid main(void)\n{\n#ifdef GEOMETRY_SUPPORTED\nvec2 texelSize=1.0/screenSize;\nvec2 velocityColor=texture2D(velocitySampler,vUV).rg;\nvec2 velocity=vec2(pow(velocityColor.r,1.0/3.0),pow(velocityColor.g,1.0/3.0))*2.0-1.0;\nvelocity*=motionScale*motionStrength;\nfloat speed=length(velocity/texelSize);\nint samplesCount=int(clamp(speed,1.0,SAMPLES));\nvelocity=normalize(velocity)*texelSize;\nfloat hlim=float(-samplesCount)*0.5+0.5;\nvec4 result=texture2D(textureSampler,vUV);\nfor (int i=1; i<int(SAMPLES); ++i)\n{\nif (i>=samplesCount)\nbreak;\nvec2 offset=vUV+velocity*(hlim+float(i));\nresult+=texture2D(textureSampler,offset);\n}\ngl_FragColor=result/float(samplesCount);\n#else\ngl_FragColor=texture2D(textureSampler,vUV);\n#endif\n}\n","lensFlareVertexShader":"\nattribute vec2 position;\n\nuniform mat4 viewportMatrix;\n\nvarying vec2 vUV;\nconst vec2 madd=vec2(0.5,0.5);\nvoid main(void) { \nvUV=position*madd+madd;\ngl_Position=viewportMatrix*vec4(position,0.0,1.0);\n}","lensFlarePixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n\nuniform vec4 color;\nvoid main(void) {\nvec4 baseColor=texture2D(textureSampler,vUV);\ngl_FragColor=baseColor*color;\n}","anaglyphPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform sampler2D leftSampler;\nvoid main(void)\n{\nvec4 leftFrag=texture2D(leftSampler,vUV);\nleftFrag=vec4(1.0,leftFrag.g,leftFrag.b,1.0);\nvec4 rightFrag=texture2D(textureSampler,vUV);\nrightFrag=vec4(rightFrag.r,1.0,1.0,1.0);\ngl_FragColor=vec4(rightFrag.rgb*leftFrag.rgb,1.0);\n}","stereoscopicInterlacePixelShader":"const vec3 TWO=vec3(2.0,2.0,2.0);\nvarying vec2 vUV;\nuniform sampler2D camASampler;\nuniform sampler2D textureSampler;\nuniform vec2 stepSize;\nvoid main(void)\n{\nbool useCamB;\nvec2 texCoord1;\nvec2 texCoord2;\nvec3 frag1;\nvec3 frag2;\n#ifdef IS_STEREOSCOPIC_HORIZ\nuseCamB=vUV.x>0.5;\ntexCoord1=vec2(useCamB ? (vUV.x-0.5)*2.0 : vUV.x*2.0,vUV.y);\ntexCoord2=vec2(texCoord1.x+stepSize.x,vUV.y);\n#else\nuseCamB=vUV.y>0.5;\ntexCoord1=vec2(vUV.x,useCamB ? (vUV.y-0.5)*2.0 : vUV.y*2.0);\ntexCoord2=vec2(vUV.x,texCoord1.y+stepSize.y);\n#endif\n\nif (useCamB){\nfrag1=texture2D(textureSampler,texCoord1).rgb;\nfrag2=texture2D(textureSampler,texCoord2).rgb;\n}else{\nfrag1=texture2D(camASampler ,texCoord1).rgb;\nfrag2=texture2D(camASampler ,texCoord2).rgb;\n}\ngl_FragColor=vec4((frag1+frag2)/TWO,1.0);\n}","vrDistortionCorrectionPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform vec2 LensCenter;\nuniform vec2 Scale;\nuniform vec2 ScaleIn;\nuniform vec4 HmdWarpParam;\nvec2 HmdWarp(vec2 in01) {\nvec2 theta=(in01-LensCenter)*ScaleIn; \nfloat rSq=theta.x*theta.x+theta.y*theta.y;\nvec2 rvector=theta*(HmdWarpParam.x+HmdWarpParam.y*rSq+HmdWarpParam.z*rSq*rSq+HmdWarpParam.w*rSq*rSq*rSq);\nreturn LensCenter+Scale*rvector;\n}\nvoid main(void)\n{\nvec2 tc=HmdWarp(vUV);\nif (tc.x <0.0 || tc.x>1.0 || tc.y<0.0 || tc.y>1.0)\ngl_FragColor=vec4(0.0,0.0,0.0,0.0);\nelse{\ngl_FragColor=texture2D(textureSampler,tc);\n}\n}","glowBlurPostProcessPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n\nuniform vec2 screenSize;\nuniform vec2 direction;\nuniform float blurWidth;\n\nfloat getLuminance(vec3 color)\n{\nreturn dot(color,vec3(0.2126,0.7152,0.0722));\n}\nvoid main(void)\n{\nfloat weights[7];\nweights[0]=0.05;\nweights[1]=0.1;\nweights[2]=0.2;\nweights[3]=0.3;\nweights[4]=0.2;\nweights[5]=0.1;\nweights[6]=0.05;\nvec2 texelSize=vec2(1.0/screenSize.x,1.0/screenSize.y);\nvec2 texelStep=texelSize*direction*blurWidth;\nvec2 start=vUV-3.0*texelStep;\nvec4 baseColor=vec4(0.,0.,0.,0.);\nvec2 texelOffset=vec2(0.,0.);\nfor (int i=0; i<7; i++)\n{\n\nvec4 texel=texture2D(textureSampler,start+texelOffset);\nbaseColor.a+=texel.a*weights[i];\n\nfloat luminance=getLuminance(baseColor.rgb);\nfloat luminanceTexel=getLuminance(texel.rgb);\nfloat choice=step(luminanceTexel,luminance);\nbaseColor.rgb=choice*baseColor.rgb+(1.0-choice)*texel.rgb;\ntexelOffset+=texelStep;\n}\ngl_FragColor=baseColor;\n}","glowMapGenerationPixelShader":"#ifdef ALPHATEST\nvarying vec2 vUVDiffuse;\nuniform sampler2D diffuseSampler;\n#endif\n#ifdef EMISSIVE\nvarying vec2 vUVEmissive;\nuniform sampler2D emissiveSampler;\n#endif\nuniform vec4 color;\nvoid main(void)\n{\n#ifdef ALPHATEST\nif (texture2D(diffuseSampler,vUVDiffuse).a<0.4)\ndiscard;\n#endif\n#ifdef EMISSIVE\ngl_FragColor=texture2D(emissiveSampler,vUVEmissive)*color;\n#else\ngl_FragColor=color;\n#endif\n}","glowMapGenerationVertexShader":"\nattribute vec3 position;\n#include<bonesDeclaration>\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n\n#include<instancesDeclaration>\nuniform mat4 viewProjection;\nvarying vec4 vPosition;\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#ifdef ALPHATEST\nvarying vec2 vUVDiffuse;\nuniform mat4 diffuseMatrix;\n#endif\n#ifdef EMISSIVE\nvarying vec2 vUVEmissive;\nuniform mat4 emissiveMatrix;\n#endif\nvoid main(void)\n{\nvec3 positionUpdated=position;\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#include<instancesVertex>\n#include<bonesVertex>\n#ifdef CUBEMAP\nvPosition=finalWorld*vec4(positionUpdated,1.0);\ngl_Position=viewProjection*finalWorld*vec4(position,1.0);\n#else\nvPosition=viewProjection*finalWorld*vec4(positionUpdated,1.0);\ngl_Position=vPosition;\n#endif\n#ifdef ALPHATEST\n#ifdef DIFFUSEUV1\nvUVDiffuse=vec2(diffuseMatrix*vec4(uv,1.0,0.0));\n#endif\n#ifdef DIFFUSEUV2\nvUVDiffuse=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n#endif\n#endif\n#ifdef EMISSIVE\n#ifdef EMISSIVEUV1\nvUVEmissive=vec2(emissiveMatrix*vec4(uv,1.0,0.0));\n#endif\n#ifdef EMISSIVEUV2\nvUVEmissive=vec2(emissiveMatrix*vec4(uv2,1.0,0.0));\n#endif\n#endif\n}","glowMapMergePixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n#ifdef EMISSIVE\nuniform sampler2D textureSampler2;\n#endif\n\nuniform float offset;\nvoid main(void) {\nvec4 baseColor=texture2D(textureSampler,vUV);\n#ifdef EMISSIVE\nbaseColor+=texture2D(textureSampler2,vUV);\nbaseColor*=offset;\n#else\nbaseColor.a=abs(offset-baseColor.a);\n#ifdef STROKE\nfloat alpha=smoothstep(.0,.1,baseColor.a);\nbaseColor.a=alpha;\nbaseColor.rgb=baseColor.rgb*alpha;\n#endif\n#endif\ngl_FragColor=baseColor;\n}","glowMapMergeVertexShader":"\nattribute vec2 position;\n\nvarying vec2 vUV;\nconst vec2 madd=vec2(0.5,0.5);\nvoid main(void) {\nvUV=position*madd+madd;\ngl_Position=vec4(position,0.0,1.0);\n}","lineVertexShader":"\nattribute vec3 position;\nattribute vec4 normal;\n\nuniform mat4 worldViewProjection;\nuniform float width;\nuniform float aspectRatio;\nvoid main(void) {\nvec4 viewPosition=worldViewProjection*vec4(position,1.0);\nvec4 viewPositionNext=worldViewProjection*vec4(normal.xyz,1.0);\nvec2 currentScreen=viewPosition.xy/viewPosition.w;\nvec2 nextScreen=viewPositionNext.xy/viewPositionNext.w;\ncurrentScreen.x*=aspectRatio;\nnextScreen.x*=aspectRatio;\nvec2 dir=normalize(nextScreen-currentScreen);\nvec2 normalDir=vec2(-dir.y,dir.x);\nnormalDir*=width/2.0;\nnormalDir.x/=aspectRatio;\nvec4 offset=vec4(normalDir*normal.w,0.0,0.0);\ngl_Position=viewPosition+offset;\n}","linePixelShader":"uniform vec4 color;\nvoid main(void) {\ngl_FragColor=color;\n}","outlineVertexShader":"\nattribute vec3 position;\nattribute vec3 normal;\n#include<bonesDeclaration>\n\nuniform float offset;\n#include<instancesDeclaration>\nuniform mat4 viewProjection;\n#ifdef ALPHATEST\nvarying vec2 vUV;\nuniform mat4 diffuseMatrix;\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#endif\n#include<logDepthDeclaration>\nvoid main(void)\n{\nvec3 offsetPosition=position+normal*offset;\n#include<instancesVertex>\n#include<bonesVertex>\ngl_Position=viewProjection*finalWorld*vec4(offsetPosition,1.0);\n#ifdef ALPHATEST\n#ifdef UV1\nvUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));\n#endif\n#ifdef UV2\nvUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n#endif\n#endif\n#include<logDepthVertex>\n}\n","outlinePixelShader":"#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\nuniform vec4 color;\n#ifdef ALPHATEST\nvarying vec2 vUV;\nuniform sampler2D diffuseSampler;\n#endif\n#include<logDepthDeclaration>\nvoid main(void) {\n#ifdef ALPHATEST\nif (texture2D(diffuseSampler,vUV).a<0.4)\ndiscard;\n#endif\n#include<logDepthFragment>\ngl_FragColor=color;\n}","layerVertexShader":"\nattribute vec2 position;\n\nuniform vec2 scale;\nuniform vec2 offset;\nuniform mat4 textureMatrix;\n\nvarying vec2 vUV;\nconst vec2 madd=vec2(0.5,0.5);\nvoid main(void) { \nvec2 shiftedPosition=position*scale+offset;\nvUV=vec2(textureMatrix*vec4(shiftedPosition*madd+madd,1.0,0.0));\ngl_Position=vec4(shiftedPosition,0.0,1.0);\n}","layerPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n\nuniform vec4 color;\nvoid main(void) {\nvec4 baseColor=texture2D(textureSampler,vUV);\n#ifdef ALPHATEST\nif (baseColor.a<0.4)\ndiscard;\n#endif\ngl_FragColor=baseColor*color;\n}","backgroundVertexShader":"precision highp float;\n#include<__decl__backgroundVertex>\n#include<helperFunctions>\n\nattribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#include<bonesDeclaration>\n\n#include<instancesDeclaration>\n\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#ifdef MAINUV1\nvarying vec2 vMainUV1;\n#endif\n#ifdef MAINUV2\nvarying vec2 vMainUV2; \n#endif\n#if defined(DIFFUSE) && DIFFUSEDIRECTUV == 0\nvarying vec2 vDiffuseUV;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\n#endif\nvoid main(void) {\n#ifdef REFLECTIONMAP_SKYBOX\n#ifdef REFLECTIONMAP_SKYBOX_TRANSFORMED\nvPositionUVW=(reflectionMatrix*vec4(position,1.0)).xyz;\n#else\nvPositionUVW=position;\n#endif\n#endif \n#include<instancesVertex>\n#include<bonesVertex>\ngl_Position=viewProjection*finalWorld*vec4(position,1.0);\nvec4 worldPos=finalWorld*vec4(position,1.0);\nvPositionW=vec3(worldPos);\n#ifdef NORMAL\nmat3 normalWorld=mat3(finalWorld);\n#ifdef NONUNIFORMSCALING\nnormalWorld=transposeMat3(inverseMat3(normalWorld));\n#endif\nvNormalW=normalize(normalWorld*normal);\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvDirectionW=normalize(vec3(finalWorld*vec4(position,0.0)));\n#ifdef EQUIRECTANGULAR_RELFECTION_FOV\nmat3 screenToWorld=inverseMat3(mat3(finalWorld*viewProjection));\nvec3 segment=mix(vDirectionW,screenToWorld*vec3(0.0,0.0,1.0),abs(fFovMultiplier-1.0));\nif (fFovMultiplier<=1.0) {\nvDirectionW=normalize(segment);\n} else {\nvDirectionW=normalize(vDirectionW+(vDirectionW-segment));\n}\n#endif\n#endif\n#ifndef UV1\nvec2 uv=vec2(0.,0.);\n#endif\n#ifndef UV2\nvec2 uv2=vec2(0.,0.);\n#endif\n#ifdef MAINUV1\nvMainUV1=uv;\n#endif \n#ifdef MAINUV2\nvMainUV2=uv2;\n#endif\n#if defined(DIFFUSE) && DIFFUSEDIRECTUV == 0 \nif (vDiffuseInfos.x == 0.)\n{\nvDiffuseUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvDiffuseUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n\n#include<clipPlaneVertex>\n\n#include<fogVertex>\n\n#include<shadowsVertex>[0..maxSimultaneousLights]\n\n#ifdef VERTEXCOLOR\nvColor=color;\n#endif\n\n#ifdef POINTSIZE\ngl_PointSize=pointSize;\n#endif\n}\n","backgroundPixelShader":"#ifdef TEXTURELODSUPPORT\n#extension GL_EXT_shader_texture_lod : enable\n#endif\nprecision highp float;\n#include<__decl__backgroundFragment>\n#define RECIPROCAL_PI2 0.15915494\n\nuniform vec3 vEyePosition;\n\nvarying vec3 vPositionW;\n#ifdef MAINUV1\nvarying vec2 vMainUV1;\n#endif \n#ifdef MAINUV2 \nvarying vec2 vMainUV2; \n#endif \n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef DIFFUSE\n#if DIFFUSEDIRECTUV == 1\n#define vDiffuseUV vMainUV1\n#elif DIFFUSEDIRECTUV == 2\n#define vDiffuseUV vMainUV2\n#else\nvarying vec2 vDiffuseUV;\n#endif\nuniform sampler2D diffuseSampler;\n#endif\n\n#ifdef REFLECTION\n#ifdef REFLECTIONMAP_3D\n#define sampleReflection(s,c) textureCube(s,c)\nuniform samplerCube reflectionSampler;\n#ifdef TEXTURELODSUPPORT\n#define sampleReflectionLod(s,c,l) textureCubeLodEXT(s,c,l)\n#else\nuniform samplerCube reflectionSamplerLow;\nuniform samplerCube reflectionSamplerHigh;\n#endif\n#else\n#define sampleReflection(s,c) texture2D(s,c)\nuniform sampler2D reflectionSampler;\n#ifdef TEXTURELODSUPPORT\n#define sampleReflectionLod(s,c,l) texture2DLodEXT(s,c,l)\n#else\nuniform samplerCube reflectionSamplerLow;\nuniform samplerCube reflectionSamplerHigh;\n#endif\n#endif\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\n#else\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\n#endif\n#endif\n#include<reflectionFunction>\n#endif\n\n#ifndef FROMLINEARSPACE\n#define FROMLINEARSPACE;\n#endif\n\n#ifndef SHADOWONLY\n#define SHADOWONLY;\n#endif\n#include<imageProcessingDeclaration>\n\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<helperFunctions>\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#include<imageProcessingFunctions>\n#include<clipPlaneFragmentDeclaration>\n\n#include<fogFragmentDeclaration>\n#ifdef REFLECTIONFRESNEL\n#define FRESNEL_MAXIMUM_ON_ROUGH 0.25\nvec3 fresnelSchlickEnvironmentGGX(float VdotN,vec3 reflectance0,vec3 reflectance90,float smoothness)\n{\n\nfloat weight=mix(FRESNEL_MAXIMUM_ON_ROUGH,1.0,smoothness);\nreturn reflectance0+weight*(reflectance90-reflectance0)*pow(clamp(1.0-VdotN,0.,1.),5.0);\n}\n#endif\nvoid main(void) {\n#include<clipPlaneFragment>\nvec3 viewDirectionW=normalize(vEyePosition-vPositionW);\n\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3 normalW=vec3(0.0,1.0,0.0);\n#endif\n\nfloat shadow=1.;\nfloat globalShadow=0.;\nfloat shadowLightCount=0.;\n#include<lightFragment>[0..maxSimultaneousLights]\n#ifdef SHADOWINUSE\nglobalShadow/=shadowLightCount;\n#else\nglobalShadow=1.0;\n#endif\n\nvec4 reflectionColor=vec4(1.,1.,1.,1.);\n#ifdef REFLECTION\nvec3 reflectionVector=computeReflectionCoords(vec4(vPositionW,1.0),normalW);\n#ifdef REFLECTIONMAP_OPPOSITEZ\nreflectionVector.z*=-1.0;\n#endif\n\n#ifdef REFLECTIONMAP_3D\nvec3 reflectionCoords=reflectionVector;\n#else\nvec2 reflectionCoords=reflectionVector.xy;\n#ifdef REFLECTIONMAP_PROJECTION\nreflectionCoords/=reflectionVector.z;\n#endif\nreflectionCoords.y=1.0-reflectionCoords.y;\n#endif\n#ifdef REFLECTIONBLUR\nfloat reflectionLOD=vReflectionInfos.y;\n#ifdef TEXTURELODSUPPORT\n\nreflectionLOD=reflectionLOD*log2(vReflectionMicrosurfaceInfos.x)*vReflectionMicrosurfaceInfos.y+vReflectionMicrosurfaceInfos.z;\nreflectionColor=sampleReflectionLod(reflectionSampler,reflectionCoords,reflectionLOD);\n#else\nfloat lodReflectionNormalized=clamp(reflectionLOD,0.,1.);\nfloat lodReflectionNormalizedDoubled=lodReflectionNormalized*2.0;\nvec4 reflectionSpecularMid=sampleReflection(reflectionSampler,reflectionCoords);\nif(lodReflectionNormalizedDoubled<1.0){\nreflectionColor=mix(\nsampleReflection(reflectionSamplerHigh,reflectionCoords),\nreflectionSpecularMid,\nlodReflectionNormalizedDoubled\n);\n} else {\nreflectionColor=mix(\nreflectionSpecularMid,\nsampleReflection(reflectionSamplerLow,reflectionCoords),\nlodReflectionNormalizedDoubled-1.0\n);\n}\n#endif\n#else\nvec4 reflectionSample=sampleReflection(reflectionSampler,reflectionCoords);\nreflectionColor=reflectionSample;\n#endif\n#ifdef RGBDREFLECTION\nreflectionColor.rgb=fromRGBD(reflectionColor);\n#endif\n#ifdef GAMMAREFLECTION\nreflectionColor.rgb=toLinearSpace(reflectionColor.rgb);\n#endif\n#ifdef REFLECTIONBGR\nreflectionColor.rgb=reflectionColor.bgr;\n#endif\n\nreflectionColor.rgb*=vReflectionInfos.x;\n#endif\n\nvec3 diffuseColor=vec3(1.,1.,1.);\nfloat finalAlpha=alpha;\n#ifdef DIFFUSE\nvec4 diffuseMap=texture2D(diffuseSampler,vDiffuseUV);\n#ifdef GAMMADIFFUSE\ndiffuseMap.rgb=toLinearSpace(diffuseMap.rgb);\n#endif\n\ndiffuseMap.rgb*=vDiffuseInfos.y;\n#ifdef DIFFUSEHASALPHA\nfinalAlpha*=diffuseMap.a;\n#endif\ndiffuseColor=diffuseMap.rgb;\n#endif\n\n#ifdef REFLECTIONFRESNEL\nvec3 colorBase=diffuseColor;\n#else\nvec3 colorBase=reflectionColor.rgb*diffuseColor;\n#endif\ncolorBase=max(colorBase,0.0);\n\n#ifdef USERGBCOLOR\nvec3 finalColor=colorBase;\n#else\n#ifdef USEHIGHLIGHTANDSHADOWCOLORS\nvec3 mainColor=mix(vPrimaryColorShadow.rgb,vPrimaryColor.rgb,colorBase);\n#else\nvec3 mainColor=vPrimaryColor.rgb;\n#endif\nvec3 finalColor=colorBase*mainColor;\n#endif\n\n#ifdef REFLECTIONFRESNEL\nvec3 reflectionAmount=vReflectionControl.xxx;\nvec3 reflectionReflectance0=vReflectionControl.yyy;\nvec3 reflectionReflectance90=vReflectionControl.zzz;\nfloat VdotN=dot(normalize(vEyePosition),normalW);\nvec3 planarReflectionFresnel=fresnelSchlickEnvironmentGGX(clamp(VdotN,0.0,1.0),reflectionReflectance0,reflectionReflectance90,1.0);\nreflectionAmount*=planarReflectionFresnel;\n#ifdef REFLECTIONFALLOFF\nfloat reflectionDistanceFalloff=1.0-clamp(length(vPositionW.xyz-vBackgroundCenter)*vReflectionControl.w,0.0,1.0);\nreflectionDistanceFalloff*=reflectionDistanceFalloff;\nreflectionAmount*=reflectionDistanceFalloff;\n#endif\nfinalColor=mix(finalColor,reflectionColor.rgb,clamp(reflectionAmount,0.,1.));\n#endif\n#ifdef OPACITYFRESNEL\nfloat viewAngleToFloor=dot(normalW,normalize(vEyePosition-vBackgroundCenter));\n\nconst float startAngle=0.1;\nfloat fadeFactor=clamp(viewAngleToFloor/startAngle,0.0,1.0);\nfinalAlpha*=fadeFactor*fadeFactor;\n#endif\n\n#ifdef SHADOWINUSE\nfinalColor=mix(finalColor*shadowLevel,finalColor,globalShadow);\n#endif\n\nvec4 color=vec4(finalColor,finalAlpha);\n#include<fogFragment>\n#ifdef IMAGEPROCESSINGPOSTPROCESS\n\n\ncolor.rgb=clamp(color.rgb,0.,30.0);\n#else\n\ncolor=applyImageProcessing(color);\n#endif\n#ifdef PREMULTIPLYALPHA\n\ncolor.rgb*=color.a;\n#endif\n#ifdef NOISE\ncolor.rgb+=dither(vPositionW.xy,0.5);\ncolor=max(color,0.0);\n#endif\ngl_FragColor=color;\n}\n","noisePixelShader":"\n\nuniform float brightness;\nuniform float persistence;\nuniform float timeScale;\n\nvarying vec2 vUV;\n\nvec2 hash22(vec2 p)\n{\np=p*mat2(127.1,311.7,269.5,183.3);\np=-1.0+2.0*fract(sin(p)*43758.5453123);\nreturn sin(p*6.283+timeScale);\n}\nfloat interpolationNoise(vec2 p)\n{\nvec2 pi=floor(p);\nvec2 pf=p-pi;\nvec2 w=pf*pf*(3.-2.*pf);\nfloat f00=dot(hash22(pi+vec2(.0,.0)),pf-vec2(.0,.0));\nfloat f01=dot(hash22(pi+vec2(.0,1.)),pf-vec2(.0,1.));\nfloat f10=dot(hash22(pi+vec2(1.0,0.)),pf-vec2(1.0,0.));\nfloat f11=dot(hash22(pi+vec2(1.0,1.)),pf-vec2(1.0,1.));\nfloat xm1=mix(f00,f10,w.x);\nfloat xm2=mix(f01,f11,w.x);\nfloat ym=mix(xm1,xm2,w.y); \nreturn ym;\n}\nfloat perlinNoise2D(float x,float y)\n{\nfloat sum=0.0;\nfloat frequency=0.0;\nfloat amplitude=0.0;\nfor(int i=0; i<OCTAVES; i++)\n{\nfrequency=pow(2.0,float(i));\namplitude=pow(persistence,float(i));\nsum=sum+interpolationNoise(vec2(x*frequency,y*frequency))*amplitude;\n}\nreturn sum;\n}\n\nvoid main(void)\n{\nfloat x=abs(vUV.x);\nfloat y=abs(vUV.y);\nfloat noise=brightness+(1.0-brightness)*perlinNoise2D(x,y);\ngl_FragColor=vec4(noise,noise,noise,1.0);\n}\n"};
  119966. BABYLON.Effect.IncludesShadersStore={"depthPrePass":"#ifdef DEPTHPREPASS\ngl_FragColor=vec4(0.,0.,0.,1.0);\nreturn;\n#endif","bonesDeclaration":"#if NUM_BONE_INFLUENCERS>0\n#ifdef BONETEXTURE\nuniform sampler2D boneSampler;\nuniform float boneTextureWidth;\n#else\nuniform mat4 mBones[BonesPerMesh];\n#endif \nattribute vec4 matricesIndices;\nattribute vec4 matricesWeights;\n#if NUM_BONE_INFLUENCERS>4\nattribute vec4 matricesIndicesExtra;\nattribute vec4 matricesWeightsExtra;\n#endif\n#ifdef BONETEXTURE\nmat4 readMatrixFromRawSampler(sampler2D smp,float index)\n{\nfloat offset=index*4.0; \nfloat dx=1.0/boneTextureWidth;\nvec4 m0=texture2D(smp,vec2(dx*(offset+0.5),0.));\nvec4 m1=texture2D(smp,vec2(dx*(offset+1.5),0.));\nvec4 m2=texture2D(smp,vec2(dx*(offset+2.5),0.));\nvec4 m3=texture2D(smp,vec2(dx*(offset+3.5),0.));\nreturn mat4(m0,m1,m2,m3);\n}\n#endif\n#endif","instancesDeclaration":"#ifdef INSTANCES\nattribute vec4 world0;\nattribute vec4 world1;\nattribute vec4 world2;\nattribute vec4 world3;\n#else\nuniform mat4 world;\n#endif","pointCloudVertexDeclaration":"#ifdef POINTSIZE\nuniform float pointSize;\n#endif","bumpVertexDeclaration":"#if defined(BUMP) || defined(PARALLAX)\n#if defined(TANGENT) && defined(NORMAL) \nvarying mat3 vTBN;\n#endif\n#endif\n","clipPlaneVertexDeclaration":"#ifdef CLIPPLANE\nuniform vec4 vClipPlane;\nvarying float fClipDistance;\n#endif\n#ifdef CLIPPLANE2\nuniform vec4 vClipPlane2;\nvarying float fClipDistance2;\n#endif\n#ifdef CLIPPLANE3\nuniform vec4 vClipPlane3;\nvarying float fClipDistance3;\n#endif\n#ifdef CLIPPLANE4\nuniform vec4 vClipPlane4;\nvarying float fClipDistance4;\n#endif","fogVertexDeclaration":"#ifdef FOG\nvarying vec3 vFogDistance;\n#endif","morphTargetsVertexGlobalDeclaration":"#ifdef MORPHTARGETS\nuniform float morphTargetInfluences[NUM_MORPH_INFLUENCERS];\n#endif","morphTargetsVertexDeclaration":"#ifdef MORPHTARGETS\nattribute vec3 position{X};\n#ifdef MORPHTARGETS_NORMAL\nattribute vec3 normal{X};\n#endif\n#ifdef MORPHTARGETS_TANGENT\nattribute vec3 tangent{X};\n#endif\n#endif","logDepthDeclaration":"#ifdef LOGARITHMICDEPTH\nuniform float logarithmicDepthConstant;\nvarying float vFragmentDepth;\n#endif","morphTargetsVertex":"#ifdef MORPHTARGETS\npositionUpdated+=(position{X}-position)*morphTargetInfluences[{X}];\n#ifdef MORPHTARGETS_NORMAL\nnormalUpdated+=(normal{X}-normal)*morphTargetInfluences[{X}];\n#endif\n#ifdef MORPHTARGETS_TANGENT\ntangentUpdated.xyz+=(tangent{X}-tangent.xyz)*morphTargetInfluences[{X}];\n#endif\n#endif","instancesVertex":"#ifdef INSTANCES\nmat4 finalWorld=mat4(world0,world1,world2,world3);\n#else\nmat4 finalWorld=world;\n#endif","bonesVertex":"#if NUM_BONE_INFLUENCERS>0\nmat4 influence;\n#ifdef BONETEXTURE\ninfluence=readMatrixFromRawSampler(boneSampler,matricesIndices[0])*matricesWeights[0];\n#if NUM_BONE_INFLUENCERS>1\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndices[1])*matricesWeights[1];\n#endif \n#if NUM_BONE_INFLUENCERS>2\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndices[2])*matricesWeights[2];\n#endif \n#if NUM_BONE_INFLUENCERS>3\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndices[3])*matricesWeights[3];\n#endif \n#if NUM_BONE_INFLUENCERS>4\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[0])*matricesWeightsExtra[0];\n#endif \n#if NUM_BONE_INFLUENCERS>5\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[1])*matricesWeightsExtra[1];\n#endif \n#if NUM_BONE_INFLUENCERS>6\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[2])*matricesWeightsExtra[2];\n#endif \n#if NUM_BONE_INFLUENCERS>7\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[3])*matricesWeightsExtra[3];\n#endif \n#else \ninfluence=mBones[int(matricesIndices[0])]*matricesWeights[0];\n#if NUM_BONE_INFLUENCERS>1\ninfluence+=mBones[int(matricesIndices[1])]*matricesWeights[1];\n#endif \n#if NUM_BONE_INFLUENCERS>2\ninfluence+=mBones[int(matricesIndices[2])]*matricesWeights[2];\n#endif \n#if NUM_BONE_INFLUENCERS>3\ninfluence+=mBones[int(matricesIndices[3])]*matricesWeights[3];\n#endif \n#if NUM_BONE_INFLUENCERS>4\ninfluence+=mBones[int(matricesIndicesExtra[0])]*matricesWeightsExtra[0];\n#endif \n#if NUM_BONE_INFLUENCERS>5\ninfluence+=mBones[int(matricesIndicesExtra[1])]*matricesWeightsExtra[1];\n#endif \n#if NUM_BONE_INFLUENCERS>6\ninfluence+=mBones[int(matricesIndicesExtra[2])]*matricesWeightsExtra[2];\n#endif \n#if NUM_BONE_INFLUENCERS>7\ninfluence+=mBones[int(matricesIndicesExtra[3])]*matricesWeightsExtra[3];\n#endif \n#endif\nfinalWorld=finalWorld*influence;\n#endif","bumpVertex":"#if defined(BUMP) || defined(PARALLAX)\n#if defined(TANGENT) && defined(NORMAL)\nvec3 tbnNormal=normalize(normalUpdated);\nvec3 tbnTangent=normalize(tangentUpdated.xyz);\nvec3 tbnBitangent=cross(tbnNormal,tbnTangent)*tangentUpdated.w;\nvTBN=mat3(finalWorld)*mat3(tbnTangent,tbnBitangent,tbnNormal);\n#endif\n#endif","clipPlaneVertex":"#ifdef CLIPPLANE\nfClipDistance=dot(worldPos,vClipPlane);\n#endif\n#ifdef CLIPPLANE2\nfClipDistance2=dot(worldPos,vClipPlane2);\n#endif\n#ifdef CLIPPLANE3\nfClipDistance3=dot(worldPos,vClipPlane3);\n#endif\n#ifdef CLIPPLANE4\nfClipDistance4=dot(worldPos,vClipPlane4);\n#endif","fogVertex":"#ifdef FOG\nvFogDistance=(view*worldPos).xyz;\n#endif","shadowsVertex":"#ifdef SHADOWS\n#if defined(SHADOW{X}) && !defined(SHADOWCUBE{X})\nvPositionFromLight{X}=lightMatrix{X}*worldPos;\nvDepthMetric{X}=((vPositionFromLight{X}.z+light{X}.depthValues.x)/(light{X}.depthValues.y));\n#endif\n#endif","pointCloudVertex":"#ifdef POINTSIZE\ngl_PointSize=pointSize;\n#endif","logDepthVertex":"#ifdef LOGARITHMICDEPTH\nvFragmentDepth=1.0+gl_Position.w;\ngl_Position.z=log2(max(0.000001,vFragmentDepth))*logarithmicDepthConstant;\n#endif","helperFunctions":"const float PI=3.1415926535897932384626433832795;\nconst float LinearEncodePowerApprox=2.2;\nconst float GammaEncodePowerApprox=1.0/LinearEncodePowerApprox;\nconst vec3 LuminanceEncodeApprox=vec3(0.2126,0.7152,0.0722);\nmat3 transposeMat3(mat3 inMatrix) {\nvec3 i0=inMatrix[0];\nvec3 i1=inMatrix[1];\nvec3 i2=inMatrix[2];\nmat3 outMatrix=mat3(\nvec3(i0.x,i1.x,i2.x),\nvec3(i0.y,i1.y,i2.y),\nvec3(i0.z,i1.z,i2.z)\n);\nreturn outMatrix;\n}\n\nmat3 inverseMat3(mat3 inMatrix) {\nfloat a00=inMatrix[0][0],a01=inMatrix[0][1],a02=inMatrix[0][2];\nfloat a10=inMatrix[1][0],a11=inMatrix[1][1],a12=inMatrix[1][2];\nfloat a20=inMatrix[2][0],a21=inMatrix[2][1],a22=inMatrix[2][2];\nfloat b01=a22*a11-a12*a21;\nfloat b11=-a22*a10+a12*a20;\nfloat b21=a21*a10-a11*a20;\nfloat det=a00*b01+a01*b11+a02*b21;\nreturn mat3(b01,(-a22*a01+a02*a21),(a12*a01-a02*a11),\nb11,(a22*a00-a02*a20),(-a12*a00+a02*a10),\nb21,(-a21*a00+a01*a20),(a11*a00-a01*a10))/det;\n}\nfloat computeFallOff(float value,vec2 clipSpace,float frustumEdgeFalloff)\n{\nfloat mask=smoothstep(1.0-frustumEdgeFalloff,1.0,clamp(dot(clipSpace,clipSpace),0.,1.));\nreturn mix(value,1.0,mask);\n}\nvec3 applyEaseInOut(vec3 x){\nreturn x*x*(3.0-2.0*x);\n}\nvec3 toLinearSpace(vec3 color)\n{\nreturn pow(color,vec3(LinearEncodePowerApprox));\n}\nvec3 toGammaSpace(vec3 color)\n{\nreturn pow(color,vec3(GammaEncodePowerApprox));\n}\nfloat square(float value)\n{\nreturn value*value;\n}\nfloat getLuminance(vec3 color)\n{\nreturn clamp(dot(color,LuminanceEncodeApprox),0.,1.);\n}\n\nfloat getRand(vec2 seed) {\nreturn fract(sin(dot(seed.xy ,vec2(12.9898,78.233)))*43758.5453);\n}\nfloat dither(vec2 seed,float varianceAmount) {\nfloat rand=getRand(seed);\nfloat dither=mix(-varianceAmount/255.0,varianceAmount/255.0,rand);\nreturn dither;\n}\n\nconst float rgbdMaxRange=255.0;\nvec4 toRGBD(vec3 color) {\nfloat maxRGB=max(0.0000001,max(color.r,max(color.g,color.b)));\nfloat D=max(rgbdMaxRange/maxRGB,1.);\nD=clamp(floor(D)/255.0,0.,1.);\n\nvec3 rgb=color.rgb*D;\n\nrgb=toGammaSpace(rgb);\nreturn vec4(rgb,D); \n}\nvec3 fromRGBD(vec4 rgbd) {\n\nrgbd.rgb=toLinearSpace(rgbd.rgb);\n\nreturn rgbd.rgb/rgbd.a;\n}","lightFragmentDeclaration":"#ifdef LIGHT{X}\nuniform vec4 vLightData{X};\nuniform vec4 vLightDiffuse{X};\n#ifdef SPECULARTERM\nuniform vec3 vLightSpecular{X};\n#else\nvec3 vLightSpecular{X}=vec3(0.);\n#endif\n#ifdef SHADOW{X}\n#if defined(SHADOWCUBE{X})\nuniform samplerCube shadowSampler{X};\n#else\nvarying vec4 vPositionFromLight{X};\nvarying float vDepthMetric{X};\n#if defined(SHADOWPCSS{X})\nuniform highp sampler2DShadow shadowSampler{X};\nuniform highp sampler2D depthSampler{X};\n#elif defined(SHADOWPCF{X})\nuniform highp sampler2DShadow shadowSampler{X};\n#else\nuniform sampler2D shadowSampler{X};\n#endif\nuniform mat4 lightMatrix{X};\n#endif\nuniform vec4 shadowsInfo{X};\nuniform vec2 depthValues{X};\n#endif\n#ifdef SPOTLIGHT{X}\nuniform vec4 vLightDirection{X};\nuniform vec4 vLightFalloff{X};\n#elif defined(POINTLIGHT{X})\nuniform vec4 vLightFalloff{X};\n#elif defined(HEMILIGHT{X})\nuniform vec3 vLightGround{X};\n#endif\n#ifdef PROJECTEDLIGHTTEXTURE{X}\nuniform mat4 textureProjectionMatrix{X};\nuniform sampler2D projectionLightSampler{X};\n#endif\n#endif","lightsFragmentFunctions":"\nstruct lightingInfo\n{\nvec3 diffuse;\n#ifdef SPECULARTERM\nvec3 specular;\n#endif\n#ifdef NDOTL\nfloat ndl;\n#endif\n};\nlightingInfo computeLighting(vec3 viewDirectionW,vec3 vNormal,vec4 lightData,vec3 diffuseColor,vec3 specularColor,float range,float glossiness) {\nlightingInfo result;\nvec3 lightVectorW;\nfloat attenuation=1.0;\nif (lightData.w == 0.)\n{\nvec3 direction=lightData.xyz-vPositionW;\nattenuation=max(0.,1.0-length(direction)/range);\nlightVectorW=normalize(direction);\n}\nelse\n{\nlightVectorW=normalize(-lightData.xyz);\n}\n\nfloat ndl=max(0.,dot(vNormal,lightVectorW));\n#ifdef NDOTL\nresult.ndl=ndl;\n#endif\nresult.diffuse=ndl*diffuseColor*attenuation;\n#ifdef SPECULARTERM\n\nvec3 angleW=normalize(viewDirectionW+lightVectorW);\nfloat specComp=max(0.,dot(vNormal,angleW));\nspecComp=pow(specComp,max(1.,glossiness));\nresult.specular=specComp*specularColor*attenuation;\n#endif\nreturn result;\n}\nlightingInfo computeSpotLighting(vec3 viewDirectionW,vec3 vNormal,vec4 lightData,vec4 lightDirection,vec3 diffuseColor,vec3 specularColor,float range,float glossiness) {\nlightingInfo result;\nvec3 direction=lightData.xyz-vPositionW;\nvec3 lightVectorW=normalize(direction);\nfloat attenuation=max(0.,1.0-length(direction)/range);\n\nfloat cosAngle=max(0.,dot(lightDirection.xyz,-lightVectorW));\nif (cosAngle>=lightDirection.w)\n{\ncosAngle=max(0.,pow(cosAngle,lightData.w));\nattenuation*=cosAngle;\n\nfloat ndl=max(0.,dot(vNormal,lightVectorW));\n#ifdef NDOTL\nresult.ndl=ndl;\n#endif\nresult.diffuse=ndl*diffuseColor*attenuation;\n#ifdef SPECULARTERM\n\nvec3 angleW=normalize(viewDirectionW+lightVectorW);\nfloat specComp=max(0.,dot(vNormal,angleW));\nspecComp=pow(specComp,max(1.,glossiness));\nresult.specular=specComp*specularColor*attenuation;\n#endif\nreturn result;\n}\nresult.diffuse=vec3(0.);\n#ifdef SPECULARTERM\nresult.specular=vec3(0.);\n#endif\n#ifdef NDOTL\nresult.ndl=0.;\n#endif\nreturn result;\n}\nlightingInfo computeHemisphericLighting(vec3 viewDirectionW,vec3 vNormal,vec4 lightData,vec3 diffuseColor,vec3 specularColor,vec3 groundColor,float glossiness) {\nlightingInfo result;\n\nfloat ndl=dot(vNormal,lightData.xyz)*0.5+0.5;\n#ifdef NDOTL\nresult.ndl=ndl;\n#endif\nresult.diffuse=mix(groundColor,diffuseColor,ndl);\n#ifdef SPECULARTERM\n\nvec3 angleW=normalize(viewDirectionW+lightData.xyz);\nfloat specComp=max(0.,dot(vNormal,angleW));\nspecComp=pow(specComp,max(1.,glossiness));\nresult.specular=specComp*specularColor;\n#endif\nreturn result;\n}\nvec3 computeProjectionTextureDiffuseLighting(sampler2D projectionLightSampler,mat4 textureProjectionMatrix){\nvec4 strq=textureProjectionMatrix*vec4(vPositionW,1.0);\nstrq/=strq.w;\nvec3 textureColor=texture2D(projectionLightSampler,strq.xy).rgb;\nreturn textureColor;\n}","lightUboDeclaration":"#ifdef LIGHT{X}\nuniform Light{X}\n{\nvec4 vLightData;\nvec4 vLightDiffuse;\nvec3 vLightSpecular;\n#ifdef SPOTLIGHT{X}\nvec4 vLightDirection;\nvec4 vLightFalloff;\n#elif defined(POINTLIGHT{X})\nvec4 vLightFalloff;\n#elif defined(HEMILIGHT{X})\nvec3 vLightGround;\n#endif\nvec4 shadowsInfo;\nvec2 depthValues;\n} light{X};\n#ifdef PROJECTEDLIGHTTEXTURE{X}\nuniform mat4 textureProjectionMatrix{X};\nuniform sampler2D projectionLightSampler{X};\n#endif\n#ifdef SHADOW{X}\n#if defined(SHADOWCUBE{X})\nuniform samplerCube shadowSampler{X}; \n#else\nvarying vec4 vPositionFromLight{X};\nvarying float vDepthMetric{X};\n#if defined(SHADOWPCSS{X})\nuniform highp sampler2DShadow shadowSampler{X};\nuniform highp sampler2D depthSampler{X};\n#elif defined(SHADOWPCF{X})\nuniform highp sampler2DShadow shadowSampler{X};\n#else\nuniform sampler2D shadowSampler{X};\n#endif\nuniform mat4 lightMatrix{X};\n#endif\n#endif\n#endif","defaultVertexDeclaration":"\nuniform mat4 viewProjection;\nuniform mat4 view;\n#ifdef DIFFUSE\nuniform mat4 diffuseMatrix;\nuniform vec2 vDiffuseInfos;\n#endif\n#ifdef AMBIENT\nuniform mat4 ambientMatrix;\nuniform vec2 vAmbientInfos;\n#endif\n#ifdef OPACITY\nuniform mat4 opacityMatrix;\nuniform vec2 vOpacityInfos;\n#endif\n#ifdef EMISSIVE\nuniform vec2 vEmissiveInfos;\nuniform mat4 emissiveMatrix;\n#endif\n#ifdef LIGHTMAP\nuniform vec2 vLightmapInfos;\nuniform mat4 lightmapMatrix;\n#endif\n#if defined(SPECULAR) && defined(SPECULARTERM)\nuniform vec2 vSpecularInfos;\nuniform mat4 specularMatrix;\n#endif\n#ifdef BUMP\nuniform vec3 vBumpInfos;\nuniform mat4 bumpMatrix;\n#endif\n#ifdef REFLECTION\nuniform mat4 reflectionMatrix;\n#endif\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\n","defaultFragmentDeclaration":"uniform vec4 vDiffuseColor;\n#ifdef SPECULARTERM\nuniform vec4 vSpecularColor;\n#endif\nuniform vec3 vEmissiveColor;\n\n#ifdef DIFFUSE\nuniform vec2 vDiffuseInfos;\n#endif\n#ifdef AMBIENT\nuniform vec2 vAmbientInfos;\n#endif\n#ifdef OPACITY \nuniform vec2 vOpacityInfos;\n#endif\n#ifdef EMISSIVE\nuniform vec2 vEmissiveInfos;\n#endif\n#ifdef LIGHTMAP\nuniform vec2 vLightmapInfos;\n#endif\n#ifdef BUMP\nuniform vec3 vBumpInfos;\nuniform vec2 vTangentSpaceParams;\n#endif\n#if defined(REFLECTIONMAP_SPHERICAL) || defined(REFLECTIONMAP_PROJECTION) || defined(REFRACTION)\nuniform mat4 view;\n#endif\n#ifdef REFRACTION\nuniform vec4 vRefractionInfos;\n#ifndef REFRACTIONMAP_3D\nuniform mat4 refractionMatrix;\n#endif\n#ifdef REFRACTIONFRESNEL\nuniform vec4 refractionLeftColor;\nuniform vec4 refractionRightColor;\n#endif\n#endif\n#if defined(SPECULAR) && defined(SPECULARTERM)\nuniform vec2 vSpecularInfos;\n#endif\n#ifdef DIFFUSEFRESNEL\nuniform vec4 diffuseLeftColor;\nuniform vec4 diffuseRightColor;\n#endif\n#ifdef OPACITYFRESNEL\nuniform vec4 opacityParts;\n#endif\n#ifdef EMISSIVEFRESNEL\nuniform vec4 emissiveLeftColor;\nuniform vec4 emissiveRightColor;\n#endif\n\n#ifdef REFLECTION\nuniform vec2 vReflectionInfos;\n#ifdef REFLECTIONMAP_SKYBOX\n#else\n#if defined(REFLECTIONMAP_PLANAR) || defined(REFLECTIONMAP_CUBIC) || defined(REFLECTIONMAP_PROJECTION)\nuniform mat4 reflectionMatrix;\n#endif\n#if defined(USE_LOCAL_REFLECTIONMAP_CUBIC) && defined(REFLECTIONMAP_CUBIC)\nuniform vec3 vReflectionPosition;\nuniform vec3 vReflectionSize; \n#endif\n#endif\n#ifdef REFLECTIONFRESNEL\nuniform vec4 reflectionLeftColor;\nuniform vec4 reflectionRightColor;\n#endif\n#endif","defaultUboDeclaration":"layout(std140,column_major) uniform;\nuniform Material\n{\nvec4 diffuseLeftColor;\nvec4 diffuseRightColor;\nvec4 opacityParts;\nvec4 reflectionLeftColor;\nvec4 reflectionRightColor;\nvec4 refractionLeftColor;\nvec4 refractionRightColor;\nvec4 emissiveLeftColor; \nvec4 emissiveRightColor;\nvec2 vDiffuseInfos;\nvec2 vAmbientInfos;\nvec2 vOpacityInfos;\nvec2 vReflectionInfos;\nvec3 vReflectionPosition;\nvec3 vReflectionSize;\nvec2 vEmissiveInfos;\nvec2 vLightmapInfos;\nvec2 vSpecularInfos;\nvec3 vBumpInfos;\nmat4 diffuseMatrix;\nmat4 ambientMatrix;\nmat4 opacityMatrix;\nmat4 reflectionMatrix;\nmat4 emissiveMatrix;\nmat4 lightmapMatrix;\nmat4 specularMatrix;\nmat4 bumpMatrix; \nvec4 vTangentSpaceParams;\nmat4 refractionMatrix;\nvec4 vRefractionInfos;\nvec4 vSpecularColor;\nvec3 vEmissiveColor;\nvec4 vDiffuseColor;\nfloat pointSize; \n};\nuniform Scene {\nmat4 viewProjection;\nmat4 view;\n};","shadowsFragmentFunctions":"#ifdef SHADOWS\n#ifndef SHADOWFLOAT\nfloat unpack(vec4 color)\n{\nconst vec4 bit_shift=vec4(1.0/(255.0*255.0*255.0),1.0/(255.0*255.0),1.0/255.0,1.0);\nreturn dot(color,bit_shift);\n}\n#endif\nfloat computeShadowCube(vec3 lightPosition,samplerCube shadowSampler,float darkness,vec2 depthValues)\n{\nvec3 directionToLight=vPositionW-lightPosition;\nfloat depth=length(directionToLight);\ndepth=(depth+depthValues.x)/(depthValues.y);\ndepth=clamp(depth,0.,1.0);\ndirectionToLight=normalize(directionToLight);\ndirectionToLight.y=-directionToLight.y;\n#ifndef SHADOWFLOAT\nfloat shadow=unpack(textureCube(shadowSampler,directionToLight));\n#else\nfloat shadow=textureCube(shadowSampler,directionToLight).x;\n#endif\nif (depth>shadow)\n{\nreturn darkness;\n}\nreturn 1.0;\n}\nfloat computeShadowWithPoissonSamplingCube(vec3 lightPosition,samplerCube shadowSampler,float mapSize,float darkness,vec2 depthValues)\n{\nvec3 directionToLight=vPositionW-lightPosition;\nfloat depth=length(directionToLight);\ndepth=(depth+depthValues.x)/(depthValues.y);\ndepth=clamp(depth,0.,1.0);\ndirectionToLight=normalize(directionToLight);\ndirectionToLight.y=-directionToLight.y;\nfloat visibility=1.;\nvec3 poissonDisk[4];\npoissonDisk[0]=vec3(-1.0,1.0,-1.0);\npoissonDisk[1]=vec3(1.0,-1.0,-1.0);\npoissonDisk[2]=vec3(-1.0,-1.0,-1.0);\npoissonDisk[3]=vec3(1.0,-1.0,1.0);\n\n#ifndef SHADOWFLOAT\nif (unpack(textureCube(shadowSampler,directionToLight+poissonDisk[0]*mapSize))<depth) visibility-=0.25;\nif (unpack(textureCube(shadowSampler,directionToLight+poissonDisk[1]*mapSize))<depth) visibility-=0.25;\nif (unpack(textureCube(shadowSampler,directionToLight+poissonDisk[2]*mapSize))<depth) visibility-=0.25;\nif (unpack(textureCube(shadowSampler,directionToLight+poissonDisk[3]*mapSize))<depth) visibility-=0.25;\n#else\nif (textureCube(shadowSampler,directionToLight+poissonDisk[0]*mapSize).x<depth) visibility-=0.25;\nif (textureCube(shadowSampler,directionToLight+poissonDisk[1]*mapSize).x<depth) visibility-=0.25;\nif (textureCube(shadowSampler,directionToLight+poissonDisk[2]*mapSize).x<depth) visibility-=0.25;\nif (textureCube(shadowSampler,directionToLight+poissonDisk[3]*mapSize).x<depth) visibility-=0.25;\n#endif\nreturn min(1.0,visibility+darkness);\n}\nfloat computeShadowWithESMCube(vec3 lightPosition,samplerCube shadowSampler,float darkness,float depthScale,vec2 depthValues)\n{\nvec3 directionToLight=vPositionW-lightPosition;\nfloat depth=length(directionToLight);\ndepth=(depth+depthValues.x)/(depthValues.y);\nfloat shadowPixelDepth=clamp(depth,0.,1.0);\ndirectionToLight=normalize(directionToLight);\ndirectionToLight.y=-directionToLight.y;\n#ifndef SHADOWFLOAT\nfloat shadowMapSample=unpack(textureCube(shadowSampler,directionToLight));\n#else\nfloat shadowMapSample=textureCube(shadowSampler,directionToLight).x;\n#endif\nfloat esm=1.0-clamp(exp(min(87.,depthScale*shadowPixelDepth))*shadowMapSample,0.,1.-darkness); \nreturn esm;\n}\nfloat computeShadowWithCloseESMCube(vec3 lightPosition,samplerCube shadowSampler,float darkness,float depthScale,vec2 depthValues)\n{\nvec3 directionToLight=vPositionW-lightPosition;\nfloat depth=length(directionToLight);\ndepth=(depth+depthValues.x)/(depthValues.y);\nfloat shadowPixelDepth=clamp(depth,0.,1.0);\ndirectionToLight=normalize(directionToLight);\ndirectionToLight.y=-directionToLight.y;\n#ifndef SHADOWFLOAT\nfloat shadowMapSample=unpack(textureCube(shadowSampler,directionToLight));\n#else\nfloat shadowMapSample=textureCube(shadowSampler,directionToLight).x;\n#endif\nfloat esm=clamp(exp(min(87.,-depthScale*(shadowPixelDepth-shadowMapSample))),darkness,1.);\nreturn esm;\n}\nfloat computeShadow(vec4 vPositionFromLight,float depthMetric,sampler2D shadowSampler,float darkness,float frustumEdgeFalloff)\n{\nvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\nvec2 uv=0.5*clipSpace.xy+vec2(0.5);\nif (uv.x<0. || uv.x>1.0 || uv.y<0. || uv.y>1.0)\n{\nreturn 1.0;\n}\nfloat shadowPixelDepth=clamp(depthMetric,0.,1.0);\n#ifndef SHADOWFLOAT\nfloat shadow=unpack(texture2D(shadowSampler,uv));\n#else\nfloat shadow=texture2D(shadowSampler,uv).x;\n#endif\nif (shadowPixelDepth>shadow)\n{\nreturn computeFallOff(darkness,clipSpace.xy,frustumEdgeFalloff);\n}\nreturn 1.;\n}\nfloat computeShadowWithPoissonSampling(vec4 vPositionFromLight,float depthMetric,sampler2D shadowSampler,float mapSize,float darkness,float frustumEdgeFalloff)\n{\nvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\nvec2 uv=0.5*clipSpace.xy+vec2(0.5);\nif (uv.x<0. || uv.x>1.0 || uv.y<0. || uv.y>1.0)\n{\nreturn 1.0;\n}\nfloat shadowPixelDepth=clamp(depthMetric,0.,1.0);\nfloat visibility=1.;\nvec2 poissonDisk[4];\npoissonDisk[0]=vec2(-0.94201624,-0.39906216);\npoissonDisk[1]=vec2(0.94558609,-0.76890725);\npoissonDisk[2]=vec2(-0.094184101,-0.92938870);\npoissonDisk[3]=vec2(0.34495938,0.29387760);\n\n#ifndef SHADOWFLOAT\nif (unpack(texture2D(shadowSampler,uv+poissonDisk[0]*mapSize))<shadowPixelDepth) visibility-=0.25;\nif (unpack(texture2D(shadowSampler,uv+poissonDisk[1]*mapSize))<shadowPixelDepth) visibility-=0.25;\nif (unpack(texture2D(shadowSampler,uv+poissonDisk[2]*mapSize))<shadowPixelDepth) visibility-=0.25;\nif (unpack(texture2D(shadowSampler,uv+poissonDisk[3]*mapSize))<shadowPixelDepth) visibility-=0.25;\n#else\nif (texture2D(shadowSampler,uv+poissonDisk[0]*mapSize).x<shadowPixelDepth) visibility-=0.25;\nif (texture2D(shadowSampler,uv+poissonDisk[1]*mapSize).x<shadowPixelDepth) visibility-=0.25;\nif (texture2D(shadowSampler,uv+poissonDisk[2]*mapSize).x<shadowPixelDepth) visibility-=0.25;\nif (texture2D(shadowSampler,uv+poissonDisk[3]*mapSize).x<shadowPixelDepth) visibility-=0.25;\n#endif\nreturn computeFallOff(min(1.0,visibility+darkness),clipSpace.xy,frustumEdgeFalloff);\n}\nfloat computeShadowWithESM(vec4 vPositionFromLight,float depthMetric,sampler2D shadowSampler,float darkness,float depthScale,float frustumEdgeFalloff)\n{\nvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\nvec2 uv=0.5*clipSpace.xy+vec2(0.5);\nif (uv.x<0. || uv.x>1.0 || uv.y<0. || uv.y>1.0)\n{\nreturn 1.0;\n}\nfloat shadowPixelDepth=clamp(depthMetric,0.,1.0);\n#ifndef SHADOWFLOAT\nfloat shadowMapSample=unpack(texture2D(shadowSampler,uv));\n#else\nfloat shadowMapSample=texture2D(shadowSampler,uv).x;\n#endif\nfloat esm=1.0-clamp(exp(min(87.,depthScale*shadowPixelDepth))*shadowMapSample,0.,1.-darkness);\nreturn computeFallOff(esm,clipSpace.xy,frustumEdgeFalloff);\n}\nfloat computeShadowWithCloseESM(vec4 vPositionFromLight,float depthMetric,sampler2D shadowSampler,float darkness,float depthScale,float frustumEdgeFalloff)\n{\nvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\nvec2 uv=0.5*clipSpace.xy+vec2(0.5);\nif (uv.x<0. || uv.x>1.0 || uv.y<0. || uv.y>1.0)\n{\nreturn 1.0;\n}\nfloat shadowPixelDepth=clamp(depthMetric,0.,1.0); \n#ifndef SHADOWFLOAT\nfloat shadowMapSample=unpack(texture2D(shadowSampler,uv));\n#else\nfloat shadowMapSample=texture2D(shadowSampler,uv).x;\n#endif\nfloat esm=clamp(exp(min(87.,-depthScale*(shadowPixelDepth-shadowMapSample))),darkness,1.);\nreturn computeFallOff(esm,clipSpace.xy,frustumEdgeFalloff);\n}\n#ifdef WEBGL2\n\nfloat computeShadowWithPCF1(vec4 vPositionFromLight,float depthMetric,sampler2DShadow shadowSampler,float darkness,float frustumEdgeFalloff)\n{\nif (depthMetric>1.0 || depthMetric<0.0) {\nreturn 1.0;\n}\nvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\nvec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));\nfloat shadow=texture2D(shadowSampler,uvDepth);\nshadow=mix(darkness,1.,shadow);\nreturn computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);\n}\n\n\n\nfloat computeShadowWithPCF3(vec4 vPositionFromLight,float depthMetric,sampler2DShadow shadowSampler,vec2 shadowMapSizeAndInverse,float darkness,float frustumEdgeFalloff)\n{\nif (depthMetric>1.0 || depthMetric<0.0) {\nreturn 1.0;\n}\nvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\nvec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));\nvec2 uv=uvDepth.xy*shadowMapSizeAndInverse.x; \nuv+=0.5; \nvec2 st=fract(uv); \nvec2 base_uv=floor(uv)-0.5; \nbase_uv*=shadowMapSizeAndInverse.y; \n\n\n\n\nvec2 uvw0=3.-2.*st;\nvec2 uvw1=1.+2.*st;\nvec2 u=vec2((2.-st.x)/uvw0.x-1.,st.x/uvw1.x+1.)*shadowMapSizeAndInverse.y;\nvec2 v=vec2((2.-st.y)/uvw0.y-1.,st.y/uvw1.y+1.)*shadowMapSizeAndInverse.y;\nfloat shadow=0.;\nshadow+=uvw0.x*uvw0.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[0],v[0]),uvDepth.z));\nshadow+=uvw1.x*uvw0.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[1],v[0]),uvDepth.z));\nshadow+=uvw0.x*uvw1.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[0],v[1]),uvDepth.z));\nshadow+=uvw1.x*uvw1.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[1],v[1]),uvDepth.z));\nshadow=shadow/16.;\nshadow=mix(darkness,1.,shadow);\nreturn computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);\n}\n\n\n\nfloat computeShadowWithPCF5(vec4 vPositionFromLight,float depthMetric,sampler2DShadow shadowSampler,vec2 shadowMapSizeAndInverse,float darkness,float frustumEdgeFalloff)\n{\nif (depthMetric>1.0 || depthMetric<0.0) {\nreturn 1.0;\n}\nvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\nvec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));\nvec2 uv=uvDepth.xy*shadowMapSizeAndInverse.x; \nuv+=0.5; \nvec2 st=fract(uv); \nvec2 base_uv=floor(uv)-0.5; \nbase_uv*=shadowMapSizeAndInverse.y; \n\n\nvec2 uvw0=4.-3.*st;\nvec2 uvw1=vec2(7.);\nvec2 uvw2=1.+3.*st;\nvec3 u=vec3((3.-2.*st.x)/uvw0.x-2.,(3.+st.x)/uvw1.x,st.x/uvw2.x+2.)*shadowMapSizeAndInverse.y;\nvec3 v=vec3((3.-2.*st.y)/uvw0.y-2.,(3.+st.y)/uvw1.y,st.y/uvw2.y+2.)*shadowMapSizeAndInverse.y;\nfloat shadow=0.;\nshadow+=uvw0.x*uvw0.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[0],v[0]),uvDepth.z));\nshadow+=uvw1.x*uvw0.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[1],v[0]),uvDepth.z));\nshadow+=uvw2.x*uvw0.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[2],v[0]),uvDepth.z));\nshadow+=uvw0.x*uvw1.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[0],v[1]),uvDepth.z));\nshadow+=uvw1.x*uvw1.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[1],v[1]),uvDepth.z));\nshadow+=uvw2.x*uvw1.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[2],v[1]),uvDepth.z));\nshadow+=uvw0.x*uvw2.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[0],v[2]),uvDepth.z));\nshadow+=uvw1.x*uvw2.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[1],v[2]),uvDepth.z));\nshadow+=uvw2.x*uvw2.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[2],v[2]),uvDepth.z));\nshadow=shadow/144.;\nshadow=mix(darkness,1.,shadow);\nreturn computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);\n}\nconst vec3 PoissonSamplers32[64]=vec3[64](\nvec3(0.06407013,0.05409927,0.),\nvec3(0.7366577,0.5789394,0.),\nvec3(-0.6270542,-0.5320278,0.),\nvec3(-0.4096107,0.8411095,0.),\nvec3(0.6849564,-0.4990818,0.),\nvec3(-0.874181,-0.04579735,0.),\nvec3(0.9989998,0.0009880066,0.),\nvec3(-0.004920578,-0.9151649,0.),\nvec3(0.1805763,0.9747483,0.),\nvec3(-0.2138451,0.2635818,0.),\nvec3(0.109845,0.3884785,0.),\nvec3(0.06876755,-0.3581074,0.),\nvec3(0.374073,-0.7661266,0.),\nvec3(0.3079132,-0.1216763,0.),\nvec3(-0.3794335,-0.8271583,0.),\nvec3(-0.203878,-0.07715034,0.),\nvec3(0.5912697,0.1469799,0.),\nvec3(-0.88069,0.3031784,0.),\nvec3(0.5040108,0.8283722,0.),\nvec3(-0.5844124,0.5494877,0.),\nvec3(0.6017799,-0.1726654,0.),\nvec3(-0.5554981,0.1559997,0.),\nvec3(-0.3016369,-0.3900928,0.),\nvec3(-0.5550632,-0.1723762,0.),\nvec3(0.925029,0.2995041,0.),\nvec3(-0.2473137,0.5538505,0.),\nvec3(0.9183037,-0.2862392,0.),\nvec3(0.2469421,0.6718712,0.),\nvec3(0.3916397,-0.4328209,0.),\nvec3(-0.03576927,-0.6220032,0.),\nvec3(-0.04661255,0.7995201,0.),\nvec3(0.4402924,0.3640312,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.)\n);\nconst vec3 PoissonSamplers64[64]=vec3[64](\nvec3(-0.613392,0.617481,0.),\nvec3(0.170019,-0.040254,0.),\nvec3(-0.299417,0.791925,0.),\nvec3(0.645680,0.493210,0.),\nvec3(-0.651784,0.717887,0.),\nvec3(0.421003,0.027070,0.),\nvec3(-0.817194,-0.271096,0.),\nvec3(-0.705374,-0.668203,0.),\nvec3(0.977050,-0.108615,0.),\nvec3(0.063326,0.142369,0.),\nvec3(0.203528,0.214331,0.),\nvec3(-0.667531,0.326090,0.),\nvec3(-0.098422,-0.295755,0.),\nvec3(-0.885922,0.215369,0.),\nvec3(0.566637,0.605213,0.),\nvec3(0.039766,-0.396100,0.),\nvec3(0.751946,0.453352,0.),\nvec3(0.078707,-0.715323,0.),\nvec3(-0.075838,-0.529344,0.),\nvec3(0.724479,-0.580798,0.),\nvec3(0.222999,-0.215125,0.),\nvec3(-0.467574,-0.405438,0.),\nvec3(-0.248268,-0.814753,0.),\nvec3(0.354411,-0.887570,0.),\nvec3(0.175817,0.382366,0.),\nvec3(0.487472,-0.063082,0.),\nvec3(-0.084078,0.898312,0.),\nvec3(0.488876,-0.783441,0.),\nvec3(0.470016,0.217933,0.),\nvec3(-0.696890,-0.549791,0.),\nvec3(-0.149693,0.605762,0.),\nvec3(0.034211,0.979980,0.),\nvec3(0.503098,-0.308878,0.),\nvec3(-0.016205,-0.872921,0.),\nvec3(0.385784,-0.393902,0.),\nvec3(-0.146886,-0.859249,0.),\nvec3(0.643361,0.164098,0.),\nvec3(0.634388,-0.049471,0.),\nvec3(-0.688894,0.007843,0.),\nvec3(0.464034,-0.188818,0.),\nvec3(-0.440840,0.137486,0.),\nvec3(0.364483,0.511704,0.),\nvec3(0.034028,0.325968,0.),\nvec3(0.099094,-0.308023,0.),\nvec3(0.693960,-0.366253,0.),\nvec3(0.678884,-0.204688,0.),\nvec3(0.001801,0.780328,0.),\nvec3(0.145177,-0.898984,0.),\nvec3(0.062655,-0.611866,0.),\nvec3(0.315226,-0.604297,0.),\nvec3(-0.780145,0.486251,0.),\nvec3(-0.371868,0.882138,0.),\nvec3(0.200476,0.494430,0.),\nvec3(-0.494552,-0.711051,0.),\nvec3(0.612476,0.705252,0.),\nvec3(-0.578845,-0.768792,0.),\nvec3(-0.772454,-0.090976,0.),\nvec3(0.504440,0.372295,0.),\nvec3(0.155736,0.065157,0.),\nvec3(0.391522,0.849605,0.),\nvec3(-0.620106,-0.328104,0.),\nvec3(0.789239,-0.419965,0.),\nvec3(-0.545396,0.538133,0.),\nvec3(-0.178564,-0.596057,0.)\n);\n\n\n\n\n\nfloat computeShadowWithPCSS(vec4 vPositionFromLight,float depthMetric,sampler2D depthSampler,sampler2DShadow shadowSampler,float shadowMapSizeInverse,float lightSizeUV,float darkness,float frustumEdgeFalloff,int searchTapCount,int pcfTapCount,vec3[64] poissonSamplers)\n{\nif (depthMetric>1.0 || depthMetric<0.0) {\nreturn 1.0;\n}\nvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\nvec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));\nfloat blockerDepth=0.0;\nfloat sumBlockerDepth=0.0;\nfloat numBlocker=0.0;\nfor (int i=0; i<searchTapCount; i ++) {\nblockerDepth=texture(depthSampler,uvDepth.xy+(lightSizeUV*shadowMapSizeInverse*PoissonSamplers32[i].xy)).r;\nif (blockerDepth<depthMetric) {\nsumBlockerDepth+=blockerDepth;\nnumBlocker++;\n}\n}\nif (numBlocker<1.0) {\nreturn 1.0;\n}\nfloat avgBlockerDepth=sumBlockerDepth/numBlocker;\n\nfloat AAOffset=shadowMapSizeInverse*10.;\n\n\nfloat penumbraRatio=((depthMetric-avgBlockerDepth)+AAOffset);\nfloat filterRadius=penumbraRatio*lightSizeUV*shadowMapSizeInverse;\nfloat random=getRand(vPositionFromLight.xy);\nfloat rotationAngle=random*3.1415926;\nvec2 rotationVector=vec2(cos(rotationAngle),sin(rotationAngle));\nfloat shadow=0.;\nfor (int i=0; i<pcfTapCount; i++) {\nvec3 offset=poissonSamplers[i];\n\noffset=vec3(offset.x*rotationVector.x-offset.y*rotationVector.y,offset.y*rotationVector.x+offset.x*rotationVector.y,0.);\nshadow+=texture2D(shadowSampler,uvDepth+offset*filterRadius);\n}\nshadow/=float(pcfTapCount);\n\nshadow=mix(shadow,1.,depthMetric-avgBlockerDepth);\n\nshadow=mix(darkness,1.,shadow);\n\nreturn computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);\n}\nfloat computeShadowWithPCSS16(vec4 vPositionFromLight,float depthMetric,sampler2D depthSampler,sampler2DShadow shadowSampler,float shadowMapSizeInverse,float lightSizeUV,float darkness,float frustumEdgeFalloff)\n{\nreturn computeShadowWithPCSS(vPositionFromLight,depthMetric,depthSampler,shadowSampler,shadowMapSizeInverse,lightSizeUV,darkness,frustumEdgeFalloff,16,16,PoissonSamplers32);\n}\nfloat computeShadowWithPCSS32(vec4 vPositionFromLight,float depthMetric,sampler2D depthSampler,sampler2DShadow shadowSampler,float shadowMapSizeInverse,float lightSizeUV,float darkness,float frustumEdgeFalloff)\n{\nreturn computeShadowWithPCSS(vPositionFromLight,depthMetric,depthSampler,shadowSampler,shadowMapSizeInverse,lightSizeUV,darkness,frustumEdgeFalloff,16,32,PoissonSamplers32);\n}\nfloat computeShadowWithPCSS64(vec4 vPositionFromLight,float depthMetric,sampler2D depthSampler,sampler2DShadow shadowSampler,float shadowMapSizeInverse,float lightSizeUV,float darkness,float frustumEdgeFalloff)\n{\nreturn computeShadowWithPCSS(vPositionFromLight,depthMetric,depthSampler,shadowSampler,shadowMapSizeInverse,lightSizeUV,darkness,frustumEdgeFalloff,32,64,PoissonSamplers64);\n}\n#endif\n#endif\n","fresnelFunction":"#ifdef FRESNEL\nfloat computeFresnelTerm(vec3 viewDirection,vec3 worldNormal,float bias,float power)\n{\nfloat fresnelTerm=pow(bias+abs(dot(viewDirection,worldNormal)),power);\nreturn clamp(fresnelTerm,0.,1.);\n}\n#endif","reflectionFunction":"#ifdef USE_LOCAL_REFLECTIONMAP_CUBIC\nvec3 parallaxCorrectNormal( vec3 vertexPos,vec3 origVec,vec3 cubeSize,vec3 cubePos ) {\n\nvec3 invOrigVec=vec3(1.0,1.0,1.0)/origVec;\nvec3 halfSize=cubeSize*0.5;\nvec3 intersecAtMaxPlane=(cubePos+halfSize-vertexPos)*invOrigVec;\nvec3 intersecAtMinPlane=(cubePos-halfSize-vertexPos)*invOrigVec;\n\nvec3 largestIntersec=max(intersecAtMaxPlane,intersecAtMinPlane);\n\nfloat distance=min(min(largestIntersec.x,largestIntersec.y),largestIntersec.z);\n\nvec3 intersectPositionWS=vertexPos+origVec*distance;\n\nreturn intersectPositionWS-cubePos;\n}\n#endif\nvec3 computeReflectionCoords(vec4 worldPos,vec3 worldNormal)\n{\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvec3 direction=normalize(vDirectionW);\nfloat lon=atan(direction.z,direction.x);\nfloat lat=acos(direction.y);\nvec2 sphereCoords=vec2(lon,lat)*RECIPROCAL_PI2*2.0;\nfloat s=sphereCoords.x*0.5+0.5;\nfloat t=sphereCoords.y; \n#ifdef REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED\nreturn vec3(1.0-s,t,0);\n#else\nreturn vec3(s,t,0);\n#endif\n#endif\n#ifdef REFLECTIONMAP_EQUIRECTANGULAR\nvec3 cameraToVertex=normalize(worldPos.xyz-vEyePosition.xyz);\nvec3 r=normalize(reflect(cameraToVertex,worldNormal));\nfloat lon=atan(r.z,r.x);\nfloat lat=acos(r.y);\nvec2 sphereCoords=vec2(lon,lat)*RECIPROCAL_PI2*2.0;\nfloat s=sphereCoords.x*0.5+0.5;\nfloat t=sphereCoords.y; \nreturn vec3(s,t,0);\n#endif\n#ifdef REFLECTIONMAP_SPHERICAL\nvec3 viewDir=normalize(vec3(view*worldPos));\nvec3 viewNormal=normalize(vec3(view*vec4(worldNormal,0.0)));\nvec3 r=reflect(viewDir,viewNormal);\nr.z=r.z-1.0;\nfloat m=2.0*length(r);\nreturn vec3(r.x/m+0.5,1.0-r.y/m-0.5,0);\n#endif\n#ifdef REFLECTIONMAP_PLANAR\nvec3 viewDir=worldPos.xyz-vEyePosition.xyz;\nvec3 coords=normalize(reflect(viewDir,worldNormal));\nreturn vec3(reflectionMatrix*vec4(coords,1));\n#endif\n#ifdef REFLECTIONMAP_CUBIC\nvec3 viewDir=normalize(worldPos.xyz-vEyePosition.xyz);\n\nvec3 coords=reflect(viewDir,worldNormal);\n#ifdef USE_LOCAL_REFLECTIONMAP_CUBIC\ncoords=parallaxCorrectNormal(worldPos.xyz,coords,vReflectionSize,vReflectionPosition);\n#endif\ncoords=vec3(reflectionMatrix*vec4(coords,0));\n#ifdef INVERTCUBICMAP\ncoords.y*=-1.0;\n#endif\nreturn coords;\n#endif\n#ifdef REFLECTIONMAP_PROJECTION\nreturn vec3(reflectionMatrix*(view*worldPos));\n#endif\n#ifdef REFLECTIONMAP_SKYBOX\nreturn vPositionUVW;\n#endif\n#ifdef REFLECTIONMAP_EXPLICIT\nreturn vec3(0,0,0);\n#endif\n}","imageProcessingDeclaration":"#ifdef EXPOSURE\nuniform float exposureLinear;\n#endif\n#ifdef CONTRAST\nuniform float contrast;\n#endif\n#ifdef VIGNETTE\nuniform vec2 vInverseScreenSize;\nuniform vec4 vignetteSettings1;\nuniform vec4 vignetteSettings2;\n#endif\n#ifdef COLORCURVES\nuniform vec4 vCameraColorCurveNegative;\nuniform vec4 vCameraColorCurveNeutral;\nuniform vec4 vCameraColorCurvePositive;\n#endif\n#ifdef COLORGRADING\n#ifdef COLORGRADING3D\nuniform highp sampler3D txColorTransform;\n#else\nuniform sampler2D txColorTransform;\n#endif\nuniform vec4 colorTransformSettings;\n#endif","imageProcessingFunctions":"#if defined(COLORGRADING) && !defined(COLORGRADING3D)\n\nvec3 sampleTexture3D(sampler2D colorTransform,vec3 color,vec2 sampler3dSetting)\n{\nfloat sliceSize=2.0*sampler3dSetting.x; \n#ifdef SAMPLER3DGREENDEPTH\nfloat sliceContinuous=(color.g-sampler3dSetting.x)*sampler3dSetting.y;\n#else\nfloat sliceContinuous=(color.b-sampler3dSetting.x)*sampler3dSetting.y;\n#endif\nfloat sliceInteger=floor(sliceContinuous);\n\n\nfloat sliceFraction=sliceContinuous-sliceInteger;\n#ifdef SAMPLER3DGREENDEPTH\nvec2 sliceUV=color.rb;\n#else\nvec2 sliceUV=color.rg;\n#endif\nsliceUV.x*=sliceSize;\nsliceUV.x+=sliceInteger*sliceSize;\nsliceUV=clamp(sliceUV,0.,1.);\nvec4 slice0Color=texture2D(colorTransform,sliceUV);\nsliceUV.x+=sliceSize;\nsliceUV=clamp(sliceUV,0.,1.);\nvec4 slice1Color=texture2D(colorTransform,sliceUV);\nvec3 result=mix(slice0Color.rgb,slice1Color.rgb,sliceFraction);\n#ifdef SAMPLER3DBGRMAP\ncolor.rgb=result.rgb;\n#else\ncolor.rgb=result.bgr;\n#endif\nreturn color;\n}\n#endif\n#ifdef TONEMAPPING_ACES\n\n\n\n\n\nconst mat3 ACESInputMat=mat3(\nvec3(0.59719,0.07600,0.02840),\nvec3(0.35458,0.90834,0.13383),\nvec3(0.04823,0.01566,0.83777)\n);\n\nconst mat3 ACESOutputMat=mat3(\nvec3( 1.60475,-0.10208,-0.00327),\nvec3(-0.53108,1.10813,-0.07276),\nvec3(-0.07367,-0.00605,1.07602)\n);\nvec3 RRTAndODTFit(vec3 v)\n{\nvec3 a=v*(v+0.0245786)-0.000090537;\nvec3 b=v*(0.983729*v+0.4329510)+0.238081;\nreturn a/b;\n}\nvec3 ACESFitted(vec3 color)\n{\ncolor=ACESInputMat*color;\n\ncolor=RRTAndODTFit(color);\ncolor=ACESOutputMat*color;\n\ncolor=clamp(color,0.0,1.0);\nreturn color;\n}\n#endif\nvec4 applyImageProcessing(vec4 result) {\n#ifdef EXPOSURE\nresult.rgb*=exposureLinear;\n#endif\n#ifdef VIGNETTE\n\nvec2 viewportXY=gl_FragCoord.xy*vInverseScreenSize;\nviewportXY=viewportXY*2.0-1.0;\nvec3 vignetteXY1=vec3(viewportXY*vignetteSettings1.xy+vignetteSettings1.zw,1.0);\nfloat vignetteTerm=dot(vignetteXY1,vignetteXY1);\nfloat vignette=pow(vignetteTerm,vignetteSettings2.w);\n\nvec3 vignetteColor=vignetteSettings2.rgb;\n#ifdef VIGNETTEBLENDMODEMULTIPLY\nvec3 vignetteColorMultiplier=mix(vignetteColor,vec3(1,1,1),vignette);\nresult.rgb*=vignetteColorMultiplier;\n#endif\n#ifdef VIGNETTEBLENDMODEOPAQUE\nresult.rgb=mix(vignetteColor,result.rgb,vignette);\n#endif\n#endif\n#ifdef TONEMAPPING\n#ifdef TONEMAPPING_ACES\nresult.rgb=ACESFitted(result.rgb);\n#else\nconst float tonemappingCalibration=1.590579;\nresult.rgb=1.0-exp2(-tonemappingCalibration*result.rgb);\n#endif\n#endif\n\nresult.rgb=toGammaSpace(result.rgb);\nresult.rgb=clamp(result.rgb,0.0,1.0);\n#ifdef CONTRAST\n\nvec3 resultHighContrast=applyEaseInOut(result.rgb);\nif (contrast<1.0) {\n\nresult.rgb=mix(vec3(0.5,0.5,0.5),result.rgb,contrast);\n} else {\n\nresult.rgb=mix(result.rgb,resultHighContrast,contrast-1.0);\n}\n#endif\n\n#ifdef COLORGRADING\nvec3 colorTransformInput=result.rgb*colorTransformSettings.xxx+colorTransformSettings.yyy;\n#ifdef COLORGRADING3D\nvec3 colorTransformOutput=texture(txColorTransform,colorTransformInput).rgb;\n#else\nvec3 colorTransformOutput=sampleTexture3D(txColorTransform,colorTransformInput,colorTransformSettings.yz).rgb;\n#endif\nresult.rgb=mix(result.rgb,colorTransformOutput,colorTransformSettings.www);\n#endif\n#ifdef COLORCURVES\n\nfloat luma=getLuminance(result.rgb);\nvec2 curveMix=clamp(vec2(luma*3.0-1.5,luma*-3.0+1.5),vec2(0.0),vec2(1.0));\nvec4 colorCurve=vCameraColorCurveNeutral+curveMix.x*vCameraColorCurvePositive-curveMix.y*vCameraColorCurveNegative;\nresult.rgb*=colorCurve.rgb;\nresult.rgb=mix(vec3(luma),result.rgb,colorCurve.a);\n#endif\nreturn result;\n}","bumpFragmentFunctions":"#ifdef BUMP\n#if BUMPDIRECTUV == 1\n#define vBumpUV vMainUV1\n#elif BUMPDIRECTUV == 2\n#define vBumpUV vMainUV2\n#else\nvarying vec2 vBumpUV;\n#endif\nuniform sampler2D bumpSampler;\n#if defined(TANGENT) && defined(NORMAL) \nvarying mat3 vTBN;\n#endif\n#ifdef OBJECTSPACE_NORMALMAP\nuniform mat4 normalMatrix;\n#endif\n\nmat3 cotangent_frame(vec3 normal,vec3 p,vec2 uv)\n{\n\nuv=gl_FrontFacing ? uv : -uv;\n\nvec3 dp1=dFdx(p);\nvec3 dp2=dFdy(p);\nvec2 duv1=dFdx(uv);\nvec2 duv2=dFdy(uv);\n\nvec3 dp2perp=cross(dp2,normal);\nvec3 dp1perp=cross(normal,dp1);\nvec3 tangent=dp2perp*duv1.x+dp1perp*duv2.x;\nvec3 bitangent=dp2perp*duv1.y+dp1perp*duv2.y;\n\ntangent*=vTangentSpaceParams.x;\nbitangent*=vTangentSpaceParams.y;\n\nfloat invmax=inversesqrt(max(dot(tangent,tangent),dot(bitangent,bitangent)));\nreturn mat3(tangent*invmax,bitangent*invmax,normal);\n}\nvec3 perturbNormal(mat3 cotangentFrame,vec2 uv)\n{\nvec3 map=texture2D(bumpSampler,uv).xyz;\nmap=map*2.0-1.0;\n#ifdef NORMALXYSCALE\nmap=normalize(map*vec3(vBumpInfos.y,vBumpInfos.y,1.0));\n#endif\nreturn normalize(cotangentFrame*map);\n}\n#ifdef PARALLAX\nconst float minSamples=4.;\nconst float maxSamples=15.;\nconst int iMaxSamples=15;\n\nvec2 parallaxOcclusion(vec3 vViewDirCoT,vec3 vNormalCoT,vec2 texCoord,float parallaxScale) {\nfloat parallaxLimit=length(vViewDirCoT.xy)/vViewDirCoT.z;\nparallaxLimit*=parallaxScale;\nvec2 vOffsetDir=normalize(vViewDirCoT.xy);\nvec2 vMaxOffset=vOffsetDir*parallaxLimit;\nfloat numSamples=maxSamples+(dot(vViewDirCoT,vNormalCoT)*(minSamples-maxSamples));\nfloat stepSize=1.0/numSamples;\n\nfloat currRayHeight=1.0;\nvec2 vCurrOffset=vec2(0,0);\nvec2 vLastOffset=vec2(0,0);\nfloat lastSampledHeight=1.0;\nfloat currSampledHeight=1.0;\nfor (int i=0; i<iMaxSamples; i++)\n{\ncurrSampledHeight=texture2D(bumpSampler,vBumpUV+vCurrOffset).w;\n\nif (currSampledHeight>currRayHeight)\n{\nfloat delta1=currSampledHeight-currRayHeight;\nfloat delta2=(currRayHeight+stepSize)-lastSampledHeight;\nfloat ratio=delta1/(delta1+delta2);\nvCurrOffset=(ratio)* vLastOffset+(1.0-ratio)*vCurrOffset;\n\nbreak;\n}\nelse\n{\ncurrRayHeight-=stepSize;\nvLastOffset=vCurrOffset;\nvCurrOffset+=stepSize*vMaxOffset;\nlastSampledHeight=currSampledHeight;\n}\n}\nreturn vCurrOffset;\n}\nvec2 parallaxOffset(vec3 viewDir,float heightScale)\n{\n\nfloat height=texture2D(bumpSampler,vBumpUV).w;\nvec2 texCoordOffset=heightScale*viewDir.xy*height;\nreturn -texCoordOffset;\n}\n#endif\n#endif","clipPlaneFragmentDeclaration":"#ifdef CLIPPLANE\nvarying float fClipDistance;\n#endif\n#ifdef CLIPPLANE2\nvarying float fClipDistance2;\n#endif\n#ifdef CLIPPLANE3\nvarying float fClipDistance3;\n#endif\n#ifdef CLIPPLANE4\nvarying float fClipDistance4;\n#endif","fogFragmentDeclaration":"#ifdef FOG\n#define FOGMODE_NONE 0.\n#define FOGMODE_EXP 1.\n#define FOGMODE_EXP2 2.\n#define FOGMODE_LINEAR 3.\n#define E 2.71828\nuniform vec4 vFogInfos;\nuniform vec3 vFogColor;\nvarying vec3 vFogDistance;\nfloat CalcFogFactor()\n{\nfloat fogCoeff=1.0;\nfloat fogStart=vFogInfos.y;\nfloat fogEnd=vFogInfos.z;\nfloat fogDensity=vFogInfos.w;\nfloat fogDistance=length(vFogDistance);\nif (FOGMODE_LINEAR == vFogInfos.x)\n{\nfogCoeff=(fogEnd-fogDistance)/(fogEnd-fogStart);\n}\nelse if (FOGMODE_EXP == vFogInfos.x)\n{\nfogCoeff=1.0/pow(E,fogDistance*fogDensity);\n}\nelse if (FOGMODE_EXP2 == vFogInfos.x)\n{\nfogCoeff=1.0/pow(E,fogDistance*fogDistance*fogDensity*fogDensity);\n}\nreturn clamp(fogCoeff,0.0,1.0);\n}\n#endif","clipPlaneFragment":"#ifdef CLIPPLANE\nif (fClipDistance>0.0)\n{\ndiscard;\n}\n#endif\n#ifdef CLIPPLANE2\nif (fClipDistance2>0.0)\n{\ndiscard;\n}\n#endif\n#ifdef CLIPPLANE3\nif (fClipDistance3>0.0)\n{\ndiscard;\n}\n#endif\n#ifdef CLIPPLANE4\nif (fClipDistance4>0.0)\n{\ndiscard;\n}\n#endif","bumpFragment":"vec2 uvOffset=vec2(0.0,0.0);\n#if defined(BUMP) || defined(PARALLAX)\n#ifdef NORMALXYSCALE\nfloat normalScale=1.0;\n#else \nfloat normalScale=vBumpInfos.y;\n#endif\n#if defined(TANGENT) && defined(NORMAL)\nmat3 TBN=vTBN;\n#else\nmat3 TBN=cotangent_frame(normalW*normalScale,vPositionW,vBumpUV);\n#endif\n#endif\n#ifdef PARALLAX\nmat3 invTBN=transposeMat3(TBN);\n#ifdef PARALLAXOCCLUSION\nuvOffset=parallaxOcclusion(invTBN*-viewDirectionW,invTBN*normalW,vBumpUV,vBumpInfos.z);\n#else\nuvOffset=parallaxOffset(invTBN*viewDirectionW,vBumpInfos.z);\n#endif\n#endif\n#ifdef BUMP\n#ifdef OBJECTSPACE_NORMALMAP\nnormalW=normalize(texture2D(bumpSampler,vBumpUV).xyz*2.0-1.0);\nnormalW=normalize(mat3(normalMatrix)*normalW); \n#else\nnormalW=perturbNormal(TBN,vBumpUV+uvOffset);\n#endif\n#endif","lightFragment":"#ifdef LIGHT{X}\n#if defined(SHADOWONLY) || (defined(LIGHTMAP) && defined(LIGHTMAPEXCLUDED{X}) && defined(LIGHTMAPNOSPECULAR{X}))\n\n#else\n#ifdef PBR\n#ifdef SPOTLIGHT{X}\nspotInfo=computeSpotLightingInfo(light{X}.vLightData);\n#ifdef LIGHT_FALLOFF_GLTF{X}\nspotInfo.attenuation=computeDistanceLightFalloff_GLTF(spotInfo.lightDistanceSquared,light{X}.vLightFalloff.y);\nspotInfo.attenuation*=computeDirectionalLightFalloff_GLTF(light{X}.vLightDirection.xyz,spotInfo.directionToLightCenterW,light{X}.vLightFalloff.z,light{X}.vLightFalloff.w);\n#elif defined(LIGHT_FALLOFF_PHYSICAL{X})\nspotInfo.attenuation=computeDistanceLightFalloff_Physical(spotInfo.lightDistanceSquared);\nspotInfo.attenuation*=computeDirectionalLightFalloff_Physical(light{X}.vLightDirection.xyz,spotInfo.directionToLightCenterW,light{X}.vLightDirection.w);\n#elif defined(LIGHT_FALLOFF_STANDARD{X})\nspotInfo.attenuation=computeDistanceLightFalloff_Standard(spotInfo.lightOffset,light{X}.vLightFalloff.x);\nspotInfo.attenuation*=computeDirectionalLightFalloff_Standard(light{X}.vLightDirection.xyz,spotInfo.directionToLightCenterW,light{X}.vLightDirection.w,light{X}.vLightData.w);\n#else\nspotInfo.attenuation=computeDistanceLightFalloff(spotInfo.lightOffset,spotInfo.lightDistanceSquared,light{X}.vLightFalloff.x,light{X}.vLightFalloff.y);\nspotInfo.attenuation*=computeDirectionalLightFalloff(light{X}.vLightDirection.xyz,spotInfo.directionToLightCenterW,light{X}.vLightDirection.w,light{X}.vLightData.w,light{X}.vLightFalloff.z,light{X}.vLightFalloff.w);\n#endif\ninfo=computeSpotLighting(spotInfo,viewDirectionW,normalW,light{X}.vLightDirection,light{X}.vLightDiffuse.rgb,light{X}.vLightDiffuse.a,roughness,NdotV,specularEnvironmentR0,specularEnvironmentR90,geometricRoughnessFactor,NdotL);\n#elif defined(POINTLIGHT{X})\npointInfo=computePointLightingInfo(light{X}.vLightData);\n#ifdef LIGHT_FALLOFF_GLTF{X}\npointInfo.attenuation=computeDistanceLightFalloff_GLTF(pointInfo.lightDistanceSquared,light{X}.vLightFalloff.y);\n#elif defined(LIGHT_FALLOFF_PHYSICAL{X})\npointInfo.attenuation=computeDistanceLightFalloff_Physical(pointInfo.lightDistanceSquared);\n#elif defined(LIGHT_FALLOFF_STANDARD{X})\npointInfo.attenuation=computeDistanceLightFalloff_Standard(pointInfo.lightOffset,light{X}.vLightFalloff.x);\n#else\npointInfo.attenuation=computeDistanceLightFalloff(pointInfo.lightOffset,pointInfo.lightDistanceSquared,light{X}.vLightFalloff.x,light{X}.vLightFalloff.y);\n#endif\ninfo=computePointLighting(pointInfo,viewDirectionW,normalW,light{X}.vLightDiffuse.rgb,light{X}.vLightDiffuse.a,roughness,NdotV,specularEnvironmentR0,specularEnvironmentR90,geometricRoughnessFactor,NdotL);\n#elif defined(HEMILIGHT{X})\ninfo=computeHemisphericLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDiffuse.rgb,light{X}.vLightSpecular,light{X}.vLightGround,roughness,NdotV,specularEnvironmentR0,specularEnvironmentR90,geometricRoughnessFactor,NdotL);\n#elif defined(DIRLIGHT{X})\ninfo=computeDirectionalLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDiffuse.rgb,light{X}.vLightSpecular,light{X}.vLightDiffuse.a,roughness,NdotV,specularEnvironmentR0,specularEnvironmentR90,geometricRoughnessFactor,NdotL);\n#endif\n#else\n#ifdef SPOTLIGHT{X}\ninfo=computeSpotLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDirection,light{X}.vLightDiffuse.rgb,light{X}.vLightSpecular,light{X}.vLightDiffuse.a,glossiness);\n#elif defined(HEMILIGHT{X})\ninfo=computeHemisphericLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDiffuse.rgb,light{X}.vLightSpecular,light{X}.vLightGround,glossiness);\n#elif defined(POINTLIGHT{X}) || defined(DIRLIGHT{X})\ninfo=computeLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDiffuse.rgb,light{X}.vLightSpecular,light{X}.vLightDiffuse.a,glossiness);\n#endif\n#endif\n#ifdef PROJECTEDLIGHTTEXTURE{X}\ninfo.diffuse*=computeProjectionTextureDiffuseLighting(projectionLightSampler{X},textureProjectionMatrix{X});\n#endif\n#endif\n#ifdef SHADOW{X}\n#ifdef SHADOWCLOSEESM{X}\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowWithCloseESMCube(light{X}.vLightData.xyz,shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.depthValues);\n#else\nshadow=computeShadowWithCloseESM(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWESM{X})\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowWithESMCube(light{X}.vLightData.xyz,shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.depthValues);\n#else\nshadow=computeShadowWithESM(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPOISSON{X})\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowWithPoissonSamplingCube(light{X}.vLightData.xyz,shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.x,light{X}.depthValues);\n#else\nshadow=computeShadowWithPoissonSampling(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPCF{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithPCF1(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithPCF3(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nshadow=computeShadowWithPCF5(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPCSS{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithPCSS16(vPositionFromLight{X},vDepthMetric{X},depthSampler{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithPCSS32(vPositionFromLight{X},vDepthMetric{X},depthSampler{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nshadow=computeShadowWithPCSS64(vPositionFromLight{X},vDepthMetric{X},depthSampler{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#else\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowCube(light{X}.vLightData.xyz,shadowSampler{X},light{X}.shadowsInfo.x,light{X}.depthValues);\n#else\nshadow=computeShadow(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#endif\n#ifdef SHADOWONLY\n#ifndef SHADOWINUSE\n#define SHADOWINUSE\n#endif\nglobalShadow+=shadow;\nshadowLightCount+=1.0;\n#endif\n#else\nshadow=1.;\n#endif\n#ifndef SHADOWONLY\n#ifdef CUSTOMUSERLIGHTING\ndiffuseBase+=computeCustomDiffuseLighting(info,diffuseBase,shadow);\n#ifdef SPECULARTERM\nspecularBase+=computeCustomSpecularLighting(info,specularBase,shadow);\n#endif\n#elif defined(LIGHTMAP) && defined(LIGHTMAPEXCLUDED{X})\ndiffuseBase+=lightmapColor*shadow;\n#ifdef SPECULARTERM\n#ifndef LIGHTMAPNOSPECULAR{X}\nspecularBase+=info.specular*shadow*lightmapColor;\n#endif\n#endif\n#else\ndiffuseBase+=info.diffuse*shadow;\n#ifdef SPECULARTERM\nspecularBase+=info.specular*shadow;\n#endif\n#endif\n#endif\n#endif","logDepthFragment":"#ifdef LOGARITHMICDEPTH\ngl_FragDepthEXT=log2(vFragmentDepth)*logarithmicDepthConstant*0.5;\n#endif","fogFragment":"#ifdef FOG\nfloat fog=CalcFogFactor();\ncolor.rgb=fog*color.rgb+(1.0-fog)*vFogColor;\n#endif","pbrVertexDeclaration":"uniform mat4 view;\nuniform mat4 viewProjection;\n#ifdef ALBEDO\nuniform mat4 albedoMatrix;\nuniform vec2 vAlbedoInfos;\n#endif\n#ifdef AMBIENT\nuniform mat4 ambientMatrix;\nuniform vec4 vAmbientInfos;\n#endif\n#ifdef OPACITY\nuniform mat4 opacityMatrix;\nuniform vec2 vOpacityInfos;\n#endif\n#ifdef EMISSIVE\nuniform vec2 vEmissiveInfos;\nuniform mat4 emissiveMatrix;\n#endif\n#ifdef LIGHTMAP\nuniform vec2 vLightmapInfos;\nuniform mat4 lightmapMatrix;\n#endif\n#ifdef REFLECTIVITY \nuniform vec3 vReflectivityInfos;\nuniform mat4 reflectivityMatrix;\n#endif\n#ifdef MICROSURFACEMAP\nuniform vec2 vMicroSurfaceSamplerInfos;\nuniform mat4 microSurfaceSamplerMatrix;\n#endif\n#ifdef BUMP\nuniform vec3 vBumpInfos;\nuniform mat4 bumpMatrix;\n#endif\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\n\n#ifdef REFRACTION\nuniform vec4 vRefractionInfos;\nuniform mat4 refractionMatrix;\nuniform vec3 vRefractionMicrosurfaceInfos;\n#endif\n\n#ifdef REFLECTION\nuniform vec2 vReflectionInfos;\nuniform mat4 reflectionMatrix;\nuniform vec3 vReflectionMicrosurfaceInfos;\n#endif\n","pbrFragmentDeclaration":"uniform vec3 vReflectionColor;\nuniform vec4 vAlbedoColor;\n\nuniform vec4 vLightingIntensity;\nuniform vec4 vReflectivityColor;\nuniform vec3 vEmissiveColor;\n\n#ifdef ALBEDO\nuniform vec2 vAlbedoInfos;\n#endif\n#ifdef AMBIENT\nuniform vec4 vAmbientInfos;\n#endif\n#ifdef BUMP\nuniform vec3 vBumpInfos;\nuniform vec2 vTangentSpaceParams;\n#endif\n#ifdef OPACITY \nuniform vec2 vOpacityInfos;\n#endif\n#ifdef EMISSIVE\nuniform vec2 vEmissiveInfos;\n#endif\n#ifdef LIGHTMAP\nuniform vec2 vLightmapInfos;\n#endif\n#ifdef REFLECTIVITY\nuniform vec3 vReflectivityInfos;\n#endif\n#ifdef MICROSURFACEMAP\nuniform vec2 vMicroSurfaceSamplerInfos;\n#endif\n\n#if defined(REFLECTIONMAP_SPHERICAL) || defined(REFLECTIONMAP_PROJECTION) || defined(REFRACTION)\nuniform mat4 view;\n#endif\n\n#ifdef REFRACTION\nuniform vec4 vRefractionInfos;\nuniform mat4 refractionMatrix;\nuniform vec3 vRefractionMicrosurfaceInfos;\n#endif\n\n#ifdef REFLECTION\nuniform vec2 vReflectionInfos;\nuniform mat4 reflectionMatrix;\nuniform vec3 vReflectionMicrosurfaceInfos;\n#if defined(USE_LOCAL_REFLECTIONMAP_CUBIC) && defined(REFLECTIONMAP_CUBIC)\nuniform vec3 vReflectionPosition;\nuniform vec3 vReflectionSize; \n#endif\n#endif","pbrUboDeclaration":"layout(std140,column_major) uniform;\nuniform Material\n{\nuniform vec2 vAlbedoInfos;\nuniform vec4 vAmbientInfos;\nuniform vec2 vOpacityInfos;\nuniform vec2 vEmissiveInfos;\nuniform vec2 vLightmapInfos;\nuniform vec3 vReflectivityInfos;\nuniform vec2 vMicroSurfaceSamplerInfos;\nuniform vec4 vRefractionInfos;\nuniform vec2 vReflectionInfos;\nuniform vec3 vReflectionPosition;\nuniform vec3 vReflectionSize; \nuniform vec3 vBumpInfos;\nuniform mat4 albedoMatrix;\nuniform mat4 ambientMatrix;\nuniform mat4 opacityMatrix;\nuniform mat4 emissiveMatrix;\nuniform mat4 lightmapMatrix;\nuniform mat4 reflectivityMatrix;\nuniform mat4 microSurfaceSamplerMatrix;\nuniform mat4 bumpMatrix;\nuniform vec2 vTangentSpaceParams;\nuniform mat4 refractionMatrix;\nuniform mat4 reflectionMatrix;\nuniform vec3 vReflectionColor;\nuniform vec4 vAlbedoColor;\nuniform vec4 vLightingIntensity;\nuniform vec3 vRefractionMicrosurfaceInfos;\nuniform vec3 vReflectionMicrosurfaceInfos;\nuniform vec4 vReflectivityColor;\nuniform vec3 vEmissiveColor;\nuniform float pointSize;\n};\nuniform Scene {\nmat4 viewProjection;\nmat4 view;\n};","pbrFunctions":"\n#define RECIPROCAL_PI2 0.15915494\n#define FRESNEL_MAXIMUM_ON_ROUGH 0.25\n\nconst float kRougnhessToAlphaScale=0.1;\nconst float kRougnhessToAlphaOffset=0.29248125;\nfloat convertRoughnessToAverageSlope(float roughness)\n{\n\nconst float kMinimumVariance=0.0005;\nfloat alphaG=square(roughness)+kMinimumVariance;\nreturn alphaG;\n}\n\nfloat smithVisibilityG1_TrowbridgeReitzGGX(float dot,float alphaG)\n{\nfloat tanSquared=(1.0-dot*dot)/(dot*dot);\nreturn 2.0/(1.0+sqrt(1.0+alphaG*alphaG*tanSquared));\n}\nfloat smithVisibilityG_TrowbridgeReitzGGX_Walter(float NdotL,float NdotV,float alphaG)\n{\nreturn smithVisibilityG1_TrowbridgeReitzGGX(NdotL,alphaG)*smithVisibilityG1_TrowbridgeReitzGGX(NdotV,alphaG);\n}\n\n\nfloat normalDistributionFunction_TrowbridgeReitzGGX(float NdotH,float alphaG)\n{\n\n\n\nfloat a2=square(alphaG);\nfloat d=NdotH*NdotH*(a2-1.0)+1.0;\nreturn a2/(PI*d*d);\n}\nvec3 fresnelSchlickGGX(float VdotH,vec3 reflectance0,vec3 reflectance90)\n{\nreturn reflectance0+(reflectance90-reflectance0)*pow(clamp(1.0-VdotH,0.,1.),5.0);\n}\nvec3 fresnelSchlickEnvironmentGGX(float VdotN,vec3 reflectance0,vec3 reflectance90,float smoothness)\n{\n\nfloat weight=mix(FRESNEL_MAXIMUM_ON_ROUGH,1.0,smoothness);\nreturn reflectance0+weight*(reflectance90-reflectance0)*pow(clamp(1.0-VdotN,0.,1.),5.0);\n}\n\nvec3 computeSpecularTerm(float NdotH,float NdotL,float NdotV,float VdotH,float roughness,vec3 reflectance0,vec3 reflectance90,float geometricRoughnessFactor)\n{\nroughness=max(roughness,geometricRoughnessFactor);\nfloat alphaG=convertRoughnessToAverageSlope(roughness);\nfloat distribution=normalDistributionFunction_TrowbridgeReitzGGX(NdotH,alphaG);\nfloat visibility=smithVisibilityG_TrowbridgeReitzGGX_Walter(NdotL,NdotV,alphaG);\nvisibility/=(4.0*NdotL*NdotV); \nfloat specTerm=max(0.,visibility*distribution)*NdotL;\nvec3 fresnel=fresnelSchlickGGX(VdotH,reflectance0,reflectance90);\nreturn fresnel*specTerm;\n}\nfloat computeDiffuseTerm(float NdotL,float NdotV,float VdotH,float roughness)\n{\n\n\nfloat diffuseFresnelNV=pow(clamp(1.0-NdotL,0.000001,1.),5.0);\nfloat diffuseFresnelNL=pow(clamp(1.0-NdotV,0.000001,1.),5.0);\nfloat diffuseFresnel90=0.5+2.0*VdotH*VdotH*roughness;\nfloat fresnel =\n(1.0+(diffuseFresnel90-1.0)*diffuseFresnelNL) *\n(1.0+(diffuseFresnel90-1.0)*diffuseFresnelNV);\nreturn fresnel*NdotL/PI;\n}\nfloat adjustRoughnessFromLightProperties(float roughness,float lightRadius,float lightDistance)\n{\n#if defined(USEPHYSICALLIGHTFALLOFF) || defined(USEGLTFLIGHTFALLOFF)\n\nfloat lightRoughness=lightRadius/lightDistance;\n\nfloat totalRoughness=clamp(lightRoughness+roughness,0.,1.);\nreturn totalRoughness;\n#else\nreturn roughness;\n#endif\n}\nfloat computeDefaultMicroSurface(float microSurface,vec3 reflectivityColor)\n{\nconst float kReflectivityNoAlphaWorkflow_SmoothnessMax=0.95;\nfloat reflectivityLuminance=getLuminance(reflectivityColor);\nfloat reflectivityLuma=sqrt(reflectivityLuminance);\nmicroSurface=reflectivityLuma*kReflectivityNoAlphaWorkflow_SmoothnessMax;\nreturn microSurface;\n}\n\n\nfloat fresnelGrazingReflectance(float reflectance0) {\nfloat reflectance90=clamp(reflectance0*25.0,0.0,1.0);\nreturn reflectance90;\n}\n\n\n#define UNPACK_LOD(x) (1.0-x)*255.0\nfloat getLodFromAlphaG(float cubeMapDimensionPixels,float alphaG,float NdotV) {\nfloat microsurfaceAverageSlope=alphaG;\n\n\n\n\n\n\nmicrosurfaceAverageSlope*=sqrt(abs(NdotV));\nfloat microsurfaceAverageSlopeTexels=microsurfaceAverageSlope*cubeMapDimensionPixels;\nfloat lod=log2(microsurfaceAverageSlopeTexels);\nreturn lod;\n}\nfloat environmentRadianceOcclusion(float ambientOcclusion,float NdotVUnclamped) {\n\n\nfloat temp=NdotVUnclamped+ambientOcclusion;\nreturn clamp(square(temp)-1.0+ambientOcclusion,0.0,1.0);\n}\nfloat environmentHorizonOcclusion(vec3 view,vec3 normal) {\n\nvec3 reflection=reflect(view,normal);\nfloat temp=clamp( 1.0+1.1*dot(reflection,normal),0.0,1.0);\nreturn square(temp);\n}","harmonicsFunctions":"#ifdef USESPHERICALFROMREFLECTIONMAP\nuniform vec3 vSphericalX;\nuniform vec3 vSphericalY;\nuniform vec3 vSphericalZ;\nuniform vec3 vSphericalXX_ZZ;\nuniform vec3 vSphericalYY_ZZ;\nuniform vec3 vSphericalZZ;\nuniform vec3 vSphericalXY;\nuniform vec3 vSphericalYZ;\nuniform vec3 vSphericalZX;\nvec3 quaternionVectorRotation_ScaledSqrtTwo(vec4 Q,vec3 V){\nvec3 T=cross(Q.xyz,V);\nT+=Q.www*V;\nreturn cross(Q.xyz,T)+V;\n}\nvec3 environmentIrradianceJones(vec3 normal)\n{\n\n\n\n\n\n\n\n\n\nfloat Nx=normal.x;\nfloat Ny=normal.y;\nfloat Nz=normal.z;\nvec3 C1=vSphericalZZ.rgb;\nvec3 Cx=vSphericalX.rgb;\nvec3 Cy=vSphericalY.rgb;\nvec3 Cz=vSphericalZ.rgb;\nvec3 Cxx_zz=vSphericalXX_ZZ.rgb;\nvec3 Cyy_zz=vSphericalYY_ZZ.rgb;\nvec3 Cxy=vSphericalXY.rgb;\nvec3 Cyz=vSphericalYZ.rgb;\nvec3 Czx=vSphericalZX.rgb;\nvec3 a1=Cyy_zz*Ny+Cy;\nvec3 a2=Cyz*Nz+a1;\nvec3 b1=Czx*Nz+Cx;\nvec3 b2=Cxy*Ny+b1;\nvec3 b3=Cxx_zz*Nx+b2;\nvec3 t1=Cz*Nz+C1;\nvec3 t2=a2*Ny+t1;\nvec3 t3=b3*Nx+t2;\nreturn t3;\n}\n#endif","pbrLightFunctions":"\nstruct lightingInfo\n{\nvec3 diffuse;\n#ifdef SPECULARTERM\nvec3 specular;\n#endif\n};\nstruct pointLightingInfo\n{\nvec3 lightOffset;\nfloat lightDistanceSquared;\nfloat attenuation;\n};\nstruct spotLightingInfo\n{\nvec3 lightOffset;\nfloat lightDistanceSquared;\nvec3 directionToLightCenterW;\nfloat attenuation;\n};\nfloat computeDistanceLightFalloff_Standard(vec3 lightOffset,float range)\n{\nreturn max(0.,1.0-length(lightOffset)/range);\n}\nfloat computeDistanceLightFalloff_Physical(float lightDistanceSquared)\n{\nreturn 1.0/((lightDistanceSquared+0.001));\n}\nfloat computeDistanceLightFalloff_GLTF(float lightDistanceSquared,float inverseSquaredRange)\n{\nconst float minDistanceSquared=0.01*0.01;\nfloat lightDistanceFalloff=1.0/(max(lightDistanceSquared,minDistanceSquared));\nfloat factor=lightDistanceSquared*inverseSquaredRange;\nfloat attenuation=clamp(1.0-factor*factor,0.,1.);\nattenuation*=attenuation;\n\nlightDistanceFalloff*=attenuation;\nreturn lightDistanceFalloff;\n}\nfloat computeDistanceLightFalloff(vec3 lightOffset,float lightDistanceSquared,float range,float inverseSquaredRange)\n{ \n#ifdef USEPHYSICALLIGHTFALLOFF\nreturn computeDistanceLightFalloff_Physical(lightDistanceSquared);\n#elif defined(USEGLTFLIGHTFALLOFF)\nreturn computeDistanceLightFalloff_GLTF(lightDistanceSquared,inverseSquaredRange);\n#else\nreturn computeDistanceLightFalloff_Standard(lightOffset,range);\n#endif\n}\nfloat computeDirectionalLightFalloff_Standard(vec3 lightDirection,vec3 directionToLightCenterW,float cosHalfAngle,float exponent)\n{\nfloat falloff=0.0;\nfloat cosAngle=max(0.000000000000001,dot(-lightDirection,directionToLightCenterW));\nif (cosAngle>=cosHalfAngle)\n{\nfalloff=max(0.,pow(cosAngle,exponent));\n}\nreturn falloff;\n}\nfloat computeDirectionalLightFalloff_Physical(vec3 lightDirection,vec3 directionToLightCenterW,float cosHalfAngle)\n{\nconst float kMinusLog2ConeAngleIntensityRatio=6.64385618977; \n\n\n\n\n\nfloat concentrationKappa=kMinusLog2ConeAngleIntensityRatio/(1.0-cosHalfAngle);\n\n\nvec4 lightDirectionSpreadSG=vec4(-lightDirection*concentrationKappa,-concentrationKappa);\nfloat falloff=exp2(dot(vec4(directionToLightCenterW,1.0),lightDirectionSpreadSG));\nreturn falloff;\n}\nfloat computeDirectionalLightFalloff_GLTF(vec3 lightDirection,vec3 directionToLightCenterW,float lightAngleScale,float lightAngleOffset)\n{\n\n\n\nfloat cd=dot(-lightDirection,directionToLightCenterW);\nfloat falloff=clamp(cd*lightAngleScale+lightAngleOffset,0.,1.);\n\nfalloff*=falloff;\nreturn falloff;\n}\nfloat computeDirectionalLightFalloff(vec3 lightDirection,vec3 directionToLightCenterW,float cosHalfAngle,float exponent,float lightAngleScale,float lightAngleOffset)\n{\n#ifdef USEPHYSICALLIGHTFALLOFF\nreturn computeDirectionalLightFalloff_Physical(lightDirection,directionToLightCenterW,cosHalfAngle);\n#elif defined(USEGLTFLIGHTFALLOFF)\nreturn computeDirectionalLightFalloff_GLTF(lightDirection,directionToLightCenterW,lightAngleScale,lightAngleOffset);\n#else\nreturn computeDirectionalLightFalloff_Standard(lightDirection,directionToLightCenterW,cosHalfAngle,exponent);\n#endif\n}\npointLightingInfo computePointLightingInfo(vec4 lightData) {\npointLightingInfo result;\nresult.lightOffset=lightData.xyz-vPositionW;\nresult.lightDistanceSquared=dot(result.lightOffset,result.lightOffset);\nreturn result;\n}\nspotLightingInfo computeSpotLightingInfo(vec4 lightData) {\nspotLightingInfo result;\nresult.lightOffset=lightData.xyz-vPositionW;\nresult.directionToLightCenterW=normalize(result.lightOffset);\nresult.lightDistanceSquared=dot(result.lightOffset,result.lightOffset);\nreturn result;\n}\nlightingInfo computePointLighting(pointLightingInfo info,vec3 viewDirectionW,vec3 vNormal,vec3 diffuseColor,float lightRadius,float roughness,float NdotV,vec3 reflectance0,vec3 reflectance90,float geometricRoughnessFactor,out float NdotL) {\nlightingInfo result;\nfloat lightDistance=sqrt(info.lightDistanceSquared);\nvec3 lightDirection=normalize(info.lightOffset);\n\nroughness=adjustRoughnessFromLightProperties(roughness,lightRadius,lightDistance);\n\nvec3 H=normalize(viewDirectionW+lightDirection);\nNdotL=clamp(dot(vNormal,lightDirection),0.00000000001,1.0);\nfloat VdotH=clamp(dot(viewDirectionW,H),0.0,1.0);\nfloat diffuseTerm=computeDiffuseTerm(NdotL,NdotV,VdotH,roughness);\nresult.diffuse=diffuseTerm*diffuseColor*info.attenuation;\n#ifdef SPECULARTERM\n\nfloat NdotH=clamp(dot(vNormal,H),0.000000000001,1.0);\nvec3 specTerm=computeSpecularTerm(NdotH,NdotL,NdotV,VdotH,roughness,reflectance0,reflectance90,geometricRoughnessFactor);\nresult.specular=specTerm*diffuseColor*info.attenuation;\n#endif\nreturn result;\n}\nlightingInfo computeSpotLighting(spotLightingInfo info,vec3 viewDirectionW,vec3 vNormal,vec4 lightDirection,vec3 diffuseColor,float lightRadius,float roughness,float NdotV,vec3 reflectance0,vec3 reflectance90,float geometricRoughnessFactor,out float NdotL) {\nlightingInfo result;\n\nfloat lightDistance=sqrt(info.lightDistanceSquared);\nroughness=adjustRoughnessFromLightProperties(roughness,lightRadius,lightDistance);\n\nvec3 H=normalize(viewDirectionW+info.directionToLightCenterW);\nNdotL=clamp(dot(vNormal,info.directionToLightCenterW),0.000000000001,1.0);\nfloat VdotH=clamp(dot(viewDirectionW,H),0.0,1.0);\nfloat diffuseTerm=computeDiffuseTerm(NdotL,NdotV,VdotH,roughness);\nresult.diffuse=diffuseTerm*diffuseColor*info.attenuation;\n#ifdef SPECULARTERM\n\nfloat NdotH=clamp(dot(vNormal,H),0.000000000001,1.0);\nvec3 specTerm=computeSpecularTerm(NdotH,NdotL,NdotV,VdotH,roughness,reflectance0,reflectance90,geometricRoughnessFactor);\nresult.specular=specTerm*diffuseColor*info.attenuation;\n#endif\nreturn result;\n}\nlightingInfo computeDirectionalLighting(vec3 viewDirectionW,vec3 vNormal,vec4 lightData,vec3 diffuseColor,vec3 specularColor,float lightRadius,float roughness,float NdotV,vec3 reflectance0,vec3 reflectance90,float geometricRoughnessFactor,out float NdotL) {\nlightingInfo result;\nfloat lightDistance=length(-lightData.xyz);\nvec3 lightDirection=normalize(-lightData.xyz);\n\nroughness=adjustRoughnessFromLightProperties(roughness,lightRadius,lightDistance);\n\nvec3 H=normalize(viewDirectionW+lightDirection);\nNdotL=clamp(dot(vNormal,lightDirection),0.00000000001,1.0);\nfloat VdotH=clamp(dot(viewDirectionW,H),0.0,1.0);\nfloat diffuseTerm=computeDiffuseTerm(NdotL,NdotV,VdotH,roughness);\nresult.diffuse=diffuseTerm*diffuseColor;\n#ifdef SPECULARTERM\n\nfloat NdotH=clamp(dot(vNormal,H),0.000000000001,1.0);\nvec3 specTerm=computeSpecularTerm(NdotH,NdotL,NdotV,VdotH,roughness,reflectance0,reflectance90,geometricRoughnessFactor);\nresult.specular=specTerm*diffuseColor;\n#endif\nreturn result;\n}\nlightingInfo computeHemisphericLighting(vec3 viewDirectionW,vec3 vNormal,vec4 lightData,vec3 diffuseColor,vec3 specularColor,vec3 groundColor,float roughness,float NdotV,vec3 reflectance0,vec3 reflectance90,float geometricRoughnessFactor,out float NdotL) {\nlightingInfo result;\n\n\n\nNdotL=dot(vNormal,lightData.xyz)*0.5+0.5;\nresult.diffuse=mix(groundColor,diffuseColor,NdotL);\n#ifdef SPECULARTERM\n\nvec3 lightVectorW=normalize(lightData.xyz);\nvec3 H=normalize(viewDirectionW+lightVectorW);\nfloat NdotH=clamp(dot(vNormal,H),0.000000000001,1.0);\nNdotL=clamp(NdotL,0.000000000001,1.0);\nfloat VdotH=clamp(dot(viewDirectionW,H),0.0,1.0);\nvec3 specTerm=computeSpecularTerm(NdotH,NdotL,NdotV,VdotH,roughness,reflectance0,reflectance90,geometricRoughnessFactor);\nresult.specular=specTerm*diffuseColor;\n#endif\nreturn result;\n}\nvec3 computeProjectionTextureDiffuseLighting(sampler2D projectionLightSampler,mat4 textureProjectionMatrix){\nvec4 strq=textureProjectionMatrix*vec4(vPositionW,1.0);\nstrq/=strq.w;\nvec3 textureColor=texture2D(projectionLightSampler,strq.xy).rgb;\nreturn toLinearSpace(textureColor);\n}","clipPlaneVertexDeclaration2":"#ifdef CLIPPLANE\nuniform vec4 vClipPlane;\nout float fClipDistance;\n#endif\n#ifdef CLIPPLANE2\nuniform vec4 vClipPlane2;\nout float fClipDistance2;\n#endif\n#ifdef CLIPPLANE3\nuniform vec4 vClipPlane3;\nout float fClipDistance3;\n#endif\n#ifdef CLIPPLANE4\nuniform vec4 vClipPlane4;\nout float fClipDistance4;\n#endif","clipPlaneFragmentDeclaration2":"#ifdef CLIPPLANE\nin float fClipDistance;\n#endif\n#ifdef CLIPPLANE2\nin float fClipDistance2;\n#endif\n#ifdef CLIPPLANE3\nin float fClipDistance3;\n#endif\n#ifdef CLIPPLANE4\nin float fClipDistance4;\n#endif","mrtFragmentDeclaration":"#if __VERSION__>=200\nlayout(location=0) out vec4 glFragData[{X}];\n#endif\n","bones300Declaration":"#if NUM_BONE_INFLUENCERS>0\n#ifdef BONETEXTURE\nuniform sampler2D boneSampler;\n#else\nuniform mat4 mBones[BonesPerMesh];\n#endif \nin vec4 matricesIndices;\nin vec4 matricesWeights;\n#if NUM_BONE_INFLUENCERS>4\nin vec4 matricesIndicesExtra;\nin vec4 matricesWeightsExtra;\n#endif\n#ifdef BONETEXTURE\nmat4 readMatrixFromRawSampler(sampler2D smp,float index)\n{\nmat4 result;\nfloat offset=index*4.0; \nfloat dx=1.0/boneTextureWidth;\nresult[0]=texture(smp,vec2(dx*(offset+0.5),0.));\nresult[1]=texture(smp,vec2(dx*(offset+1.5),0.));\nresult[2]=texture(smp,vec2(dx*(offset+2.5),0.));\nresult[3]=texture(smp,vec2(dx*(offset+3.5),0.));\nreturn result;\n}\n#endif\n#endif","instances300Declaration":"#ifdef INSTANCES\nin vec4 world0;\nin vec4 world1;\nin vec4 world2;\nin vec4 world3;\n#else\nuniform mat4 world;\n#endif","kernelBlurFragment":"#ifdef DOF\nfactor=sampleCoC(sampleCoord{X}); \ncomputedWeight=KERNEL_WEIGHT{X}*factor;\nsumOfWeights+=computedWeight;\n#else\ncomputedWeight=KERNEL_WEIGHT{X};\n#endif\n#ifdef PACKEDFLOAT\nblend+=unpack(texture2D(textureSampler,sampleCoord{X}))*computedWeight;\n#else\nblend+=texture2D(textureSampler,sampleCoord{X})*computedWeight;\n#endif","kernelBlurFragment2":"#ifdef DOF\nfactor=sampleCoC(sampleCenter+delta*KERNEL_DEP_OFFSET{X});\ncomputedWeight=KERNEL_DEP_WEIGHT{X}*factor;\nsumOfWeights+=computedWeight;\n#else\ncomputedWeight=KERNEL_DEP_WEIGHT{X};\n#endif\n#ifdef PACKEDFLOAT\nblend+=unpack(texture2D(textureSampler,sampleCenter+delta*KERNEL_DEP_OFFSET{X}))*computedWeight;\n#else\nblend+=texture2D(textureSampler,sampleCenter+delta*KERNEL_DEP_OFFSET{X})*computedWeight;\n#endif","kernelBlurVaryingDeclaration":"varying vec2 sampleCoord{X};","kernelBlurVertex":"sampleCoord{X}=sampleCenter+delta*KERNEL_OFFSET{X};","backgroundVertexDeclaration":"uniform mat4 view;\nuniform mat4 viewProjection;\nuniform float shadowLevel;\n#ifdef DIFFUSE\nuniform mat4 diffuseMatrix;\nuniform vec2 vDiffuseInfos;\n#endif\n#ifdef REFLECTION\nuniform vec2 vReflectionInfos;\nuniform mat4 reflectionMatrix;\nuniform vec3 vReflectionMicrosurfaceInfos;\nuniform float fFovMultiplier;\n#endif\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif","backgroundFragmentDeclaration":" uniform vec4 vPrimaryColor;\n#ifdef USEHIGHLIGHTANDSHADOWCOLORS\nuniform vec4 vPrimaryColorShadow;\n#endif\nuniform float shadowLevel;\nuniform float alpha;\n#ifdef DIFFUSE\nuniform vec2 vDiffuseInfos;\n#endif\n#ifdef REFLECTION\nuniform vec2 vReflectionInfos;\nuniform mat4 reflectionMatrix;\nuniform vec3 vReflectionMicrosurfaceInfos;\n#endif\n#if defined(REFLECTIONFRESNEL) || defined(OPACITYFRESNEL)\nuniform vec3 vBackgroundCenter;\n#endif\n#ifdef REFLECTIONFRESNEL\nuniform vec4 vReflectionControl;\n#endif\n#if defined(REFLECTIONMAP_SPHERICAL) || defined(REFLECTIONMAP_PROJECTION) || defined(REFRACTION)\nuniform mat4 view;\n#endif","backgroundUboDeclaration":"layout(std140,column_major) uniform;\nuniform Material\n{\nuniform vec4 vPrimaryColor;\nuniform vec4 vPrimaryColorShadow;\nuniform vec2 vDiffuseInfos;\nuniform vec2 vReflectionInfos;\nuniform mat4 diffuseMatrix;\nuniform mat4 reflectionMatrix;\nuniform vec3 vReflectionMicrosurfaceInfos;\nuniform float fFovMultiplier;\nuniform float pointSize;\nuniform float shadowLevel;\nuniform float alpha;\n#if defined(REFLECTIONFRESNEL) || defined(OPACITYFRESNEL)\nuniform vec3 vBackgroundCenter;\n#endif\n#ifdef REFLECTIONFRESNEL\nuniform vec4 vReflectionControl;\n#endif\n};\nuniform Scene {\nmat4 viewProjection;\nmat4 view;\n};"};
  119967. var globalObject = (typeof global !== 'undefined') ? global : ((typeof window !== 'undefined') ? window : this);
  119968. globalObject["BABYLON"] = BABYLON;
  119969. //backwards compatibility
  119970. if(typeof earcut !== 'undefined') {
  119971. globalObject["Earcut"] = {
  119972. earcut: earcut
  119973. };
  119974. }
  119975. return BABYLON;
  119976. });